No, i dont want them to attack us at all, nor steamroll them. I want to use soft power and push them to abandon slavery by providing alternative economic incentives while holding a hard stance on repriations. You seem to be the one that wants to completely dismantle the current governments with complete disregard on how hard that would be and how quick it can result in violence.
Yep.
All guerilla forces need a lot of permissible space to survive.
Remove that pace and they die quickly.
The only problem with dealing with them is in doing so.
Also, guerillas need external support. Getting weapons, supplies and trainers ins't cheap and while they could come from our own nation (internal factions seeking to profit, smugglers and the like) the nature of interstellar travel means that bottle necking transports to and from Caliban should be doable for us (might need to establish extra ASF and naval forces, but doable)
If we can insure our ammo dumps on Caliban and make sure the Guerillas don't have access to either that or weapons plants we might face some hardship, from technicals and what not, but it will peter out sooner than latter, specially given the nature of slavery on Caliban means that the folks that would have the biggest beef with us are unlikely to have popular support.
Mind, in a generation or two we could be facing typical fascistoid populist peddling "good old days" to the disenfranchised but that means we have a significant % of disenfranchised and means we fucked up. But that is a gen or two down the line and a whole different sort of double
A thought for the 'colonists' - could be hands-off disapproval, but set up a temporary outpost nearby. Not right next to them, but close enough someone could make it unaided without a death march.
That would allow would-be homesteaders to come in from the cold without the humanitarian delays of needing to wait for the colony as a whole to realise it isn't working, send a distress signal, then for help to arrive.
Would also apply a bit of subtle pressure on the community, if a colonist there could viably choose to abandon the project at any moment - and any attempt on their part to stop people from leaving would be a betrayal of their own philosophy.
--------
Setting up a puppet state around the Caliban refugee camps could work, but would also be a tacit declaration of opposition to the existing factions-- Helghan setting themselves up as another player on the board rather than just catching the pieces that fall off --which doesn't appear to have been brought up yet.
It'll also give the current factions an incentive to mess with refugees, since it'll mean they aren't just toddling off to somewhere out of the way until you win - they're defecting to another power.
Seems doable, but if voting for it, one should do so with the understanding that it will almost certainly lead to trouble in the future. But then, certain internal factions might like an excuse to crack down on the warlords...
No, i dont want them to attack us at all, nor steamroll them. I want to use soft power and push them to abandon slavery by providing alternative economic incentives while holding a hard stance on repriations. You seem to be the one that wants to completely dismantle the current governments with complete disregard on how hard that would be and how quick it can result in violence.
It seems as though both of you have begun to talk past each other.
Knight is (AFAICT) suggesting that we prepare for the inevitable efforts of those in power attempting to keep their power, since we're a fundamental threat to their way of life.
Whereas Gmerguy is saying that we should use diplomatic/economic methods to get them to gradually give up their way of life.
Neither is mutually exclusive with the other, and we should, honestly, do both, use a steel fist covered in velvet if you will. Best case scenario, our troops just sit around and do nothing, worst case scenario, our troops do exactly what they were trained to do, and in neither case, would we be scrambling to counter whatever strategem the natives are using.
TL,DR:
Neither one of you are really saying anything that's mutually exclusive with what the other is saying, and, in fact, we should do both.
I think that's everything I need to do. Let me know if I'm missing anything (or if anything doesn't make sense. it's late and I'm tired) and I'll fix it tomorrow.
[X] Plan Colonies, Armor and FTL
-[X] Accepting Independence's offer
-[X]Have a cruiser in orbit Wait for the setters to call for help and then rescue them
-[X] Refuse to return the refugees or pay reparations
-[X] Subsidised arms sales: By selling Rockwellawan's government high-quality arms at rock bottom prices, the Republic can engender goodwill with the system.
-[X] Negotiate Visa Deal: developing a visa system with the Aurigans will help people from both nations mingle.
-[X] Upgrade Mechdur's factories to Helghan Standards. [Progress: 4/5 turns]
[Action Point Locked Until Completed]
-[X] Broach topic of recovering Tyrlon VI Anomaly: With the Tyrlon VI anomaly located off the coast of the nearest landmass, perhaps the Aurigan Reach could use some help recovering it...
-[X] Expand FTL Comms Network: Having had to promise to link Coromodir to the Republic's own FTL communication network to secure the Aurigan vote for the Mutual Defence Pact, we should build said link ASAP. [Progress: 0/2 turns] [4 Turns Remain Until Negative Effects Occur] [Action Point Locked Until Completed]
-[X] Expand FTL Comms Network: Having had to promise to link Taurus to the Republic's own FTL communication network to secure the Taurian vote for the Mutual Defence Pact, we should build said link ASAP. [Progress: 0/3 turns] [4 Turns Remain Until Negative Effects Occur] [Action Point Locked Until Completed]
-[x] Expand FTL Comms Network: Having had to promise to link Canopus to the Republic's own FTL communication network to secure the Canopian vote for the Mutual Defence Pact, we should build said link ASAP. [Progress: 1/5 turns] [4 Turns Remain Until Negative Effects Occur] [Action Point Locked Until Completed]
-[X] Survey Helghan for Additional Petrusite Deposits: With the news that Petrusite deposits will eventually regenerate, now is the time to resurvey old mining sites and look for new ones. [Progress: 0/5 turns] [Action Point Locked Until Completed]
-[X] Invest in Battlemech Construction and Maintenance Facilities: Though the Republic currently has a standing force of battlemechs on Helghan, the parts needed to maintain and repair these vehicles must be custom made to order or else purchased from our neighbours. With the help of some additional funding, we can order work to begin on a factory complex specially designed to construct battlemechs. [Progress: 0/3 turns] [Action Point Locked Until Completed]
-[X] Contact the inhabitants of New Oslo -[X] Colonize Rogue [Progress: 281,198/500,000] [Action Point Locked Until Completed]
-[X] Research
--[X] KF-Drives [0/--]
--[X] Advanced Petrusite Theory [1.8/6]
--[X] Basic Power Armor [1.38/5]
--[X] Anti-senescence Therapies [1.05/4]
--[X] Terrain Engineering [1.05/3] -[X] T7 Arc Cannon: Based on a recovered design first made by Stahl Arms, T7 Arc Cannons fire a short-ranged, highly-charged bolt of irradiated petrusite which can vaporise full-grown adults through steel plating.
-[X] Combat Vehicle Design: Matriarch Defense Tank
Power Plant: 200 Fuel Cell Engine
Cruise Speed: 43.2 km/h
Flanking Speed: 64.8 km/h
Armor: Standard Armor
Armament:
1 Autocannon/10
1 SRM-4
1 Machine Gun
1 TAG
1 Unknown CASE
Manufacturer:
Primary Factory:
Communications System:
Targeting and Tracking System:
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 25 points 5.00
Engine: Fuel-Cell Engine 200 10.50
Cruise MP: 4
Flank MP: 6
Heat Sinks: Single Heat Sink 1 0.00
Control Equipment: 2.50
Lift Equipment: 0.00
Turret: 1.50
Armor: Standard Armor AV - 144 9.00
Armor
Factor
Front 36
Left/Right 28/28
Turret 29
Rear 23
================================================================================
Equipment Location Heat Spaces Mass
--------------------------------------------------------------------------------
Machine Gun FR 0 1 0.50
Autocannon/10 T 3 1 12.00
SRM-4 T 3 1 2.00
TAG T 0 1 1.00
CASE BD - 1 0.50
@AC/10 (30) BD - 0 3.00
@MG (1/2) (100) BD - 0 0.50
@SRM-4 (Artemis) (50) BD - 0 2.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 7
4t 2 2 0 0 2 0 Structure: 3
Special Abilities: TAG, CASE, EE, TUR(2/2/0, AC 1/1/0), AC 1/1/0
My plan will explain more later but right now got to get to work soon.
Can a write in be that we inform the colonists that we'll be ready to pick them up whenever they decide to call for help, and then wait for their call to pick them up? Just make them a laughing stock when it inevitably fails?
Also, does the prospero pact have nukes? If so, are they willing to use them against us?
Can a write in be that we inform the colonists that we'll be ready to pick them up whenever they decide to call for help, and then wait for their call to pick them up? Just make them a laughing stock when it inevitably fails?
Also, does the prospero pact have nukes? If so, are they willing to use them against us?
1) You can't just jack planets another nation, not jus the Republic, has properly scouted for colonization. If you want your own colony with blackjack and hookers you need to find and settle it without help or buy it out from its 'owners' instead. AKA: Sniper no Sniping
2) You have to give up citizenship if you don't want to be part of the Republic and abide by all Republic Law if you do
3) Formalize the conditions under which a 'territory' of the republic can be formed and under which they can become a full 'state' and what rights and responsibilities they have before and during transition.
3a) Should include schools, medical, defense, and communications minimums.
I think forbidding homesteaders will cause more problems then it solves but letting it go wild is a good way to seed constant conflict with ourselves as we expand. Having our people show up and fight in territory claimed by the Turrians or other star nations would cause a lot of problems too.
Well, more introduce passive costs for alliances and the like, but yes. I'll add it after work but it won't change much beyond maybe adding an influence cost to settling planets and establishing embassies.
[X] Plan Colonies, Armor and FTL
I'm going to be honest, I'm not very happy with the Matriarch Defense Tank. Its design honestly just seems horribly undergunned.
Edit: For comparison, here's a contemporary 100 ton design. Behemoth
In comparison to the Matriarch's AC-10, Large Laser, Medium Laser and Machine gun the Behemoth has: 2 AC-10, 4 LRM-5, 2 SRM-6, 4 SRM-2 and 4 Machine Guns. The Matriarch is admittedly a bit faster, but its also significantly more expensive.
[X] Plan Colonies, Armor and FTL
I'm going to be honest, I'm not very happy with the Matriarch Defense Tank. Its design honestly just seems horribly undergunned.
Edit: For comparison, here's a contemporary 100 ton design. Behemoth
In comparison to the Matriarch's AC-10, Large Laser, Medium Laser and Machine gun the Behemoth has: 2 AC-10, 4 LRM-5, 2 SRM-6, 4 SRM-2 and 4 Machine Guns. The Matriarch is admittedly a bit faster, but its also significantly more expensive.
The matriarch is not a practical design and was more of an experiment than anything else from my understanding and isn't actually being considered for development.
The problem with Combat Vehicles in BT is that they cannot use DHS and must be heat neutral for energy weapons, which makes it extremely difficult to impossible to make them viable with energy weapons other than Chemical Lasers, which act as Ballistic Weapons as those don't generate heat in vehicles. This and the additional weight penalty for FE means basically all 100ton Combat Vehicles make some sort of trade off in speed, protection, firepower and cost. Unfortunately in order to get an overall good vehicle basically requires an XLFE which raises the vehicles cost dramatically, there is a reason why the Behemoth 2 is 20 million C-bills and change despite only having a gauss rifle, TB8, and 4 RL10s. So yeah, unless your willing to break the bank for a tank your are making trade offs.
The matriarch is not a practical design and was more of an experiment than anything else from my understanding and isn't actually being considered for development.
Power Plant: 200 Fuel Cell Engine
Cruise Speed: 43.2 km/h
Flanking Speed: 64.8 km/h
Armor: Standard Armor
Armament:
1 Autocannon/10
1 SRM-4
1 Machine Gun
1 TAG
1 Unknown CASE
Manufacturer:
Primary Factory:
Communications System:
Targeting and Tracking System:
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 25 points 5.00
Engine: Fuel-Cell Engine 200 10.50
Cruise MP: 4
Flank MP: 6
Heat Sinks: Single Heat Sink 1 0.00
Control Equipment: 2.50
Lift Equipment: 0.00
Turret: 1.50
Armor: Standard Armor AV - 144 9.00
Armor
Factor
Front 36
Left/Right 28/28
Turret 29
Rear 23
================================================================================
Equipment Location Heat Spaces Mass
--------------------------------------------------------------------------------
Machine Gun FR 0 1 0.50
Autocannon/10 T 3 1 12.00
SRM-4 T 3 1 2.00
TAG T 0 1 1.00
CASE BD - 1 0.50
@AC/10 (30) BD - 0 3.00
@MG (1/2) (100) BD - 0 0.50
@SRM-4 (Artemis) (50) BD - 0 2.00
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 7
4t 2 2 0 0 2 0 Structure: 3
Special Abilities: TAG, CASE, EE, TUR(2/2/0, AC 1/1/0), AC 1/1/0
My plan will explain more later but right now got to get to work soon.
the Leo is already in production as an export tank, how about this instead? its set up as a main battle tank and is designed so that when we get Gauss rifles/rail guns its gonna be easy to refit
Code:
Lynx (Standard)
Mass: 65 tons
Movement Type: Helgan Counter-grav motive system
Power Plant: 260 Fuel Cell
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Armor: Standard
Armament:
4 Machine Gun
2 LRM 5
1 AC/10
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3100
Tech Rating/Availability: E/X-X-E-D
Cost: 2,381,225 C-bills
Type: Lynx
Technology Base: Inner Sphere (Experimental)
Movement Type: Helgan Counter-grav motive system
Tonnage: 65
Battle Value: 1,011
Equipment Mass
Internal Structure 6.5
Engine 260 Fuel Cell 16.5
Cruising MP: 4
Flank MP: 6
Heat Sinks: 1 0
Control Equipment: 3.5
Power Amplifier: 0.0
Turret: 2.0
Armor Factor 232 14.5
Internal Armor
Structure Value
Front 7 51
R/L Side 7/7 46/46
Rear 7 38
Turret 7 51
Weapons
and Ammo Location Tonnage
Trailer Hitch Rear 0.0
Machine Gun Left 0.5
Machine Gun Front 0.5
Machine Gun Right 0.5
Machine Gun Turret 0.5
2 LRM 5s Turret 4.0
AC/10 Turret 12.0
Half Machine Gun Ammo (100) Body 0.5
LRM 5 Ammo (48) Body 2.0
CASE Body 0.5
Caseless AC/10 Ammo (20) Body 1.0
biggest thing holding us back is how many concepts we made. there are a good 53 to 80 somethiing Technical readouts for concepts we've floated, modified and finalized/rejected/shelved.
here's the most recent Serpent readout. on the surface its a lot like the daga but that's because we need the 7/11 dry speed to ensure it can dogfight with a full rack of missles be that AtA, AtG or AtS. when we get double heatsinks and XL engines the freed weight will go firepower and armor while the daga will put it towards speed.
Code:
Serpent Production model
Mass: 50 tons
Frame: Unknown
Power Plant: 250 Fusion
Cruising Speed: 75.6 kph
Maximum Speed: 118.8 kph
Armor: Standard
Armament:
4 Small Laser
4 Medium Laser
1 Large Laser
Manufacturer: Unknown
Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: D/X-X-X-D
Cost: 2,594,792 C-bills
Type: Serpent
Technology Base: Inner Sphere (Standard)
Tonnage: 50
Battle Value: 1,413
Equipment Mass
Engine 250 Fusion 12.5
Safe Thrust: 7
Max Thrust: 11
Structural Integrity: 7
Heat Sinks: 16 6
Fuel: 0 0.0
Cockpit 3
Armor Factor 272 17
Armor
Value
Nose 82
Wings 68/68
Aft 54
Weapons
and Ammo Location Tonnage Heat SRV MRV LRV ERV
2 Small Lasers NOS 1.0 1 3 0 0 0
Large Laser NOS 5.0 8 8 8 0 0
Recon Camera NOS 0.5 - - - - -
2 Medium Lasers RWG 2.0 3 5 0 0 0
2 Medium Lasers LWG 2.0 3 5 0 0 0
2 Small Lasers AFT 1.0 1 3 0 0 0