Welcome Guest [Log In] [Register]
We hope you enjoy your visit.


You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.


Join our community!


If you're already a member please log in to your account to access all of our features:

Username:   Password:
Locked Topic
Faction Registration
Topic Started: Jan 27 2008, 05:59 PM (369 Views)
Link the First
Member Avatar
Administrator
-----===Faction Registration Template===-----


Omniverse has changed. Things are a little different now. With a few select exceptions (which I will choose myself depending on what is needed) the only factions in Omniverse will be entirely player controlled factions. That's right, I have nearly eliminated the need for non-player characters and factions. Your factions will determine the planets player controlled characters can explore and find jobs on. As a faction owner, you will have first rights to moderating any government officials or military units a player character may encounter, though your civilians can be moderated by any Omniverse member.

Due to the newfound importance of player controlled factions, I reserve the right to deny a faction based on lack of experience. I will not be setting a post count requirement as I have done in the past, and I will not use points. I will hand pick acceptable factions.

Note that some of the fields will require at least a paragraph. Members will need to know what kinds of things we will be seeing in your faction.

DO NOT COPY AND PASTE INFORMATION FROM ANYTHING. You are allowed to use weapons, ship designs, and technology from science fiction, but paraphrase it. There are many reasons for this, including the fact that, from what I've seen, many people don't even read what they copy and paste and therefore don't even know what they registered with. Another issue is that any technology from any science fiction series will have to be adapted to fit Omniverse standards. If you copy and paste a Star Wars description of the turbolaser you will end up registering with a primary weapon system capable of causing a multi gigaton explosion with every shot, which will immediately be denied. Also, many scifi series greatly exaggerate the practical sizes of vessels; the Empire's flagship, the Super Star Destroyer Executor, would have twisted into a corkscrew just from attempting maneuvers. You can reference them all you want, but write the description yourself.

Also, copied descriptions are usually from the wrong perspective. Grab a technical manual about the Stargate, for example, and it will most likely contain repeated references to particular episodes and say things like "The show never clarified the exact nature of the DHD power source."

Code:
 

[b][u]General[/u][/b][list]
[*][b]Faction Name:[/b]
[*][b]Location:[/b]
[*][b]Forum Layout:[/b]
[*][b]Common Sentient Species:[/b]
[*][b]History:[/b]
[/list]

[b][u]Territory[/u][/b][list]
[*][b]Systems Controlled:[/b]
[*][b]Planets Controlled:[/b]
[*][b]Large-scale Installations:[/b]
[*][b]Celestial Masses:[/b]
[*][b]Other:[/b]
[/list]

[b][u]Technology[/u][/b][list]
[*][b]Power:[/b]
[*][b]Production:[/b]
[*][b]Propulsion:[/b]
[*][b]Technological Infrastructures:[/b]
[*][b]Weapons:[/b]
[*][b]Defenses:[/b]
[*][b]Utility Technologies:[/b]
[*][b]Notable Achievements:[/b]
[*][b]Other:[/b]
[/list]

[b][u]Social/Economics[/u][/b][list]
[*][b]Approx. Population:[/b]
[*][b]Government Organization:[/b]
[*][b]Economic Standard:[/b]
[*][b]Standard of Living:[/b]
[*][b]Foreign Relations:[/b]
[*][b]Population Density:[/b]
[/list]

[b][u]Military[/u][/b][list]
[*][b]Organization:[/b]
[*][b]Ground Forces:[/b]
[*][b]Interstellar:[/b]
[*][b]General Military Strategies:[/b]
[*][b]Aggression:[/b]
[*][b]Recruitment Method:[/b]
[/list]

[b][u]Roleplaying Sample:[/u][/b]
Edited by Link the First, Mar 1 2008, 05:09 PM.
Offline Profile Goto Top
 
Link the First
Member Avatar
Administrator
General

  • Faction Name: What you call your nation.
  • Location: If you are split between two or more regions please note all of them. Be sure to mention what is in each area.
    Radial Positions

    • Deep Core: Center of the galaxy, hostile territory. Life is very unlikely to survive here, let alone evolve.
    • Core Systems: Just outside the Deep Core. Dense stars usually mean high population density. Distance between stars varies from half a light-year to three light-years.
    • Mid Rim: Right outside the Core systems. Stars are more spread out here, averaging from four to twenty light-years apart.
    • Outer Rim: Primitive nations on the Rim sometimes do not even bother developing an FTL drive due to the distances involved. Outer edge of the galaxy, where stars can be ten or more light-years apart.

    Quadrants:

    • Alpha Quadrant: Center of the former Galactic Republic, located on the northeast side of the galaxy.
    • Beta Quadrant: Northwest side of the galaxy. It was fairly well charted by the Republic but not significantly occupied.
    • Delta Quadrant: Southwest side. Unexplored territory. The Republic has never been here.
    • Gamma Quadrant: Southeast side of the galaxy. Very little former Republic influence here.

  • Forum Layout: How you want your faction to be arranged in the forums. You are limited to a total of five subforums for your faction. Systems are not necessary, but they are an option. You should prioritize; only your most important/highest traffic places should get their own subforum, with all other action occurring in your main faction forum.
  • Common Sentient Species: List and describe the most prominent sentient races in your group. If you feel the need to use images here (highly encouraged, but a good description will do) then link to them.
  • History: Notable historical events in your nation's background. Be sure to include some mention of the Republic; the breaking point was not that long ago.


Territory

  • Systems Controlled: Name all systems you control regardless of whether or not they were mentioned in your forum layout. Omniverse factions are allowed to be fairly large; you can go up to six systems.
  • Planets Controlled: Name your planets. Again, factions are allowed to be somewhat large. Limit it to a grand total of 16 planets.
  • Large-scale Installations: Anything you built in your home system that is really big and worth mentioning. Examples would be a huge f*ing fleet construction yard or a huge artificial space habitat.
  • Celestial Masses: List your stars here, along with anything else that's big and cool/dangerous/scary. Examples include a nebula, asteroid field, etc.
  • Other: Anything else in your territory we should know about.


Technology

  • Power: Power generation methods. Most natural fuels are plentiful but don't put out enough power; most high output sources require you to invest energy to make them. The best way to go is to have a huge power plant at home produce a high energy density fuel, such as antimatter, then ship that in smaller amounts to your ships. Examples:

    • Geothermal: Nice way to add a few extra watts to your cities. It's cheap, renewable, and reliable, but you'll need a lot to generate any significant amount of starship fuel.
    • Solar: The easiest way to generate power on a large scale is with a huge f*ing solar panel placed in space about 2 million km from the sun (Earth is, by comparison, 150 million km from the sun). Note that they are floating "Shoot Me" signs if an enemy wants a quick way to wreck your economy. A solid panel will take up way too much room on a ship for the amount of power it will generate, but it can be handy as an auxiliary system. Just stay close to stars... but not too close.
    • Fusion: Uses deuterium for fuel, which is fairly common. Power generation capacity is decent but not great. The reactor on a ship would have to be pretty big to make anything useful out of this, and it won't get you very far. Probably best to leave at home.
    • Fission: Less advanced, less powerful nuclear reactor. Simpler technologies. May cause sterility.
    • Antimatter: Probably the best way to go if you want to have a remotely realistic system. Problem is that you will need some really big power plants at home to make antimatter. Theoretically it could be collected, as antimatter is created and destroyed very quickly by high energy collisions in the atmosphere, but in practice you probably won't get much out of this trick.

  • Production: Your production methods for regular goods and materials. Include a quick overview (or insanely in-depth technical description, I'm fine with either) of your production techniques, mining methods, and most common resources.
  • Propulsion: You throw something one way and your ship goes the other way. Bowling ball anyone? Seriously though, be sure to mention how you are able to cheat physics to go faster than light. Here are some of the methods:

    • Warp Drive: Curves space, so while everyone else goes up and down in the hills and valleys you created you go straight over the top. It's like flying a helicopter over a mountain at a fixed altitude while the car goes up one side and down the other; even if you go the same speed as the car you will still get to the other side faster. Star Trek relies almost exclusively on warp drive, and quantum slipstream (also from Star Trek) is a type of warp drive.
    • Dimensional Shift Drive: Sends you to a smaller universe so you can use your standard propulsion there and effectively go faster in this universe. Hyperdrive, Halo's slipspace drive, and some other similar technologies are examples of dimensional shift drive.
    • Quantum Tunnel: Creates a wormhole from point A to point B. The energy and technology required to generate a tunnel large enough to carry a starship simply don't exist; you'll have to essentially disintegrate whatever you want to send through and use some fancy rig on the other side to reconstruct it. Not usable for a ship propulsion system because you need some crazy system on both sides of the wormhole to keep it open. Stargates use this.
    • Space Folding Technology: It twists space into a fold, bringing your departure point and your destination point right next to each other. This system is completely, totally, irreversibly banned. Do not even ask for it. No, you can not have a prototype version installed on one ship.

  • Technological Infrastructures: Any technologies established in your factions which generally form a sort of network or cycle. The Internet is the most obvious one. Others include the fusion-AM-ship method described above.
  • Weapons: Most prominent weapons in your society and military. Examples:

    • Mass Driver: Uses a magnetic field to propel a bullet. Really fast. It hurts a lot... but not for very long. Railguns, coilguns, gauss rifles, MAC guns, and the like are mass drivers. Modern rifles could be considered mass drivers.
    • Particle Beam: Shoots a stream of high energy particles at a target. Combines thermal and kinetic energy. Doesn't have the same awe-inspiring impact as a slug, but particle beams can sometimes cause a number of bizarre effects on enemy armor. Any type of beam which you can actually see in a vacuum is a particle beam, not a laser.
    • Pulse Beam: Shoots a highly concentrated ball of particles to damage a target. The concept is similar to a particle beam. They are most often referred to as plasma weapons. Star Wars blasters are a good example, but the beam would have to travel much faster than it does in the films in order to be effective at all (otherwise it would scatter before reaching the target).
    • Frikkin Laser Beam: You know them, you love them, LASERS!!! Uses a concentrated beam of light to heat things. You probably won't see the beam much unless you fire through an atmosphere. No, those blaster bolts on Star Wars are not lasers.
    • Sonic Weapon: You can kill someone with a subwoofer if it is loud enough. Usually used as crowd control, non-lethal weapons, as it is not efficient at killing. Useless in space.
    • Missiles: Basically an engine attached to a projectile. Usually slower and more accurate than standard mass drivers. Missiles can come in an infinite variety.

  • Defenses: Best thing to do is read through the shield guide and pick your favorites. You can modify the system if you want, but most modifications I have seen would require more energy (I'm looking at YOU, Pyth.)
  • Utility Technologies: The transporter fits here. Put things that don't quite fit in the other categories under here.
  • Notable Achievements: Any particularly advanced technologies you developed or massive projects you started, whether to attract attention or scare off the angry space dog. If you try to post a death star... your faction will be approved, and the consequences of your choice will leave your faction crippled. Badly.
  • Other: Technologies which do not fit in the above categories.


Social/Economics

  • Approx. Population: An easy way to do this is to come up with an average number of people per planet and multiply that by the number of planets. Earth has six billion people.
  • Government Organization: Democracy, dictatorship, communist, anarchy, federal, confederate, central, limited monarchy... whatever setup you have in charge.
  • Economic Standard: Your established system. Capitalist or whatever. Use some detail, and feel free to base it on any modern system.
  • Standard of Living: How well people generally live in your nation. Note that a high population usually lowers the standard of living.
  • Foreign Relations: How you generally respond to other nations and foreigners. THIS SECTION HAS PRIORITY. Make sure you state what kind of reception a player character can expect to receive when entering your territory.
  • Population Density: General figure of how many people you cram into a given area. You can go numbers on me, I don't mind, or you can just use general terms as long as you compare it to something.


Military

  • Organization: All of your most prominent military divisions.
  • Ground Forces: Give a good description of your ground troops.
  • Interstellar: General description of your interstellar forces.
  • General Military Strategies: Overview of tactics, strategies, and how you plan to beat the crap out of people who are in your way.
  • Aggression: How aggressive you are with your army guys in foreign "diplomacy."
  • Recruitment Method: How you choose soldiers for your army, whether they volunteer, you draft them, or you manufacture them.


Roleplaying Sample: Post a nice long sample of how you will play your faction. Go to war with someone and post about some epic battle you have with them.
Edited by Link the First, Mar 1 2008, 05:10 PM.
Offline Profile Goto Top
 
Link the First
Member Avatar
Administrator
UPDATE: Faction sizes have been reduced. The limit is now six systems and 16 planets.
Offline Profile Goto Top
 
Link the First
Member Avatar
Administrator
UPDATE: Due to forum overcrowding, all factions must indicate their most important planets. Instead of having a forum for every system and planet, only the most "important" planets of your system will actually get forums, with any events occurring in space or on another planet in your sector happening in the faction's main forum. All members should indicate the five planets/areas they want forums for; everything else can be referenced in your thread.
Offline Profile Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · Registration · Next Topic »
Locked Topic