A quest where you try to create the best space ships with limited time, budget. And meddling bureaucrats bothering you every step.
This is a the SV Branch. SB will also have this quest. Though you are not the same company. You are both rivals, please do not use meta knowledge from the other thread here.
The year is 2243, station Zeta 2 has finally come online proving that the subsequence wormhole system worked through the interstellar medium. The old Stellar Rail network was important for sending out new ships or mass material transport that didn't mind taking the STL path instead of the far more limited, and expensive option that the SWS FTL station offered.
For most it was an age of wonder perhaps dread that the Collated Systems would break down now that war wasn't completely impractical. For others it was an age of new science new ideas. Looking down to the nanosheets and data tablets on your desk you wish you were among those that could celebrate. No this would give you the chance to move up in the world after all you built up this business from nothing to one of the premiere producers of...
[][Business] Innersystem Transport
Your company focused on designing and iterating smaller fast ships to take human cargo between planets in the system.
Bonus to fast designs
Bonus reduction of general Cost
Malus to big designs
[][Business] Rail Cargo
Your company focused on mega haulers to transport billions of tons between star systems. Even with the boom you can expect plenty of sales of your old designs.
Bonus to big designs
Bonus income
Malus to fast designs
[][Business] Stellar Yachts
Your company focused on exquisite ships the peak of art and style 5 star experiences that would wow your client's customers.
Bonus to luxurious designs
Bonus reduction of favor cost
Malus increase of general Cost
[][Business] Warships
Your company focused on producing military designs for PMCs, and micro stellar nations alike, while the bigger stellar nations have inhouse designs you have sold to them on occasion.
Bonus to armored designs
Bonus access to top secret clearance bids
Malus increase of general Cost
[][Business] Interstellar Scouts
Rugged designs made to last for centuries away from maintenance in small fleets as they set up new Stellar Rails.
Bonus to enduring designs
Bonus reduction of catastrophe
Malus increase general Cost
With the Zeta Stations and the now being prepared Delta and Theta it's likely that soon SWS will link the whole of the Collated Systems together. That will effect business you look out your window to see...
[][Home] Artificial Green
The dusty orange sky and smog filled world around your little suburban lie. The homeworld. You had wealth now to leave Earth but it was the political Capital of Sol, and that likely meant that as the Collated Systems grow closer it would become the center of a vast web of politics.
Bonus reduction of favor cost
Bonus extra revision step
Malus weaker security
[][Home] A Frozen Dark World
Last Station, Pluto had been thriving as the last major stop in Sol for interstellar traffic but you knew the SWS would leave Pluto and her sisters in difficult strife, at least you can be a big fish as the pond dries up.
Bonus reduction of Labor cost
Bonus reduction of catastrophe
Malus increase of favor cost
[][Home] A Sea of Ships
The red sun of C is well known to the inhabitants of the outer brother of Alpha Centauri. The shipyard of the triple system and home of Zeta 1 station. You can see zeta 3 being built already and know parts are being sent to the twins to get the triple system connected to Sol.
Bonus to security
Bonus half cost prototypes
Malus increase of labor cost
[][Home] An Endless Ocean
Ma-tsu, wasn't technically habitable yet, the endless storms caused by the terraformers was a big hint to that, but the project, of most of the AB stellar nations, was an important place to be in Alpha Centauri.
Bonus to experimental designs
Bonus reduction of research cost
Malus increase of catastrophe
[][Home] Darkness
6718294-s or Nindy as most of the people of the dead system called it was far from important, without a living star a rail couldn't be built but the parts of a station slowly being put together, and your QED told you soon it would have a chance. The stillbirthed star you called home may yet host something that thrives.
Bonus to Corporate Sabotage
Bonus to enduring designs
Malus to all actions outside of Nindy until the local SWS station is finished.
It didn't matter too much you had your ways after all it takes a lot to make a design firm for ships you got here thanks to...
Pick Two
[][Path] Family
Born to important people it was easy enough to get the base you needed to set up a successful business.
Generate Free favors every two turns.
[][Path] Service
This was your retirement plan get out of working for a major stellar nation and set up this to do on the Side.
Access to top secret clearance bids, or super secret clearance bids if you already have top secret clearance bids unlocked.
[][Path] Ruthlessness
It was easy to grow when your enemies keep having accidents. Of course you knew very little details about that.
Free Sabotage Action each turn.
[][Path] Awareness
Growing a business meant needing to know what everyone was doing. That this left you with the competitions plans was a nice byproduct.
Free Spy Action each Turn
[][Path] Cutting Corners
You knew how to get things done fast and cheep. In the end that's all people really care about.
Can finalize designs without Revision steps.
[][Path] Media Insiders
Of course it helps your firm had a squeaky clean reputation. You are the name for reliability you assure everyone.
90% your connection to Catastrophes never become public knowledge.
[][Path] Hard Work
You just did what needed to be done and success followed. You are doing what your forefathers did.
Large reduction to Catastrophe
[][Path] Pushing the Envelope
Not everyone is comfortable implementing techs that haven't finished design. You have no problem with it.
Experimental systems can be used in designs.
It was nice to be ready for the future. This was a new wave but you would persevere after all you are...
Each turn is made up of several phases the branches may be out of sink until the beginning of the next turn.
Phase one is bids, you set a budget and get money for a design. Phase two is actions you have a number of actions separate to designing you can take including spying and sabotage. Phase three is design were you work on your ongoing bids.
Bids have a duration measured in turns. After first design you are on revisions taking feedback from the client. Clients want at least one revision, but would be unhappy if you keep going back to the drawing board.
Catastrophes are accidents that happen in relation to one of your designs this can negatively impact your ongoing and future bids, unless you mitigate them.
[X][Business] Warships
[X][Home] Artificial Green
[X][Path] Family
[X][Path] Service
[X][Name] Sparks-Gavin Aerospace - The silhouette of a blocky spacecraft, evoking practicality and utilitarianism.
Seems pretty interesting but I think you use to many acronyms that aren`t really clear and not needed, whats TSC? No need to abbreviate system navy to SN etc
[X] Plan : The Bleeding Edge
-[X][Business] Warships
-[X][Home] A Sea of Ships
-[X][Path] Service
-[X][Path] Pushing the Envelope
-[X][Name] Edge United Velocity (EUV), stylized escape velocity of the Sun
[X] Plan Go Big or Go Home
-[X][Business] Rail Cargo
-[X][Home] A Frozen Dark World
-[X][Path] Family
-[X][Path] Pushing the Envelope
-[X][Name] The Meili Trans-Solar Transportation Corporation (Named after the Norse god of transport)
-[X][Logo] Brown planet (Pluto) on a black background with two stars on top and bottom (representing station Zeta 2) with a wave through the middle, representing Wormhole travel. (Will admit I'm not the best at vexillography [flag-making] but I tried by best lol)
My idea behind this plan is that large-scale movement of industrial goods will almost always be prevalent; unless civilization collapses overnight it's guaranteed that worlds all need their goods shipped around the galaxy, and by providing ample transport we can secure some lucrative opportunities that might not be necessarily available in other options. For example, a warship business might profit in the short term as it's suggested that subsequence wormhole technologies may make warfare practical (and thus more likely), in peacetime it would only really be dedicated to anti-piracy action (which, unless it's a drastic issue probably won't pay much) or security for other fleets (which we can provide for ourselves given the right infrastructure). In both peacetime and wartime massive shipments of goods would be still needed, albeit different types of goods but that still means that no matter what there are plenty of opportunities abound.
Now for my other choices. I believe Pluto would tie in well with the choice to specialize in bulk transport; transporting all those goods across systems will take alot of personnel to catalogue, maintain, and, you know, transport everything; having a reduction in labour costs will make setting up our fleets much more cheaper, and coupled with the catastrophe reduction chance it means we can focus more on other aspects of transport. As for paths, 'family' offsets the favour cost increase as the corporation will get free favours, meaning that unless it is urgent we can save plenty of money on acquiring favours, whilst 'pushing the envelop' may allow us to make advances in storage, which will allow us to carry more cargo, obviously bringing in more profit per completed bid. These experimental designs may have a knock-on effect of making the overall designs more dangerous to implement, but hopefully the bonuses from Pluto will counteract it.
Scheduled vote count started by Planetary Tennis on Jul 8, 2022 at 4:42 PM, finished with 13 posts and 9 votes.
[X] Plan : The Bleeding Edge
-[X][Business] Warships
-[X][Home] A Sea of Ships
-[X][Path] Service
-[X][Path] Pushing the Envelope
-[X][Name] Edge United Velocity (EUV), stylized escape velocity of the Sun
[X][Business] Warships
[X][Home] Artificial Green
[X][Path] Family
[X][Path] Service
[X][Name] Sparks-Gavin Aerospace - The silhouette of a blocky spacecraft, evoking practicality and utilitarianism.
[X] Plan : The Bleeding Edge
-[X][Business] Warships
-[X][Home] A Sea of Ships
-[X][Path] Service
-[X][Path] Pushing the Envelope
-[X][Name] Edge United Velocity (EUV), stylized escape velocity of the Sun
[X] Plan Go Big or Go Home
-[X][Business] Rail Cargo
-[X][Home] A Frozen Dark World
-[X][Path] Family
-[X][Path] Pushing the Envelope
-[X][Name] The Meili Trans-Solar Transportation Corporation (Named after the Norse god of transport)
-[X][Logo] Brown planet (Pluto) on a black background with two stars on top and bottom (representing station Zeta 2) with a wave through the middle, representing Wormhole travel. (Will admit I'm not the best at vexillography [flag-making] but I tried by best lol)
Start out by selecting one of the following module portfolios. These will be special modes included in both existing designs as well as for use in new ones.
Modules have a type, cost, rating, and mass
Type is one of the following each effect different aspects of the ship. Defense, Offense, Engine, Reactor, Crew, Systems, and Other.
Cost is how much extra the module costs beyond the ship. Some modules have a Luxury tag, they are generally more costly then other designs but are highly favored by some groups.
Rating is their safety effects higher rated modules are more safe and more stable, for some situations rating is less important than others. This is measured in an awarded ∆ up to 5.
Mass is how much extra mass the design adds to a ship, a hull design is limited by mass so this is what limits the amount of modules you use.
Some modules need power, power goes No, Low, Moderate, High, Massive, Vast, Extreme. Each is a 10 times the power level of the rank below.
Make a package or use one of your own. You get one of each category, one additional from defense and offense, as well as two from any category.
[]Sky Breaker Package
Hard Loading Auto Cannon, Wasp Drone Swarm, Nuclear Aided Scouring Blast, Reactive Gel Plate, Micro Missile Deterrent Force, Plasma Torch, Neostellar Core Reflector, Big Backup, Tactical Briefing Room, Semi Autonomus Intelligence
[]Hazard Package
Sub-Nuclear Ballistic Missiles, Black Light Laser Cannon, Ferrocloud Nanoscreen, Mag Shell Shielding, Subgate Macrophase, Neostellar Core Reflector, Expanded Bunks, QED Node, Semi Autonomus Intelligence, Mass Spectrum Scanner
Offense
Hard Loading Auto Cannon
Offense (Weapon, Ballistic)
Cost 500b
Rating ∆∆∆∆∆
Mass 25Mg
Low power draw on firing ammo limited.
Sub-Nuclear Ballistic Missiles
Offense (Weapon, Missile)
Cost 750b
Rating ∆∆∆
Mass 30Mg
No power draw Ammo limited
Black Light Laser Cannon
Offense (Weapon, Laser)
Cost 2Kb
Rating ∆∆∆∆
Mass 10Mg
Massive power draw on firing, no ammo.
Wasp Drone Swarm
Offense (Drone, Fighters)
Cost 1Kb
Rating ∆∆∆
Mass 40Mg
Low power draw on active, limited drones.
Nuclear Aided Scouring Blast
Offense (Weapon, Blast)
Cost 750b
Rating ∆∆
Mass 20Mg
Low power draw on active, limited ammo.
Defense
Reactive Gel Plate
Defense (Armor, Ablative)
Cost 250b
Rating ∆∆∆∆∆
Mass 10Mg per Size Category
Pulse Laser Screen
Defense (Point, Laser)
Cost 1Kb
Rating ∆∆∆
Mass 25Mg
Moderate Power Draw on active.
Ferrocloud Nanoscreen
Defense (Armor, Cloud)
Cost 2Kb
Rating ∆∆∆
Mass 15Mg per Size Category
Low power draw on active, limited mass.
Mag Shell Shielding
Defense (Armor, Shield)
Cost 4Kb
Rating ∆
Mass 5Mg per Size Category
High power draw on active, unlimited.
Micro Missile Deterrent Force
Defense (Point, Missile)
Cost 750Kb
Rating ∆∆∆∆
Mass 20Mg
No power draw, limited ammo.
Engine
Plasma Torch
Engine (Rocket, Plasma)
Cost 2Kb
Rating ∆∆∆∆∆
Mass 40Mg
Moderate Power Draw on active, limited fuel. High speed.
Ion Pulse Drive
Engine (Pulse, Ion)
Cost 4Kb
Rating ∆∆∆
Mass 30Mg
Low power Draw on active, unlimited fuel. Slow speed.
Subgate Macrophase
Engine (Reactionless, Gate)
Cost 10Kb
Rating ∆
Mass 50Mg
Massive power draw to activate or deactivate, no power draw while active. Unlimited fuel. High speed.
Reactor
Fission Decay Generator
Reactor (Nuclear, Fission)
Cost 5Kb
Rating ∆∆∆∆
Mass 30Mg
Unlimited fuel, Moderate Power
Big Backup
Reactor (Storage, Battery)
Cost 1Kb
Rating ∆∆∆∆∆
Mass 5Mg
Massive power, depletes. Rechargeable.
Crew
Tactical Briefing Room
Crew (Office, Tactical)
Cost 500b
Rating ∆∆∆∆∆
Mass 1Mg
Low power draw while active, increase tactical response.
Expanded Bunks
Crew (Bedding, Military)
Cost 500b
Rating ∆∆∆∆
Mass 2Mg
Increase bunks for more crew.
Recreational Room
Crew (Support, Recreation)
Cost 1Kb
Rating ∆∆∆∆
Mass 2Mb
Low power draw while active. Lowers crew stress.
Systems
QED Node
System (Communication, QED)
Cost 10Kb
Rating ∆∆∆∆∆
Mass 1Mg
5 charges, instant FTL communication Biway
Semi Autonomous Intelligence
System (Control, Machine Intelligence)
Cost 5Kb
Rating ∆∆∆
Mass 1Mg
A limited and we'll chained Machine Intelligence, high increase in ship performance regardless of crew.
Mass Spectrum Scanner
System (Scanner, Broad)
Cost 5Kb
Rating ∆∆∆∆
Mass 2Mg
High power draw on firing, general data scan.
[X] Plan : The Bleeding Edge
-[X][Business] Warships
-[X][Home] A Sea of Ships
-[X][Path] Service
-[X][Path] Pushing the Envelope
-[X][Name] Edge United Velocity (EUV), stylized escape velocity of the Sun