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Growing Horizons: Inner Sphere - Quest

Well, at least it's only a three turn action :/
But a necessary one. Yes we really really need to get to the research locked behind military but at same time we need to use military slots to deal with military problems like not letting the pirates fester. They are no real threat to us but they can cause havoc among our neighbors that no one needs. If Tortuga loses this round that is fine we get what we need either way but the pirates will keep launching raids and killing people and even if we don't care about people dying we will care about our neighbors getting increasingly pissed that yes we can total take out all the pirates in the region we just choose not to but will happily station troops on and around their worlds supposedly to fight them. PR can be a bitch like that.

The Informations are now pulled off the Main Threadmarks. :)
Ah thank you that really helps and will help even more as each turn just increases the size of the main thread making it harder to find individual stuff.
 
Oh, I'm not complaining as such, we're swamped in necessary actions. But it's always a bit dangerous to miss the mediate necessities in favour of the immediate ones. Though obvious and less obvious might be better words for that.
Also, I do care about people dying, even if they're 'just NPCs'. So let's hope Tortuge succeeds (it has 72% for overall success; I doubt we have any bonuses that apply). And then get our fully FTL-capable battle stations ready. I mean, imagine what basically amounts to a space fortress jumping into any of the jump points. Talk about area denial!

Hng. Now that I think of it, both options draw towards a shared goal – defence against the dark arts pirates, but one has the added benefit of being also a measure against other outside threats. Still, it was necessary and sensible, and your PR argument is a good one. We know we're good (unless Warringer plans to pull the rug out from under us or lead us down that path paved with good intentions), but to the others we're just at best weirdly powerful newcomers, maybe Neo-Barbarians, or weird humans cavorting with inhuman freaks.
 
I hate to keep harping on it but sucks having research behind the military tab and as we move forward more and more our military slots need to be taken up by military goals. Right now we can still deal but later both actions will probable be locked up in in necessary operations either defense or offense. Personally would rather put both action on pirates and finish them and get those stations up because we probable will need them soon. With that war nearby we will probable see units fleeing into the periphery soon or perhaps raiding from the league for any number of reasons. Comstar keeps yelling about us being barbarian conquers eventually the League will shake lose a unit or two to raid or scout to see what's actually going on.
 
Turn 37 - Autumn 2183/3033 - Results
Turn 37 - Autumn 2183/3033

WCDC Defense Council:

[] Project Byzantium: - 8 votes active
Time: 6 turns, Chance of success: 60%
Roll 1 of 6, Roll 1d100: 88+5+5 = 98 - Artificial Crit Success (Bonus to all military R&D, Bolus to Space Combat R&D)

After three years of being docked with the large dockyard constructed in 61 Virginis near the Heim-Feynman Limit of Dran, the Defense Council decided it was time to do something with SLS Belisarius, after there had already been several jumpships been overhauled within the past months. The decision was made to carefully remove the large scale weaponry of the vessel, to take a glimpse at their designs, followed by possibly completely reworking the structure, propulsion, weapons and other systems, followed by putting it into service with the WCDC as the first internationally operated vessel of the organization.

Work crews had used the time to slowly remove everything that could be moved, carefully cataloging everything, as well as taking stock of all the damages the massive vessel had sustained in its last fight. Smart Dust had been used to carefully build a 60 percent complete construction template for the Belisarius, enabling the crews to carefully begin with the removal of the weapon systems, before taking care of the damaged sections.

The more than one kilometer long spaceship had been equipped with several interesting weapon systems to the Defense Council, like 35 massive self-contained laser systems, with several damaged sections where more weapons of this type had been installed, and 12 weapon systems that appeared to be massively enlarged versions of the PPC as used in some recovered mechs. The remaining weapons were two large kinetic weapons and more conventional missiles, comparable to the native Class IV.

Since it was hoped to return the giant vessel to duty, a critical eye was put on the compact jump drive, which made up about fifty percent of the spacecraft mass. Battle damage and the forced recharging from a small fusion reactor might not have been gentle to the delicate system, making replacement with an Advanced Jump Drive a possibility. At least the existing jump drive could be recycled in such an event and allow saving on germanium, until sources for the material could be found.

active for 7 more turns

[] Operation Tortuga Down: - 4 votes active
Time: 3 turns, Chance of success: 60%
Roll 1 of 3, Roll 1d100: 87 - Success

With the Forward Base on Circinus fully operational and well protected as far as they were concerned, the Defense Council decided it was time to finally deal with the pirates that had set up shop in Clayborne II. Already the decision had been made not to announce the destruction of this new pirate heaven, hoping that the system could be used as a 'pirate black hole', where pirates went and then disappeared as their jumpships and dropships were destroyed or taken by the WCDC.

To this end, several more squadrons were sent towards Circinus, together with the new 8th WCDC Expeditionary Batallion, fully equipped with the new combat vehicles, which would be joined by the 6th and 7th to take Clayborne II. Additionally, the 4th and 5th would jump from system to system and take the other worlds of the former Circinus Federation.

Commanding Operation Tortuga Down would be Generalmajor Andreas Werneke, of the Hannoverian Bundesarmee. Much like the appointment of Brigadier General Tiast Kerod Ildunt, Werneke was a political selection, to show that not only the nation of the Three Worlds would be in command of WCDC forces.

By late Autumn, Operation Tortuga Down was ready and the forces launched from Circinus.

active for 2 more turns


WCDC Survey Office:

[] Marian Intelligence: active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 27+10 = 37 - Failure (Permanent Survey Squadrons)
Roll 2 of 4, Roll 1d100: 74+10 = 84 - Success
Roll 3 of 4, Roll 1d100: 67+10 = 77 - Success

After arriving at New Venice the No Pirate Life For Me detached its dropships and traded on the world for a while, inserting two agents into the world under the guise of a trade mission, before leaving for Alphard, via Addhara and Stafford.

Landing on Alphard, the crews of the two dropships Profit Margain and Flexible Demeanour were surprised to learn that the Caesar or the Marian Hegemony was quite taken up with trade and was interested in trading with the porported homeworld of the No Pirate Life For Me, Tatooine. Where the crews had expected some token trade agreements, instead they were in full trade talks, while the team of four agents slowly disappeared into Nova Roma, prepared to slowly set up the network of agents.

active for 1 more turn

[] Deep Cover Intelligence II: active
Time: 10 turns, Chance of Success: 60%
Roll 1 of 10, Roll 1d100: 78+10 = 85 - Success (Permanent Survey Squadrons)
Roll 2 of 10, Roll 1d100: 23+10 = 33 - Failure

While at Circinus, A Ship With A View was delayed, when some software and hardware failures occurred on the dropship I Blame Your Mother, necessitating the dropship to remain on the surface of the planet, while repairs and fixes were implemented. Additionally, the dropship I Blame My Mother was examined as well, to determine whether the failures were systemic or not.

During this maintenance, several more hardware faults were discovered, as well as software problems, which had to be fixed, as the new hardware sometimes appeared to have problems talking to and operating on top of the original hardware. Still, in the end these problems were all taken care of and the A Ship With A View could make the transit into the Free Worlds League, Cerillos, where they encountered a jumpship of the Free World League, carrying three Overlord class dropships, which appeared to reinforce the planetary garrison.

active for 8 more turns

Deep Space Signal Intelligence Network

[] Base Operations: active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 90 - Success
Roll 2 of 4, Roll 1d100: 84 - Success
Roll 3 of 4, Roll 1d100: 78 - Success
Roll 4 of 4, Roll 1d100: 50 - Success
Combined: 75 - Success

The final touches were put on the rebuild FOB Pine Gap with the installation of two Kalpana Two class habitats constructed from local materials, each with a diameter of a hundred meters and a width of one hundred meters. This added about 63000 m² of habitat space and 6000 additional personnel to the station. Additionally, a dock yard was installed at right angles to the docking area, allowing to service and repair up to ten space craft simultaneously, with the fabricators being able to build spacecraft up to the size of a Sleipnir, should the need arise.

Several Enhanced Range Secure HPGs were also added to the station, as well as additional Caldran Ansible Nodes to enable better communication with surrounding space.

Overall, it was believed the newly enlarged FOB Pine Gap would improve the capabilities of the Deep Space Signal Intelligence Network.

Reward: Extension of FOB Pine Gap, +5 on DSSINOO operations

WCDC Diplomatic Corps:

[] Long Range Diplomacy - Lyran Commonwealth: active
Time: 8 turns, Chance of success: 50%
Roll 1 of 8, Roll 1d100: 33 - Failure
Roll 2 of 8, Roll 1d100: 73 - Success
Roll 3 of 8, Roll 1d100: 67 - Success

While at Circinus, preparing for the jump into the Lyran Commonwealth, the diplomatic mission prepared to split up. While the Unexpected Oversupply Of Gravitas would take a roundabout way towards Tharkad, with plans to be v at all times, the Escort Squadron was to shadow the jump ship at a safe distance of about 1 light year, ready to come in, if the need arose, while keeping in touch via Caldran Ansible, as well as emplacing Ternary and Surveillance Nodes along the route.isible

In an experiment of the Defense Council, which was not approved off by the Diplomatic Corps, Hunter Killer Squad One, the first of these 'prides' in operation, under AGI US Army Lieutenant Aurdy Murphy, was seconded to the mission, to determine whether a Hunter Killer Squad could be used for as protective detail, on top of the protective detail of several Fusilier Mechas carried by the It's Character Forming.

After some back and forth, the Star Lord finally launched into the Lyran Commonwealth in mid Autumn, arriving at Rajkot, where the ship officially announced its presence with an official request from the WCDC to open diplomatic relations with the Lyran Commonwealth. This in turn led to a scramble within the local government as they contacted Tharkad using Comstar. HPG Backscatter showed that for the most part the information was transmitted towards Tharkad and answered. However, there were some artificial delays in the communication as the return message, inviting the Unexpected Oversupply Of Gravitas to Tharkad, which was officially transmitted to the ship after only two weeks. Based on several Comstar internal messages, the Primus of the HPG station had been ordered to keep the message back as long as possible.

Still, the invitation made its way to the Unexpected Oversupply Of Gravitas, allowing the ship to jump to Biloela and then Maisons at the end of Autumn.

active for 5 more turns

[] Humanitarian Aid III: [active
Time: 3 turns, Chance of success: 50%
Roll 1 of 3, Roll 1d100: 74+20 = 94 - Success (Various Boni)
Roll 2 of 3, Roll 1d100: 32+25 = 57 - Success (Various Boni)

With the Planetary Settlement Kits spread out over the several nations of Santa Alvarez, the trainers and teachers of the Prometheus Foundation followed, accompanied by diplomats hoping to help the local population to enter a new era of peace, especially in the fake of the brief civil war in Hispanola, that had resulted in the nations being split apart in two.

The people of Santa Alvarez, even though being at a 1960s level of technology, were able grasp the basics of the Plentary Settlement Kits and the underlaying implications of the technology quickly, as there had been initial attempts to create the first local 3D printing systems already. As such, much like on Hannover, the Frabricator systems of the Planetary Settlement Kits were put into 'reproduction mode' and began to copy themselves to massively supplement the existing industry of Santa Alvarez.

On a sidenote, at least Nuevo Tejas showed some interest in becoming a member of the WCDC.

active for 1 more turn

WCDC Trade Organization:

[] Von Neuman: active
Time: 6 turns, Chance of success: 40%
Roll 1 of 6, Roll 1d100: 88+10+10+10+10 = 128 - Success (Scientific-Industrial Complex, Stronger Economy, Economic Ties, Interstellar Communication Network)
Roll 2 of 6, Roll 1d100: 64+10+10+10+10 = 104 - Success
Roll 3 of 6, Roll 1d100: 54+10+10+10+10 = 94 - Success
Roll 4 of 6, Roll 1d100: 48+10+10+10+10 = 88 - Success

With the asteroid mining vehicles slowly being finalized, work began on the structure of the Von Neumann space craft itself. It had already been decided to make use of an advanced jump drive, supplemented by a Heim-Feynman Event Generator, leaving about half of the vessel's mass free to carry one of the most complex and compact refining and fabrication units ever devised.

From the ground up, it was designed to not only make use of fabricator technology, which could be quite slow even for relatively simple systems, and included additional miniaturized conventional production facilities, including automated CNC machines, or a miniaturized smithy.

To facilitate construction within a relatively secure space, the entire front of the vessel could split apart and extend, with thin barriers of highly resistant plastics extending in between, creating a free space where a Von Neuman could easily copy itself, with the help of hundreds of smaller ALI controlled manufacturing drones combining components created in the internal factory of the Von Neumann.

active for 2 more turns

[] Interstellar Jump Trader: active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 24+10+10+10+10 = 64 - Success (Scientific-Industrial Complex, Stronger Economy, Economic Ties, Interstellar Communication Network)
Roll 2 of 4, Roll 1d100: 16+10+10+10+10 = 56 - Success

With the relative success of the various plans to create different classes of Jump Ships, the WCDCTO attempted to reign the dockyards and design offices back a little, noting it might be a good idea for cooperation between the various companies and that they did not believe there was too big of a market for the number of jump ship designs in the Inner Sphere. It did help that the WCDCTO had been kept apprised of the designs, allowing them to point some design companies to dockyards and vice versa to consolidate the plans.

The note of caution was taken up by the companies and the number of projects to build jump ships coalesced to four from a starting fifty, each design being in something of a specific niche as perceived by the companies and the WCDCTO.

active for 2 more turns

WCDC Office for Science and Development:

[] Superliminal Wave Detector: active
Time: 5 turns, Chance of success: 55%
Roll 1 of 5, Roll 1d100: 47+10+10 = 67 - Success (Research Center Sol, Interstellar Communication Network)
Roll 2 of 5, Roll 1d100: 8+10+10 = 28 - Failure
Roll 3 of 5, Roll 1d100: 32+10+10 = 52 - Scuccess
Roll 4 of 5, Roll 1d100: 64+10+10 = 84 - Success
Roll 5 of 5, Roll 1d100: 86+10+10 = 106 - Success
Combined: 66 - Success
Detection Range: 10+3d20 = 10+16+16+20 = 62 - 62ly range

Following the first prototype, several more were constructed, each not only being longer ranged and more accurate, but also more compact, until a final prototype was constructed, the size of a semi truck. It could detect both jump ships, and a Heim-Feynman Transition Event, allowing for the detection of previously unknown spacecraft transiting through the detection space. During testing, several interesting situations came up, where apparently at a short range hyperwaves appeared to be reflected by something, a situation that should be investigated.

However, it was soon discovered the accuracy of detection of various n-dimensional events was dependent on the range, with the inner thirty lightyears of range being accurate, before the accuracy dropped significantly, until it became useless at about a range of 62 lightyears.

By the end of the project, a workable Superluminal Wave Detector was produced, waiting to be put into service by the WCDC. They had even designed a version that could easily be slotted into existing 'Surveillance Nodes' shich had been designed to be extended by additional modules.

Reward: Superluminal wave detector, 62ly detection range

[] Alien Robot!: active
Time: 4 turns, Chance of success: 55%
Roll 1 of 4, Roll 1d100: 27+10+10 = 47 - Success (Research Center Sol, Interstellar Communication Network)
Roll 2 of 4, Roll 1d100: 25+10+10 = 45 - Success

Slowly taking the alien robot apart and analyzing its makeup and construction, it became rapidly clear the robot was not of human make, be it Inner Sphere or WCDC. Indeed, Carbon-14 analysis of the material showed that apparently the robot was at least 250 years old, with grit from the planet it was found on, being about 200 years. This meant whoever had destroyed the robot with the unknown plasma weapon, which had done so only ten years after the settlement had been abandoned and had been from outside known space.

While some had feared there would be hidden compartments with a biological plague, any biological material found in sealed areas of the robot turned out to be harmless and in most cases quite dead bacteria, with their DNA and equivalent showing that they were from a world completely unknown.

The construction of the robot was unusual, as its structure and artificial musculature was unlike anything previously known and made liberal use of graphene and other carbon nano materials, something completely unknown in the Inner Sphere.

active for 2 turns

----------------------------

Deep Space Signal Intelligence Network Report:

Lothian League:

There is little of note to say.

Illyrian Palatinate:

There is little of note to say.

Circinus Federation:

There is little of note to say.

Marian Hegemony:

There is little of note to say.

Inner Sphere:

Lyran Commonwealth:

Nothing out of the ordinary as far as can be decerned.

Federated Suns:

Nothing out of the ordinary as far as can be decerned.

Draconis Combine:

Nothing out of the ordinary as far as can be decerned.

Free Worlds League:
Dutchy of Andurien:

The stalemate between the Free Worlds League and the Dutchy of Andurien mostly continues, with Andurien getting support from several additional mercenary units that used to be in the employ of the Federated Suns.

Whil the FWL is unable to make gains, Zeta Batallion, working for the Dutchy, is able to retake Fondras.

Comstar:

As observed during the incident with the delayed messages at Rajkot, Comstar seems to continue to act hostile towards us, seemingly attempting to prevent, delay or sabotage any diplomatic talks with the Lyran government. While there appear to be mostly attempts to delay the Unexpected Oversupply Of Gravitas, we should be prepared for more active opposition.

Expansion and Suggestions:

Currently there is a gradual expansion of the Deep Space Intelligence Network deeper into both the Lyran Commonwealth and the Free Worlds League.

-----------------------

Random Event - Nothing Happens

-----------------------

Event Chain:

The commander and the crew of the Bright Star appear mostly friendly, though the inspection of their craft by the Tiaunt HIMSS Algaron led to some curious comments by the crew. Star Captain Bavros identified himself as a scout from Clan Nova Cat, though several people supported him from other Clans, like Clan Hell Horse and Clan Star Adder. Indeed, one of the dropships carried along by the Bright Star was a Hell Horse Union.

Apparently, they had been asked to survey the area of space taken up by the WCDC and determine what was there before returning. Now, however, they wished to visit the WCDC to take a close look at it.

With some trepidation from the Diplomatic Corps, they were allowed to enter deeper into the WCDC and the Sol System, where, much like Comstar and Snord's Irregulars before them, they were allowed to dock on Ceres for some limited diplomatic work.

One incident was striking, however, as Star Captain Bavros, and the highest ranking Star Adder and Hell Horse, met with Sir Adam Prometheus in the bar 'The Atomic Rocket'. While the meeting was official, no surveillance footage or other information about the content of that meeting exists, as something deactivated all Smart Dust surveillance and none of the other patrons remembered anything said between them.

By the end of Autumn, the Bright Star left Ceres and Sol, apparently returning to their home worlds.

-----------------------

AN: Yes, the worlds 'How's the weather on Strata Mechty' did fall during that conversation.
 
Last edited:
Turn 38 - Winter 2183/3033
Turn 38 - Winter 2183/3033

WCDC Defense Council:

[] Project Byzantium: active (5 turns)
With the successful recovery of the SLS Belisarius it should be a priority to put this large spacecraft back into service and take the time to take a look at its weaponry and other systems, as they are replaced by their WCDC equivalent. This would potentially allow the design of heavy weapon systems, including lasers and kinetics, a vessel of similar size might be equipped with. At the least, it should be possible to determine, whether a massive combat spacecraft of this size makes any sense. At the very least it might be possible to carry a number of dropship collar equipped conventional combat spacecraft to be carried into combat, backed up by a lot of firepower and even act as a Forwards Operations Base.
Time: 6 turns, Chance of success: 60%, Reward: Belisarius put into service for the WCDC, new research options for large scale weaponry and large scale combat spacecraft

[] Operation Tortuga Down: active (2 turns)
With a possible new 'Pirate Heaven' building up directly adjacent to Circinus, there is a reason to go out and prevent if from being established in the first place. Additionally, some troops should be sent to the other worlds of the by now possibly former Circinus Federation to occupy them as well and help set up future democratic governments of these worlds. Additional patrols of spacecraft would go a long way to prevent any 'Pirate Heaven' to form.
Time: 3 turns, Chance of success: 60%, Reward: All worlds of the Circinus Federation occupied, No piracy in the Circinus Federation, reduced piracy in nearby space

[] Improved System Defense & Forward Operation Base:
While the Raytan Jump Point Defense Stations do their job for system defense, there are ideas how to improve on the system, giving it FTL capabilities, so that they can be emplaced in systems without existing interplanetary infrastructure. Additionally, such a station could potentially act as a mobile Forward Operation Base for offensive operations. Together with the Caldran Ansible, it would also allow the operations command and staff to remain protected bhind the potential front lines. Potentially, such a design might be equipped with the new Jump Drive.
Time: 4 turns, Chance of success: 45%, Reward: New FTL cpable Defensive Station

[] Extended Anti-Piracy Patrols:
While the project to improve the defense against piracy in Known Space around the WCDC was a success, many within the Diplomatic Corps and the Military believed that more should be done to prevent piracy in this sector of space, as the destruction of any 'Pirate Heaven' close by would proove to remain a problem not only for the WCDC, but also for any nearby nation the WCDC had contact with. As such, longer duration and longer ranged patrols to discover any potential pirate havens in known space and destroy them before they can be fully established.
Time: 5 turns, Chance of success: 60%, Reward: Long Duration, long range patrols, reduction of pirate activity to almost zero within known space

[] Project Black Light:
On one of the former colonies, an apparent plasma weapon has been recovered. It would be a good idea to take a close look at the weapon and potentially develop a usable weapon from it.
Time: 4 turns, Chance of success: 45%, Reward: Plasma Weapon technology, 50% chance of plasma weapon prototype (1d4 for type)


WCDC Survey Office:

[] Marian Intelligence: active (1 turns)
While the Deep Space Signal Intelligence Network is slowly growing towards the Marian Hegemony, it might be a good idea to start a one off survey of the Marians to get a good image of the capabilities, should they prove to be more belligerent than they currently appear.
Time: 4 turns, Chance of success: 50%, Reward: One off information about the Marian Hegemony

[] Deep Cover Intelligence II: active (8 turns)
With the Preparations successful, it is time to send the Deep Cover Intelligence mission out into the Inner Sphere and begin trading with the Free Worlds League. And while doing so, gather information about the economy and military of the Inner Sphere nation. It might also be possible to place some deep cover agents into both nations to gather long term information.
Time: 10 turns, Chance of Success: 60%, Reward: Information about the Free Worlds League, 75% chance of emplacing an intelligence network

[] Marian Agents:
With the A Ship With A View having returned, it might be a good idea to use it and its dropships to insert several agents onto one or more Marian worlds using a trade mission as a cover. This would allow us to gather more information about the Marian Hegemony and possibly set up an intelligence network.
Time: 4 turns, Chance of success: 60%, Reward: Continous information about the Marian Hegemony, 30% chance of emplacing intelligence network
Selection invalidates 'Marian Intelligence'

[] Further Survey IV:
Following the Initial Survey, more information should be gathered further outside of the Walker Cluster and the already known space.
Time: 4 turns, Chance of success: 65%, Reward: (10+2d20) systems from 60 to 90 ly discovered, followup action allows surveying the remaining space

[] Project Orange Grass:
The complete overhaul of A Ship With A View has been quite successful, so it might be a good idea to request the remaining Invader class Jumpships and Leopard Class dropships to be upgraded to the new Invader MKII and Leopard MKII specifications, to be used for low profile recon missions into the Inner phsere.
Time: 5 turns, Chance of success: 65%, Reward: 7 Invader MKII, 15x Leopard MKII avaiable for Deep Cover missions

Deep Space Signal Intelligence Network

[] HumInt: (6 turns)
Find a way to emplace HumInt agents into places of interest.
Time: 3 turns, Chance of success: 40%, Reward: A way to insert agents to planets where they can gather human intelligence

[] Network Extension:
The worlds of New St. Andrews and Niops appear to be good cancidates for the extension of the Network.
Time: 2 turns, Chance of success: 60%, Reward: Network extension into New St. Andrews and Niops


WCDC Diplomatic Corps:

[] Long Range Diplomacy - Lyran Commonwealth: active (5 turns)
The first of the Long Duration Deep Cover Surveilannce Missions has been completed and some believe that it is time to contact the first large Inner Sphere nation, in this case the Lyran Commonwealth. They are likely more interested in business deals as a mostly mercantine nation, they are less likely to try any military operations against the WCDC.
Time: 8 turns, Chance of success: 50%, Reward: Contact with the Lyran Commonwealth

[] Humanitarian Aid III: active (1 turns) Santa Alvarez
With the formation of the Prometheus Foundation, it would be a shame not to make use of it. As such, it might be advantageous to send out a diplomatic mission to one of the neighboring systems discovered recently, and offer the planet some humanitarian aid. Rumors within the Foundation note they have been able to produce a couple of Planetary Settlement Kits, usually meant to establish new settlements on habitable worlds.
Time: 3 turns, Chance of success: 50%, Reward: +10 on diplomatic action on targeted world, targeted world is slowly brought up to a Walker Cluster tech level
Please select a world from the list of Known Habited Worlds neat the Walker Cluster

[] Charm Offensive IV:
In the wake of the Black Warrior Attack and the fears that are still around in the nearby systems, it would be a good idea to alley their fear.
Time: 4 turns, Chance of success: 60%, Reward: Better diplomatic relations to the ten known worlds, +5 to diplomatic actions with the ten worlds

[] We need new members:
There are 8 nations in the Three Systems that have declined to become members of the WCDC. The Three Systems can't effort to have some nations working on cross purposes and endanger the entire rest of the Walker Cluster. So there is a need to get them aboard and into the WCDC.
Time: 2 turns, Chance of success: 25%, Reward: 1d6 nations of the 8 nations that declined WCDC membership initially, become WCDC members

[] Invite Others III:
The WCDC was working out nicely and maybe it was time to invite one of the other worlds outside the Three Systems into the WCDC?
Time: 4 turns, Chance of success: 35%, Reward: The selected world joins the WCDC as a member
Please select a world from the list of Known Habited Worlds neat the Walker Cluster

WCDC Trade Organization:

[] Von Neuman: active (2 turns)
AIs of various stripes have been a fact of life for all nations of the Three Systems for some time now and there had always been ideas of space craft that could reproduce by themselves and to a degree the Planetary Settlement Kits were a version of such a Von Neumann machine. Now, with both the economic and military situation somewhat in the balance, concerning the Inner Sphere, maybe it would be time to make use of the available technology and create fully automated factory space craft that could go into a system, begin mining raw materials from asteroids and then produce just about everything with its fabricators, from shoes over shuttles to combat space craft and even a copy of itself. The military would be interested in such a spacecraft to produce munitions, replacement parts and entire stations.
Time: 6 turns, Chance of success: 40%, Reward: Design of a Von Neumann Factory Spacecraft, 5% chance of a working prototype

[] Interstellar Jump Trader: active (2 turns)
There are several large jump ships now available as a base to design a large jump capable trade space craft that would allow carrying dropships and cargo. It might be a good idea to give some incentives to some dock yards to begin with the development of large jump capable vessels that can operate like the jump ships of the Inner Sphere and either use or sell them on the open market of the Inner Sphere, using a conventional jump drive.
Time: 4 turns, Chance of success: 60%, Reward: 1d4 Jumpship designs that can be used locally or sold

[] New Settlement Initiative:
There are many virgin, uninhabited planets nearby discovered by the initial survey missions. So it is only natural that the Trade Organization should offer a few incentives to send out a few new settlement missions. Perhaps one or two Planetary Settelment Kits for free would do for settling an additional planet or two.
Time: 6 turns, Chance of success: 65%, Reward: 1d4 newly settled planets

[] Heavy Combat Space Craft:
After the success of the previous projects to build light and medium space craft with the new technologies, it is not time to begin with the development of heavy combat space craft to replace the current classes of Bombard type spacecraft
Time: 6 turns, Chance of success: 60%, Reward: One design of a heavy combat spacecraft, 30% chance of a working prototype

[] Industrial Export:
Some surprising things have come up during historical research, including the Terran Hegemony flooding the Periphery with cheap goods and systems that killed off local suppliers and left worlds in the cold, following the Amaris Crisis and the following Successor Wars. Now some companies believe they could make a profit selling power generation, atmospheric processors, water purification and other similar systems to the worlds and polities surrounding the WCDC. Some even propose to set up factories for these things on other planets and polities. This would certainly improve the economic situation of these worlds, diplomatic contact with them, as well as improve the WCDC economy.
Time: 4 turns, Chance of success: 60%, Reward: +10 to external trade with selected world, +10 to diplomacy with selected world
Select a world or polity to export to

[] Build the Weapons:
Since the weapons used by the Inner Sphere were successfully reverese engineered, it is not possible to build carbon copies of them and perhaps even build up on them, though mostly for export. Handing the plans over to several arms cpmpanies will allow that they can be sold easily
Time: 4 turns, Chance of success: 70%, Reward: Ability to build IS weapons, Options to create upgraded IS weapons, Possibility to sell weapons

[] Build the Technology:
With mechs been taken apart, it might be a possibility that parts for them could be replicated and sold on the open market in the future. Especially Myomer bundles are interesting in thie regard, though WCDC technology allows to make motive materials that are more compact compared to IS Myomer.
Time: 4 turns, Chance of success: 60%, Reward: Ability to build IS mech components, Options to upgrade IS Mech components, Possibility to sell Mech components

[] Mining Town:
With the possibility of future construction of jump ships in large amounts, the situation with germanium might become problematic and more sources have to be found within the systems of the WCDC and mines constructed to exploit any finds.
Time: 4 turns, Chance of success: 55%, Reward: Germanium Mines

WCDC Office for Science and Development:

[] Alien Robot!: active (2 turns)
There has been an alien robot discovered on one of the abandoned worlds that were surveyed. Its construction might give some clues about its creators and it might even be possible to repair it and turn it back on. If the centrail computer still works that is.
Time: 4 turns, Chance of success: 55%, Reward: Alien robot design, 50% chance of robot turning back on

[] Project Heavy Mysterious Mustard:
With the completion of the Jump Drive Project, it might be a good idea whether or not it would be possible to burn some research time to further improve the Jump Drive, Improve the range, materials, allow faster charing from a fusion reactor, this kind of thing.
Time: 5 turns, Chance of success: 40%, Reward: Improved Jump Drive

[] HFEG Jump:
In the wake of the success with the Jump Drive and the HFEG working in parallel, there have been some signs that it might be possible to combine both systems into a single drive system.
Time: 12 turns, Chance of success: 25%, Reward: HF Jump Drive

[] Hypercom III:
With two FTL communication system avaiable, why not collect the full set? Most of the work for the Hyperwave comm system has already been done, so it should all just be a matter of completing the research.
Time: 2 turns, Chance of success: 60%, Reward: Hyperwave Communication System

[] Hyperwave Reflection Research:
During the work on the Superlimunal Wave Detector, there were apparently some reflections happening of hyperwaves in some form or another. Research should be done into what caused these reflections.
Time: 5 turns, Chance of success: 50%, Reward: ?

----------------------------

2 Action for:

1 Action for:
Science
DSSIN
 
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Well!

So. Guys what do you think? Should we go for the Hyperwave reflection and whatever may come of it or try for something else and put that in the backburner for now?

Also looks like we will/should have a Marian contact/trade option?
 
Well!

So. Guys what do you think? Should we go for the Hyperwave reflection and whatever may come of it or try for something else and put that in the backburner for now?

Also looks like we will/should have a Marian contact/trade option?
Hyperwave Reflection seems to be interdiction everyone asked about and hoped to get from voting from Hypercom. And least, could be one. We don't have a better research option anyway, it's either this or combined drives
 
Hyperwave Reflection seems to be interdiction everyone asked about and hoped to get from voting from Hypercom. And least, could be one. We don't have a better research option anyway, it's either this or combined drives
No comment.
 
1 Action for:

DSSIN:
[] Network Extension:

Science:
[] Hypercom III:
This would further our understanding of hyperwaves in general and would be recommended before undertaking the examination of hyperwave reflection. There are several serious benefits to this research alone also:
One it grants us a system that could be used in the event of iether of the two other FTL comm means beeing jamed
Second just as our understanding of HPG's allows us to monitor their transmition via backscater so would our understanding of this tech allow us to do so to someone using this method of FTL coms, not to mention it would allow us to know someone is using it and generally where (and with an unknown force in the area it would be prudent to plug this hole).
 
Ship finally cracking open and now terrified a fail will wreck it. Just have to pray dice don't dick us. Pirate clean up is go as well. Sorry guys. Hopefully after this can concentrate fully on research a few turn cycles. Marians are odd. Perhaps a progressive ceaser? Or at least one that has heard from fleeing pirates that his northern neighbors have a new power that is conquering people and expanding fast and trying to make nice till know more? ...Scratch what I said about military. 3 overlords? That's a major commitment in war even if just carrying a regiment of mechs and enough to do heavy raiding. Maybe they are beefing up out of concern from rumors of us. Maybe the league is laying ground work for a invasion.

Continuing on yes keep the diplo party protect and totally send the pride. We are not them make that loud and make it proud. Wait is body guards on scene the pride and 2 lances of mechs? No foot soldier bodyguards? Hmm guessing comstar is trying to throw something together to delay or stop meeting. Either warship interrupt or trying to get ROM in place to try something. Humanitarian aid is going great and we might absorb tha world down the line good good. Von Neuman with its crazy bonuses puttering along fine. And if not for bonuses jumpship would basically near crit fail twice now. Da fuck? Robot to keeps having low rolls but at least progressing.

And real star is ftl detector finally ready now to roll it out everywhere. With this we can track and intercept inbound traffic before it reaches us and more important at the moment track the fucking pirates. We should rapidly be able to keep constant track of all ships in our sphere. Separate out our ships and civilian jumpship traffic and chase down the unknowns and we should deal with any remaining pirates. Between trap at Clayborne to be set up and this pirates should be finished.

War continues in league and guessing fedcom is subtle egging it on to keep league distracted. Comstar is comstar they will try something. They have to. We open relations with the FedCom they are fucked and they know it.

...This is a official expedition? Adders and horses? Da fuck? And that meeting with Adam will freak people out a good while. Honestly don't know what is happening but around ten turns we should see something big i guess.

Ok selections...

[X] Network Extension:
The worlds of New St. Andrews and Niops appear to be good cancidates for the extension of the Network.
Time: 2 turns, Chance of success: 60%, Reward: Network extension into New St. Andrews and Niops

[] Hypercom III:
With two FTL communication system avaiable, why not collect the full set? Most of the work for the Hyperwave comm system has already been done, so it should all just be a matter of completing the research.
Time: 2 turns, Chance of success: 60%, Reward: Hyperwave Communication System

Agree with Letsparty. Finish understanding ftl comms then reflection. Actually don't care that much for the extensions. Necessary for completion sake I guess but would rather try to get it deeper into houses or extend farther up the lyran border or set up surveillance all around our space. Scatter a few stations around 40-60 lightyears out beyond current stations so ftl detectors can at least give warning of anything moving about. Comments?
 
Ship finally cracking open and now terrified a fail will wreck it. Just have to pray dice don't dick us. Pirate clean up is go as well. Sorry guys. Hopefully after this can concentrate fully on research a few turn cycles. Marians are odd. Perhaps a progressive ceaser? Or at least one that has heard from fleeing pirates that his northern neighbors have a new power that is conquering people and expanding fast and trying to make nice till know more?
According to Sarna, the Caesar that is currently in power is more concerned with helping along the people, rather than conquering everything in sight. That invasion of that podunk world some turns ago? Trying to beef up approval from the military, but once he got his ass kicked he went 'See? I told you it was a bad idea.' and got back to internal stuff. Trade with some new player plays into that, while military stuff close to the north is just good sense, with some good publicity for his legions in the wake of that surprising fall of Circinus.
Continuing on yes keep the diplo party protect and totally send the pride. We are not them make that loud and make it proud. Wait is body guards on scene the pride and 2 lances of mechs? No foot soldier bodyguards? Hmm guessing comstar is trying to throw something together to delay or stop meeting. Either warship interrupt or trying to get ROM in place to try something.
Its one pride and the usual infantry support. Since we got an Overlord, two Leopards, two Sleipnirs and a Im-umi, we got an entire batallion of soldiers around for defense, with a company of tanks, the new Karakal II, a company of Fusilier Mechs, two companies of Infantry, one of the mechanized, and the Hunter Killer pride. With Lieutenant Murphy having a civilian remote operated body for when his big Handler body is too obvious. And keep in mind that the Gracilis and Fatalis are equipped with semi-holographic camo. If you can only see two of them with the Handler, you should be worried and look over your shoulders, not that it will help you if they decide to make a 'meal' out of you.
And if not for bonuses jumpship would basically near crit fail twice now. Da fuck?
The dice gods are fickle.
Comstar is comstar they will try something. They have to. We open relations with the FedCom they are fucked and they know it.
They don't even know half of what we can do. Especially should we sell the Enhanced Range Secure HPG to the FedCom and our own commercial FTL network company should open up for business in the Inner Sphere. Though covertly we might set up an Ansible link between Tharkad and New Avalon, or something... ;)
...This is a official expedition? Adders and horses? Da fuck? And that meeting with Adam will freak people out a good while. Honestly don't know what is happening but around ten turns we should see something big i guess.
This is an unofficial expedition, though it was initiated by the Kahn of the Nova Kitties. And the Adders and Horses? They are not all in, there are some groups that fall into the Guardian Camp amoung them, but not all. And only those who are likely to fall into the new Guardian Camp even had those dreams... The majority of them Kitties... ;)
 
So good spread of troops to show case our military and hopefully we can cut a deal but first we have to create and normalize relations. Our own ftl company might be interesting but after comstar the houses might want to nationalize ftl coms or at least be primary providers. See what happens. Ansible is something I don't really want to let them get at but again see how it goes and how deep we get pulled into their sphere. Clans wait and see. At least three clans are interested in us see how that goes but how official that expedition is I don't know. From what I know anything inner sphere is just asking to lock down into grinding mess because crusaders want to turn it into invasion and wardens try to block them. New philosophy factions muddle the waters.
 
After three years of being docked with the large dockyard constructed in 61 Virginis near the Heim-Feynman Limit of Dran, the Defense Council decided it was time to do something with SLS Belisarius,
Oh my, we really waited three years? Gee, feels like we dropped the ball here, from a narrative perspective.
On a sidenote, at least Nuevo Tejas showed some interest in becoming a member of the WCDC.
Oh my, If they were to join, we'd have most of the downsides of a member with few of the upsides; we'd have to build defences for the system, regardless of other nations' thoughts on the matter, if only to curtail any attempts at the member. On the other hand us providing an (unconditional) umbrella might influence other Santa Alvarez nations to join. But I'm getting ahead of myself.
To facilitate construction within a relatively secure space, the entire front of the vessel could split apart and extend, with thin barriers of highly resistant plastics extending in between, creating a free space where a Von Neuman could easily copy itself, with the help of hundreds of smaller ALI controlled manufacturing drones combining components created in the internal factory of the Von Neumann.
The image I have here is that of an animal shedding its skin, but stopping halfway through and then reproducing itself inside of the 'shed' skin and degloving itself progressively along the way.
Ugh. Not pretty.
Maybe a better simile would be a sepals opening to reveal a flower, the sepals inverting and closing on the 'stem' side of the bud, and the 'flower' slowly working to fill the sepals with a new flower.
[] Superliminal Wave Detector: active
(…)
Detection Range: 10+3d20 = 10+16+16+20 = 62 - 62ly range
Oh my, we rolled high! I. Am. Delighted! A single FTL detector covers all our current members (ignoring the z axis). Still, this is something that ought to be present in all worlds with a WCDC member capital (yes, I am still eying ANZAC). What is the granularity? I expect we can jump on anyone nearby, but the more distant ones are less easily localisable? And do we need multiple stations for triangulation, or is one sole detector enough for directionality?
*reads further*
You know, I'm surprisingly okay with the FTL detector being small enough it can be slotted into existing surveillance nodes. Also, are the hyperaware reflections first signs of superluminal space whales? On wonders…
As observed during the incident with the delayed messages at Rajkot, Comstar seems to continue to act hostile towards us, seemingly attempting to prevent, delay or sabotage any diplomatic talks with the Lyran government. While there appear to be mostly attempts to delay the Unexpected Oversupply Of Gravitas, we should be prepared for more active opposition.
Yeah, the two week delay is enough for about two jumps. I don't know the location of the closest Comstar ships, naturally, but it's something that might approach.
'The Atomic Rocket'.
What you did there, I saw it =)
Also, the whole incident reeks. If it was official, a coms blackout and psychic attack/memory wipe can be construed as a diplomatic incident, if one is so inclined. Are you sure that was an official visit, not an unofficial meeting?


DSSIN

[] HumInt: (6 turns)​
Find a way to emplace HumInt agents into places of interest.​
Time: 3 turns, Chance of success: 40%, Reward: A way to insert agents to planets where they can gather human intelligence​
[] Network Extension:​
The worlds of New St. Andrews and Niops appear to be good cancidates for the extension of the Network.​
Time: 2 turns, Chance of success: 60%, Reward: Network extension into New St. Andrews and Niops​

I keep pressing HumInt, but nothing happens.

[X] Network Extension

Science

[] Project Heavy Mysterious Mustard:​
With the completion of the Jump Drive Project, it might be a good idea whether or not it would be possible to burn some research time to further improve the Jump Drive, Improve the range, materials, allow faster charing from a fusion reactor, this kind of thing.​
Time: 5 turns, Chance of success: 40%, Reward: Improved Jump Drive​
[] HFEG Jump:​
In the wake of the success with the Jump Drive and the HFEG working in parallel, there have been some signs that it might be possible to combine both systems into a single drive system.​
Time: 12 turns, Chance of success: 25%, Reward: HF Jump Drive​
[] Hypercom III:​
With two FTL communication system avaiable, why not collect the full set? Most of the work for the Hyperwave comm system has already been done, so it should all just be a matter of completing the research.​
Time: 2 turns, Chance of success: 60%, Reward: Hyperwave Communication System​
[] Hyperwave Reflection Research:​
During the work on the Superlimunal Wave Detector, there were apparently some reflections happening of hyperwaves in some form or another. Research should be done into what caused these reflections.​
Time: 5 turns, Chance of success: 50%, Reward: ?​

Oh my, while HFEG Jump is interesting and possibly revolutionary, the odds are… harsh. Please check for yourself, but achieving at least 900 out of the 1200 is… not easy. Like, we're talking about well below 1% odds here passable. They're still the worst of all, mind, but with a few lucky rolls we can achieve this. However, at 12 rolls it's less luck and more statistics. (Forgot to carry the bonuses (Research Center Sol and Interstellar Communication Network))
From that point of view we really shouldn't take HFEG Jump, since it will block one research slot for 12 turns, one where we probably won't have anything to show for it. So as delicious as this looks, I'll pass for now.

Hypercom > Heavy Mysterious Mustard > Hyperwave > HFEG Jump
Unless someone convinces me otherwise, I'll go with Hypercom III. Decent odds, quick turnaround, and at the same time Alien Robot! finishes. That way we'll be able to pursue whatever might come up there and continue whatever else we decide on.

[X] Hypercom III

Warringer, since we have two FTL research options. Is there a chance that one's success may increase the other option's chances? I mean, from a doylist perspective, combining our and their FTL systems seems like something like a final technology on a particular branch of the tech tree, imbuing (a relatively useless) bonus for all future research of that tech. From a watsonian POV combining our and their FTL systems seems something like a holy grail in engineering research, provoking new insight in underlying theories.
Mind, despite this apparent arguing for that interpretation here, I don't have actually an opinion. Well, I have, but that's not relevant, since this arguing basically boils down to how the rules and system of the quest work, and I don't want to introduce a precedence that will be called upon alter to the narrative and mechanical detriment of the quest.

Also, fellow questers:

Trade/Economy
[] Mining Town:​
With the possibility of future construction of jump ships in large amounts, the situation with germanium might become problematic and more sources have to be found within the systems of the WCDC and mines constructed to exploit any finds.​
Time: 4 turns, Chance of success: 55%, Reward: Germanium Mines​

Our beloved QM likes to drown us in Economy options. Makes one wonder how many WCDC member we need for another economy action.

Humanitarian aid is going great and we might absorb tha world down the line good good. Von Neuman with its crazy bonuses puttering along fine. And if not for bonuses jumpship would basically near crit fail twice now. Da fuck? Robot to keeps having low rolls but at least progressing.
I know, right? That's why I like to go for bonuses when feasible.
Also, regarding the scattering of stations: Yes. Emphatically yes. Close enough they cover each other, in deep space if possible (use asteroids or rogue planets as heatsinks for operation of surveillance nodes). Hm… I basically want a picket sphere (along the lines of our Survey space), starting near Erdvynn and then engulfing us.


[] Project Byzantium:
[] Operation Tortuga Down:
These should be removed from the option selection.
 
Our HFEGs are distinctly different in the hyperwaves they generate. And their presence changes those of a jump drive. As we are the only ones with the HFEG, we can tell which spacecraft are ours.
 
@Warringer, how granular are the FTL detectors? Military response tactics rely on that. If it's on the order of light hours, a response squadron could be sent to investigate a a day later and a light day out, and determine the jump point chosen as well as the ship's more accurate position as of a few hours ago. If it's on the order of light minutes, we know the jump point and can conceivably assemble a squadron in HF space that would transition pretty close, conceivably in light second range.

Given the description I assume it starts out highly granular and decreases in accuracy the farther away the other ship is, with a sharp decline after about 30 ly, like light minute accuracy down to light week accuracy; close enough for strategic considerations, but not good enough for tactical planning.

Also, are they limited to Einstein space as a base of operation, or could one of our ships equipped with a detector fly around in HF space and act as a mobile detector? This would be valuable for intelligence purposes, if we could make undetectable forays into unknown space and make guesses at the ongoing interstellar traffic within a region.
Furthermore what is the duration of detectability? You noted the IS people were pretty freaked by our FTL's relatively unannounced transition, while jump ships presumably enter with a bang, so to speak. I'd guess HFEG FTL is continuously detectable when in HF space, but the signs quickly vanish after transition into Einstein space, whereas Jump FTL would leave a much bigger wake, detectably for a much longer time and, conceivably, at longer distance.

I'm only throwing out what makes the most sense to me given what little I've read about BattleTech and Growing Horizons. You go with whatever makes the most fun story to write :)

I also point to this:
Warringer, since we have two FTL research options. Is there a chance that one's success may increase the other option's chances? I mean, from a doylist perspective, combining our and their FTL systems seems like something like a final technology on a particular branch of the tech tree, imbuing (a relatively useless) bonus for all future research of that tech. From a watsonian POV combining our and their FTL systems seems something like a holy grail in engineering research, provoking new insight in underlying theories.
Mind, despite this apparent arguing for that interpretation here, I don't have actually an opinion. Well, I have, but that's not relevant, since this arguing basically boils down to how the rules and system of the quest work, and I don't want to introduce a precedence that will be called upon alter to the narrative and mechanical detriment of the quest.
 
Oh my, we really waited three years? Gee, feels like we dropped the ball here, from a narrative perspective.
Basically yeah. It large part why wanted robot now or it would sit in a closet for years till got around to it despite possible importance. We are lucky Warringer is a nice gm he could have rolled a random event damaging or destroying it from letting it sit gathering dust that long.
Oh my, If they were to join, we'd have most of the downsides of a member with few of the upsides; we'd have to build defences for the system, regardless of other nations' thoughts on the matter, if only to curtail any attempts at the member. On the other hand us providing an (unconditional) umbrella might influence other Santa Alvarez nations to join. But I'm getting ahead of myself.
Only at first. Once one joins others would see the benefits and join to and we get a whole new world. And we were always going to have to build defenses for them.

Hypercom > Heavy Mysterious Mustard > Hyperwave > HFEG Jump
Sounds like a plan. Hopefully nothing disrupts it.
Our beloved QM likes to drown us in Economy options. Makes one wonder how many WCDC member we need for another economy action.
And its a good thing. Next time around get two actions. One needs to be build the tech because it is necessary and getting votes and we keep getting greater priorities and other probable by mines. Depends on nothing big happening between now and then. We need to get production going fast. Expect we will need all the germanium can get but should have plenty ourselves. If marians playing nice they have a pretty big supply we can buy off of to supplement our needs. Expect houses will buy our ships bad and have gut feeling will need a lot of jumpships ourselves soon. Still thinking nova cats might want to move in and they will need a lot of shipping to do it. If wrong we can still sell the ships off to the houses.
I know, right? That's why I like to go for bonuses when feasible.
Also, regarding the scattering of stations: Yes. Emphatically yes. Close enough they cover each other, in deep space if possible (use asteroids or rogue planets as heatsinks for operation of surveillance nodes). Hm… I basically want a picket sphere (along the lines of our Survey space), starting near Erdvynn and then engulfing us.
Yeah thinking a sphere at 30 light years at 30 ly intervals beyond current borders and another at 30 but each station tried to be stationed at like 25 light years spacing. This way anything approaching has to fall inside of range of two station and triangulation should get us far better idea of precise location at greater than 30 light years range reducing the detection malus and as they get closer we only get better tracking them. Might get rid of first line of stations and go for 25 LY spacing escpecially on or near houses border where we should have plenty of sensors already? What you guys think?
 
[X] Network Extension:
[X] Hypercom III:

where apparently at a short range hyperwaves appeared to be reflected by something, a situation that should be investigated.
@Blade4
I know what these things are. These could be so-called KF Hyperspace Ruptures that exist in sourcebooks and allowed Combine JumShips Super Jump to find that planet with those stone age avian aliens.

The KYFHON in Ed's BT story used these to colonize their entire galaxy.

They are basically Jump Nodes from the Freespace game series. Their "route lengths" can measure from a few Light Years to THOUSANDS of Light Years and would allow us to explore the entire galaxy. Travel time when using one, strangely, unlike BT FTL, is non-instantaneous.
While the meeting was official, no surveillance footage or other information about the content of that meeting exists, as something deactivated all Smart Dust surveillance and none of the other patrons remembered anything said between them.
THAT should be the moment everyone in importance should turn to Adam and start to uncomfortably staring him down awaiting an answer and if that doesn't work, annoy him by asking a question about the meeting...AFTER EVERY SINGLE CONVERSATION WITH HIM...forever.

Sorry. But this pertains to species security. I really do not like individuals, who think themselves 'oh so much more important' than mere mortals, and use us as fucking chess pieces. You can guess I fucking dislike WH40k's Emperor as much as I dislike Chaos.
 
@Blade4
I know what these things are. These could be so-called KF Hyperspace Ruptures that exist in sourcebooks and allowed Combine JumShips Super Jump to find that planet with those stone age avian aliens.
Fuck they actually could be. They were defined as fault lines in the universe itself. Have to do the research and see what comes of it. Fault lines could be spun in a number of ways from travel to deflection.
THAT should be the moment everyone in importance should turn to Adam and start to uncomfortably staring him down awaiting an answer and if that doesn't work, annoy him by asking a question about the meeting...AFTER EVERY SINGLE CONVERSATION WITH HIM...forever.
I doubt trying to stare down a god will work that well but yeah people can at least ask what the hell?
 
@Warringer, how granular are the FTL detectors? Military response tactics rely on that. If it's on the order of light hours, a response squadron could be sent to investigate a a day later and a light day out, and determine the jump point chosen as well as the ship's more accurate position as of a few hours ago. If it's on the order of light minutes, we know the jump point and can conceivably assemble a squadron in HF space that would transition pretty close, conceivably in light second range.

Given the description I assume it starts out highly granular and decreases in accuracy the farther away the other ship is, with a sharp decline after about 30 ly, like light minute accuracy down to light week accuracy; close enough for strategic considerations, but not good enough for tactical planning.
They are about able to tell that someone jumped into a system and roughly (up to about 6 light hours) where they jumped. That acurracy does increase however, once you have several Superlimunal Wave Detectors at least ten lightyears away from each other, allowing to better triangulate the jump or HF Translation Event.
Also, are they limited to Einstein space as a base of operation, or could one of our ships equipped with a detector fly around in HF space and act as a mobile detector? This would be valuable for intelligence purposes, if we could make undetectable forays into unknown space and make guesses at the ongoing interstellar traffic within a region.
They can only operate in Einstain Space. But that does not stop you from equipping a ship with a device, jump somewhere into deep space and just listen for a while.
Furthermore what is the duration of detectability? You noted the IS people were pretty freaked by our FTL's relatively unannounced transition, while jump ships presumably enter with a bang, so to speak.
Canonically Jump Ships create a heatspot at the target several hours before they even jump, giving the whole thing a temporal dimension as well... That is lacking with the HFEG as its not an instant FTL translation from A to B, but a journey through 8 dimensional space.
I'd guess HFEG FTL is continuously detectable when in HF space, but the signs quickly vanish after transition into Einstein space, whereas Jump FTL would leave a much bigger wake, detectably for a much longer time and, conceivably, at longer distance.
No, the FTL movement itself is no detecable. Only the translation between Einstein Space and Heim-Feynman Space as singular, highly energetic events. But even those are notably different. The Jump Drive is much more energetic, with the HFEG being less energetic, but with its own wave pattern. And even than, a jump ship with a secondary HFEG, has its own signature.
I'm only throwing out what makes the most sense to me given what little I've read about BattleTech and Growing Horizons. You go with whatever makes the most fun story to write :)

I also point to this:
They are completely independent from one another and anything else, I will not say... :D
Basically yeah. It large part why wanted robot now or it would sit in a closet for years till got around to it despite possible importance. We are lucky Warringer is a nice gm he could have rolled a random event damaging or destroying it from letting it sit gathering dust that long.
It actually didn't even cross my mind... But... :D
THAT should be the moment everyone in importance should turn to Adam and start to uncomfortably staring him down awaiting an answer and if that doesn't work, annoy him by asking a question about the meeting...AFTER EVERY SINGLE CONVERSATION WITH HIM...forever.

Sorry. But this pertains to species security. I really do not like individuals, who think themselves 'oh so much more important' than mere mortals, and use us as fucking chess pieces. You can guess I fucking dislike WH40k's Emperor as much as I dislike Chaos.
You underestimate this specific AIs ability to ignore things. Especially one that used to be a god for a cult that asked him what the optimal decision for everything was, down to what they should wear on a given day or what thy should eat for breakfast. Its only the dullness of the entire situation and that everything could be done by a simple expert system is that he managed to get out of that job as a god. He still has a bottomless pit of patience and can wait out anything. Especially if he simply puts a filter on his senses that will block any of thise annoying questions. He has done nothing illegal or semi-illegal, therefore there is nothing the legal system of any nations can do to him. And if there was, he has some very good relations to The Mouse (aka Disney) who is more than willing to lend him a lawyer or a dozen.

And neither he, nor the Emperor believe themselves to be more important. Adam was more or less roped into the entire thing by the Emperor, who in turn wants to help the shitty situation that is the Clans in general. His long existance of 3000 years of constantly being reincarnated, and his nature as partially a 8 dimensional being, wrap his thought patterns and how he reacts to things. It does not help that those 3000 years made him take everything less than serious and turning him into something of a troll...
 
They are about able to tell that someone jumped into a system and roughly (up to about 6 light hours) where they jumped. That acurracy does increase however, once you have several Superlimunal Wave Detectors at least ten lightyears away from each other, allowing to better triangulate the jump or HF Translation Event.
So having a star pattern of them should help with units scattered at 30 light years by 25 to lightyears should be very efficient then? By time get past outer layer we have them tagged and units vectored to them. If Lyrans have diplo party on the way that will be fun them being intercepted and escorted in.
They can only operate in Einstain Space. But that does not stop you from equipping a ship with a device, jump somewhere into deep space and just listen for a while.
Something to also consider and do. In the sphere to much traffic to be worth squat but out in the periphery we could try to locate advanced worlds by jump signatures and having units move about in our detection radius could give us even more data to triangulate unknown sigs at the edges of our detection radius.
Canonically Jump Ships create a heatspot at the target several hours before they even jump, giving the whole thing a temporal dimension as well... That is lacking with the HFEG as its not an instant FTL translation from A to B, but a journey through 8 dimensional space.
Which is really damn freaky and something we might want to try and investigate at some point.

It actually didn't even cross my mind... But... :D
Haha yeah... Kept wondering if something would happen to ship and could still happen. That thing is a pretty critical artifact to study and sucks to so long to get at it. Kept expecting a pirate or comstar raider to kamikaze it out of spite.
 
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