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Vistas of a New World [Total War; Fantasy and Cold War]
Five years ago, the idea of Atomic Power was only a dream. You have made that dream a reality. You have seized upon the most nebulous of ideas and translated them into actualities. You have built cities where none were known before. You have constructed industrial plants of a magnitude and to a precision heretofore deemed impossible. You built the weapon which ended the War and thereby saved countless American lives. With regard to peacetime applications, you have raised the curtain on vistas of a new world.
-Lt. General Leslie Groves (ret), in his farewell address
When Lt. General Groves spoke of a new world, he was speaking in metaphor, referring to the potential application of atomic energy to peaceful endeavors. The real truth of the matter was that he was being literal, although he did not know it. The detonation of atomic weapons opened a portal to a new world, one where magic and fantasy lived.
In Vistas of a New World, you are put in charge of a department exploring an entirely new world.
The Story So Far...
Spoiler
1939 - American president Franklin D. Roosevelt receives the Einstein–Szilárd letter, which warns of the danger of the atomic bomb and specifically points out that Nazi Germany might already be working on such a thing. In response to the letter, FDR authorizes the Advisory Committee on Uranium to investigate possible options.
1942 - The Manhattan Project is established under the command of General Leslie Groves. The Project is given two sites, which eventually become Oak Ridge National Laboratory and Los Alamos National Laboratory.
1945"Trinity" -The first successful nuclear explosion occurs near Alamogordo, New Mexico. One month later, an atomic bomb is dropped on Hiroshima and Nagasaki. World War II soon ends.
1946 -Operation Crossroads begins the testing of nuclear weapons in the Pacific Proving Grounds. During Test Baker, naval ships are exposed to nuclear fallout to determine it's lethality and test cleanup methods. Live animals are also exposed to radiation. The testing reveals the woeful inadequacy of existing methods of cleanup
1947 -The Manhattan Project is dissolved. It's scientific responsibilities are taken over by the United States Atomic Energy Commission (AEC) while it's military responsibilities are taken over by the Armed Forces Special Weapons Project (AFSWP).
-Project Chimney Sweep is created under the command of AFSWP. It is tasked with determining new methods of radioactive cleanup and starts with the remaining ships from Operation Crossroads.
1948 -General Groves retires. He is replaced by Nelson Hollender, who is promoted to major general and chief of the AFSWP.
-Project Chimney Sweep is moved to the original Trinity test site to conduct tests on the cleanup of natural materials. To assist with the testing, Pete Aumann, a physicist who worked on the Manhattan Project, is assigned to provide detection equipment and his expertise.
1949"First Lightning" -The Soviet Union detonates a nuclear bomb, becoming the world's second nuclear power.
1950 -Beginning of the Korean War.
-Pete Aumann's team detects unusually high levels of electromagnetic interference at the Trinity site. He puts forth the radical idea that the EM interference comes from damage at the atomic level caused by the original atomic bomb that, for some as-yet-determined reason, was not caused by other nuclear detonations. His theory is at first rejected, but absent any other explanations, he is given to go-ahead to continue experimentation. Project Chimney Sweep begins construction of testing facilities (mostly re-purposed Manhattan Project facilities).
1952 -Pete Aumann's team reaches a breakthrough. They are able to prove the existence of the atomic damage and, more importantly, are able to expand and contract the damage through the application of large amounts of electricity. "Flash Point" -After being given permission by the Joint Chiefs of Staff (JCS) and the President, Pete Aumann and his team send a critical amount of energy into the "tear", forming a stable portal for 0.38 seconds. Through further testing, they are able to keep the portal open for over 8 seconds before it contracts to it's original size.
-The Special Logistics Detachment (SLD) is formed under the direct command of Maj. General Nelson Hollender. It's purpose is to travel through the portal and make a report of what they find.
-The first fusion bomb is tested.
1953 -The first SLD expedition returns. They report that there is another world at the end of the portal, which appears remarkably similar to pre-industrial Europe. There is even a native society of humans (or human-like beings), though the expedition purposefully avoided contact. More strangely, the laws of physics appear to be different on the other side, as several members of the expedition report what can only be described as "magic".
-A number of departments are formed under the general umbrella of the SLD. They are to be headed by hand-picked members of the military and civilians. Each department is to be given considerable independence in achieving it's goals, though they all ultimately still report to Maj. General Nelson Hollender (and the JCS).
1954The game begins.
Rules
Spoiler
The rules for this game are slightly different from the normal Total War rules.
The first difference is that we will be using quantity and quality as distinct parts of a stat. Quantity represents how much of something you have. For things like Military or Industry, it represents the size of your forces or factories, while for something like Morale, it represents the resistance to being changed. Quality represents how well you're able to do something. In addition, higher quality increases the chance of critical effects - both bad and good. High quality requires innovation and risk-taking, which means when you fail, you fail in exciting and new ways. (In general, there's a "soft cap" of quality of about 10. There's no cap on quantity, but every two full increases is about a doubling or so.)
The main difference is the addition of what are called "work groups". Each department (which is headed by a PC or NPC) has under it a number of work groups. Work groups are how you get (almost) anything done in the game world. Each work group can be assigned a task and it completes that task based on it's stats. Both departments and work groups have stats, as described below. You can create additional work groups, as well as splitting and combining work groups for a price, though - for my sanity - please try to limit the splitting/combining.
Stats
Department Stats
Economy (ECO): How easily and quickly you're able to get your hands on something. Economy represents not just your cash and cash flow, but also contacts and transportation. Quality represents quickness, while quantity represents amount. High quality means you get your things quickly and in good shape, while high quantity means you can get more expensive things without breaking the bank. You may have multiple different economies.
Opinion (OP): How NPCs feel about your department. Whereas diplomacy represents the ability to convince somebody to do what they wouldn't normally do, opinions represents their natural level of willingness to help (or harm) you. Quality represents their current feelings, while quantity represents the depth of those feelings. High quality means that they like you, while high quantity means that their feelings are deep and abiding. You may have multiple different opinions (and will).
Work Group Stats Note: except for Morale, not every work group is going to have every stat. In fact, most work groups will only have one or two stats.
Military (MIL): The work group's ability to project physical power.
Industry (IND): The work group's ability to produce goods. This includes both manufactured goods and raw materials.
Fieldcraft (FLD): The work group's ability to move quickly and without being noticed in all manner of terrain. It also includes navigation, pursuit, and evasion.
Research (RES): The work group's ability to understand and development new technologies.
Diplomacy (DIP): The work group's ability to convince other people to do what you want them to do.
Espionage (ESP): The work group's ability to steal intelligence, subvert agents, and defend against the same.
Magery (MAG): The work group's ability to use powers that violate the laws of physics.
Morale (MOR): How ready the work group is to do what you need them to do. Quality represents current feelings, while quantity represents the resistance to change.
Specialties and Technology
In addition to simply improving the quality of an stat, you can also give an sat a specialty, which increases the effective quality of an stat when doing a particular task. Each work group can have a specialty for each stat. For instance, Work Group Baker could be given a specialty of Military [Urban] and Magery [Fire], while Work Group Charlie could be given a specialty of Magery [Scrying]. When doing the appropriate task, a specialty increases the quality by ++.
Technology is similar to specialties, with several important differences. First, the bonus it provides is only +, though it stacks with a specialty and you can have multiple technologies (though this is rare). Second, if, in the opinion of the GM (that's me!), a technology becomes prevalent, then it's adoption becomes so ubiquitous that it no longer provides a bonus. Essentially, it becomes the assumption that any work group of sufficient quality already has the technology and it is integrated into any future work groups of such quality. As a result, the GM may reduce the quality of the stat of any work group which does not have that technology.
For example, let's say that Work Group R&D develops Starlight scope, which provides a bonus to Military operations done during the night. If other work groups adopt this technology, it eventually becomes the norm - the standard tactics of all military forces will adapt to use this technology. At this point, anybody who doesn't have the technology is facing a significant problem as they have not adapted quickly enough to deal with this new technology. All work groups without the technology lose quality and work groups with the technology no longer apply a bonus. Increases in quality represent work groups finally adapting to the technology or finding ways around their lack of it.
Game Turn
Each turn represents one in-game season (Spring, Summer, Autumn, Winter). I want to make each turn relatively quick. We'll start out at about a real-life week per turn and then start reducing it when people get all settled in.
Department Creation
Spoiler
To sign up, you must post three things. First, a short description (a few sentences to a paragraph) of what goals your department was founded on. Second, a short description (a paragraph or three) about the history of your department leader. Finally, you should provide a short description (a few sentences to a paragraph) about your first work group and which stats it has (around three or so). You can have Magery, but don't expect to have a greater quality than + (this represents academic knowledge of existing Earth folktales, superstition, and occult history).
The above is a way of demonstrating that you're capable of being imaginative within certain constraints and that you're capable of sufficient spelling and grammar. While the occasional typo is expected and undertantable, yur sentances shuldnt look lke dis.
Be aware that each department starts out with the stats below: Opinion - U.S. Gov't: +++++ [3]
You've been more or less hand-picked for this assignment, but your command is untested and there are a lot of people who think that this will catastrophically fail and are just waiting to prove it.
Economy - Department: +++++++ [2]
You have a large up-front investment of money from the Gov't and almost no oversight on your expenditure, but your annual budget is pretty low
Economy - U.S. Gov't: + [5]
You have the support of the U.S. Gov't, but since the money expenditure needs to be hidden, that slows everything down (to mention nothing about all the forms you have to fill out). Short of a tank, you can requisition almost anything and get it. Eventually.
While your department may have additional stats, you will need to provide good reasons for it and don't be surprised if you are penalized.
Important Fluff
Spoiler
Race and Gender
I obviously don't want to make anybody uncomfortable and at the same time I want to keep on the good side of forum rules. That being said, there is important information you should be aware of if you want your department leader to be a woman or a minority.
The army was officially desegregated by Executive Order 9981 signed into law by President Truman in 1948. It wasn't until 1950, during the Korean War, that practicality forced the integration of black and white units. If you wish to play a department leader who is a black soldier, you most likely distinguished yourself in the Korean War, though that's not the only possibility.
Women, through the Women's Army Corp (WAC), played a key role in many parts of World War II. Most importantly for our purposes, lots of WAC were part of the Manhattan Project so it's natural enough that some military women would become part of the SLD. It would be expected that a female takes the "safe" jobs, but practicality might force integration as well.
Minorities and women department leaders can also come from civilian pursuits.
In any case, you will not be penalized from playing a minority or woman department leader. Since your appointment was hand-picked, it is assumed that you distinguished yourself to a significant degree - enough to overcome any natural prejudices.
Civilian vs. Military
You are free to designate your department leader as being either civilian or military. Major, Lt. Colonel, or Colonel would be an appropriate rank. Whatever the case, the unique circumstances of the Special Logistic Detachment mean that you are given exceptional freedom, among which is the ability to ignore normal chain of command. You report directly to Major General Nelson Hollender and the direct chain of command to the Joint Chiefs. It is quite within your rights to firmly - but politely - tell anybody else to shove it (at least while acting in their official duties).
You will not be penalized for playing a civilian or a solder. Civilians commanding soldiers are, effectively, given a temporary rank while performing their services under the SLD.
__________________
"It had a spell put on it by an old fakir," said the sergeant-major, "a very holy man. He wanted to show that fate ruled people's lives, and that those who interfered with it did so to their sorrow."
Re: Vistas of a New World [Total War; Fantasy and Cold War]
Okay. I'll take a break from my usual high espionage factions and go for my other love: high research/magic factions.
I'll build a department that wants to scientifically analyze magic. Repeatable experiments, eliminating factors, generalize theories, that kind of thing.
“Not a promise, not an oath, or a malediction or a curse,” I said, sounding calm, probably inaudible in the midst of the screaming. “Inevitable. Wasn’t that how she put it? I told them. Warned them.”
-Taylor Hebert. Yes, I'm a proud Skittle.
Re: Vistas of a New World [Total War; Fantasy and Cold War]
This sounds, intresting.
The Rosengren Research Department
Spoiler
The Mission Blurb
Spoiler
The Americans know something. When dealing with something impossible or insane, there's only one bunch of wackjob's you can trust. Sure, they might be Canadian, but Matt Rosengren and his boys are some of the craizest, smartest, and most cold Bloodly ruthless people you can get. The chance to uncover a world where common sense is tossed out the window? Another day in the office for these guys.
Matt Rosengren
Spoiler
Matt is one of those rare few people who seem's to never stop being happy. This however, is deceiving. While one of the smarter guys on the planet, he's not very people savvy. But he does understand technology, and some say his intrest in the occult is just a bit more then that.... A common rumor however, is that he can manipulate the mental tests. After all, his boys call him The Joker.
Matt's Boys, Research Squad
Spoiler
The Research Squad is a small group, but smart. Matt Does not expect there to be any fighting, at first, and so he's brought these guys over. Most of them are fringe scientists, but understand the lab work. They also know this. Matt's the Boss, we only answer to him.
They'd have the Research and Magic Stats. As fringe scientists, theyève already started adapting to the ideas of magic, as just another set of phsyics, and possibly linked to paranormal research already being conducted.
Stats by importance;
Research (Low quanity, High Quality)
ESP (Low quanity, High Quality)
Magic (Low quanity, High Quality)
Request; They have the Speciality; Paranormal Research
__________________
98% of the internet has a Myspace. If you're one of the 2% who isn't an emo whiner, show solidarity by putting this in your sig.
Spoiler
dragonflycave.com/newpay.aspx][/url]
Last edited by Grimsage Matt : 10-09-2012 at 09:58 PM.
Re: Vistas of a New World [Total War; Fantasy and Cold War]
Hmm... Is it possible to play a faction headed by someone who isn't exactly from Earth? Like the genderswapped clone of Nikola Tesla from another dimension.
__________________
Credit to AlterForm for the awesome Iroh avatar.
Quote:
Originally Posted by golentan
What Yuki said.
Also, infernals are the only cool solaroids, so, just sayin'.*
*You are entitled to disagree. But to do so is wrong.
Re: Vistas of a New World [Total War; Fantasy and Cold War]
OK, I think I'll go for an Espionage and field-craft department, charged with figuring out what the new world is like, and any possible areas where the government could benefit from this world. So at least at first it would basically be scouting, and later move on to the usual ESP and covert ops.
I'll post a faction later.
__________________
"The AI does not hate you, nor does it love you, but you are made out of atoms which it can use for something else" - Eliezer Yudkowsky
Re: Vistas of a New World [Total War; Fantasy and Cold War]
Oh boy, this is gonna be fun
*clears throat*
Industrial Arms and Armor
Mission:
IAA's leader is obsessed with new frontiers, and often says "we do science for the sake of science, not for the money that comes from it. Though, that certainly does help." The groups leader, a man by the name of Frin Gordon, simply called Captain due to being ex-military, builds weapons and armored vehicles for the US government, as well as civilians, simply to fund his research. The current project? Reaching space in the new world.
"Captain" Frin Gordon:
He grew up in a small town in Texas called Odessa, and when his father was shipped off for WWI, became obsessed with the military. By the time his father got home, Frin had already begun preparing himself to join the Navy. During his physical training, he took on the philosophy that a well honed body, needed a well honed mind. He started to research, and was drawn to astrophysics, a pretty much fledgling field at the time, and it became a love that never left him. Shortly after he graduated college, he joined the Navy. Then WWII hit, he was a Pear Harbor survivor, and had become a Captain by this point. He elected a less refined version of the plan that the US used to advance on the Japanese. Shortly after watching the atom bombs get dropped, he was injured by a Japanese infiltrator and was given a honorable discharge. Shortly after, he used the money he had saved to found the IAA, and began work on supplying the military during their battles against Germany, not long after D-Day his first weapons made it to the battlefield. Finding it profatable, he secured government grants for new factories and materials, and contunied to make weapons for them. Not long after WWII had ended, he started selling to the public, and that was when he got the money to found the IASR, Industrial Arms and Armour Research. Not long after the portal had been opened, he started to get his scientists to work on finding a way to reach the moon, and, as the Cold War was no doubt underway at this point, sell the designs to the US to beat the Russians. From there, he got the idea to test it in the new world first.
IAAR Squad Alpha
While a small group, the IAA is ready to send more people to increase its size as they expand. With the IAA based in Texas, many of these people are proud Texans, and those who aren't researchers, are hard workers. The goal of the group is to make the new world into a new industrial base, as well as test space flight, and other new technologies. Because of the focus of the IAA, they would be insane if they didn't train some troops to project into the world.
Re: Vistas of a New World [Total War; Fantasy and Cold War]
How large is the average work group? 50 people, 100, 1000? I'm asking so that I can get a general idea of what I am working with here.
__________________
"The AI does not hate you, nor does it love you, but you are made out of atoms which it can use for something else" - Eliezer Yudkowsky
Re: Vistas of a New World [Total War; Fantasy and Cold War]
The Inter-Dimensional Special Activities Department
(edited to change the fluff to match time period)
(just call them Spec Ops)
Mission Statement
Spoiler
The Inter-Dimensional Special Operations Division was assembled out of the most elite members of the Office of Strategic Services (OSS), and the US Army Rangers in order to ensure that the discreet actions that would inevitably become necessary in this new world would be carried out by the best of the best. They are willing to do whatever is necessary to ensure that the USA comes out ahead in this.
Leader
Spoiler
Sebastian Mercer was a former OSS operative with immense experience in the field. Originally recruited in WWII he developed a great patriotism as he helped take down the Nazis. LAter he went on to work as a spy in the Korean war where an injury of his forced him out of the field, and behind a desk. Not one to give up he excelled at his new position, and made his way to nearly the top of the CIA. When he heard about the possibility of a new world to explore how could he resist?
Work Group
Spoiler
Eyes and Ears, a scouting group
Formed from the US army rangers these men represent some of the best scouts that America could possibly offer, at least on short notice. Although small in number they are used to working alone or in small teams, and are experts at getting in and out without being seen. Currently their objective is to find out as much about the world as possible, without making their presence known.
Stats
Field craft (FLD)
Espionage (ESP)
Both of these will be in high quality, and about quantity 2, split into 5 2 man teams.
Specialty: reconnaissance
sorry about fluff problems, I really just through something together quickly. I'll do some more research tonight.
__________________
"The AI does not hate you, nor does it love you, but you are made out of atoms which it can use for something else" - Eliezer Yudkowsky
Last edited by hydroplatypus : 10-10-2012 at 12:22 PM.
Re: Vistas of a New World [Total War; Fantasy and Cold War]
Quote:
Originally Posted by Turalisj
Hmm... Is it possible to play a faction headed by someone who isn't exactly from Earth? Like the genderswapped clone of Nikola Tesla from another dimension.
Nothing that ... exotic. Right now, everything is pretty realistic. The world of Vistas isn't exactly the same world as reality (and I'm not just talking about Special Logistics Detachment), but that's in the future. You should be a character that wouldn't be too out of place in 1954.
Quote:
Originally Posted by hydroplatypus
How large is the average work group? 50 people, 100, 1000? I'm asking so that I can get a general idea of what I am working with here.
Work group size is the highest quantity. I was going to make a complicated formula for determining how much quantity overlaps (i.e. how much does the highest and second highest and etc quantity contribute to the overall size of the work group), but it was far too complicated.
Basically, size 1 is 5 dudes. Every two increases of size doubles the quantity (so, going from size 4 to size 6 doubles the number of dudes). Technically, the formula which describes this is 5*2^(size/2), with rounding for nice numbers. Long story short: here's a table.
Size
Dudes
1
5
2
10
3
15
4
20
5
25
6
40
7
55
8
80
9
110
10
160
11
225
12
320
13
450
14
640
15
905
At the start, your work groups are going to be surprisingly small. Probably around size 2, 3, or 4. This is mostly due to the fact that it is extremely expensive opening the portal and you have no means of supporting your guys on the other side. For comparison, the Los Alamos National Laboratory employed about 9,000 people (which is between size 21 to 22), while the Manhattan Project as a whole employed 130,000 people (which is between size 29 and 30.
Quote:
Originally Posted by Grimsage Matt
This sounds, intresting.
The Rosengren Research Department
In terms of fluff, you're a bit lacking. Basically, in the 1950s, you've got two paranormal groups.
The first are the people who believe in psychic phenomenon, UFOs, astral projection, and that sort of stuff. They're going to be the ones who are most likely to be trying to use science (or, at least, the veneer of it) to explain the paranormal. These groups are going to be the most similar to modern paranormal groups. The Parapsychological Association and the American Society for Psychical Research are good examples.
The second are the old guard of secret occult societies - the classics like the Order of the Golden Dawn, the OTO, and the Fraternitas Saturni. These are going to be your guys in robes performing ceremonies in the dark. They believe in magic. These guys tend to be pretty oposed to science, feeling that personal revelation is the way to go. However, this isn't always the case: Jack Parsons is a good example of a scientist-mage and seems pretty similar to what you're going for.
Develop your fluff a bit more - especially in adding in some more details - and you'll be golden.
Quote:
Originally Posted by Durmatagno
Oh boy, this is gonna be fun
*clears throat*
Industrial Arms and Armor
Be aware that your speciality and your goal is going to be a pipe dream for a long, long time. Sputnik is launched in 1957 and NASA is formed in 1958. At this point - 1954 - even Wernher von Braun's concept of space flight is pretty much limited to "Man, wouldn't it be awesome". At the earliest, you're looking at 1959 to 1961 before you can land on the otherside moon with an unmanned probe. That's 20 to 28 turns. If it takes a real-life week per turn (and I'm hoping for a lot less than that, but it's a good minimum), it's going to take about 3 months or so of playtime before you're able to get an unmanned probe to the otherside moon.
Of course, as long as you're fine with that, then that's entirely fine.
Quote:
Originally Posted by hydroplatypus
The Inter-Dimensional Special Operations Department
You can't have former Navy SEALs on your team, since the SEALs are formed in 1961. Your most likely recruiting source for Rangers is the Eighth Army Ranger Company, since it's most similar to our modern conception of Rangers and was formed in the Korean War. The CIA was also formed in 1947, so if your leader is a WWII vet, than he probably was originally part of the Office of Strategic Services (OSS) which the CIA replaced.
You might also want to look into the Special Activities Division - they're basically CIA special forces, which I think is what you're going for. Especially look at the Joint Advisory Commission, Korea (JACK), since they're the forerunner of MACV-SOG, which is the forerunner (or heavy influence) of basically every special forces group you can think of.
__________________
"It had a spell put on it by an old fakir," said the sergeant-major, "a very holy man. He wanted to show that fate ruled people's lives, and that those who interfered with it did so to their sorrow."
Re: Vistas of a New World [Total War; Fantasy and Cold War]
Oh I know, I checked the time line, but we are also dealing with the testing of fusion bombs, and inter-dimensional travel, so I figured the time scale could be crunched at least a little. In the meantime, I shall simply start getting a working airbase together, and evolve it to support a rocket launch. Plus that three months gives me a good bit of time to work on........other motives.
Last edited by Durmatagno : 10-09-2012 at 11:19 PM.
Re: Vistas of a New World [Total War; Fantasy and Cold War]
Portal Security Force Alpha [PSFA]
History of Department
Spoiler
The PSFA department was created when the first attempt to open a portal proved succesful, if only for a fraction of a second. SLD was worried about what could come true the portal from the other side and so placed a small armed security force at the test site. While the first expedition force entered, the PSFA was assigned more manpower and arms to make sure nothing hostile entered our world.
Mission Statement
Spoiler
Going to the other world their Mission Statement has changed: Protect the other departments and cooperate with them. This protection is against foreign threats and eachother acting both as a police force and militairy force.
Leader
Spoiler
Lt. Colonel Mason Davids has always been the one who called the shots within the PSFA. He reports to Major General Nelson Hollender on a regular basis and responds quickly to orders given by his superiors.
Mason fought is now 32 and fought in World War 2 during D-day. He entered service when he was 17 as a volunteer and was trained to be a medic. He saved his first fellow soldiers life at the age of 18 when a mortar missfired on the shooting range. The soldier lost his leg to this accident but lived to tell the story thanks to Mason closing the wound with his bare hands.
During the war he has carried many of his brothers in arms from dangerous places to treat there injuries in a more secure location.
After the war he was reassigned and had acquired his current rank 3 years later. He is a fair and direct officer, speaking his mind but doing as hes told if there is no room for dicussions.
Work Group
Spoiler
The PSFA is mainly a militairy force with some support staff such as medics and engineers.
Stats:
Militairy (Medium Quality and Quantity) Im my opinion, not extremely heavily armed and with a proper force but not a whole army.
Diplomacy (High Quality, Low Quantity) They have some good negotiators but not many.
Industry (High Quality, Low Quantity) A couple of very good engineers but not many.
Re: Vistas of a New World [Total War; Fantasy and Cold War]
How many work groubs would we have and how much stats can we allocate per work group and in total. Also seeing that quantity is not linear does that mean that two factions with 5 military aren't as strong as one with 10 (assuming quality is equal with all).
Re: Vistas of a New World [Total War; Fantasy and Cold War]
Ah, quality and quantity. It's been a while since I saw this in a total war game.
TW: Cyberpunk. Feels like such a long time ago.
I'm intrigued to see how it will work in practice. You may be setting yourself too steep a goal, going through one turn a week; but I will keep my actions simple and clear to try to speed things along.
I'll stick a place-holder here while I write more details;
The Office of Liason to the Anglo-Iranian Oil Company (OLAIOC)
Goals:
Spoiler
Government Mission:
Create the necessary infrastructure, and transportation network, to support expanded expeditions to the new world.
Department Mission:
Explore, harvest and transport the resources of the new world back to earth.
History:
Spoiler
The Anglo-Iranian Industrial Department was born, quite simply, because the United States realized they lacked the resources to explore the New World on their own.
Asking for the the help of another nation would have had too many political ramifications, so they turned instead to the Anglo-Iranian Oil Company. One of the largest and most successful companies of the time, the Anglo-Iranian Oil Company was more than willing to help explore the new world, on the condition of being allowed to make a tidy profit for themselves as well.
Leaders:
Spoiler
Roshan Shahriar Bahman
A major stockholder in Anglo-Indian Oil, Roshan is charismatic, greedy, and ambitious. In addition to the companies investment, Roshan has invested significant portions of his own finances into the venture. Eager to ensure his investment bears fruit, the company was more than willing for him to oversee the venture personally.
Major Peter Walsh
Peter Walsh is an american-born US military man. Born in 1917, his father fought and died in WWI, while his mother stayed at home. As a geologist there wasn't much call for her work during the war, but after she was always busy, joining expeditions abroad to all manner of countries.
Peter would always go with her, and spent nearly the first two decades of his life travelling around the world. Though not interested in geology, he developed a keen interest in foreign cultures, history and art. When he reached adulthood he began travelling on his own, exploring the corners of the earth, and earning his living as an artist.
When the United states entered the Second World War, Peter was conscripted. Though initially hesitant to fight, he quickly developed a remarkable conviction. His years of exploration had given him keen love of the world, that now translated into a strong desire to protect it, and the people within.
Peter saw his first combat in the battle of Buna-Gona. Overconfident, and eager to push the Japanese out of New Guinea, the US forces charged head-long into the Japanese defences, suffering a serious of devastating losses. A member of the 32nd infantry division, Peter's company was one of the only to penetrate any significant distance past the enemy lines, which unfortunately meant becoming trapped when the US retreated.
Cut off without supplies, riddled with disease, and with dozens of fresh barely trained troops, the situation seemed dire. Unable to deal with the situation, the acting captain broke-down. With no source of orders, and determined to get back to safety, Peter assumed command. Though inexperienced, his conviction affected the men, propelling them forward.
The fighting was dire, but within a few days, the company pushed back to the US lines, almost entirely intact. Peter was praised for his work, and promoted to Captain.
Over the next nine years, Peter's success continued; by the end of World War II he was a lieutenant colonel. By the fourth offensive of the Korean war, he was a brigadier, commanding a couple thousand men as part of the US Eighth Army. On March 14th as part of Operation Ripper, the eighth army, along with the rest of the UN forces, attacked Seoul. Facing superior odds, the communist forces retreated, seeming to abandon the city entirely.
Expecting no resistance, Peter was commanded to secure the two north-most districts of the city. To his surprise, resistance was encountered. A barricade of hastily built-fortifications blocked their capture of the city, the forces behind them firing on the US troops when they approached. Unsure what to do, Peter acted on initiative, attacking the fortifications with overwhelming force.
The enemy were soundly defeated, dying in the thousands, with practically no casualties among Peter's men. It was only afterwards that what had just occurred became apparent. The communist forces had abandoned the city entirely. Peter had just slaughtered civilians; men, women and children alike. Fearing their city would be devastated, as it was attacked for the fourth time in under a year, the populace were just trying to protect themselves.
Where the US had meet the same resistance in other areas to the city, the populace had been convinced to stand-down peacefully. Peter was the only to respond with force. Within a day it was featured in the international news. Portrayed as a brutal slaughter of innocents, the United Nations condemned Peter's actions, blaming him, and the United States for the incident.
Only Peter's record prevented court-martial. Demoted to Major, and removed from active combat, he spent the rest of the war guarding the back lines. When the Korean War he seriously considering leaving the military, but decided against it. Leaving would have been an insult to those he killed. Staying gave him the chance to fight on their behalf, to do good in their name.
Determined to put his all into the fight, he never really got the opportunity. No matter how hard he worked no-one wanted to give him any responsibility, for fear of what he would do.
Three years later, the Special Logistics Department began searching for candidates to serve in their departments. Peter's skill and determination made him a prime candidate, though his reputation was a serious issue. Eventually a compromise was found; the AIID needed a military man, but was a civilian unit, calming concerns of another catastrophe. Peter accepted, unsure of what he was getting himself into, but grateful to be given some measure of trust.
Work Group:
Spoiler
With just one focus, the AIID workgroup is the largest of any department. Possessing the latest in technical equipment, a variety of industrial experts, and scores of able-bodied workers, Industrial Group One is ready to perform any industrial task that might be required of the new world explorers.
Re: Vistas of a New World [Total War; Fantasy and Cold War]
Well, I'll also put a placeholder in for now.
F.I.D.E.S.
The First Inter-Dimensional Exploratory Strikeforce is a department that was shoehorned into the expedition on insistence of several powerful factions within the Pentagon. While they seemingly are just a simple military reckon team, it is pretty clear that they are there to support expansionist interests in these new, lawless lands.
Re: Vistas of a New World [Total War; Fantasy and Cold War]
The Bureau of Extra Territorial Indigenous Affairs (BETIA)
Spoiler
Goals
Spoiler
The history of America is one of colonialism and imperialism. First the European powers and then Americans themselves ruthlessly exploited the land for wealth and power while ignoring or outright fleecing the native inhabitants. The consequences to the political and cultural landscape from this exploitation have been profound and BETIA was founded to ensure that history will not be repeated, and that any natives of this new world get a fair deal from the exploring departments.
This is what it says in the BETIA employee manual and pamphlets they give to keep senators who are both too idealist to stomach real imperialism and too powerful, to keep out of the loop happy. In practice the BETIA has almost the expressly opposite purpose. To see that the new world is exploited to the benefit of the American government and people in every way possible as quickly as possible. If there is an opportunity to trade some low value trade goods for a territory the size of a state they'll take it. If that means igniting wars among the natives and hiring a third side to kill off the first two while they're weakened they'll do it. Anything it takes to gain a dominant position in the far world as quickly as possible. After all who knows if the Soviets might be able to replicate this technology. If they do we needed to be prepared with a firmly entrenched position for capitalism.
Ambassador at Large Nathaniel Hewitt
Spoiler
For the past two decades Hewitt has served in one way or another in South America. His name does not come up much in public news, but that is not for lack of competence on his part. Instead Hewitt is the diplomatic equivalent a black ops specialist. He and his team are expressly assigned to regions where the USA wants something, but the locals are too intransigent to give in to more civilized diplomacy.
Hewitt has done things that most Americans would probably find quite unsettling if they were made public. He has never actually killed personally, but the arms deals that he's orchestrated have certainly increased the levels of violence. He's promoted the interests of local warlords more interested in power than the rights of their people, and willing to give in to US demands in exchange for that power. In a few very rare very confidential cases he's actually authorized the genocide of certain tribes who were just a bit too stubborn for their own cases.
In short Hewitt is the perfect man to operate a diplomatic team that will likely remain out of contact with the government for large periods of time, and one which will be dealing with primitive feudal societies. And given the limited nature of the portal any particularly nasty incidents he needs to orchestrate will be significantly easier to cover up. So in short order he was given the title Ambassador at Large to Extra Terrestrial Territories and given leave to pick his team.
Hewitt's Staff aka the Men in Grey
Spoiler
Hewitt's hand picked team of operatives. Most of them have been with him for years, and whatever their employee handbooks say they know how he operates. They operate in the shadows of the law. Nothing which is exactly illegal, but that just means they know what all the loopholes are. And when the chips are down they don't mind trading their neat grey suits for a set of camouflage and demolition charges.
Stats (In preferred order)
Diplomacy (DIP)
Morale (MOR)
Espionage (ESP)
Fieldcraft (FLD): (Only if it doesn't unduly impact the other stats.)
Last edited by ArcaneStomper : 10-16-2012 at 11:00 PM.
Re: Vistas of a New World [Total War; Fantasy and Cold War]
Sounds like Spec Ops will get along fine with BETIA. After all, we both have similar goals. Although I expect you will be more focused on diplomacy than I am.
__________________
"The AI does not hate you, nor does it love you, but you are made out of atoms which it can use for something else" - Eliezer Yudkowsky
Re: Vistas of a New World [Total War; Fantasy and Cold War]
The Rosengren Research Department
Spoiler
The Mission Blurb
Spoiler
The Americans know something. When dealing with something impossible or insane, there's only one bunch of wackjob's you can trust. Sure, they might be Canadian, but Matt Rosengren and his boys are some of the craizest, smartest, and most cold Bloodly ruthless people you can get. The chance to uncover a world where common sense is tossed out the window? Another day in the office for these guys.
Matt Rosengren recruited his boys from the gutters, the gehhteos, the lost, the damned. The Scientists in his outfit where given the boot for their radical therories, several of which inculded borderline mystic elements. It's not that they belive in magic, so much they see it as another set of physics, possibly created due to tiny mental nudges. This is the chance for them to vaildate their research.
Matts Breakers, as they all themselves, are the muscle. Many of them served with distinction in the world wars, showing the typical Canadian ferocity. The Germens have a name that these boys live up to. Stormtroopers.
Matt Rosengren
Spoiler
Matt is one of those rare few people who seem's to never stop being happy. This however, is deceiving. While one of the smarter guys on the planet, he's not very people savvy. But he does understand technology, and some say his intrest in the occult is just a bit more then that.... A common rumor however, is that he can manipulate the mental tests. After all, his boys call him The Joker.
Matt's Boys, Research Squad
Spoiler
The Research Squad is a small group, but smart. Matt Does not expect there to be any fighting, at first, and so he's brought these guys over. Most of them are fringe scientists, but understand the lab work. They also know this. Matt's the Boss, we only answer to him.
They'd have the Research and Magic Stats. As fringe scientists, they've already started adapting to the ideas of magic, as just another set of phsyics, and possibly linked to paranormal research already being conducted.
But note, the adaptation isn't because they belive in relgious magic, or ritual magic, but they see it as a localized set of physics, the same as walking or guns here. They just have dragons and Wizards. So, lets find out all about this place...
Stats by importance;
Research (Low quanity, High Quality)
ESP (Low quanity, High Quality)
Magic (Low quanity, High Quality)
Request; They have the Speciality; Paranormal Research
Added some more stuff, but heres the thing. The USA goverment asked this bunch of Canadians in because they have a track record of dealing with the wierd, the unsual, the flatout insane with a calm and practiced ease. Each member is at least a little nuts, from slight paranoia, to PTSD.
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Re: Vistas of a New World [Total War; Fantasy and Cold War]
I have just watched Sky Captain and the world of tomorrow so yeah, an alternate version of Sky Captain's bunch of flying mercenaries that got nationalized.
I heard fantasy verse, I thought dragons. Then I thought DRAGONS vs AIRPLANES
Extra-Territorial Air Squadron He who controls the skies, controls the battlefield
Goal
Spoiler
The Extra-Territorial Air Squadron (ETAS) started its life as the Sky Aces, a crack team of flying mercenaries. During the first world war, the team was an integral part of the training of the pilots of the untested airplane.
Over the years it has moved away from its origin in airplanes and become an go anywhere mercenary group, lacking only in tanks. It was quietly nationalized by the US government a few years back for its personnel resources.
The personnel obtained from the Air Aces, were then transferred to the newly created Extra-Territorial Air Squadron (ETAS) with the goal of allowing the other departments unfettered access to this new world and if needed, Close in air support.
Captain James Remy
Spoiler
Born and raised in Kansas, he was the stereotypical army boy, and he followed that stereotype to the letter. He joined the army and was placed as a pilot. A few years in world war two started and he was among the first pilots deployed to Europe.
After the war and lots of commendations, he left the army and joined the Air Aces, quickly becoming one of their top pilots.
Then the aces were nationalized, he was shuffled around a bit, doing a short stint as a pilot trainer. Finally, he was plopped into the role of commander of the Extra-Territorial Air Squadron (ETAS) and allowed to handpick a team of pilots for the job.
Alpha Squadron
Spoiler
A handpicked team of expert pilots and technicians, all of them either from the Air Aces or people James knew from his stint in the army.
Military (MIL) (High quality, low quantity. A real bunch of aces, but aces are rare.)
Morale (MOR) (Medium quantity and quality. They trust that James knows what he is doing)
Research (RES) (High quality, low quantity. The technicians are the best of the best, oftentimes developing new weapons for use by the pilots. Sadly the best of the best are obviously rare.)
Industry (IND) (The technicians do have to get "creative" in keeping the planes running.) (Only if it doesn't unduly impact the other stats)
Specialty: aerial transportation/scouting/combat
this okay?
__________________
Quotes
Spoiler
Quote:
Originally Posted by kladams707
What the officer of the salient said.
Quote:
Originally Posted by Fox Mulder
I did not lie, I willfully participated in a campaign of misinformation
Avatar by Licoot.
I hate my luck, my modem blew again do not know when it'll be replaced.
Last edited by The_Admiral : 10-10-2012 at 02:20 PM.
Re: Vistas of a New World [Total War; Fantasy and Cold War]
An important question is how big is the portal and how long can it stay open.
8 seconds is enough for a human to duck through, but what about bigger objects. Could I get a jeep through it, a tank, a cargo truck. Could you push a helicopter or plane through it intact, or in pieces.
Does it open in the same place each time. How often is it being opened. What kind of access does each department have to portal openings.
Re: Vistas of a New World [Total War; Fantasy and Cold War]
Hey, in the OP you list department stats like this: + [5]
Now I assume this is quality and quantity, but which is which? is the bracketed number quality, or the plusses?
__________________
"The AI does not hate you, nor does it love you, but you are made out of atoms which it can use for something else" - Eliezer Yudkowsky
Re: Vistas of a New World [Total War; Fantasy and Cold War]
Quote:
Originally Posted by Durmatagno
Oh I know, I checked the time line, but we are also dealing with the testing of fusion bombs, and inter-dimensional travel, so I figured the time scale could be crunched at least a little. In the meantime, I shall simply start getting a working airbase together, and evolve it to support a rocket launch. Plus that three months gives me a good bit of time to work on........other motives.
As long as you're fine with it.
Though, a fusion bomb is actually appropriate for the timeline. Practical fusion power plants are in the future even today, but the h-bomb (as it was known popularly then, though we would call it thermonuclear) is real.
Quote:
Originally Posted by Rafinius
How many work groubs would we have and how much stats can we allocate per work group and in total.
Theoretically, you could just keep making more and more work groups. However, practically, it starts gettng inefficient. More importantly, if you make a bunch of work groups, I'm probably going to punch you through the Internet - neither you nor me want to deal with all that work of keeping track of a bunch of work groups. Let's say 3 to 5 is maximum, until we start getting the game running and everyone becomes comfortable.
Quote:
Originally Posted by Rafinius
Also seeing that quantity is not linear does that mean that two factions with 5 military aren't as strong as one with 10 (assuming quality is equal with all).
Yep, refer to the previously posted table. Quantity 5 is 25 dudes. Quantity 10 is 160 dudes. Or so.
Quote:
Originally Posted by razovor
I'm intrigued to see how it will work in practice. You may be setting yourself too steep a goal, going through one turn a week; but I will keep my actions simple and clear to try to speed things along.
Possibly, but I don't think so. I've been through similar games that ran even quicker. There was a game (not on these forums) where we played as privately-founded corporations involved with the exploration and eventual colonization of space. It had actual rules, including writing up actual budget reports for our corporations. It updated once every single day.
I don't see us going that quick, but I'm definitely going to be aiming for faster rather than slower.
Quote:
Originally Posted by razovor
Field-craft, for instance. What if I want high speed, without secrecy?
The base speed is a judgement call based on how you describe your work group. A tank division is going to be much faster than an infantry division - at least over open ground.
Fieldcraft is one stat because that's how the military sees it and it's a quick and easy way of doing it. After all, Industry ecompasses stuff from "growing corn" to "building an aircraft". If you want to get a higher level of granularity, that's partly what specialities are for.
Quote:
Originally Posted by razovor
How does quantity/quality work with each of the stats?
What difference does it make whether I have 1/5 military, or 5/1 military?
Quality determines your chance of doing something, while quantity determines how long it takes. Each task also has an intrinsic quantity associated with it which is going to be set on an ad hoc basis by me behind-the-scenes. Having too low a quantity vs. the task's quantity is going to result in problems. For instance, you might have a special forces team with high Military quality but low quantity. If you tell them to take out the commander of a castle and lower the drawbridge, then they'll be able to do well. If you tell them to take over an entire country, they might be able to do it. Eventually. Meanwhile, if you send in your average quality but high quantity Armed Forces to take over the country, they could do it pretty quickly.
For another example, consider something like Research. A high-quality, low-quantity group would pretty easily be able to do something like "Determine whether this new weapon is able to affect troll skin", while it would take them far-longer to do something like "Design a new weapon to use against fighting trolls and run field-tests".
Basically, quantity allows you to set a bigger scope of a task without running into problems.
Quote:
Originally Posted by Grimsage Matt
Added some more stuff, but heres the thing. The USA goverment asked this bunch of Canadians in because they have a track record of dealing with the wierd, the unsual, the flatout insane with a calm and practiced ease. Each member is at least a little nuts, from slight paranoia, to PTSD.
I'm sorry, but I'm going to have to squash that. Legitimate cases of paranoia, PTSD, et al, would prevent you from being hired by the US government, no matter what your results are and given that you've set your area of expertise up as the paranormal, your results are going to be either easily dismissable or non-existent. You really shouldn't confuse "eccentricity" with "madness". The lady down the street who talks to her cat is eccentric. The lady who thinks the cat talks back (and is telling her to kill the neighborhood children) is crazy. You should be aiming for eccentric.
Quote:
Originally Posted by ArcaneStomper
An important question is how big is the portal and how long can it stay open.
8 seconds is enough for a human to duck through, but what about bigger objects. Could I get a jeep through it, a tank, a cargo truck. Could you push a helicopter or plane through it intact, or in pieces.
Does it open in the same place each time. How often is it being opened. What kind of access does each department have to portal openings.
The size and amount of time that the portal exists varies by the application of electricty. It's a complicated question but for simplisticity we're treating each variable as if it was indepedent of each other i.e. you can make it bigger without making it last longer and vice versa. The amount of energy required increases exponentially and, due to the weird properties of the portal, it's going to be easier keeping it open for longer than making it bigger.
Right now, they best they can get is man-sized and for about 3 minutes or so. There's a cooling down period where they have to re-charge the capacitors banks. This takes about 6 to 8 hours. Anything large you have to transport over in pieces and re-assemble on the other side.
Yes, it always opens in the same spot. 33° 40′ 38.28″ N, 106° 28′ 31.44″ W, if it makes any difference. The portal is being opened every chance that SLD gets. Each department gets equal access, though the Opinion - U.S. Gov't would eventually be used in priority becomes important.
Quote:
Originally Posted by hydroplatypus
Hey, in the OP you list department stats like this: + [5]
Now I assume this is quality and quantity, but which is which? is the bracketed number quality, or the plusses?
Pluses are quality. Quality is more or less from 1 to 10, with 5 ( +++++ ) being average. Quantity is in the bracket, since it can get quite large.
Anyways, on to looking at what people have submitted so far.
Quote:
Originally Posted by razovor
The Anglo-Iranian Industrial Department (AIID)
Obviously you still need more details, but I like what you got so far.
Quote:
Originally Posted by Rafinius
F.I.D.E.S.
This is a good place to mention it: I am fine with player vs. player conflict. Since you're competing for limited resources (both on Earth and on the other side), it's pretty much a given. Out and out warfare, sabotage, and the like is probably going to get you a stern taking to by the Maj. General Hollender (which, depending on severity, could be a firing squad), though, so it should be avoided unless you think you can survive being a renegade.
Quote:
Originally Posted by ArcaneStomper
The Bureau of Extra Terrestiral Indigenous Affairs (BETIA)
Looks good. You're pretty much done, though go ahead and add more if you think it's appropriate.
Quote:
Originally Posted by Umbranar
Portal Security Force Alpha [PSFA]
You're also looking good. Nice to see that somebody is willing to play as a currently-active soldier, as well.
Quote:
Originally Posted by Captain_Obvious
Extra-Territorial Air Squadron He who controls the skies, controls the battlefield
this okay?
You're lacking detail and, as a result, your stuff doesn't really feel alive. For instance, you say that Captain James Remy received comendations during World War II. What were they? Did you get a Purple Heart when your plane was downed over enemy lines and you traveled 14 miles through dark forest in one night to get back to friendly forces? Did you get a Distinguished Flying Cross for refusing to return to base when hit by enemy flak and instead continuing to escort your bombers on a successful operation?
In short, your character lacks character. You've got a passable framework, but it needs work.
__________________
"It had a spell put on it by an old fakir," said the sergeant-major, "a very holy man. He wanted to show that fate ruled people's lives, and that those who interfered with it did so to their sorrow."
Last edited by TooManySecrets : 10-10-2012 at 08:53 PM.
Re: Vistas of a New World [Total War; Fantasy and Cold War]
Oh, if we can eventually have multiple work groups, whats our starting limit, because if we start with more than one, I can work better. I've always worked better when I have to multitask. ]
If we do, that first one would be Military and Field craft with a specialty in hit-and-run.
And the second (Beta group)
Would be industry and research, with a specialty in flight.
If possible at all (yes, I will follow this pattern, though slightly edited) the third will be
Espionage and diplomacy with a specialty in mimicry (mimicking the local culture, language, ETC)
Re: Vistas of a New World [Total War; Fantasy and Cold War]
K then, we're eccentric
By paranoia, I mean our scientists feel that people are out to steal their research. They'll share in the department, and present findings, they're just a bit seceritive.
The Breakers, well, most of them are quiet, don't talk much. Just a little on the creepy side, and a few are world wood whitling champions.
We're a bit wierd, but we get results.
__________________
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Re: Vistas of a New World [Total War; Fantasy and Cold War]
This calls for some, RESEARCH!
RESEARCH DONE!
Extra-Territorial Air Squadron He who controls the skies, controls the battlefield
Goal
Spoiler
The Extra-Territorial Air Squadron (ETAS) started its life as the Sky Aces, a crack team of flying mercenaries. During the first world war, the team was an integral part of the training of the pilots of the untested airplane.
Over the years it has moved away from its origin in airplanes and become an go anywhere mercenary group, lacking only in tanks. It was quietly nationalized by the US government a few years back for its personnel resources.
The personnel obtained from the Air Aces, were then transferred to the newly created Extra-Territorial Air Squadron (ETAS) with the goal of allowing the other departments unfettered access to this new world and if needed, Close in air support.
Captain James Remy
Spoiler
Born and raised in Kansas, he was the stereotypical army boy, and he followed that stereotype to the letter. He joined the army and was placed as a pilot. A few years in world war two started and he was among the first pilots deployed to Europe.
In the war he distinguished himself as a pilot capable of out-flying most of the Germans. During the war, he survived five "suicide" missions and managed to outfly the German jet interceptors in a mustang.
One of his most distinguishing moments in the European theater was over Berlin. It was just supposed to be another daylight bombing raid and with the drop fuel tanks, it was supposed to be a cinch. It wasn't. He got his extra fuel tanks shot off on the way to Berlin, ignoring all common sense and orders, he stuck with the bomber until Berlin, and ran out of fuel on the way back. He crawled his way back to HQ heavily injured and earned a medical discharge, a Distinguished Flying Cross and a Purple Heart.
He recovered and joined the Air Aces, quickly becoming one of its top pilots.
Then the aces were nationalized, he was shuffled around a bit, doing a short stint as a pilot trainer. Finally, he was plopped into the role of commander of the Extra-Territorial Air Squadron (ETAS) and allowed to handpick a team of pilots for the job.
Alpha Squadron
Spoiler
A handpicked team of expert pilots and technicians, all of them either from the Air Aces or people James knew from his stint in the army.
Military (MIL) (High quality, low quantity. A real bunch of aces, but aces are rare.)
Morale (MOR) (Medium quantity and quality. They trust that James knows what he is doing)
Research (RES) (High quality, low quantity. The technicians are the best of the best, oftentimes developing new weapons for use by the pilots. Sadly the best of the best are obviously rare.)
Industry (IND) (The technicians do have to get "creative" in keeping the planes running.) (Only if it doesn't unduly impact the other stats)
Specialty: aerial transportation/scouting/combat
Better?
__________________
Quotes
Spoiler
Quote:
Originally Posted by kladams707
What the officer of the salient said.
Quote:
Originally Posted by Fox Mulder
I did not lie, I willfully participated in a campaign of misinformation
Avatar by Licoot.
I hate my luck, my modem blew again do not know when it'll be replaced.
Re: Vistas of a New World [Total War; Fantasy and Cold War]
Of course I would not attack humans of another department if I am not sure that it is in the spirit of the orders I recieved .
Regarding that, as I said I was shoehorned in by higher ups in the Pentagon, meaning that if the good major general seems to hinder my mission I will send some whiny letters to the correct superiors and he will get angry letters from them. It would be nice if you could play those as to not give me too much freedom and if we hash them out in PMs once I have more of an exact idea myself what my faction will be about.
@ArcaneStomper:
Spoiler
It seems that we have pretty similar goals, only that you have done these things on earth already, while I am pretty new and specially put into this position by [work in progress]. What do you think of colaborating as if we were briefed positively about each other, but each still with their own hidden agenda in reserve . You'd be the grey suits that think to use me as the strong-arm and I'd be happy to comply until I want something specific for me and mine.
EDIT: I have difficulty thinking of the appropriate amount of starting workgroups. I guess each workgroup can do 1 action per EoT? Or can I allocate each stat independently or even but half the Military of the same workgroup on a different task than the other one?
If the first is true I'll probably need at least 3 while if the later is true it would just nerf me to have more than one as we already established that that 10 unified stats is more than three times stronger than two teams of 5+5 stats. (which I think overcomplicate the whole thing, but I'll try it anyway).
Also, what numbers are our starting stats roughly and what limits are there high quality with high quantity? If quality for instance were represented with better gun training then training 160 men (10 MIL) would be more expensive and time consuming than training 25+25 men (5+5 MIL in split workgroups).
Re: Vistas of a New World [Total War; Fantasy and Cold War]
@^: Wouldn't know what to say. You are our air support that either helps us at the priority the good maj.general orders or go rogue.
More questions @GM: Can we get any clue on how you will handle PvP? That includes economic PvP, espionage vs counter-espionage, trying to convince natives of opposing things using the Diplomacy stat and of course outright combat.
In the TW games I play a die was rolled for each point of stat involved, with circumstance modifiers if appropriate. But here every stat is split into quality vs quantity. Could you give some examples?
What would happen if a 5/10 army attacks an 10/5 army? One is 25 men with I guess double the training and equipment quality and the other one 160 inferior men. Here my gut would tell me that the second one wins. But if we would use diplomacy instead of military then quality seems far more important than quantity, because a single highly trained advisor to one of the local kings and his 4 great assisstants (stats 10/1) would have a much better chance than 160 amateurs (stats 1/10), right?
And Espionage I have no clue. many people could infiltrate a whole country while one guy could be James Bond or something.
Re: Vistas of a New World [Total War; Fantasy and Cold War]
@GM
I'm guessing we won't be getting those fancy jets they be using over in korea right?
Also,
Quote:
Right now, they best they can get is man-sized and for about 3 minutes or so. There's a cooling down period where they have to re-charge the capacitors banks. This takes about 6 to 8 hours. Anything large you have to transport over in pieces and re-assemble on the other side.
Can't they build more capacitor banks and cycle them?
__________________
Quotes
Spoiler
Quote:
Originally Posted by kladams707
What the officer of the salient said.
Quote:
Originally Posted by Fox Mulder
I did not lie, I willfully participated in a campaign of misinformation
Avatar by Licoot.
I hate my luck, my modem blew again do not know when it'll be replaced.
Last edited by The_Admiral : 10-11-2012 at 05:44 AM.
Re: Vistas of a New World [Total War; Fantasy and Cold War]
Quote:
Originally Posted by Rafinius
Of course I would not attack humans of another department if I am not sure that it is in the spirit of the orders I recieved .
Regarding that, as I said I was shoehorned in by higher ups in the Pentagon, meaning that if the good major general seems to hinder my mission I will send some whiny letters to the correct superiors and he will get angry letters from them. It would be nice if you could play those as to not give me too much freedom and if we hash them out in PMs once I have more of an exact idea myself what my faction will be about.
@ArcaneStomper:
Spoiler
It seems that we have pretty similar goals, only that you have done these things on earth already, while I am pretty new and specially put into this position by [work in progress]. What do you think of colaborating as if we were briefed positively about each other, but each still with their own hidden agenda in reserve . You'd be the grey suits that think to use me as the strong-arm and I'd be happy to comply until I want something specific for me and mine.
EDIT: I have difficulty thinking of the appropriate amount of starting workgroups. I guess each workgroup can do 1 action per EoT? Or can I allocate each stat independently or even but half the Military of the same workgroup on a different task than the other one?
If the first is true I'll probably need at least 3 while if the later is true it would just nerf me to have more than one as we already established that that 10 unified stats is more than three times stronger than two teams of 5+5 stats. (which I think overcomplicate the whole thing, but I'll try it anyway).
Also, what numbers are our starting stats roughly and what limits are there high quality with high quantity? If quality for instance were represented with better gun training then training 160 men (10 MIL) would be more expensive and time consuming than training 25+25 men (5+5 MIL in split workgroups).
I have to say that any player starting off with an outright advantage over the overall NPC in charge just strikes me as wrong. If it happened your stats should take a fairly major hit.
As for alliances I am happy to work with other players, but I would rather keep the negotiations inside the game. I don't have my stats yet or a more detailed description of whats actually happening on the other side of the portal yet.
Quote:
Originally Posted by Captain_Obvious
@GM
I'm guessing we won't be getting those fancy jets they be using over in korea right?
Also,
Can't they build more capacitor banks and cycle them?
Depends on just how big the capacitors are. There's only so much power that can be drawn off the grid to charge them. If that's already at capacity then having more capacitors would just mean that some would be idle all the time.
I mean the very fact that they are using capacitors at all means that the power needed exceeds the actual power available so there has to be some downtime to charge the capacitors.