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Xavier Wise

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I have recently been writing up the history and timeline for the TSN Universe pages that we us in the TSN RP Community. In writing these, I have tried to stick closely to the Artemis Universe canon, however I am coming across a few issues with consistancy in various parts. One I have just noticed is the multiple spellings of Kralien. They include Kralian and Kralean. When I have been writing the name, I have been sticking to the former - Kralien. I assume this is the correct spelling of the name.

The dates is another issue I have come across. There seems to be little time in which humanity's expansion in to the stars and the formation of the USFP occured. According to some text I have read, humanity banded together and expanded in to the stars, meeting other alien races and foming the USFP. These alien races ranged form intelligent beings and civilisation to stong age amphibians. There is reference to then meeting the Kraliens in 2175 and the attack at New Lhasa.

There is another reference however, that says mankind had not met any other spacefaring races until after 2171. That gives us less than 4 years to meet a whole variety of different alien creatures and form the USFP... rather a short period of time it would seem.

I would say that events in the timeline need to be put back slightly. If 2100 is the year that travel between star systems is finally accomplished (that is travelling at a reasonable speed) that gives us 75 years to expand and meet the alien races as well as form the USFP. It seems a more reasonable amount of time. Perhaps the USFP could be formed around 2090s, as we are travelling between planets/location in the solar system (Mars, Earth, etc) and breakthroughs in drive technologies are being developed? The first journey to another star system could occur in the late 2090s and first contact could be in the early 2110s. From there, the USFP could establish a range of colonised star systems, as well as a number of member races.

It would set us up ready for the first contact with the Kraliens in 2175 quite nicely then.

Thoughts?

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Mike Substelny

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Reply with quote  #2 
Xavier, you are right about everything. The TSN has adopted Kralien as the correct spelling. Nevertheless, since no alien race uses our alphabet the translation by multiple English speakers will occasionally yield multiple "correct" spellings (e.g. the Arabic Qurʼan vs Koran or the Russian Vyborg vs Viborg). Thus some civilian texts may occasionally use Kralean and other irregular spellings.

For TSN officers Kralien is the official spelling.

The timeline in the manual was an expanded version of the original timeline written by Brian Johnson. While I threw out the biology of Brian's canon I tried to fit the expanded timeline around his dates. That didn't work perfectly.

I was trying to make a timeline that minimized the silliest concept in most interstellar civilization timelines: that of "First Contact." An in-person First Contact between species makes sense when one species has interstellar ships and the other is primitive. It does not make sense between two interstellar races because they would establish electronic (or subspace or ansible or hyperwave) communications long before they met face-to-face. So logically the TSN should know something about any spacefaring species long before we meet them.

That said, even if two races each know the other exists it is still possible that the first time their ships encounter each other combat ensues.

Note that some USFP members with at least radio technology could have joined before any ships reached their home world simply to get protection from the annoying Kraliens.

It's fascinating that so many people focus on the earliest parts of the timeline. My original thinking was that players would want the wars set in a surrogate 19th or 20th century, in which the different cultures had long-established relationships, and that the "getting to know each other" phase should be as brief and boring as possible. Live and learn.

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Arrew

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Reply with quote  #3 

I think it’s the allure of the pioneer in space idea and that it’s still new, rough and ready that draws people to the earliest parts of the canon time line.


I really want the TSN to be the good guys of the galaxy but I’m still not sold on the idea. The Unakalhai Civil War was, as far as I can work out, because some planets wanted to leave the USFP? I think it makes them look like bad guys. They get weak primitive cultures to join, and once they’re in they can never leave or the TSN crushes them. Makes them sound more like the Mafia. “I’m gonna make ya an offer you cant refuse...”

I get the idea for the game mechanics, it allows for TSN on TSN games which is cool. But it kind of reminds me of the plot for Star Wars Episode One and... 1 It was a terrible movie, 2 The Republic turned EVIL. So the plot just makes me think USFP = Space Nazi’s.

 

Is there any more background on the Unakalhai Civil War. I have to say I would support the separatists from the impressions I get right now. Little sad it seems that we lost <LOL> . The Stellar  South Will Rise Again... and all that jazz [wink] .

Mike Substelny

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Everyone believes themselves to be the good guys, including the Torgoths and Skaraans.

The TSN generally are good guys, it is Artemis players who make them bad. Frankly, in games of Artemis I've seen more evil crews than good crews. Often Artemis players destroy ships that have surrendered, fire on their own bases, slaughter harmless space whales, and lure enemy ships minefields by insulting their families or cultures.

There will be background information on the Unakalhai Uprising soon, as well as information about the Ximni Civil War.

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leaola

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Reply with quote  #5 
u got room in there for the Marshellowions from http://artemis.forumchitchat.com/post/mirror-tsn-6855222?pid=1282481557#post1282481557 post?
Arrew

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Reply with quote  #6 

Wow, that wasn't the answer I was expecting. But your answer makes sense Mike. 

Isn’t there an Artemis pirate group I remember seeing at some point? I suppose it would be fun to play the bad guys form time to time.


I am looking forward to being a separatist though. Fighting the good fight. Please don't paint us as evil <LOL>. I think trying to break up the Unakalhai blockade could be a fun mission to make. Fighting to the bitter end. Kind of reminds me of the brown coats in Firefly. Really looking forward to it. Kind of romantic idea that they are out gunned and destined to loose. 

 

Loved Firefly. :'(

 

As for the Marshmellions, did we decide they were the Tribbles of the Artemis universe or a space faring race?

I kind of like the idea of my captain sat on the bridge, his pet Marshmellion on his lap <LOL>.

leaola

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Reply with quote  #7 
I liked them in uniforms. and I think there needs to be old space fairing races that would be late on weapon development cause there was no one to fight. l think with out that luxuries like artificial gravity and transporters would be back burnered for bigger guns. plus a race of pets, that's not a race its just an animals,
Arrew

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In light of Mikes comments about evil TSN ships destroying surrendered ships I am adding a General Order to the list that ships should follow...

GENERAL ORDER ??       Prisoners and surrendered enemies are to be treated in accordance with USFP’s regulations on detainment and are accorded civil rights and protection as is given to all sentient beings under Interstellar Law, which includes, but is not limited to, protection from abuse, torture and murder.

 


Under this General Order a crew could try and relieve a Captain of command if he issues illegal orders to commit what amounts to murder.

What do you think?

Fun RP perhaps...

 

Mike Substelny

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Reply with quote  #9 
The way the game works right now there is no way for anyone to take prisoners. Surrendered ships simply withdraw. I hope that someday it will be possible to take prisoners.
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Arrew

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Reply with quote  #10 
I think that as a game mechanic it works all right as is right now. 

Just an idea to prevent what you were talking about and add in more interesting RP potential in that event.
Mike Substelny

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Reply with quote  #11 
With creativity you could write a mission script in which prisoners are taken by either the good guys or the bad guys. Your script would need to teach the players how prisoners are taken, but once they learn it would work. If you want to pursue this please ask and I will help as much as I can.
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Mike Substelny

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Reply with quote  #12 
Quote:
Originally Posted by Mike Substelny
With creativity you could write a mission script in which prisoners are taken by either the good guys or the bad guys. Your script would need to teach the players how prisoners are taken, but once they learn it, it would be part of the game. If you want to pursue this please ask and I will help as much as I can.

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Xavier Wise

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Reply with quote  #13 
We take prisoners in the TSN RP Community. In the mission script we use, lifepods can be deployed by the Game Master, both friendly and enemy. We took a prisoner on one mission and received vital intelligence about enemy actions.

We also don't destroy surrendered ships. Where a captain is known to be duplicitous, we have kept close (a distance of 2000ish) with a weapons lock, and destroyed them as soon as they re engage, but not when they are classified as surrendered. With surrendered ships, the Game Master removes them when they have moved out of the combat and are leaving. This is done because of our use of jump gates and nav points which we use for sector to sector travel - the GM clears the map before we transit to a new area. Of course, should an enemy not get out of the immediate combat area quickly enough, they often become casualties of war when we fire mines or nukes.

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Fleet Captain Xavier Wise - TSN Sabre
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Mike Substelny

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Reply with quote  #14 
Quote:
Originally Posted by Xavier Wise
With surrendered ships, the Game Master removes them when they have moved out of the combat and are leaving. This is done because of our use of jump gates and nav points which we use for sector to sector travel - the GM clears the map before we transit to a new area. Of course, should an enemy not get out of the immediate combat area quickly enough, they often become casualties of war when we fire mines or nukes.


This is probably necessary in Artemis 2.0, assuming your scripts have friendly ships. Unfortunately the brain stacks of friendly ships do not distinguish surrendered enemies from active enemies, so TSN escorts and destroyers will happily execute your prisoners. Also, surrendered enemies seem to lose their AI pathing and happily sacrifice themselves in minefields.

I hope that a future version of the software corrects this, so that when a surrendered enemy dies it must be from player action. There should be consequences to killing a surrendered enemy.

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Arrew

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Reply with quote  #15 
Haha, it's kind of like the shame of surrender leads them to destroy their own ship in mine fields [wink] .
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