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I agree that #2 would be a great personality fit and would likely become a great combat asset over time....

But I think the diviner is the most useful/unique specialty.

Useful, yeah, if she were a little more stable and didn't have 'Twisted' as a word to describe her then I'd have probably suggested grabbing her as a seer.

Right now though? With a solid 2 in her stability? Yeaaahh I don't trust her to not chafe with the other crewmates.
 
For the Asocial I would write them as introverted but lights up when they talk about their passion. #2 would likely be sassy and enjoy an activity like yoga after a workout. the last I'd give ADHD, meaning they tend to bounce from thing to thing and act but hardly ever think.
 
I agree that #2 would be a great personality fit and would likely become a great combat asset over time....

But I think the diviner is the most useful/unique specialty.
I mean, I'd agree with you, except that failure mode for the diviner is "Path to circumvent the restrictions this weird computer guy put on me" followed by "Path to lick a lemon".

Followed by, if we're fortunate, complaints that we didn't stop her from licking the lemon.
 
our new ship is going to essentially be an absolute monster of a ship
It's going to be complete garbage as an actual mothership and production hub though, we're going to burn so many turns with mostly construction actions to do anything done in deep space, or to set up an economy since we'll only have 500 BP and non-motherships can only get 1:10 cost:income ratio on manufactories. We have merely 10 manufactories, and every slot is pre-filled but one, we can't expand whatsoever. Can't even build an advanced physics lab, because no slots and it needs 3. It's so badly designed, I guess it makes sense since it's MC-chan's first time designing anything, but god is it bad. To add insult to injury it's hilariously expensive, something we could have afforded if we expanded the economy like I pushed for last turn, but nope, so it can't even be on time. It'll take 33650 BP to build, which with 4.6k/action it's 8 full construction actions, if we had expanded last turn, on the other hand, it'd have taken only a single turn. In other words it'll take two consecutive turns of doing nothing but construction to build this pos, and that's IF we don't do anything else. We had a few turns before something double plus ungood happens, hoping that means the 4th/5th turn seems like a bad idea, which it will if we don't sever all relations and research for 2 turns.

Decent warship, though, meaning we'll have to LARP the Yamato to get the most out of it, but because we only have a piddly 4 PD (we'd want a lot of PD to do that), we can't even do that, so the ship just doesn't work at all. That can be fixed, however.

Can't even hack and that's our main advantage due to being an AI. I'm mega salty we're going to be saddled with such an ill-thought ship whose overriding concept was 'get everything', and used 1/10th of the hull capacity on only what is only 25%+ HP. Going to have refit it asap, strip out the garbage, and fix it so we actually have a real mothership, and that's going to be a hard-won vote.


View: https://www.youtube.com/watch?v=qkiW2lYBioM&list=PLa_PSb44VNHczcihWws-gxFFHSdE-iLUO&index=12
 
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You might want to take a break if "Make a ship with 500 BP and 1000 BP worth of autorepairs every turn" along with "Can reliably take on arbitrary numbers of wolfpacks, significant swarms of ordnance, and has a full featured suite for field research" is a joke because one stat is "Merely" Okay instead of overwhelming strong (And even that is mitigated by the strike wings we carry)
 
Honestly, I'd want to get both of the ".75 Size" techs done so we can do a block 2 refit so we can squeeze in more utility options. The priority on the bus was being able to survive a likely hostile Sector, and we achieved that goal--because 40K doesn't rely on infinite bomber spam even if we discount our fighter squadrons giving us a formidable interception envelope on top of our close in weapons systems.

We achieved that, which was the point. It can handle wolfpacks, it can handle kiters, and it can handle anything heavier that's fast enough to keep up with it. It can't overcome "An entire armada teleports on top of you and zerg rushes you", but that's pretty much a "Rocks Fall, everyone dies" level encounter, and I trust Neablis isn't going to play that card.
 
Ok here's a longer term thought.

This is a first ship, yes. It's also a very distinctive ship. And it's the one we are going to be using to make initial contact with the factions around here- if we get away and they get away, they'll know the score in future encounters.

But once we build a second ship, that makes it the sector's greatest red herring. If we can make a child AI at that point, or have someone we'd trust to captain it, then we'll be able to have it soaking aggro while we sneakily do things elsewhere.
 
I was thinking for if we manage to to build the ship and then have some space to do some diplomatic actions. Was thinking we could set up universities across the planet with a bunch of our knowledge we think appropriate to share and say reccord some videos explain tech as the first lecturers. Then propose a sort of UN one world representing government (mentioning incoming possible threats) and promise whoever joins up to this gets access to the ground manufacturers, which I presume we will look to offload soonish? Thinking this would kickstart the world to be prepared and hopefully survive as a port of call
 
You might want to take a break if "Make a ship with 500 BP and 1000 BP worth of autorepairs every turn" along with "Can reliably take on arbitrary numbers of wolfpacks, significant swarms of ordnance, and has a full featured suite for field research" is a joke because one stat is "Merely" Okay instead of overwhelming strong (And even that is mitigated by the strike wings we carry)
The thing is any other build accomplishes that, but also does everything far better in a more coherent way. Maneuvering thrusters are extremely stupid on a ship this size, we're the least agile ship on the planet, we won't be able to dodge anything and we spent 1200 BP on a nothingburger (low emission systems would have made far more sense). Sacrificing 1600 BP worth of space for a mere 25%+ HP is also stupid, when we aren't supposed to be yoloing into combat beyond the short-term anyway (that's what drones are for), and if we were, it'd be far better used for more guns to kill faster, or facilities to build a larger army and rebuild losses faster.

We aren't building a drone warship, we're building the core of our forces, our throne, and more importantly, the ship with all our infastructure, and that is the primary task, since no other ship in our fleet can do so effectively. Since we're handing our economy over (as promised), and are planning to wander about in 40k, having a bootstrappable economy is imperative, the difference between 500 BP/t and 1k BP/t is an entire turn+ of just construction. Research-wise, we don't even have a full research suite right now, we have no advanced physics module, and what we do have uses a mere 2 slots in a 120 slot ship, it's not exactly impressive. We have nowhere to expand as tech improves, the ship is borderline impossible to build on time (and I highly doubt anyone voting for 4x construction actions two turns consecutively to get it done in time).

The 0.75 will help, a tad, thank god, but it's going to be a nightmare fixing this.

Generally, I prefer point defense over fighters on our core ship, the former seems far more space-efficient at the cost of not being able to move, but whatever.

Yeah, it's just 50% more expensive per-part than starting from scratch. Though honestly given how strong our research game is we might end up being able to build the next ship size up before we really need to do any major refits
Next time I'll stay up late and push a build out quickly. I want a real mothership.

This is a first ship, yes. It's also a very distinctive ship. And it's the one we are going to be using to make initial contact with the factions around here- if we get away and they get away, they'll know the score in future encounters.

But once we build a second ship, that makes it the sector's greatest red herring. If we can make a child AI at that point, or have someone we'd trust to captain it, then we'll be able to have it soaking aggro while we sneakily do things elsewhere.
Only if we can call it QAI. Or the Beast if it gets infected by chaos afterwards.

I was thinking for if we manage to to build the ship and then have some space to do some diplomatic actions. Was thinking we could set up universities across the planet with a bunch of our knowledge we think appropriate to share and say reccord some videos explain tech as the first lecturers. Then propose a sort of UN one world representing government (mentioning incoming possible threats) and promise whoever joins up to this gets access to the ground manufacturers, which I presume we will look to offload soonish? Thinking this would kickstart the world to be prepared and hopefully survive as a port of call
Crisis is in 2-3 turns (a few). We were warned explicitly. We have no defenses. Shitship needs to be done by then, we ain't doing shit on the planet for 2 turns.
 
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Ok here's a longer term thought.

This is a first ship, yes. It's also a very distinctive ship. And it's the one we are going to be using to make initial contact with the factions around here- if we get away and they get away, they'll know the score in future encounters.

But once we build a second ship, that makes it the sector's greatest red herring. If we can make a child AI at that point, or have someone we'd trust to captain it, then we'll be able to have it soaking aggro while we sneakily do things elsewhere.
Gonna be honest with you. We are in a Grand Cruiser. There is no way we are going to be stealthy on ANY level. The moment this gets on anyone's radar we had best hope that they have more important things to worry about and that they stay that way.

Edit: @Cookiesndip if you are that worried about enemies then why don't you try to convince the thread to get some light cruiser sized system monitors. That would solve our issues just fine.
 
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Gonna be honest with you. We are in a Grand Cruiser. There is no way we are going to be stealthy on ANY level. The moment this gets on anyone's radar we had best hope that they have more important things to worry about and that they stay that way.

...? I'm not sure what you are responding to. This current ship is not subtle, yes. The next ship we build might be. And having everyone in the sector chasing ship 1 means we have cover to be stealthy.

It's the best way I see to not have the quest turn into a military simuation. If we don't want to be fighting a constant war, but actually get some exploring or uplifting in instead, then we need someone else to be fighting the constant war for us. Elsewhere.
 
Looking at the tone of the quest and the QM's communication (which is great btw), I expect making mistakes in the ship building minigame to be a problem we solve both in and out of character by exploring the options and trying stuff.

I think the design is ambitious and a little clunky, but serviceable. I expect to have problems because it takes so long to build, but I don't expect Neablis to kick us in the teeth and announce the quest is over.

I look forward to seeing what happens.
 
Rule 2: Don’t Be Hateful - There's no call for ableist language here.
...? I'm not sure what you are responding to. This current ship is not subtle, yes. The next ship we build might be. And having everyone in the sector chasing ship 1 means we have cover to be stealthy.

It's the best way I see to not have the quest turn into a military simuation. If we don't want to be fighting a constant war, but actually get some exploring in instead, then we need someone else to be fighting the constant war for us. Elsewhere.
Thing is, this is 40k. The tagline is literally "in the grim darkness of the far future, there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods."

Not expecting plenty of war to occur here is kind of foolhardy when literally everything can and will try to kill you, especially surrounded by 5+ enemies (though we may be able to diplomance the Aeldari depending on rolls, the Space Marines are a crapshoot depending on who they are). Don't get me wrong, we'll wind up explorimg and playing the diplomat too, but I think autismforting in a proverbial bubble quickly becomes boring when nothing can truly threaten you and you're just building for the sake of it, as is exploring endlessly without a guiding objective in the purpose for doing as much. Thus far, the quest hasn't had any combat, so I expect the balance to change to an equillibrium, and that means lots of combat for a while.

Generally, I'd personally like to pull a Madokami from a different perspective (A Song Of Peace: Imperial Regent Quest [40k]) and endeavor to fix the setting. We're an AI that will slowly gain technological superiority, make an empire out of those we befriend and uplift, smash down threats so they can grow, and fix the setting that way. Because MC-chan definitely wouldn't be able to tolerate the current state of the universe. That's what I'm pushing towards, anyways.

Edit: Bonus points if our empire starts worshipping us.

I feel that we'll gradually upscale in terms of CP/fleet size too as our tech advances, as will the scale we operate at.
 
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The thing is any other build accomplishes that, but also does everything far better in a more coherent way. Maneuvering thrusters are extremely stupid on a ship this size, we're the least agile ship on the planet, we won't be able to dodge anything and we spent 1200 BP on a nothingburger (low emission systems would have made far more sense). Sacrificing 1600 BP worth of space for a mere 25%+ HP is also stupid, when we aren't supposed to be yoloing into combat beyond the short-term anyway (that's what drones are for), and if we were, it'd be far better used for more guns to kill faster, or facilities to build a larger army and rebuild losses faster.

We aren't building a drone warship, we're building the core of our forces, our throne, and more importantly, the ship with all our infastructure, and that is the primary task, since no other ship in our fleet can do so effectively. Since we're handing our economy over (as promised), and are planning to wander about in 40k, having a bootstrappable economy is imperative, the difference between 500 BP/t and 1k BP/t is an entire turn+ of just construction. Research-wise, we don't even have a full research suite right now, we have no advanced physics module, and what we do have uses a mere 2 slots in a 120 slot ship, it's not exactly impressive. We have nowhere to expand as tech improves, the ship is borderline impossible to build on time (and I highly doubt anyone voting for 4x construction actions two turns consecutively to get it done in time).

The 0.75 will help, a tad, thank god, but it's going to be a nightmare fixing this.

Generally, I prefer point defense over fighters on our core ship, the former seems far more space-efficient at the cost of not being able to move, but whatever.


Next time I'll stay up late and push a build out quickly. I want a real mothership.


Only if we can call it QAI. Or the Beast if it gets infected by chaos afterwards.


Crisis is in 2-3 turns (a few). We were warned explicitly. We have no defenses. Shitship needs to be done by then, we ain't doing shit on the planet for 2 turns.

Yeah very true! Just some long-term thinking when we can shaping up depending on timings of said crisis!
 
@Cookiesndip This first ship is, by, necessity going to be a bit of a mess of everything. Why? Because we currently can only take one ship with us when we leave the system. Meaning that we need the research functionality to improve our tech (specifically new AI and better psy-shields) for it to be worth it to make dedicated ship designs. We also can't make it a pure research ship because we can't take our manufacturing with us. I think you need to calm down and stop with the insults, Neablis isn't going to drop a massive fleet on our heads for what is essentially the space combat tutorial. We just need to build some drone ship light cruiser defense monitors to deal with the first threat.
 
what

Look I'm going to be honest, what we needed out of this ship was to be ready to fight ASAP because the mechanicus killsats kept us from scaling up for too long and now we need to shit out something that can tell anything that's reasonably likely to show up to fuck off, and get out of dodge if something completely unreasonable happens instead.

We got that. We got that, and it also came in the form of something that when we're exploring lets us pick and choose our fights, and beat the fuck out of anything that's capable of actually chasing us down. Pretty great for scouting and sticking our nose into things, honestly.

I also don't know where this idea that all of our manufacturing has to be inside the flagship comes from. Other AIs we could have made in chargen who wouldn't have had Vita's flagship mechanic at all still would have had manufacturing on ships.

And that's setting aside that all of this is coming in the form of complaining and arguing over a vote that's already closed. That's unpleasant and bad sportsmanship no matter the substance of the issue.
 
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Generally, I'd personally like to pull a Madokami from a different perspective (A Song Of Peace: Imperial Regent Quest [40k]) and endeavor to fix the setting.

Well, given we can only exercise sight and control in one system at a time, that requires someone else off fighting the enemies while we befriend and uplift systems that aren't actively under siege, or else us fighting a constant battle somewhere it won't splash damage on our allies while someone else uplifts them. So I guess don't think we disagree, I just think we are talking last eachother.

The issue is that neither Admiral nor Ruler roles really scratch the itch to explore we hardcoded at character creation, so I don't think Vita would ever actually be happy again if she commits to doing them.

So let's plan on offloading those tasks onto AIs or trusted former crew with organic-machine control and juvenant. Delegate to those who can do the task better than us, because we built or selected them specifically for that task.

I feel like the ultimate difference between our visions here is whether or not Vita is in control of the faction she is creating, or if she is creating it to be self-sustaining so that it can save the galaxy without her.

I prefer the second? It lets the spreadsheet governance fade into the background in favor of Vita's story.

It's interesting, now that I think about it, that Warhammer is doylistically very hostile to explorer types. Like, the whole point is that the galaxy is too vast and too cookie cutter for any one part of it to be more interesting than any other part of it. Worlds are there to be fought on and over, not discovered or explored, you know? Most factions are in most places, and if you've seen one hive city you've basically seen them all.

So to tell a story where Vita isn't miserable, we need to buck the setting to a certain extent. Exploring means going somewhere new because it is new, not because we want to use whatever we find there for war.

The war needs to be fought. The galaxy needs to be saved. It doesn't need to be Vita doing it, and she can't do it by herself.
 
That's just not true. Warhammer is not doylistically very hostile to explorer types. It's the basic idea for being a rogue trader, and that's a real common premise. There are so many planets that are noted as being unique in so many ways, and you have both a bunch of factions to have interactions with and a great deal of empty space to work with because of the size of the galaxy. The idea that every hive city is exactly the same is just a failure of the imagination, not a truth of the setting.
 
Hey folks, let's chill a bit on some of the argument here. The vote's over & the ship's designed. There are discussions to be had about the future of the quest, and Vita's mission going forward, which is up to you to decide. However, you're not making that decision yet, nor are you really committing to anything here.

I intentionally made the ship fairly easy to modify later on if you decide you don't have enough of something. In fact, if you roll well on a ship design tech that 50% penalty may drop.

Part of Questing (and life) is making decisions based on incomplete information, knowing that they probably won't be optimal. I'm not even sure what optimal means in this circumstance. The long-term goals of the Quest are a good thing to talk about, but I'd prefer it be a calmer discussion than this is shaping up to be. If you're curious for long-term foreshadowing, you may want to refer to the Quest blurb.
 
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Well, given we can only exercise sight and control in one system at a time
For now. Technology solves all problems at some point, we just need to ascend the tech tree. We're basically just using an observatory and old data right now.

The war needs to be fought. The galaxy needs to be saved. It doesn't need to be Vita doing it, and she can't do it by herself.
The problem here is that this essentially turns MC-chan into a side character. She explores, does shit, maybe tosses some people to whatever burgeoning federation or whatever that forms in her wake but ultimately she's a non-participant, she's not a focal point of it and the central conflict proverbially solves itself in the background. I don't like that at all. Rogue trader this is not, and it strips something important, a guiding, concrete objective out of the story. Up to now, that was surviving and rebuilding our ship. Now? Prepare for something bad coming up, but after that, I dunno.

Exploring for the sake of exploring will rapidly become boring, because there is no goal or endpoint to it, and there's always another sector to look into, another people to look into, unto infinity. A quest without a tangible goal, self-assigned or not, will become rudderless, and playing a tertiary role in your own story always sucks.

What I do want is similar, but different. We don't need to micromanage them, but we do need to be a central figure that is the primary thrust of the expansion and combat. We explore/uplift/diplomance/whatever, yes, we get them to join the federation/whatever, but we're also an active participant, taking down threats that they can't, and essentially acting like their deus ex machina (in the traditional sense). We destroy the daemonworld (possibly with backup), they deal with the smaller stuff.

My thought for the quest in general, is that we grow our fleet and we gradually we increase in scope as our forces do like this is a Xianxia, and keep things moving that way without making the spreadsheets too overwhelming, we are an AI after all, and if the Tyranids can make huge ass fleets, we can too with enough research and faith slowly making us into a god. Right now, we see things from the level of an an individual star within the subsector, when we and our alliance take over enough of the subsector and all major threats are subjugated or weaker than us, we'd start seeing the quest from a subsector perspective, repeat with sectors, and so forth. Exploration, diplomacy, and combat would still happens, but at grander scales.
 
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