Sun, Oct 8th '17 at 23h 07m 52s #6386
Okay. I have created a new abomination! Mwahahahaha HAHAHAHAHAHAHA!!!!!!
Seriously now. To make it simple, I took some of my dreams, made up a story connecting all of them, and started working. It was going well…
And then the gag in Night 3 happened. And then it got it’s ENTIRE STORY. (I’m working on it, it’s an experiment) At least it didn’t eat the plot.
Oh, and it’s quite twisty. It’s like 10k words long, too, so you should have it read in less than some Recon patrols.Thu, Oct 12th '17 at 22h 25m 55s #6411
Speech Synth is the best. It just read me my story aloud, in record time! I have to use it more often.Fri, Nov 17th '17 at 21h 50m 55s #6641
Some of you may remember that some time ago I came up with a sci-fi, role-play-ish, I-don’t-know-anymore story that was posted in pieces on the old forum.
Well, when the forum was deleted, I saved up the story, as well as most of lorewise Q&A and took everything on hold, until the situation calmed down.
The thing is, I never get to finished it, due to multiple reasons. If anyone is still interested in it, go ahead, let me know, I may drop it here again and go finish it. But anyway;
Inspired by recent post in the forums about organization and attack phases in US Rifle team, I came up with the more clarified idea of boarding party featured in the aforementioned story:
Exact boarding procedures vary depending on ships standard and situation. size of a boarding force deployed at once is limited by the availability of the boarding shuttles, their capacity and task at hand.
Following example is taken from Sworn Military Contractor Vessel URBS “Wildfire” Standard operating procedures:
“CBP (combat boarding procedure) Delta-3 Overview; (…)employed against military unit of comparable size, when tacitcal superiority is achieved and the enemy is unable to effectively retaliate, boarding action may be performed in order to permanently incapacitate the enemy craft and/or recover intelligence data that is suspected to be stored aboard.”
CBP D-3: Deployment: In presented situation, Troops should be ferried by shuttles, covered by fighter drones, even if no enemy aviation is present. Enemy craft should be breached in multiple points simultaneously. Entry points should be located in such positions as to avoid danger of friendly fire. Upon entering enemy vessel, all teams must be ready to come under fire the second they get inside.(…)
1 Full combat deployment composition:
-1 Company: 162 men, delivered via 5 Assault Transports CTSS-22 mod.4. “Crow”
-1 company = 5 platoons + command team
-Platoon = 2 maneuver teams + command section.
-Maneuver team: = Smallest self sufficient unit, capable of effectively moving across enemy craft and acomplishing tactical objectives.
-Maneuver team: = 2 sections.
-Section = 6 people.
-Sub-section = 3 people. (sometimes used as a manouver element during a firefight)
Composition and designations within a Marine manouver team:
Roles in boarding platoon:
– PC – Platoon commander: Makes all platoon-sized decisions. Usually sticks with his platoon when advancing through the boarded craft. Does not take part in firefights unless it’s absolutely necessary. Takes the position in between a leading and closing team.
– SL – Squad leader: leading the squad, making squad-sized decisions. Goes as second in the team, right behind pointman. Does not take direct part in the firefight, instead coordinates the actions of his subordinates and provides guidance on tactical level.
– VG – Pointman: They always go first. Wear heavy armored suis with extra visors and scanners allowing them for better situational awareness. Usually armed with heavy combat shotguns, designed mostly to suppress the enemy position, in order to allow the rest of the team to advance.
– TEC – Technician. His role is mostly to open up the doors and operate machinery and other systems on board of hostile ship. Knowledge of multiple systems is prefered to mastery of one, as the team may never be sure what security measures will they encounter aboard enemy vessel.
– TCH – Technician-Hacker. A specialized role, technician hacker is responsible for accessing enemy ship’s systems in search for intelligence data. He’s a very valued asset, often critical to the success of the operation. They are usually trained from the most experienced technicians.
– ABC – Atomic, Biological and Chemical warfare specialist is the person responsible for handling of any non-conventional weapon employed in the field by either of sides. His job is to detect, warn the squad and neutralize any threat posed by radioactive, corrosive or otherwise dangerous materials. Some of them also receive training in psychological, cognitive and psionic warfare.
– BR – Breacher: If Techie cannot open the door fast enough, or the door simply aren’t there, it’s breacher’s job. He carries tools to measure and assess the obstacle, then utilize proper devices to open a path.
– GR – Grenadier. Carries and operates DERP (Drill Explosive Rocket Projectile) launcher. Used to strike hardened targets, such as bunkers, security checkpoint or turrents, or to open up a passage from a safe distance when necessary, DERP is a flexible tool that provides extra firepower when necessary. The version used by Marines is smaller and more compact that that used in other formations.
– CNN – Cannoneer. When heavy firepower is needed Cannoneer can deploy the Gauss’s cannon and lay down devastating fire on enemy positions. This modular weapon is assembled in the field to suit the current tactical situation. Some troopers prefer to bring in semi-assembled units, to shorten the assembly time under fire.
– AMB – Ammunition bearer. He just carries a lot of ammunition on himself, ready to resupply the teammates when needed. Usually carries some extra rods to goose and rarely brings in a spare DERP warhead or two. Due to their nature of operations, Marine platoons bring extra ammo bearers than standeard other formations.
– MD – Medic. Do I really have to explain his role? Uh, ok, fine. He’s here to monitor his squad’s vital signs, perform field surgery and do everything in his might to keep rest of the team alive.
– STG – Sternguard: The opposite of Pointman. They always go last and cover the rear. Sometimes mistakenly taken as “ordinary rifleman” they are responsible for team’s rear security. Not only are they taken from the most experienced soldiers, they also carry a vast array of traps and mines to deter the enemy from pursuit.
– ASL – Assistant Squad leader: Directly oversees the actions of Sternguards. Assists Team leader in keeping order among his men, maintaining discipline and coordinating maneuvers.
-Composition within a manouverteam:
Sub section A (-dvance)
Sub-section B (-reakthrough)
Sub-section C (-losing)
-Assistant squad leader
Sub-section D (-isplaced)
Command section of a platoon:
-GrenadierSat, Nov 18th '17 at 1h 35m 13s #6642
Damn dude, dem details o_OSat, Nov 18th '17 at 3h 28m 23s #6643
I concur. I concur wholeheartedly. The sheer attention everything gets is staggering.
I take my hat off. Great job…great job.Sat, Nov 18th '17 at 23h 03m 14s #6647
You rly piqued my interest kacpo. In your sci fi game, was there any specific technology that you implemented in your game. Or was your game mainly just about the organization?Sat, Nov 18th '17 at 23h 03m 46s #6648
Also, what were objectives of said game?Sun, Nov 19th '17 at 18h 50m 29s #6650
Your brainstorming here is absolutely excellent Kacpo. 🙂
Love those Unit Symbols that you cam up with. Most fitting to their field of profession.
All that information of how to assault-capture an enemy ship got me brains buzzing.
I know that this topic thread may not be the right place to post “ideas” let alone use others for a basis to alter or expand upon but unless we open a topic thread just for this I will give my 2+(inf) cents here and now.
My idea on how a hostile vessel (may) get captured and the units involved to do so.
Firstly a bit of general background (in my universe) info on why it is so important to capture space crafts and not simply blow them all up like in almost any story/ movie out there.
They are very expensive to put into service and their FTL Propulsion Unit can only be created in very limited amounts per cycle.
Furthermore any larger craft is bound to carry some sort of important cargo or, in case of a pure military craft, would be a valuable asset to ones own fleet even if badly damaged upon capturing.
This makes even small crafts above fighter or shuttle level to valuable to not try and capture them.
What is to overcome when capturing a hostile vessel;
1) Location information on how to detect an FTL vessel.
Every FTL jump (in and out) sends out an easy to detect and pin-point force wave that every space agency (civil and military) in the system will notice.
An FTL jump needs to take place outside of the main gravitational fields of any object.
In case of Earth the standard travel time for a ship from orbit to jump point in/out be about 12 hours for military crafts.
Earth Moon be 6 hours. Mars 10 hours. A Jupiter Large Moon, due to Jupiter’s immense pull, 100 hours.
1b) Detection; How to detect a vessel that has not jumped.
Every FTL core can be detected regardless if active, damaged or otherwise as long as it has not been destroyed within a certain range and capability of the searching unit.
EX: A planetary (orbital) main space port as well as a deep space self support station could detect such out to the distance of the next larger gravitational object so from planet to planet.
A capital military vessel as the Wildfire (Battle Carrier Class) has about half the range.
2) Interception; Getting within boarding distance.
Due to space travel being a very timely and resource tensive enterprise vessels usually tend to stay on their direct course instead of heading for deep space till their FTL drive has charged up again to jump away from any pursuer.
Pure military ships also follow this unless they have some very important task that demands discretion.
This takes about 30 hours+ depending on what the DM feels like it should be.
NOTE: The next part skips possible Ship to Ship combat.
Once interception range has been reached there is usually only one Window-of-Action that both sides can commit to since as soon as one side has successfully repelled an Attack/- Boarding Attempt both vessels will not be on the same flight path again unless, for example, the boarding was a success and the boarding team has sufficient control to get the enemy ship aligned again.
BREAK: I am noticing that this post of mine would get way to long so I will wait for replies on if and how I (maybe we) should continue on this.
*the best parts of my idea are yet to be told….Sun, Nov 19th '17 at 21h 12m 28s #6651
First of all, thanks for appreciation everybody. Cool that you like it.
@tankymeow Well, it was not exactly a game in the most popular meaning. There was no mechanics, no objective, no players etc. It was just that I was writing a story and put some folks from forums as characters, based some names on things from here and asked some others for ideas, characters and some other stuff.
As I’ve said,, I still have most of the questions and anwsers, as well as the main story itself backed up, so I can drop it here (I’ll probably have to make a separate theread, to avoid covercrowding this one.) If anyone is interested.
@lance That’s some solid ideas thrown there Lance. I like it. Not quite compatible with what I came up with, back in the day, but cool nonetheless.Sun, Nov 19th '17 at 21h 53m 33s #6652
Oh yeah lance, capturing ships for their FTL drive, because they are EXTREMELY EXPENSIVE!!! Let’s not even talk about the fuel that such a craft uses. The closest thing to an FTL drive is an Alcubierre drive, and it uses what?!?!? negative matter?!?!? LIKE WHAT THE HELL IS DAT SHET?!?! And that shet is probably VEWY CLOSE TO NON-EXISTANT. IF NOT JUST NON-EXISTANT.
But anyways…in my universe, its just tenks, tenks, tenks, and tenks driven by cats that scream “bylat” all the time…lol.
Anywhoo interesting mechanic of capturing, and engaging the ship lance :3Sun, Nov 19th '17 at 23h 14m 17s #6655
We talkin’ bout FTL drives now?
Fine, I may just as well drop what I’ve had stored up for that lil’ story of mine:
In my universe, there are 3 known ways of crossing large distances between worlds in reasonable time;
-Hyperspace: The idea is to go fast. Like, really fast. This is the simplest and cheapest method of FTL travel, that can also be used by smaller craft, even the unmanned drones or single-man fighters. This type of drive works by slipping the craft to a Hyperspace, where it can achieve higher than light speeds. The downsides are, however that although fast, it’s not instant. Travelling longer distances can take days, if not months. Other flaw is that even the smallest miscalculation can end up with the ship crashing into a star. Not only that, but can be intercepted and prevented by using gravity wells. Also, leaves clearly visable wake upon entering or exiting.
-Jumpspace: the one that Wildfire uses. Basically a ship teleporter. Complicated stuff that creates a bubble around the ship and then makes it reappear at it’s destination. Instantly. Requires warm up sequence and most of the ships systems have to be shut down before performing a jump as to avoid interference to the navigation systems, thus rendering the ship defenceless while preparing to and right after jumping. Can only jump between points that are located via beacons, buoys or other ships’ signals, otherwise there’s too big chance of gettign lost in the void.
-Slipspace: Experimental and not fully understood yet way of travelling. Works by creating a tear in a timespace and entering it. Then, while being in, so called ‘slipspace’, another tear has to be made, that allows the ship to exit at desired location. Unstable and risky as hell, but allows entire fleet to use single tear (even if only one craft has systems to make it) and maintain all systems operating. Extreamly rare, due to technology involved and high percentage of lost ships.
There are FTL communication systems, but I ain’t going to explain them in detail. They just work.Mon, Nov 20th '17 at 0h 31m 17s #6656
Meh…I still think Alcubierre drive is better. It can do rly really neat tricks, if it exists as a working model. For one thing, the ‘bubble’ that the Alcubie drive makes can apparently trap electromagnetic rays ((I think they mean ionizing radiation, and such…I think) that are travelling out in space. And this is a bad thing. A VEWY BAD THING. Because after your deactivate your bubble when you reach your destination, everything in front of your bubble WILL BE DESTROYED!!! This is, because the rays captured by the bubble must be released, and once it does, it explodes like crazy (and it also releases a ton of radiation I think). Should make an interesting weapon, or even a shield of some sort. But of course maybe the bubble could be designed in a way that it doesn’t capture the rays, so as to remove this flaw. The second neat thing about the Alcubie drive is that, it can do funky things with gravity. You would think that if your travelling faster than the speed of light (in a scientifically legal way without violating the speed of light by just interacting with/compressing/’folding’ space time), you would think that you will pull enormous G-forces, and break every single bones in your body. But Alcubie drive doesn’t have this problem apparently. In the front, and back of the Alcubie drive bubble there are regions of enormous gravity pull, in the order of 1000s of Gs. However in the middle of the bubble where the ship resides, there are no G-forces exerted. In fact the middle of the bubble has ZERO-GRAVITY (meaning that your in free fall. Also since your at zero-G while inside middle of bubble, you can pull off 1000-G maneuvers without killing yourself). So this means that if its possible to modify the Alcubie bubble in a specific way, then you can maybe create specific regions in the middle of the bubble (where the ship is) that will experience gravity. Thus meaning that you can also use the Alcubie drive as a form of artificial gravity for your ship…but this method of providing artificial gravity for the ship’s occupant is extremely impractical, and inefficient when compared to a spinning donut-shaped habitat (which will provide artificial gravity for essentially forever, because SPESS is a vacuum, and barely has anything to slow you down). Third, and lastly, if your travelling faster than light (which is impossible), or travelling close to the speed of light, your going to experience significant time dilation. The Alcubie drive on the otherhand, does not create time dilation for its passengers. But I have no idea how the hell it does that, but I think its something to do with its ability to ‘fold’/stretch space time
Just a little extra. Apparently the Alcubie is able to even work for speeds (sublight) that are slower than the speed of lightMon, Nov 20th '17 at 0h 40m 24s #6657
Of course the Alcubierre drive needs exotic negative matter (matter which has negative mass) to work. And nobody is even sure if such a thing exists…but apparently its been observed (I think its been observed, my memory about this subject is kinda fuzzy. So take everything I say with a healthy bit of salt) that the galaxies around our own galaxy is moving away from us at speeds faster than that of light speed. So something is causing this phenomenon in some wayMon, Nov 20th '17 at 0h 43m 05s #6658
Oh yeah, about the blowey, blowey explosive part of the Alcubierre drive. It can basically ctrl-alt delete an entire planet…supposedlyMon, Nov 20th '17 at 4h 13m 09s #6659
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