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SPAAACEEE

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Thread replies: 337
Thread images: 139

SPAAACEEE THREAD.
Star fighters, yay or nay.
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SPAAACEEE
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>>49667213
>space hinds
YAAAAY
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SPAAACEEEE
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>>49667213
Nothing cooler than Space Helicopters.
Unless you have space BBBBRRRRRRTTTTT of course.
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SPAAACEEE
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>>49667213
fighters.... no
drones .... yes
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>>49667805
Why not? Fighters bros make better histories than drone "pilots.
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>>49667213

I love Farscape!
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Tell me about your cool space campaign ideas, /tg/. Hard or soft, anything goes.
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>>49667213
Holy poop that's a lot of Starfuries. And with all those other ships clearly that isn't from a real episode of B5.
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>>49673174

Well, the starfuries are also rendered better than anything from a real B5 episode.
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>>49672865
Space motorcycles.
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Shipgirl fag here, is the guy who was asking for worldbuilding ideas in this thread?
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What's a good program for building Traveller deck plans?
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>Two spaaaceee threads.

Whoops.
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>>49674666
AutoCAD
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Not enough vertical ship love
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>>49677111
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>>49677137
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>>49677152
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>>49677137
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pure fighter kino
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>>49677111
Supposing that horizontal ships are classified using 20th century naval terminology, (destroyer<Cruiser<Battleship<Carrier) should vertical ships have their own classification scheme?

Perhaps one named after sailing vessels?
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>>49678185

Wouldn't that just make it more confusing? Generally, ships should be classified by role, not orientation.
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>>49678235
I guess, it also doesn't help that sailing ship classifications are a mess of a million different culturally specific names for specific sail configurations over hundreds of years.

By comparison,

Fighters dogfight, Bombers drop bombs, Destroyers destroy shit, Cruisers cruse, Battleships battle ships, and Carriers carry things.
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>>49678235
I would go for role and mass. And if they are FTL capable or not.
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>>49678185
That seems thoroughly useless and needlessly complicating.
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>>49678290
The problem with explicitly including mass in the classification is that it's the part most likely to change.

Today's destroyers are comparable to pre-dreadnought era battleships in size. The only thing they have in common with their ancestors is that they protect capital ships from the modern equivalent of torpedo boats.
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>>49673174
>>49674598
The OP pic is from Star Wreck: In the Pirkinning, I think.
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Battlefleet gothic ship that is really fun currently.
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>>49667583
I never got the point of those. They died in droves to things they were supposed to counter, and they died even more to everything else.
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>>49678439
>Demiurg brotherhood responding
>Open fire
Goddamn that death ray is fun. Bit shitty when the RNG doesn't give you any asteroids though.
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>>49677926

I really wish we got a fourth game where you got a pair of those together and used them to wishbone a Bloodmoon in half.

It'd be a nice, full circle moment.
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>>49678323
Do you use Cruiser, destroyers etc too or any other jargon?
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What are the best books for Space adventures/combat?
Jack Cambell isn't bad at the battle part, but the rest is meh. Tough the Lost Stars is and improvement.
I read a few other, I never could get into the Honor-verse because the main character, and I read the Vatta's war. Man of War is a lot like an age of sail in spaaaceee with a super comander, I'm in the second book and man I tought Geary was Cheassy but wow.
So anyone has a recomendation? Without ultra comanders/Gary stues like in Ringo books would be cool.
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>>49678385
>Captain Pirk
Ok I've seen that.
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>>49678385
>>49679794
The Babylon 5 vs Star Trek shenanigans in Star Wreck were fun

https://www.youtube.com/watch?v=fbOPu3wI72A
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DREAM ON, MARS MAN

venusian colonies are superior
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>>49678260
>Destroyers destroy *specified* shit
So things like Anti-Phaseship destroyer, Anti-Corvette/fighter, Anti-cruiser artillery ship, and ecetra, but smaller than cruisers and thus making them cheaper. While cruiseres are more generalized and tougher to 'hold the line'.
Space WW2 is pretty good except there would be no reason to use spess fighters ;_;
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>>49667805
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>>49677111

I need to find a good Reliant pic.
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>>49667213
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>>49680053
Dream on, Mars man
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>>49680053
DREAM ON, MARS MAN
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>>49680053
DREAM ON, MARS MAN
No, Moon colonies are superior you Venusian savage.
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>>49684710
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>>49680053
DREAM ON, MARS MAN
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>>49680053
Dream on, Mars Man
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>>49674638
I'm the guy who was posting about space battleships, if that counts.
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Have some fresh content you fucking faggots
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>>49686652
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>>49686691
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>>49686702
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I like the idea of a ship which 'unfolds' or deploys in battle, not necessarily some origami stuff just generally a ship which can hide/deploy stuff like turrets or radiators or whatever.

I just recently read one of the Culture books and I liked the description of a picket class ship saying that in battle mode he was more like a small fleet then a single craft.
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>>49686876
I had a similar idea. A warship that consists of a gunship with a torch drive and lasers, and a swarm of Missile/Drones.

While cruising, the gunship carries the drones, but when combat starts, it releases all of them. The gunship suddenly becomes very fast.

The drones are semi-expendable. By default they will swarm around the gunship to screen it from incoming attacks, but are primarily used as missiles. If any remain at the end of the battle they simply re-dock with the gunship and continue the patrol.
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>>49680053
DREAM ON, MARS MAN
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>>49680053
DREAM ON, MARS MAN
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>>49680053
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>>49680053
>DREAM ON, MARS MAN
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>>49667213
>Hindfuries
oh FUCK YES
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>>49680053
Dream on, Mars man.

Posting best girl's fighter.
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>>49672865
fuck space skinwalkers

everyoneoutoftheuniverse.gif
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>>49678185
that is not how that works anon
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>>49683033
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>>49679287
the classifications i use in my scifi game are more or less as follows

>Corvette<Tactical Cruiser<Frigate<Destroyer<Assault/Heavy Cruiser<Battleship/Dreadnought

There is no carrier classification since fighters have become obsolete in naval space warfare, due to the vast engagements ranges, extremely accurate long range weaponry and the openness of space. The capability to carry a complement of fighter/bomber wings is also a fairly ubiquitous among ships of the line. The secondary role of mobile command center has been rolled into the cruiser family as the Assault Cruiser, which also typically carries a large compliment of aerospace fighter-bombers for planetary operations.
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>>49689257
You haven't included the most important space ship classification:

>Battle Moon
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>>49667213
>no Gunstar in Starfighter thread
>Year 1984+32
Or am I just missing it?
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>>49685072

Reminds me, my group has been pitching around an idea I'd like to run, for a space-opera-ish game.

Group of Earthling yokels find a flying saucer, climb aboard and accidentally set off to Wacky Hijinks in the stars.

The saucer is a Grey Alien design, with a space magic Orgone powerplant for basic functions but relies on a Psychic Amplifier chair for flying around. I haven't told them psychic powers would be involved. How do I trick savvy RPers into sitting in a spooky space chair?
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>>49689382
"Let's see if you've got the Ancient Technology Activation Gene."
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>>49689382
Make it the most comfortable looking chair on the ship.

Or have it as an uninviting stool.
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SPAAACEEE
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>>49692147
spase
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>>49674666
You could pretty easily use sketchup.
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>>49692967
You can make some fine ships with Sketchup too.
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>>49667213

Nay. Starfighters are quantifiably inferior to missiles or larger warships in any sort of shooting war.

What they ARE good for are pirates, colonies, police and coast-guard equivalents.
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What's the prefered size of Space armadas? A few capital ships and some escorts or thousand of Capitals? Also tonnage, million of tons for even frigates ala 40k or more lighter vessels like Traveller?
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>>49680053
DREAM ON, MARS MAN
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>>49667877
kek
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Let's talk about jump/drive systems.
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>>49680053
DREAM ON, MARS MAN
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>>49697953
Wormholes and Jump points are superior. It makes FTL possible and you need to protect them, so space wars are more interesting.
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>>49677111
V E R T I C A L
E
R
T
I
C
A
L
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>>49680053
DREAM ON, MARS MAN
I think this is my favorite one of these since the Aztec gods of fitness
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>>49696089
LOGH has ruined by ability to appreciate tiny fleets. Thousands of ships, for every capital there should be at least two escorts and a tender, with an additional escort for every two tenders. Capitals fight in formation and need to be regularly resupplied. Cruisers are the exception to this, as they are designed for flexibility and endurance. They will fill gaps in the formation, or move to strike at targets of opportunity.

As for size. With the exception of carriers and city ships, I think they should be between 200 and 1000meters. Most giant space battleships are absurdly large. On the same hand however, I think things like the Millennium falcon are way to small to take seriously as interstellar spacecraft.

>>49697953
I quite like Outsider's FTL scheme and would like to see it in a game, or at least a comic that gets regularly updated.

Stellaris' warp drive is similar, but you just have to be in the outskirts of the system to jump. The only restriction is cooldown. This means engine speed is meaningless and catching an enemy fleet involves a bunch of random jumping until you get lucky enough to land on them, for an awkward close range space battle.

If you had to cross the system to reach the next jump zone (remove warp cool-down to balance), it would make things much more interesting.
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>>49680053
DREAM ON, MARS MAN.

But i gonna drop nukes on you the second you think about secession, you martian scum.
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>>49699384
>Mars
>Independent

Mars cannot support a closed biosphere. It will be dependent on supplies from earth. All earth has to do is just stop sending them their regular shipments of phosphorus and nitrogen and everything falls apart.
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>>49698111
I disagree re: fleet and ship size
logh was amazing, but i can't stand ships with tall ceilings or big rooms.
the best ships have small and cramped habitable zones, and the best fleet battles have comprehendable numbers of ships and mans
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spes
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>>49699599
i heard that one of mars moons is on a decaying orbit and will crash in 100 or so years

so bad idea on mars colonies
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>>49677137
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>>49699631
I meant to say that while I appreciated the scale of LOGH's fleets, I prefer ships to be smaller than 1km. LOGH ships are for the most part bigger than I'd like.

I think ship size should consider the payload the engines that would be required to move that payload through space/hyperspace. The final consideration should be crew accommodations and supplies. I hate it when the ship is laid out like a cruise liner with decks ruining the entire length.
>>49699719
Mars' moons are small enough that correcting their orbits (or de-orbiting them on purpose) would probably not be much harder than establishing a peppermint colony. Both contain ice that can be used as reaction mass.

The real problem is that mars lacks a magnetosphere, meaning it's atmosphere will be constantly eroded away by solar winds. All the proposed solutions to making the atmosphere thicker are only temporary, and most of them could only be done once. Even the best case scenario for a teraformed mars would require a constant supply of ice asteroids. It's just a fancy way of turning asteroids back into space dust, and permanently removes usable resources from the solar system.

Now that might make an interesting space war scenario. Mars vs the Outer system colonies, fighting over asteroids. Assuming earth has some reason to not get involved (abandoned as a nature preserve, or otherwise depopulated by a disaster such as nuclear war or climate change)
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>>49699719
>one of mars moons is on a decaying orbit
Simple solution, just blow up the moon and let the fragments crash on the planet before we set up any major colonies.
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>>49699789
nah i meant that one of the moons is naturally falling

but for the amount of iron mars has on the surface isnt it weird that has such a weak magnetic field? mayve mars is actually mineral poor?
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>>49667253
Want to say those are the newer model of the Star Fury front and center in the pic there.
Supposedly atmosphere capable, where the older Star Furies aren't.
Though, it's missing the fins on the thursters if it is.
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>>49699821
you can put all the iron in the world into a wire and coil it but it won't be a magnet until a charge is applied.
Mars's core is cooling, it can't sustain the field that earth can even with all its iron
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>>49699857
>>49699821
>>49699789
This is probably a clarktech solution, but would it be possible to create a nanotech shield around the planet to protect against solar wind and radiation?
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>>49699821
It dosn't matter how much iron it has if it's geologically inactive. We aren't entirely sure what makes a planetary magnetic field, but the best theory right now seems to be a spinning molten core acting as a giant dynamo. If the core cools down and stop spinning, no more dynamo, no more field.

Mars does have magnetism. but it's scattered all over the place and not strong enough to deflect solar wind or form a proper north and south pole. A compass on mars will point to the nearest concentration of iron, or just spin lazily around.

As for the moons. It dosn't matter, with enough delta-v, you can raise or lower their orbits at will. They aren't very big, just two captured asteroids. Compared to teraforming the entire planet it would be trivial. Nuking the poles until they melt or importing ice asteroids would require comparable amounts of energy.
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>>49699898
Very, and a solar mirror to warm the planet while you are at it.

Maintaining such a huge shield would be a pain though. Best solution for mars colonization is to just build underground and import everything. This would limit the size of the colony to a scientific outpost however, comparable to the Venusian floating cities.
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>>49699898
as dumb as it sounds a big ol' orbital wall might do the trick for solar wind
radiation? bunker it down
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>>49699944
do we have size/weight estimates on the venus cloud city thing? or its just a big zeppelin worth of space?
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>>49699772
kek
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>>49699772

FUCK
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>>49699960
many zeppelins. tied together
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>>49699979
i suppose that would amount to a medium sized town
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>>49699804

>solve this problem by blowing it up

American detected
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>>49700022
>removes future collision threat
>adds needed water to matian atmo, minus the fuel costs
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>>49699960
I'm not sure, I'm not the venusfag. I personally think the asteroids/moons of Saturn are the best place for long term colonization. Unlike Venus and Mars they have resources worth exporting, and aren't at the bottom of a gravity well.

It's narrow minded thinking that we should jump back into another gravity well after crawling out of ours. If we can travel in space, we can live in space, and if we can live in space, we're better off without planets.

It's not practical to move large amounts of people off of earth, but if we moved our industry into space, we could allow our environment to heal, and support a population of billions with a lifestyle comparable to 20th century america or better. Then we could build smaller colonies across the solar system or send self replicating seed ships to colonize the galaxy for shits and giggles.
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>>49700088
as much as i want you to be right, there are more reasons that i can think to not live in exclusively in space

aslo jupiter and saturn have a fuckhuge radiation field around them
just reaching them is an oddysey and half, engineering-wise
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>>49700088
for colonization you would prefer people to be able to live their whole lives wherever that colony is. For the time being at least, artificial gravity is cumbersome and expensive, so habs would be best placed on planets.
For exploitation, you could technically export mars's iron and venus would make a good place to weave supercarbons. Terraforming for fun and profit.
But then asteroids are the way to go for their overabundance of nickel and industrial metals
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>>49700119
Jupiter has a fuckhuge radiation field, but Saturn isn't much worth than earth's IIRC. Also, even though Saturn is farther away than Jupiter, it would require less delta-v to get to and from it due to it's smaller size.
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>>49700185
still truckin' any kind of colony worthy weight, would be an damn hard, and thats not considering food and water for the travel time

we need more tech advancements (or an orbital drydock) to colonize anything
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>>49699960
We do, however HAVOC (High Altitude Venus Operational Concept) isn't terribly set in stone, budget wise, so they assume the operational budget of their mission would be the same that we would spend on a Martian equivalent. I believe we shouldn't have to spend the amount it would take to get to Mars, we could do it for significantly cheaper with some further R&D. Here's a video the HAVOC team made about their concept, though:
https://www.youtube.com/watch?v=0az7DEwG68A&ab_channel=NASALangleyResearchCenter

And here's a paper on their zeppelin:
http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/20160006580.pdf

>>49700088
>I personally think the asteroids/moons of Saturn are the best place for long term colonization.
As a long term goal, yes, I agree those can be very useful to us. However, at the moment we don't have the budget to reach such a far off planet.

>Unlike Venus and Mars they have resources worth exporting
Sulfuric acid is actually a key component of the chemical industry, but I agree it wouldn't really be worth it to export it. However, energy itself is a resource and Venus has more than we could ever possibly need trapped inside of it just waiting to get used. Advancements in battery technology would still need to be made for ships to be able to fill themselves up with a profitable amount of energy.

>and aren't at the bottom of a gravity well
Saturn itself is a gravity well, and a damn good one at that.

>It's not practical to move large amounts of people off of earth, but if we moved our industry into space, we could allow our environment to heal, and support a population of billions with a lifestyle comparable to 20th century america or better
Some, but not all, industries could be moved into space if it was cost effective to do so, but generally I agree with you, yeah. We must find other planetary bodies to exploit so that our own planet can remain pristine.
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>>49680053
>>49687435
This thread wouldn't be the same without you/you two.

DREAM ON, MARS MAN
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>>49700119
I would gladly transform myself into a cyborg in order to permanently live in space. Cybernetics seem like the best option for keeping people in space long term, you don't have to worry about radiation or your skeleton degrading if your brain is inside of a robot.
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>>49667213
>that pic

>turn on radio

>CANIGETSOMESUPPORTFORWINGMANHEREREDFIVELOOKOUTONYOURPORTFLANKCAPTIANHERECANWEPLEASEINEEDSOMEONETO-

>turn off radio
>>
>>49700430
same, although I'd rather they cure disease of the mind first. Don't want to have an immortal body and alzheimer's
>>
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remember those shitty spacehip quirk threads? i miss those.

>The Hyperdrive is mounted sideways due to defect in the design. Because of this, the ship enters and exits Hyperspace sideways, port side first.
>>
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>>49700552
>All the computer core software is shareware and demo versions with nag screens
>>
>>49700552
As a power-saving measure, the previous captain turned off the gravity plating. You've never figured out how to turn it back on again.
>>
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>>49700741
>All the computer's software is Free Software and the ship itself built by hackers
>>
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>>49700552
>gravity and the floorboards are off-kelter
>light furniture always ends up on the same wall
>>
>>49700552
The air always smells like moldy socks no matter how often you replace the filters. You've never managed to track down the source.
>>
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>>49700552
>Random hand weapons secreted all over the ship from a paranoid former crewman. You never know when one's going to turn up, often when the ship is being inspected by customs.
>>
>>49674666

I use Sketchup.
>>
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>>49700552
>There is a demon in Engineering. So long as we feed it every day at 2100 hours Spacey Time, it's happy to make the ship go faster.
>>
>>49699719
Phobos. More like 30 million years, give or take. We're pretty safe.
>>
>>49700552
>Using the shower in the toilet steams up a completely different room.

>the sliding doors creak, scrape, and jam, so the crew just leaves them open and separates rooms with bead or paper apertures

>There's a massive, unremovable stain on the mess hall ceiling when the artificial gravity reversed during Gumbo Night.

>the AI has a grindr account

>hyperspace jump also opens outside port airlock door
>>
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>>49680053
DREAM ON, MARS MAN
>>
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>>49680053
DREAM ON, MARS MAN
>>
>>49698111
Oldmans war is damn good with it's limitations on ftl
>>
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>>49698111
>or at least a comic that gets regularly updated.
It still hurts.
>>
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>>49700430

That was the origin of the word apparently.
>>
>>49700552

The ship likes to play matchmaker. It owns itself and this is an offshoot of an interest in genealogy. You will find yourself put in close proximity with people who the ship wants you to have sex with.
>>
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>>49700552
>>49700741
Incidentally, these two came from a campaign I ran a few years ago and was part of the PC's starter ship. The full list of defects:

>Due to space issues, the hyperdrive was mounted sideways. Because of this, the ship will enter, travel through and exit hyperspace at 90 degrees to Port, often knocking everything off the shelves that isn't tied down
>As a power saving feature, the inertial dampeners automatically shut down at speeds under mach 2 without warning
>All external hull lights use old 20th century style incandescent bulbs that require frequent replacement
>Using the oven in the mess hall has a 50% chance of blowing out the lights in the bathroom
>The faucets produce only Hot and Warn water
>The Computer Core requires a key fob as a security feature else it locks down.
>The Fob has a range of 1 meter and eats through batteries at a rate of one per two weeks.
>All the software on the computer is century old shareware, nagware, buggy cracked software and release candidate betas
>The cargo loading crane has a 2 second delay on manual controls due to software.
>The "Space Saver!" powerplant is a first generation and suffers predictable power outages that require the focusing lenses to be manually reset due to "subspace vibrations". Whatever that is.
>Working on the ship requires special proprietary tools sold only by the manufacture, who has been out of business (because of this ship class) for 207 years.
>As far as anyone can tell, the tools were never actually made and must be specially built as needed by the ship engineer
>The Quarantine room's "Emergency Ejection" switch is a standard flip switch on the same panel as the light switch.
>>
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>>49704902
>>
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>>49704912
>>
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>>49700552
Those threads were the best
>>
https://www.youtube.com/watch?v=zfJxAo_LC9M

Fuck, just came across this again. Nolstalgia is hitting hard...
>>
>>49704782
Even after the Patron he release so slowly... Why is so hard for him to draw the blue elfs waifus?
>>
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>>49667213
>Star fighters
For point defense and bomber escort, yes. For anything else they suck big time.
BTW, is the earth caste build the most OP Tau favor or what? Freaking rekts face if you mass them on cheap light cruisers and cruisers. And the every upgrade slot isn't bad either.
>>
>>49707140
>*extra>every
>>
>its a ww1/2 naval battle in space episode
>its a space is an ocean episode

instant shit, it was only cool the first 10 times

you have such an incredible setting (space) and you just take a big old steamy shit on it then sprinkle a bunch of fairy dust to spell out 'space opera' on top
>>
>>49707214
alright but spacecraft of the first world war is pretty great
>>
>>49680053
Dream On, Mars Man
>>
>>49705349
is there more of this stuff
>>
>>49706790
I think its because he is still working on Stars in Shadow.
>>
>>49708424
It's mostly because he has absofuckingly no motivation to keep working on it in my opinion.
>>
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>>49709057
I hope not anon. I really do.
>>
>>49709057
I just want a good space webcomic that updates regularly.
Outsider - RIP???
Our Intrepid Crew - RIP
??????
>>
>>49709571
You could try Schlock Mercenary. Daily updates for over a decade without interruption. A small mercenary company blunders through the affairs of superpowers and ancient galactic conspiracies by wit, firepower, and lots and lots of luck.
Don't let the art at the beginning stop you, it gets much better.
>>
>>49709571
Freefall, if you don't mind the wolf uplift.
>>
>>49672865
I want to do a soft sci-fi game that involves planet hopping and hijinks to get from place to place, as well as roleplay in and out of the ship the player characters use, but I have no idea what system I should use.
>>
>>49713100
I know it's generic, but if you want pulpy fun, Savage Worlds is pretty neat. It's even got a bunch of sci-fi sourcebooks
>>
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>>49667213

I am irrationally annoyed that none of these have made it into the OP image.

>I miss the hell out of this show
>>
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>>49667877
Best pic in thread,
bar none.
>>
>>49714561
>TFW Space: above and beyond
It would have been interesting to get more back story and flashbacks for that show. I would have liked the AI war a little more explained.
>>
>>49714668
CARLOS!
Yeah pretty much
>>
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>>49680053
DREAM ON,
MARS MAN
>>
>>49680053
dream on, mars man
>>
>>49707214
You know, you can just say you don't like it. You don't have to make it out to be literally hitler as well.
>>
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>>49707430
It would be greater if the ventral/dorsal armament was balanced properly. Like seriously come on, not only does it cover up a huge blind spot, it's an excuse to have MORE GUNS.
Do you not want to be able to present 6 or 8 turret broadsides at the enemy?

This guy's Yamato redesigns are on the right track, but they still need more ventral guns to match the dorsal side.
>>
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>>49707214
What do you prefer instead then? LOGH style line infantry formations in space with spinal cannon spam? M. Banksian hyperspace Danmaku beamspam? Cold war style missilespam vs point defense?
>>
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>>49678440

Homeworld 2 was, while visually stunning and a little cleaner mechanically, not as good a game as its predecessor, which was much more balanced, had a better story, and gave each ship a defined role they excelled in.

>>49717394

Ideally, you'd have a fleet to back the heavies up and cover the blind spots. Some Cruisers with larger guns watching from where the Battleship can't, some Frigates screening smaller ships, whatever. Although a ship should be built to function independently as much as possible, especially a Cruiser or larger, it can't account for every eventuality, and needs a fleet to give it that tactical flexibility and mutual defense.

Still, it makes sense for a ship with heavy guns to have as much coverage as possible. Although if they can all coordinate to fire in a single direction, either as a broadside or a forward battery, it gives them an extra edge when concentrating fire.

Still, the artist probably thought it'd unbalance the design if he added more guns. You could rebalance it by cutting into some of the lower hull to mount another gun and balance the armaments, but that'd ruin the nice, smooth hull-shape the Yamato sports.
>>
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Post your favorite spaceship mini from any game and have others rate it.
>>
>>49717460
>Cold war style missilespam vs point defense?
Damn right.
>>
>>49717550
>not World War III MAD gone wrong style relativistic kill vehicle exchange

literally pleb tier
>>
>>49717660
I'm entirely for this. MAD gives us so much great spy fiction.
>>
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>>49717497
Another problem with turrets on both sides is that turrets tend to have barbettes under them, and stacking these might might make the ship too T H I C K. I think a ship fighting broadside style should try to present as thin a profile to the enemy as possible. With sloped armor you might get something blade shaped like the Higgaran battle-cruiser.

I've had this design in my head for a while. I'm just not confident enough to draw it. The turrets are balanced, but asymmetrical, and still capable of superfiring while keeping the cross section down.

It can aim 6 turrets forwards, 4 turrets aftward, 4 above and below, and all 8 in a broadside. The ship would be wider than it is tall, and have two engines and two spinal mount cannons sandwiching the turrets. The gaps between the turrets in midships and aft would house crew quarters, missile banks, and shuttle bays. Each turret would have it's own reactor which would also supply surplus power to the engines and spinal cannons. There would also be secondary laser batteries along the knife edges of the ship.

>>49717660
>>49717698
This.
>Implying you can stop the missiles.
>>
>>49717711
>>Implying you can stop the missiles.
That's kinda what proper Cold War missilespam should be.

>danceofthevampires.jpg
>>
>>
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>>49717711
these might interest you

https://childrenofadeadearth.wordpress.com/2016/09/03/go-small-or-go-home/
https://childrenofadeadearth.wordpress.com/2016/08/04/raw-steel/
https://childrenofadeadearth.wordpress.com/2016/04/12/why-does-it-look-like-that-part-2/
>>
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>>49718151
I hang out with Winchell Chung and his crowd on G+. I haven't bought Children of a Dead Earth yet, but I am very familiar with it's devblog.

Here however, I am working on a space opera design. I'm not interested in hard science as much as internal consistency and adapting the battleship A S T H E T I C to 3d combat.

And besides
http://toughsf.blogspot.com/2016/10/the-solution-to-long-range-space-combat.html
Space combat with coilguns allows for both space fighters (it's possible for small craft to dodge) and hulking battleships with sloped armor. If you want world war two naval warfare in SPAAACEEEEEE! it's probably the best solution.
>>
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>>49718259
my bad

I think a neat way to capture the 'battleship' aesthetic is to focus less on literally adapting it and more on what (I think) makes it so appealing.

The majesty and power, I think it would make sense for such a setting to have massive industrial capacity (fleets of hundreds/thousands/more/ multi-KM long battleships) and plenty of set-up for big curahzy heroic set-pieces with flashy bullshit happening in the background. Sort of like LoGH, but with WW2 navy instead of line warfare and a bigger focus on the heroics of individual battleships doing exceptional deeds within a massive order of battle.

my 2 cents tbqh
>>
>>49686773
>SOTS2

God it still hurts considering how much potential this had. God tier ship and faction designs lost because of the devs bad choices.

>>49707140
I really wish my potato could run BF:G

This whole threads hit me in the nostalgia hard even worse i looked in my old files while reading it and saw the old Chapter Master fangame files. Reminded me how much i wanted a version of it with you playing a Rogue Trader dynasty instead of Space Marines.

Dammit now im all depressed thinking of a Rogue Trader space game that will never be.
>>
>>49717550
Isn't that literally Honor Harrington? Or Macross?
>>
>>49718560
Anti-ship missiles appear to be short range weapons in Macross. Ship to ship combat is accomplished by either blasting them with superheavy cannons, or punching a hole into their hull so a VF can fly in and blow it up from the inside.
>>
>>49718584
There's also VF-delivered reactive warheads
>>
>>49718650
Yes but they appear to be used mostly at visual range.
>>
can whichever autist who starts these threads with his lol so randumb XD le SPEEEEESSSS bullshit put the word 'space' in the OP so I can cntrl-f it in the catalog thanks
>>
>>49718773
>not immediately pinning the tread when first posted

It's almost like you don't even want to colonize the stars mate

I actually second this
>>
>>49718773
It's supposed to be 3 As and 6 Es.

SPAAACEEEEEE

Op spelled it wrong cuz he's a faggot.
>>
>>
>>49680053
DREAM ON, MARS MAN!
>>
>>49687998
Ivanova is a best
>>
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Need more self propeling gothic space cathedrals...
>>
>>49719309
>Need more self propeling gothic space cathedrals.
>Posts heretical gothic space cathedrals.

Absolutely disgusting.

Also my kingdom for a Rogue Trader space sim.
>>
>>49709057
From the moment he has a Patreon page i do think this is an extremely direspectful thing toward all the people who donated money (which is still blocked until he preduces a fucking page, mind you, but still, people have money blocked for months for absolutely nothing at that point). He indeed in my opinion lost all motivation for it as a passtime and imagined that the money incentive would put him back in the saddle. "Sorry I promise I'll start releasing new pages... soon... yup.. that's right... real soon" is not good enough any more when you ask people to donate money. I never understood how he managed to fuck his schedule so much. If he'd commited to it and demonstrated he was able to deliver regularly i would not have been surprised if he'd managed to secure a deal for a paperback edition, and considering the lack of hot blue space elf waifus comics out there, it would have sold like hot cakes. See Kill Six Billion Demons for what commiting to your projects means.
>>
>>49717497
I miss the Point Defense Systems mod with its newtonian physics, sensible, self-consistent weapons and ship roles and CIWS galore.
>>
>>49718584
>blasting them with superheavy cannons, or punching a hole into their hull so a VF can fly in and blow it up from the inside.
OR YOU CAN DO IT THE AWESOME WAY AND KILL THEM WITH A LITERAL ROCKET PUNCH!
>>
>>49718584
"Daedalus attack" is seemingly a core space combat tactic at this point.
>>
>>49719333
>Also my kingdom for a Rogue Trader space sim.
Look on line for a mod for an already made game there must be a few out there by now.
>>
>>49722746
Nope not one sadly.

To be fair it would be a Total Conversion instead of just a mod.
>>
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BUMP
For is there other modern skirmish games besides BFG: Armada that just give you quick fights without all the running around like in other games? I don't want to rpg that much I just want to shoot people, ok.
>>
>>49718560
Honor Harrington is "The hero's side shoots a bunch of missiles and all the bad guys blow up, meanwhile the bad guys only destroy a few small ships"
>>
>>
So what space related novel series are your favorites that need a /v/ or /tg/ take on it but haven't got them yet?
>>
>>49728484
Iain M Banks was heavily inspired by playing Civilization games, A 4x set in Culture universe would be pretty crazy.

Alternately, a GSG based off (or at least inspired by) LOGH, complete with CK2's dynasty mechanics.
>>
>>49728484
Blindsight horror game
>that fucker who raises Blindsight in each and every Space thread
Yup that's me.
>>
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>>49728947
blindsight is amazing.
>>
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>TFW Just wasting time on youtube
>Find my holy grail
HOLY SPIT IT'S A STARGATE MOD WITH A CAMPAIGN!!!
https://www.youtube.com/watch?v=nYZSo5Kqa7o
>>
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>>49729464
>>49728947
I ran a Blindsight-esque game once. It was excellent.
>>
>>49730272
I MUST KNOW MORE

I can I use this with a steam version of the game, for instance?
>>
>>49678849
It really feels like that's what they were building up to, huh.
>>
>>49730648
Damn good.
>>
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>>49730993
Thanks. The players had a lot of fun, especially the ones who were genuinely mindfucked by all the weirdness going on.
>>
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>>49680053

Dream on mars man
>>
>>49730648
You didn't have to use cabbages in the suit. Just wrap it in the superconducting wires, as superconductors are diamagnetic.
>>
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>>49731808
Point was to a) have enough mass to throw, and b) cancel out any magnetic moments from the suit, the wires, etc. Coiling them was discussed but there was a fear that they'd create their own exciting coil magnet.
>>
>>49732017
Counterrotating coils?
>>
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>>49732040
>>49732040
That'd be a nightmare of cross-current fun. The whole thing would fly apart. It might have worked - they only needed a brief contact - but the AI had previous experience balancing magnetic moments using water.

And besides, those cabbages had been plaguing the characters all game. They were always getting shot, launched into space, thrown at enemies, getting stuck in computers, flash-frozen, or set on fire.
>>
>>49718560

I picked up Basilisk Station as an audiobook for free. Worth a listen?
>>
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>>49724743
Starsector.

Very minor RPG elements, easy to mod, and a pretty big mod community. Fights can be either a bit drawn out or extremely quick, depending on the fire power or small mistakes. But definitely shorter than BFG.
>>
>>49724743
I have the opposite problem not enough RPG stuff while having good space combat.
>>
Nothing worse than games that let you fly around and trade while forcing you to fly tiny fighters.
>>
>>49733659
Looks like the games still a work in progress and the RPG elements are being expanded. actually looks very interesting though.

Can you till me abit more about it?
>>
>>49705394
https://youtu.be/JjaYW5Cnr5k
>>
>>49734918
How is that relevant to Starlancer?
>>
>>49734866
Or space combat games where huge capital ships just sit there and blast each other mindlessly while the player, in their magical multi-role fighter, does the actual fighting. Like why do they even have capital ships if the fighters are shielded and FTL capable by themselves?

In said games, seeing more than 3 capital ships at the same time is considered a huge battle.
>>
>>49735050
Always wanted something like Rebel Galaxy when it came to combat so seeing it was nice. The lack of story or things to do after finishing the bare bones story however left alot to
be desired and the developers jumping ship was just a huge opertunity flushed down the toilet.

Hell i'd settle for a 2d Freelancer with RG's trade missions etc. I'm just sick of "Heres a game where you explore the galaxy trade etc etc yet all you have is a rinky dink shuttle that
can't carry 10 tons of shit" Games. I know everyone likes the Millennium Falcon but they always forget it's classed as a frieghter because it was ment to push external cargo
pods and not because of the tiny ass hold in the back.
>>
>>49728484

I want a shooter/RPG in the Revelation Space universe
>>
>>49680053
DREAM ON, MARS MAN
>>
>>49680053
Dream on, Mars Man. Let's hope Mars ends up better than South Africa.
>>
>>49735182
try starsector, still far from complete but the modding community is amazing
>>
>>49730741
According to the FAQ on their website, which I found by opening the video on Youtube and looking at the description:
>3.8. TPC and Steam?
TPC does work with the Steam version of Forces of Corruption.
>>
>>49734894
passed out last night,

Yeah, it's still a work in progress and my only worry is that is will be perpetually in development. But in vanilla, you can basically trade lots of goods in a diverse economy, travel between star systems, join factions, take out bounties (usually the best way to make money), do missions for these factions which have their own backstories, hire officers to fly your ships better, and basically be an admiral of your own fleet. Though you tend to hit a point in the campaign where you are at the top and probably decide to wipe out the remaining factions...

And then there is the modded Starsector+. Oh man, the sheer amount of fan made factions are incrediable. I won't spoil them for you, but google Diable Avionics. I really wish they were as overpowered as the Knights Templar (Clarent Missles, learn to fear them). This throws in so much extra stuff that you can now have your own factions, make alliances, and truly conquer the entire sector. Also, the economy is so diverse, it's like Dwarf Fortress in the sense that it takes a long time for the computer to stabilize/load.

Alternatively, in Vanilla and Modded Versions, there are skirmish missions you can do right off the back with predefined ships vs another predefined fleet. These are very challenging, but they are great in the respect that you don't need to go through the campaign to get a large fleet battle.
>>
>>49736821
Looks interesting. Gonna look around youtube and check it out.
>>
>>49678185
>should vertical ships have their own classification scheme?
This makes even less sense considering in space, all direction is relative. I think you meant to refer to style of ship building, not orientation right?
>>
>>49737024
Not really

A long ship presents it's narrowest axis towards the direction of travel. A tall ship presents it's longest axis.

You can't just say "Direction is relative" and pretend that what exactly it is relative too is unimportant.
>>
>>49700919
There be something wrong with that ship, and it's the fact that it's not on fire, nor does it have numerous hull breaches.
>>
>>49737909
That's irrelevent because ships were classified by function not appearance.
>>
>>49738318
Form follows function, Tallships can mount more engines and mount more forward facing weapons but also expose more of their surface to the enemy.
>>
>>49680053
DREAM ON, MARS MAN
>>
>>49679682
There's some good Honor stuff with the side-stories, like Oversteegan and Terekhov. They're worth checking out.

David Drake's Daniel Leary/RCN books are good. If Honor Harrington is Horatio Hornblower, Leary is Jack Aubrey. Physics in the books is set up specifically to have battles with Napoleonic elements. They're also fun to read.

David Weber and Steve White's Starfire universe is good for just battles. Characters are pretty cardboard, there to move thin plots along from battle to battle.

If you like Star Wars, the x-Wing novels have good space battles, though much of the books is about other stuff going on.
>>
>>49667213
What universe are those Xwing HINDs from?
>>
>>49718503
>SOTS
I wish I knew what the actual story was on that. Who screwed up, the devs or the publisher, or both.
>>
>>49738819
Best Universe most certainly!
They look more like StarfurHind than X-WHind though.
>>
>>49739039
Yeah I figured they were a bab5 design, but just couldn't remember them.
>>
>>49720660
It's a bit conflicting. If you check the forums, he does post occassional WIP updates. Usually in terms of building the 3d models and renders for interiors.
>>
>>49708424
>we'll never get to see humans starting production of ships like that in Outsider

Feels extremely uncool.

Arioch has built such a strong setting. I feel like he could easily get a game set in it running after Stars in Shadow.
>>
>>49708424
>Blade shaped space battleships

A S T H E T I C
>>
Why do so many 4x games seem to want to have some cliche story rather than a proceduraly generated universe in which the usual space opera troupes (Elder races, galactic empires, ect) arise naturally?

It shouldn't be too hard to implement a dwarf fortress style galaxy generation scheme in which planets are seeded with life and evolve into space-faring civilizations which rise and fall for several generations until the galaxy is littered with fallen empires and ancient ruins, and the player can take control of one of the primitive races in a safe corner of the galaxy.

I'm really disappointed Stellaris didn't do this.
>>
>>49739952
Most people are not as productively autistic as Toady.
>>
>>49680053
Dream on, mars man
>>
>>49680053
Dream on, Mars man
>>
>>49739952

>It shouldn't be too hard to implement a dwarf fortress style galaxy generation scheme in which [...]

Have you ever done any computer programming?
>>
>>49735188
Yeah, assemble a crew of nuts for your lighthugger and go exploring.

First mass effect kinda comes to mind, although that game ripped so hard from revelation space.
>>
>>49738924
Apparently the Dev's discoverd some horrific game breaking problem in the games code right before release and rather than delay they pushed out an alpha/early beta version of
the game that wasn't optimized and riddled with bugs.

As you can imagine people were pissed off especially since they didn't find out why until months later. Kerberos promised to get shit fixxed and at the time they had a solid rep
so fans of the series were willing to give them a chance. Skip forward a year and it's still a glitchy beta dispite a couple of patches then Kerberos came back saying they couldnt
afford to keep patching but hey heres a new game we made while we were suppposed to be fixing SOTS2 so if you want more patches you'd better buy it.

You can probably guess how that went down.
>>
>>49740804

I'd fund it on Kickstarter
>>
>>49680053
DREAM ON, MARS MAN
>>
>>49741528
It wasn't just that though, it was how the game is. The whole mission system is just fucking bullshit. All they literally had to do was make SOTS with the new graphics and throw in a handful of fancy features, instead they just fucked up. They just fucked it all up.

Sots used to be a game that was regularly discussed on /tg/ back in the day and a few anons were even running campaigns based in the setting. Then Sots2 came out and now it's only ever mentioned with a sour tone.
>>
>>49714561
whoa other people who watched this show exist? It was painfully cringe most episodes, but I kept hoping they'd pull out of it and make a good space opera.

This is off topic from space, but I recommend a show called Dark Angel from the same timeframe (well, 2001-2002). It stars jessica alba as a mutant living in seattle after a nuclear apocalypse perpetrated by Arab terrorists. Needless to say, they dropped that plotline when the show came back for its second season in 2002. Its got some scifi meat despite the cringe (thats what reminds me of Space: Above and Beyond), and touched on topics like ethnically-targed bioweapons and drone-killings (which was when the show was at its best; it was at its worst when it waterboarded you with 90's-sjw twee).

Anyways sorry for the digression. Are there any other good hard-scifi tv shows about space? I've re-watched Space: Above and Beyond, Cowboy Bebop, and Planetes (my favorite). I remember downloading a ~1960's british show about cops on the moon that was pretty good, I'm wracking my brains to remember similar ones...
>>
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>>49680053
DREAM ON, MARS MAN
>>
>>49745239
The Expanse is perfectly alright. You can't imagine the sheer satisfaction I experienced of witnessing someone closing his eyes, expiring before opening his spacesuit's faceplate, grabing and pulling out a loose wire which was flying all over his face, and closing his faceplate back.
>>
>>49730648
Am I mistaken in assuming you used this?
>>
>>49745705
Fuck nevermind, i read the text further and that's actually you, glorious anon.
>>
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I threw this together in Sketchup.
>>
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Rear view of above
>>
>>49744760
>All they literally had to do was make SOTS with the new graphics and throw in a handful of fancy features, instead they just fucked up. They just fucked it all up.
This; they tried to get cutesy with their mechanics by fluffing out the crunch as "now that the empires are more established and stable in the timeline, they become more beurecratic, and as such so do the mechanics"

I have no idea how they made the jump to tedious beuracracy being fun.
>>
>>49740313
>>49740746

People who aren't as autistic as toady shouldn't be allowed to program.
>>
>>49677137
except Homeworld 2 a shit.

Homeworld and or Cataclysm a best
>>
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>>49745705
Haha, yeah, I wrote it. It'd be a shame not to use it.
>>
>>49739952
>I'm really disappointed Stellaris didn't do this.
You couldn't even begin to simulate Toady if you had a hundred post-grad programmers and CS students working on a single project.

I'm fairly sure the man isn't human.
>>
>>49747461
Well, CK2 is almost as autistic as DF, and there is a mod for it that implements DF style worldgen, creating a randomized earth with randomized kingdoms religions and cultures.

The big problem wouldn't be adapting Toady as much as extending CK2 to an interplanetary scale. The devs are hinting they might add china in a future expansion, but some people are questioning if the engine can handle all of Eurasia at once, let alone an entire galaxy.
>>
>>49739952
Wouldn't you still get the same races and civilizations? You would have a few really powerful races that survived for billions of years. Primitive tribal races that have only lived for hundreds of thousands of years. And everyone else being somewhere in between. Specific characteristics of races and civilizations would still be drawn from the same limited pool as well. And there's already a bunch of ancient ruins and such.

I'm sorry if I'm misreading, but it looks like you are asking for what Stellaris already provides, but just want it in a different form. Am I missing something?

Or are you asking for what Stellaris does, but without the competitive aspect that forces the game to generate a "balanced" map and so creates similar scenarios each game?
>>
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>>49747842
It would be different because it would be less arbitrary. I don't want to hear some hack wanna be sci-fi writer tell me about the long lost legacy of the ancient progenitors. I'd rather see that happen for myself by watching the game evolve. The fact that it would be different every time, and that the ancients would have traits other than "Mysterious" "dangerous" and "old" makes it even better.

Right now in Stellaris, there are like, three "epic" progenitor event chains, and three "epic" end game crisis. It's very easy to see them all. The Fallen empires are a good idea, but like all the aliens in the game, it's just random faces matched to random personalities. Aliens all play the same, compared to CK2 where a christian or Muslim ruler has different gameplay mechanics, or how running a merchant republic is different from managing a feudal dynasty. There just isn't enough interaction between systems to create the subtle varation that makes CK2 or DF feel alive yet. I suppose it's not fair to compaire them though because they are mature titles while Stellaris is still brand new and has yet to accumulate the years of updates and DLC found in other games.


And yeah, I do think stellaris would be better if it was less like civilization where each empire starts out with a single planet and empty space to expand into. CK2 is "Balanced" by the comparative difficulty of managing a huge empire, and the player's own sense of challenge. You are welcome to try conquering Eurasia, but that's not the goal of the game. Stellaris (like most 4x games) is held back by the absurd notion that you are somehow supposed to "win" history.
>>
>>49748088
Yeah that said the only other option for space grand strategy is Distant Worlds. Though i have to admit if Stellaris had abit more meat to it i'd have gotten it.

Come to think of it didn't someone make a space mod for CK2? Crisis of the Confederation i think it was.
>>
>>49745239
So like how No Mans Sky turned out all proceduraly generated and nothing else but an endless shallow grind?

My experiance is games that mix both random stuff with a solid background tend to last longer i get bored easily if i don't have people to play with when theres only open world sandbox stuff to do.
>>
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>>49749191
No mans sky had a lot of problems, including but not limited to outright lies on the part of the developer. It's not fair to blame procedural generation for it's blandness, the game sucked despite the procedural universe, not because of it.
>>
>>49677111
Novus?
>>
>>49749217
No but the only thing the game actually had was procedural generation. My point was just PG on it's own tends to make for a dull game unless you've got friends to goof around with.
>>
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>>
>>
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>>49730648
Fucking glorious.
>>
>>49667877

This pic made me go play N++
>>
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>>49667213
>>
>>49751053
Oh shit, I didnt realize this was in TG, saw it on the front page.

My apologies.
>>
>>49749191
It's the core gameplay loop that's an endless, shallow grind, it would be exactly the same if every planet had been hand made by a level designer. Procedural generation has nothing to do with it.
>>
>>49739080
>If you check the forums, he does post occassional WIP updates
>occasional
Last update was early January when he was saying he had a few problems with the 3D layout of the cockpit that would be used in a couple panels. Fuck this bullshit. Even I don't procrastinate THAT much.
>>
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>>49680053

DREAM ON, MARS MAN
>>
>>49735188
I did a long campaign in a homebrew setting stronlgy inspired from it. Add to this the Xeelee Sequence, the Manifold Trilogy, a pinch of Blindisght. I ran it for several years, with near-weekly games, it only ended this Spring. Out of a challenge to make a hard-SF game interesting and enjoyable, I turned my gaming group, people who barely knew anything else than Star Wars and Star Trek, into astronautic nerds and fine connoisseurs of the hardest sience fiction authors out there. It ended on a not too brilliant note, the players became so powerful, each incarnated in a whole fleet of overly advanced spaceships, deciding the outcome of a multi-solar systems engagements, 10.000 years long, with a handful of dices, so much appart from baseline humans, that the roleplay elements pretty much disappeared in the closing months of the campaign, which was exactly what I wanted in term of story development, but admittely not that all interesting gameplay-wise.
>>
>>49741528
>>49744760
>>49745833
Yeah, I preordered it based on how much fun the first one was, so I got to enjoy that horrible first release. What really disappoints me is how shady they've been about it, never taking responsibility for the screw up, and that's what I was wondering about. Some have said Paradox pushed them into putting out a release that wasn't ready, others said it was Kerberos not being honest. Damn shame.
>>
>>49678742
I just pick them by the VA alone, that man could get wet any woman by voice alone.
>>
>>49667213

Space question that I don't feel really deserves its own thread, but I am nevertheless kind of stumped on.

In a setting where no spacefaring races can survive in each others environment due to differences in survivable atmosphere/temperature/gravity/pressure and such, and any in-person meatup would require heavy use of spacesuits by both sides, is there actually any reason for two races to want to meet in person anyway? As opposed to, say, just communicating from their separate ships via radio or whatever and making all of their deals and transactions from afar.

I came up with a setting and have all sorts of little details that I put a lot of work into a a spacesuit-heavy culture, but once my players asked why people even both to meet up, then, I was kind of stumped.
>>
>>49680053
DREAM ON, MARS MAN
>>
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>>49751863
Besides cultural and social habits? i can't see any.
>>
>>49752040

Yeah, hence my confusion.

So far, the best explanation I have been able to come up with is boredom. Even aliens get stir crazy if stuck in the same ship and never getting the chance to leave it for too long. Stations set up for decks set aside for inter-species contact give everyone a chance to stretch their legs. The businesses to cater to these decks then arise naturally through capitalism, creating a self sustaining culture.
>>
>>49752525
No need for complicated reasons. As long as your aliens are as social as humans are, they will eventualy want to meet us pseudopod to eye.
You are going the soft-ish route by deciding the setting and looking for the suitable reasons for it to be that way later, so no need to be overly complicated.
>>
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>>49752525
You don't even need special areas if your PCs are 'Umies. They could all be wearing Quarian style skin suits.

>Why would they wear them all the time?
Because Space !Netflix is full of movies where space station fail in the most extreme ways possible. Sure, the local Space Agency assures people that it hasn't happened in a long time, but suits ARE cheap and customizable, and Future Michael Bay makes a point to show people dying graphically when caught in an accident while the plucky protagonists survive thanks to theirs.

Zero's leaving near humans also tend to buy space suits when a new Human action movie comes out.
>>
>>49753029

The idea for the setting is that both the humans and the aliens will both we rolling around in suits all the time when in contact with each other, in a mutually hostile neutral environment where nothing is expected to survive prolonged exposure.

Why?

Because alien microbes will FUCK YOU and your ENTIRE SHIP. Their bio bits and your bio bits are never allowed near each other. Having someone die to a suit breach in a toxic area is much preferable to having someone take back super space ebola to their planet.
>>
>>49753071

Unless both biologies are mutually alien to each other. We have a pretty hard time catching diseases from non-mammals with a few notable exceptions, and even after that we have a hard time catching diseases from non-humans.
>>
>>49753165
>>49753071
In the 2250's, a series of films and images blew into the exonet. It depicted a species propaganda about cleaning themselves after coming in contact with dirt Xenos and their flesh melting diseases. While most laughed at it, it spread out genetically, with almost every race making a similar parody video.

However, this mutated into the belief that everyone has a disease that will eat your insides, and has greatly helped businesses involved in the production of contact suits.
>>
>>49753289
Gosh darn Google Autocorrect not letting me use memes
>>
>>49753165

When it comes to xenomicrobes, there are basically two cases with no middle ground:

Case 1 is benign. Your biologies are so different that either neither cells interact with each other at all, or your own immune system effortlessly overpowers them.

Case 2 is the invasive species disaster applied to your body. A foreign pathogen that is so unlike anything that your body is prepared for that your immune system doesn't even know it is under attack. You won't suffer the same symptoms that the xorblaxians do from the space flu, instead those little buggers just eat their way through your system unimpeded. They don't even see your biology as cells to infect, just resources to be consumed.

Case 1 is much more common than case 2, but Case 2 is invariably lethal with no hope for treatment or survival. And there is no way to see a case 2 situation coming before it happens. Things that are perfectly benign to their host aliens can be deadly to humans, and the bacteria that lives in your belly button is a war crime on Perdereck Prime.

No one has lost a planet to a xenobiological infection. Yet. And with proper safety, no one will.
>>
>>
>>49751655
Paradox may have wanted them to stick to the release date Kerberos came up with but the way the tried to hock an early beta build on people rather than admit they needed more time was all on the dev's.
>>
>>49754613
I suppose with paradox's development cycle, it doesn't matter in the long run. Their games are more or less perpetually in early access state.
>>
>>49672865
My current idea that I want to use somewhere.

Earth is profligate planet that sets extrasolar colonies and wastes their resources while colonists live in squalors. Local cluster is exhausted, so they build a stargate mass relay thingy to send ships to a different clusters. Colonies established there, still full of squalors. Colonists are all third-rate citizens and all this.

Until one day military ships are recalled to Earth and soon Earth's end of the stargate mass relay thingy goes silent.

Now colonies have to learn to be independent, rely on their own law and build their own civilization.
>>
>>49667213
>Star fighters, yay or nay.
Why waste fuel on fighters if you can put fuel directly into missiles?

And for that matter do we really need spaceships? Why not build space elevator full of interplanetary missiles?
>>
>>49756809

Because we want to actually move people and goods between stars and worlds, not just blow up things really far away.
>>
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SPACE DREAM MARS MAN
>>
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>>49757106
Also, if you want to blow things up, planets are a liability. A race that distributes itself across the solar system will have more missiles, and be better able to defend itself from missile attacks.

Launching RKVs from a planet is just asking for that planet to be RKVed back.
>>
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>>49680053
MAKE YOUR DREAMS A REALITY MARS MAN
>>
>>49753956
>No one has lost a planet to a xenobiological infection. Yet. And with proper safety, no one will.
Is that the whole reason behind the Martian lost in 'War of the Worlds'? If only the guys from Mars had gone for space suits for the whole invasion force things would have been different but they still would have lost in the end. Since they may never been able to colony Earth with a biology not used to it.
Speaking of which how likely would this apply to humans? Let's say you get to a planet with a breathable atmosphere for us, how do we even colonize a place like that without what they have killing all of us or what we have killing all of them? Do we just live in spacesuits all the time when outside?
>>
>>49757798
You'd send down a science team as part of the initial survey group and have them gather samples and produce a vaccine, which would be applied to all colonists and visitors.
>>
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>>49751002
Thanks!
>>
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>>49758851
what's this?
>>
>>49747461
>Toady isn't human
>spends all of their time programming because they're too used to an alien rep economy and have no idea how to function in a capitalist state
>keep hoping that all of these humans will send them home someday as reward for their meticulous efforts in simulating fictional bumbling fantasy mole men antics
>"Toady" will never go home

Feels bad, man.

see you, space cowboy
>>
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Why is it so rare to find Science Fiction where the ships have no artificial gravity.

Is it because all ship design become flying cigars, reinforced skyscrapers, or a tower of pylons with some rotating sections ? There's not a lot of room for "creativity" without artificial gravity.
>>
>>49759128
>>
>>49759191
Ate my text.

Another thing I don't see enough of:
No manned combat craft, and combat being conducted over such great distances there's an actual wait between anything happening.
>>
>>49759128
most "human" ships tend to hew pretty close to those designs even with artificial gravity and hyperdrives.
>>
>>49759128
Why is gravity needed? I mean granted humans dont really do that well after too long in freefall but what makes you think humans will be on these ships? Machines and organisms engineered specifically for the environment seem like the natural choice for an developed spacefaring organization (whatever that is)
>>
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>>49759040
Dunno. What do you need it to be?
>>
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Disappointed this hasn't been posted yet.
>>
>>49759565
The Star God has returned but not to the time and place they left behind. And not alive.
>>
>>49759551
>Why is gravity needed?
It's not. You're negating acceleration g's with artificial gravity. Physics are a bitch. Otherwise the crew of the enterprise would be plastered to the back walls of the ship like a fucking carnival ride as all their bones break.

>>49759128
>>49759191
These have acceleration limits to not kill the crew, but are true spaceships which accelerate for the first half and decelerate for the 2nd half of the journey for the entire journey.

If they had artificial gravity they could accelerate at rates which would normally kill the crew.
>>
>>49759593
We will truly make to the solar system. This I am sure of.
>>
>>49759619
>Otherwise the crew of the enterprise would be plastered to the back walls of the ship like a fucking carnival ride as all their bones break.

Exactly, my point was if you have a need for speed dont send people. You wond need artificial gravity either (Of course if you go too fast, your spaceship wont survive, AG or no.
>>
>>49759660
>Exactly, my point was if you have a need for speed dont send people.
I wasn't disagreeing with your point.

Artificial gravity would allow them to have a "normal" crew not be killed. That's all, aside from it allowing for crazy designs.
>>
>>49759481
Have you seen the Enterprise lately ?
>>
New thread when, I need to post some Knights of Sidonia.

Tower ships with no artificial gravity are m thing.
>>
>>49759728
it's less artificial gravity that prevents pasting and more an inertial dampener.
>>
>>49759757
Fuck, I need to turn in my Trekkie card, you're right.

It's the same sort of handwaving bullshit though.
>>
>>49759757
>>49759779
Either way, an artificial gravity field could be installed to not only put 1g "downwards" but dynamically counteract the force of acceleration as well.

Frankly, an "inertial dampener" doesn't really make much sense, unless it's just the dynamic part of that system.
>>
>>49759755
Soon, apparently
>>
>>49759754
>most

besides the enterprise was designed by combining a flying saucer with a rocketship. Them being the two most recognizable space ships in the public eye
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