Yeah, it won't be just ships, will be other things like being able to boost the rate at which other factions respond to Fed diplomacy, or gaining saving re-rolls in some circumstances.
Hearts of Iron 2 gives both you and us way more ways to interact with tech. In particular, it lets you slant Federation tech towards some technologies (such as dual use peaceful techs) and away from others (gatling phasers comes to mind), it allows us to pick up new tech teams when new races join, and it allows for getting and improving tech teams to be projects (or at least part of projects) that cost PP.
On the other hand:
I have a weak preference for this, but I'll admit it basically puts the most work on you while giving us the least to interact with. (The benefit is primarily realism.)
We could suggest possible categories, and our illustrious QM chooses from between them once we've hit a threshold? Dunno.
Or we could get tech teams with Preferences for certain kinds of tech from each full member and a slight bonus from associates, then assign them to certain categories, then presumably past a certain Number of research per turn it becomes pretty inefficient to just throw bodies at a problem and you're better off picking multiple categories?
I'm going to admit that the Tech Teams of HoI 2 was actually one of the things I loved most about that game, even if I can't quite quantify why. I guess I just really liked the characterisation it gave to what is normally a very dry part of games.
It also lets us bring in canon groups like Yoyodyne.
I might go down this route actually. Each full member gives a couple possible tech teams with prefs/bonuses, and you pick areas to assign them to. Can assign, say, one team per five or ten RP that you have that turn.
And I track which individual techs in those areas are getting the RP assigned (randomly/influenced by tech team prefs).
How do you guys feel, would you be comfortable with that kind of plan voting? It'd be similar looking to the vote for captains to assign to ships.
"The Federation Council Redshirt Preservation Appropriations Act of 2303 passed to great applause from the Veterans of Away Missions onlookers in the gallery..."
I'm going to admit that the Tech Teams of HoI 2 was actually one of the things I loved most about that game, even if I can't quite quantify why. I guess I just really liked the characterisation it gave to what is normally a very dry part of games.
It also lets us bring in canon groups like Yoyodyne.
I might go down this route actually. Each full member gives a couple possible tech teams with prefs/bonuses, and you pick areas to assign them to. Can assign, say, one team per five or ten RP that you have that turn.
And I track which individual techs in those areas are getting the RP assigned (randomly/influenced by tech team prefs).
How do you guys feel, would you be comfortable with that kind of plan voting? It'd be similar looking to the vote for captains to assign to ships.
Hmm. Maybe each member race could count as a tech team? It would keep things fairly simple while also giving more drive to the Federation to assimilate new races?
It depends on exactly how many fields of research the game has, since we'd want to start with at least one team for each area. Further, research teams would generally refer to more specific organization within the federation, but I could see that most new races having – on average – one notable tech team to start. To give an idea here, I suspect our initial list would – at the very least – include:
Along with some sort of Tellarite Engineering Organization
Additionally, the action to make Utopia Planitia Shipyards should include a design bureau for them, and similar design bureaus should eventually be options at both the Andor and Tellar Prime yards.
I'm going to admit that the Tech Teams of HoI 2 was actually one of the things I loved most about that game, even if I can't quite quantify why. I guess I just really liked the characterisation it gave to what is normally a very dry part of games.
It also lets us bring in canon groups like Yoyodyne.
I might go down this route actually. Each full member gives a couple possible tech teams with prefs/bonuses, and you pick areas to assign them to. Can assign, say, one team per five or ten RP that you have that turn.
And I track which individual techs in those areas are getting the RP assigned (randomly/influenced by tech team prefs).
How do you guys feel, would you be comfortable with that kind of plan voting? It'd be similar looking to the vote for captains to assign to ships.
*Edit* @OneirosTheWriter , will Science impact Combat against Cloaked enemies? Or perhaps ECM/ECCM? If so, will we be able to get a synergy from researching complimentarily opposing subjects? Like, would researching ECM & ECCM at the same time give a bonus? Or Phaser Research while researching armour (Hull) for our starships?
Bonuses will strictly relate to the tech team abilities rather than what is being researched at the same time, to make things more transparent/easy on me.
"The Federation Council Redshirt Preservation Appropriations Act of 2303 passed to great applause from the Veterans of Away Missions onlookers in the gallery..."
Had been hoping to pump out a Captain's Log update today but have been side-tracked on a bunch of the research stuff.
Request for Comment:
Basic Technology Areas
Computing - Improve Research Warp Technology - Improve Warp Core performance, weight, makes nacelles lighter Starship Construction - Allows new sizes of Saucer/Secondary Hull/Modules Personal Tech - For your away teams and personnel Sensors - Science and some combat boosts Weapons - For annoying the Fed Council Shields - Anti-splodey tech Communications - A mix of diplomacy, combat, research, etc Mineral Technology - Idenitfying and extracting bonuses Xenopsychology - Diplomacy, some recruiting boosts
Forbidden Tech - Cloaks, transwarp, phasic torpedoes, all the good stuff you aren't even allowed to look at without being in an active shooting war
Doctrine
Lone Ranger Doctrine - If you want to focus on small numbers of big multi-megaton types as the core of your fleet Swarm Doctrine - If you want to focus on Escort types anchored by a few heavy hitters Combined Arms Doctrine - If you want to keep a mix of ships
Foreign Tactics
Romulan Research - Research into Romulan tactics to provide bonuses in combat and diplomacy against this foe. Klingon Research - Research into Klingon tactics to provide bonuses in combat and diplomacy against this friend ... who hasn't been a friend for all that long.
====
Research Teams
San Francisco Fleet Yards Design Bureau
Preference: Ship Construction / Ship Design
Skill 2
Principally: Human
40 Eridani A Shipyards
Preference: Ship Construction / Ship Design
Skill 2
Principally: Vulcan
Vulcan Science Academy
Preference: Sensors
Skill: 3
Principally: Vulcan
Starfleet Science Academy
Preference: Communications Technology
Skill: 2
Principally: Human
Daystrom Institute
Preference: Computers
Skill: 3
Principally: Various
Tellar Prime Academy of Mineral Science
Preference: Minerals
Skill: 2
Principally: Tellarite
Andorian Academy
Preference: Shields
Skill: 2
Principally: Andorian
Yoyodyne Propulsion Systems
Preference: Warp Technology
Skill: 3
Principally: Various
Starfleet Tactical Command - Games & Theory Division
Preference: Doctrine
Skill: 1
Principally: Various
Romulan Research - If you want to focus on small numbers of big multi-megaton types as the core of your fleet Klingon Research - If you want to focus on small numbers of big multi-megaton types as the core of your fleet
The Doctrines, actually, were something I threw in because I thought that, like with the mid-term Ambition for Starfleet, it would be helpful for players to have that kind of signpost. Since strategic schizophrenia can be such an issue in quests.
Finding the images were a pest, but I couldn't bring myself to not have them, since they were part of that HoI 2 characterisation for me.
That's how it would work. The amount of RP you have will allow you to activate a certain number of teams each turn. Those teams can each be assigned to a sector.
Obviously, research will be plan voting, and will be fairly complicated, but HoI2 type research is something people are at least somewhat familiar with, I think it will be okay.
The basic technological areas don't seem very comprehensive, where would the following fall into: Transporters, replicators, holodecks, intertial compesators, structural integrity fields, artificial gravity, bio/medical technology, terraforming, weather control, impulse drives, fusion reactors, power conductors. Are these things abstracted away and therefore not available for research or do they fall into one of those categories?
I think it might make sense to organize things in broader but comprehensive categories, either in a scheme based on how the tech works (e. g. subspace, exotic matter, energy fields, computing) or one based on what it does (e. g. ship components (military), ship components (science/civilian), infrastructure, personal).
The basic technological areas don't seem very comprehensive, where would the following fall into: Transporters, replicators, holodecks, intertial compesators, structural integrity fields, artificial gravity, bio/medical technology, terraforming, weather control, impulse drives, fusion reactors, power conductors. Are these things abstracted away and therefore not available for research or do they fall into one of those categories?
Starship Design is incredibly comprehensive. From your list, it includes holodecks, inertial comps, structural integrity fields, artificial gravity, impulse drives, fusion reactors and power conductors.
These are all just *part* of what goes into a Starship proper. (if you played RtW, all these things are largely abstracted away as Machinery Weight Saving 1%).
Special standout stuff like transwarp beaming would be - if it's not Forbidden - individual unlocks as part of those categories.
Captain's Log, USS Enterprise, Stardate 20713.2 - Captain Nash ka'Sharren
After spending a week of shore leave at Amarkia, the Enterprise has resumed her voyage of discovery. After finding nothing in the Dakar-Calwick system, we moved on to begin mapping the Hophos system. It struck me while looking over the report from the science officer the amazing opportunity before us. There were no tachyons, no decaying signs of subspace wakes, no disturbances ... we were all alone with the majesty of the universe. As far as our stellar cartographers could tell, there has never before been a sentient being in this star system. It is at once humbling ... yet inspiring ... to be on this final frontier.
I'll have to leave that thought there, I've just been paged to the bridge.
-
Captain's Log, USS Sarek, Stardate 20714.5 - Captain T'Lorel
We have entered orbit around the Caitian colony world of Harper's Mane to finalise necessary repairs. My Chief Engineer is confident that we will be back underway soon. Moreover, it appears that we will have another opportunity to study these organisms. Our away team to the surface has brought back unverified sightings of other nests that bear further examination. Of course, it would be illogical to attempt this without thorough precautions. After consulting with the science officer, and with a Xenobiology specialists on the colony world, we devised a scheme to use a particular type of Di-trillium-methylate additive with the navigational deflector, which our sensor scans of the original organisms indicate will allow the Sarek to be seen as one of them.
This is an extremely rare additive we do not carry aboard. However, we have brought aboard a Bolian adventurer who is familiar with these organisms, who knows where we can find the additive.
-
Captain's Log, USS Courageous, Stardate 20715.9 - Captain Victoria Eaton
While returning to our mapping schedule, we have received another distress call. A Rigellian starship, the RDS Bronze Sky, has suffered a failure of their propulsion system while in orbit around Birchindi VII, a prospective mining colony. At last report, they are mere hours away from falling into the planet below, and the nearest Rigellian ship is three days away. In accordance with Starfleet Regulations, I have laid in a maximum warp course to render aid.
I only hope we are in time.
-
Captain's Log, USS Challorn, Stardate 20716.2 - Captain Thuir, currently patrolling the Romulan Neutral Zone
We have been assigned by Sector Command to investigate a Science Outpost on the surface of the Ulith III ice world, near the neutral zone. It has fallen silent shortly after issuing a garbled and incoherent message that we believe was a distress call. After a plague was only narrowly cured at Jonah-Ceti by USS Courageous and Bon Vivant a few months ago, everyone is nervous about what it could be. This border is far from the core worlds, and although the Romulans have been quiet since Khitomer, no one expects it to last. We must be vigilant.
-
Captain's Log, Supplemental, USS Courageous, Stardate 20716.3
The RDS Bronze Sky was on it's terminal orbit when we caught them with our tractor beam to pull them back into a stable orbit, above the heavy atmosphere. Their captain is effusive in his praise, which I have of course redirected towards the traditions of Starfleet. The weight of the exploration ship nearly dragged the ship down until tactical devised a scheme to use our torpedoes to detonate a pocket of highly volatile gas in the upper atmosphere to push the Bronze Sky clear.
I have beamed across with Chief Engineer ka'Lothorn to assist the Rigellians in diagnosing the fault which caused their propulsion.
-
Captain's Log, Supplemental, USS Enterprise, Stardate 20717.4
The entire crew has spent the last day in a meditative dream state. We had been orbiting the third planet of the system and running sensor sweeps when a wave of drowsiness came over the crew. We fell asleep where we were, in our chairs, at our stations, even on corridor floors. Everyone dreamed in that starry slumber ... dreamed of the endless vista of intergalactic space, of the solitude of the stars. I dreamt of ... well, perhaps I will keep that to ourselves.
-
Captain's Log, Supplemental, USS Sarek, Stardate 20717.5
To use the language of my human tactics lecturer at Starfleet Academy, I believe we have been 'hoodwinked'. Or at least, nearly so.
We travelled to the asteroid fields of the Corfis system to obtain the necessary materials. Our Bolian passenger has had us turn off our main sensors, explaining that the high-energy particles could disrupt the material we look for. It was only because of the suspicions of my tactical officer who, defying all logic and proper operating procedures, managed to create a make-shift sensor system by cross-referencing the nacelle intake telemetry with the navigational deflector, and determined that we were about to come under attack by four ships.
They call themselves the Bjeorni, and it seems they are an esoteric 'cult' focused around organisms of the type that we destroyed once before. This has been an elaborate ruse to gain revenge.
We have destroyed the enemy fleet, though not without some damage. Our passenger was also subdued after storming the bridge and attempting to fire a phaser at me.
In the end, however, we were able to study a new set of the organisms at a distance, and have made many fascinating discoveries.
[Gained +10 Research Points]
-
Captain's Log, Supplemental, USS Courageous, Stardate 20717.7
We have examined the damage that the Bronze Sky's impulse principal and secondary feeder power couplings. A single overload of a neighbouring plasma diffusion conduit caused both out in a single burst. However, from my understanding of the operational parameters of most impulse drive systems, the primary and secondary power couplings should have been impossible to both be damaged from that overload unless there was some manner of flow splitter.
But that could only mean ... a Sabote-Look out!
<sounds of phaser fire>
-
Captain's Log, Supplemental, USS Challorn, Stardate 20718.1
Upon arriving in orbit over Ulith III we have discovered that the scientists are missing. No lifesigns can be found on the planet's surface.
Commander Mbeki has managed to ungarble the final transmission of the ill-fated science colony. It is as follows...
"It's in the walls, it's in the walls... it ... it feeds. We are forsaken. Flee this place."
I have not sent an away team down to the surface.
-
Captain's Log, Supplemental, USS Enterprise, Stardate 20718.8
We dreamed again. However, in doing so we have discovered the common event.
During an orbit where the second moon of the third planet eclipsed the sun, and in so doing a great subterranean crystal lattice of a remarkable material began to emit an energy field that affects the thought patterns of living creatures. We have moved into orbit around this moon, in a polar orbit to keep the sun always in view, as we have discovered that this field is neutralised by the stellar wind. My science officer has, in the mean-time, beamed some of this remarkable material ahead and begun to analyse it.
[+15 Special Resources, opportunity for a mining colony to gain ongoing SR]
-
Captain's Log, Supplemental, USS Challorn, Stardate 20717.1
We have determined the vector that the plague took - it was frozen within a section of ice that was melted by the Ulithi science team as part of atmospheric tests. It is a truly virulent, flesh-altering phage. Though we have found no survivors via scanning, our sensors have turned up organic ... debris ... that we now believe to be the missing scientists.
Our doctor is Vulcan and they say that there is some similarities between this phage and some old diseases that the Vulcans have encountered. We have taken as many recordings and readings as possible, and sent them to the Vulcan Science Academy.
For the Ulith III outpost, nothing can be done, and the phage is too virulent to be left alone. We have fired a spread of torpedoes into the surface, and consigned our fallen comrades to the stars.
[Gained +10 Research Points]
-
Acting Captain's Log, Supplemental, USS Courageous, Stardate 20718.4
Captain Eaton is recovering in sickbay after fighting off the Rigellian saboteur who was attempting to overload the Bronze Sky's warp core to finish the job. The man was a corporate saboteur, trying to destroy this exploration ship so their own could stake the claim instead.
What people will do for money sickens me.
Thankfully, Captain Eaton, despite two phaser burns, is expected to make a full recovery. In fact, she was well enough to regale me at length about the virtue of humanity moving beyond the need for crude money. At considerable length, even...
[Gained +50 Relations with the Rigellians]
[Gained +5 Political Will]
In light of the repeated incidents around the Romulan Neutral Zone, Starfleet Ops has transferred a Miranda-class starship from the Klingon Border Zone to bolster defences there. Further, the USS Cheron will tour there, with the blessing of the Vulcans. Although we have no proof of Romulan involvement in these events, it seems prudent.
I'm told that the Federation Council is also feeling some level of concern over these events.
[+1 Threat Level]
Computer, End Log
Side 1: Federation Fleet, Ships 1, Combat 7, Hull 5
Side 2: Bjeorni Fleet, Ships 4, Combat 8, Hull 6
Turn 1 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 32 - Federation's Chance to Land Hit: 0.4336 RNG: 0.1267
Turn 1 - Bjeorni Fleet is hit!
Ship Light Cruiser Shields hit, now 1 / 2
Turn 2 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 32 - Federation's Chance to Land Hit: 0.4336 RNG: 0.1967
Turn 2 - Bjeorni Fleet is hit!
Ship Escort 2 Shields hit, now 0 / 1
* Ship Escort 2 shields have collapsed! *
Turn 3 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 32 - Federation's Chance to Land Hit: 0.4336 RNG: 0.8441
Turn 3 - Federation Fleet is hit!
Ship USS Sarek Shields hit, now 5 / 6
Turn 4 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 32 - Federation's Chance to Land Hit: 0.4336 RNG: 0.8265
Turn 4 - Federation Fleet is hit!
Ship USS Sarek Shields hit, now 4 / 6
Turn 5 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 32 - Federation's Chance to Land Hit: 0.4336 RNG: 0.3699
Turn 5 - Bjeorni Fleet is hit!
Ship Escort 1 Shields hit, now 0 / 1
* Ship Escort 1 shields have collapsed! *
Turn 6 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 32 - Federation's Chance to Land Hit: 0.4336 RNG: 0.0682
Turn 6 - Bjeorni Fleet is hit!
Ship Light Cruiser Shields hit, now 0 / 2
* Ship Light Cruiser shields have collapsed! *
Turn 7 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 32 - Federation's Chance to Land Hit: 0.4336 RNG: 0.5662
Turn 7 - Federation Fleet is hit!
Ship USS Sarek Shields hit, now 3 / 6
Turn 8 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 32 - Federation's Chance to Land Hit: 0.4336 RNG: 0.7771
Turn 8 - Federation Fleet is hit!
Ship USS Sarek Shields hit, now 2 / 6
Turn 9 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 32 - Federation's Chance to Land Hit: 0.4336 RNG: 0.2172
Turn 9 - Bjeorni Fleet is hit!
Ship Light Cruiser Hit - Now Hp 1/2
** Turn 9 - Ship Light Cruiser has dropped below 75% HP **
Turn 10 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 32 - Federation's Chance to Land Hit: 0.4336 RNG: 0.5386
Turn 10 - Federation Fleet is hit!
Ship USS Sarek Shields hit, now 1 / 6
Turn 11 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 32 - Federation's Chance to Land Hit: 0.4336 RNG: 0.2902
Turn 11 - Bjeorni Fleet is hit!
Ship Escort 2 Hit - Now Hp 0/1
Ship Escort 2 Hull 1 vs Average Attack 7
Defender Roll: 1 + 6 vs Attacker: 7 + 6
**** Turn 11 - Ship Escort 2 has been Destroyed! ****
Turn 12 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 24.5 - Federation's Chance to Land Hit: 0.5000 RNG: 0.4186
Turn 12 - Bjeorni Fleet is hit!
Ship Light Cruiser Hit - Now Hp 0/2
Ship Light Cruiser Hull 2 vs Average Attack 7
Defender Roll: 2 + 6 vs Attacker: 7 + 7
**** Turn 12 - Ship Light Cruiser has been Destroyed! ****
Turn 13 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 8 - Federation's Chance to Land Hit: 0.7538 RNG: 0.4529
Turn 13 - Bjeorni Fleet is hit!
Ship Escort 1 Hit - Now Hp 0/1
Ship Escort 1 Hull 1 vs Average Attack 7
Defender Roll: 1 + 6 vs Attacker: 7 + 4
**** Turn 13 - Ship Escort 1 has been Destroyed! ****
Turn 14 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 4.5 - Federation's Chance to Land Hit: 0.8448 RNG: 0.4942
Turn 14 - Bjeorni Fleet is hit!
Ship Light Cruiser 2 Shields hit, now 1 / 2
Turn 15 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 4.5 - Federation's Chance to Land Hit: 0.8448 RNG: 0.0147
Turn 15 - Bjeorni Fleet is hit!
Ship Light Cruiser 2 Shields hit, now 0 / 2
* Ship Light Cruiser 2 shields have collapsed! *
Turn 16 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 4.5 - Federation's Chance to Land Hit: 0.8448 RNG: 0.8127
Turn 16 - Bjeorni Fleet is hit!
Ship Light Cruiser 2 Hit - Now Hp 1/2
** Turn 16 - Ship Light Cruiser 2 has dropped below 75% HP **
Turn 17 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 4.5 - Federation's Chance to Land Hit: 0.8448 RNG: 0.8563
Turn 17 - Federation Fleet is hit!
Ship USS Sarek Shields hit, now 0 / 6
* Ship USS Sarek shields have collapsed! *
Turn 18 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 4.5 - Federation's Chance to Land Hit: 0.8448 RNG: 0.9723
Turn 18 - Federation Fleet is hit!
Ship USS Sarek Hit - Now Hp 4/5
Turn 19 - Federation Fleet Power: 24.5 v Bjeorni Fleet Power: 4.5 - Federation's Chance to Land Hit: 0.8448 RNG: 0.5035
Turn 19 - Bjeorni Fleet is hit!
Ship Light Cruiser 2 Hit - Now Hp 0/2
Ship Light Cruiser 2 Hull 2 vs Average Attack 7
Defender Roll: 2 + 5 vs Attacker: 7 + 8
**** Turn 19 - Ship Light Cruiser 2 has been Destroyed! ****
=========================
-
-
-
-
-
=========================
End of Battle - Turn 19
Side 1: Federation Fleet, Ships 1, Combat 7, Hull 4
Side 2: Bjeorni Fleet, Ships 0, Combat 0, Hull 0
Side two has been Wiped Out.
Federation Fleet Casualties:
Bjeorni Fleet Casualties:
Escort 2 has been Destroyed
Light Cruiser has been Destroyed
Escort 1 has been Destroyed
Light Cruiser 2 has been Destroyed
Federation Fleet
Ship USS Sarek: Hull/Combat: Start 7 / 5, End 7 / 4, Shield: 0 / 6
Bjeorni Fleet
Ship Light Cruiser: Start 3 / 2, End 0 / 0
Ship Escort 1: Start 1 / 1, End 0 / 0
Ship Escort 2: Start 1 / 1, End 0 / 0
Ship Light Cruiser 2: Start 3 / 2, End 0 / 0
Are we sure that someone beyond the new cult isn't trying to destroy the sarek considering how often they are running into combat ? We all know that Vulcan associated ships to have a tendency for bad luck but that..