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>> No.55516372 [View]
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55516372

>>55508629
I love hearing that my exploration of this alternative approach has helped further justify your design philosophy! I think its cool to have different approaches to this stuff as the differences in approach elevate each other by comparison: Long operational range and deep incursions are no longer the norm, they are now a defining characteristic that makes a faction recognizable!

I was actually thinking about the Daemons a lot while writing this, using them as a sort of "soft foil" for the Frames.

>Drones
Really, the idea for the "subversion" came from the idea of a mother bird protecting her nest with her wings, and for the petals from strikingly colourful petals floating in the wind. If you think about it, the flower is often the most aggressive part of a plant, while the primary purpose of feathers is to insulate, and protect.

>Saturation Bombardment
Essentially, yes. In this context specifically using proximity fuses on explosive shells and missiles. However, I would not describe saturation bombardment as "filling the space with enough lead you can't dodge it", instead choosing "firing so much stuff into space you are probably going to hit something, even if you cant aim at the target".
I thought that Mechas would likely have maneuverability and adaptability as their primary advantage over other forms of combat craft, so I assumed directly aiming at them to be more or less unfeasible, except on either very close range (where the mecha does not realistically have time to react, like would be the case for mecha vs mecha combat) or extremely long range (where you aren't targeting individual units, but entire formations). Saturation bombardment belongs to the latter idea, you are not aiming at any specific unit but the loose formation of the approaching enemy mecha swarm.

Saturation bombardment as a doctrine also changes the approach the enemy has to take. Since dodging the aim is no longer plausible as a strategy (no one is aiming at "you", they are aiming everywhere around you in the space you just happen to occupy), the best strategy for the receiving side of the bombardment becomes to avoid areas of bombardment and/or getting out of the area as quickly as possible. This in turn either denies them certain approach directions, or makes them more predictable. In a tactical sense, it is giving the enemy the choice between becoming predictable or forcing them to take casualties due to the sheer probability of one of the tens of thousands of shells hitting someone (likely multiple someones) by pure chance. Since the fire is not aimed, it is also arguably much more likely to damage and wound the targets rather than destroy them.

Basically, refer to https://youtu.be/H8zPNMqVi2E?t=660 , but scale it up.

>Fighters
The name chosen is a sort of conlang thing (con-etymology?), inspired by how the name for "Destroyers" in modern navies has evolved over time, but here instead its a class of ships that were named "Space Fighters" at some point, probably due to how their role resembled that of fighter aircraft. Later on the "space" part was dropped.
The ship class probably started out as what one would assume fighter spacecraft to stereotypically be, until the Mecha overtook that role from them. This in turn caused that ship class to specialize for different roles on the battlefield, which led to them becoming larger and better armed until we hit the point where we are now. The idea for them was sort of inspired by https://en.wikipedia.org/wiki/Heavy_fighter

Really, Fighters are similar to Frames in the sense that both follow the same "Strike hard and fast, and then retreat to resupply" philosophy although, with support craft the Frames have much more staying power than Fighters do. It is much more unfeasible to resupply fighters on the battlefield, since their size means that any ship capable of tending to them in significant numbers would be large enough to need Screen protection, aka, be a capital ship.. Fighters are just less maneuverable, less adaptable, but on paper harder hitting Frames. Naturally, their crews area also considerably larger.

I imagine there may be some tension between Frame squadron leaders and Fighter Commanders they do not get the "captain" rank, since they often accompany each other on the battlefield, and are on paper vying for similar roles. Both sides are probably overly prideful about their impact on the battlefield, while belittling the impact of the other.

>Frame size
Smallest are probably around 8m tall. Light (Combat) Frames start at 16m, with the average size for the typical frontline combatant Frames being around 24m. Medium Frames in turn are around 32m to 56m. Large ones may be around the 80m mark. Note that "light" Frames are the norm, not the "medium" ones. Think of the "medium" as the "heavy" and the "large" as the "superheavy" classifications.

>>55510635
Amazing! Thanks poembot anon for this! Its very cool!

>> No.46205705 [View]
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46205705

>>46047014
Proposals:

>1. Nation Clarity
There should be a way to see the settlements of the nation you are a part of.
Possibly the same for settlements within other nations too. Making visits or seeing what any particular settlement is doing should be up to the player to choose.
See: NASFAQ private vs public wallets. You can see all wallets on the leaderboard, and their net-worths, but there is an option to make your wallet private so that no one can see what coins or funds you are holding.
>2. Trade Clarity
There should be a way to see resources pouring in and out of a nation or a settlement, and where those resources are being moved. Not only would this make for very interesting reading, it would also help prevent the hypothetical case of someone making a bunch of accounts to make settlements inside other nations and just extracting all the stuff from there. Not a pressing issue right now, but for a "release" version it would be a good idea.
>3. Trade efficiency
Should internal trade within a nation be more efficient than trade that goes outside a nation?
>4. Resource Attrition
A simple "X unit of population needs access to Y necessities (Food) and Z entertainment" would be nice. For example, 1 population consumes 0.2 necessity(food) per cycle. As for entertainment, I would propose that instead of working pops generating unhappiness, working pops consume more entertainment per cycle.
>5. Resource balancing
I think that each settlement should have some access to more resources than just 3 nodes + entertainment, but that most of these should be "Poor", with the current 3 being guaranteed "Rich" or "Fair".
This would allow for someone to plausibly play the isolationist settlement route, although naturally it would be way less efficient than trading. It would also be more realistic; Even in a desert or an arctic icecap one can produce some food.
>6. Crops rework
Relating to >>46138711
Consider grouping crops into categories such as "Universal", "Tropical", "Temperate", and "Arctic". "Universal" would mean crops that can be grown pretty much everywhere (potatoes, for example), the other ones should be obvious.
Then, instead of giving a settlement a single crop as a resource, give them a few units of "Tropical/Temperate/Arctic Farmland" as resources. Let a player choose which of the crops available to their class of farmland they grow there. Richness of a "Farmland" would then naturally be a measure of how fertile the farmland of a settlement is. I do think that all settlements ought to have at least 1 unit of "Poor" farmland. Some settlements could then have more units of Farmland of various qualities.
Animals like cows could be included, this would just mean that in-universe your farmland is a pasture instead.

Questions:
>1.
I would like to know how resources are decided on a nation level basis.

>> No.44927680 [View]
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44927680

>>44855643
Could you find me something close to Valrakis Viti or other objects of the Nenera System as described by the rentry?
>>44921460
INAF is good, I like it
>>44923162
Nah, Squirrels have to be had sex with, it is the way.
However, I demand bateman's head on a spike, his betrayal cannot be forgiven.

>> No.41090181 [View]
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41090181

>>41047775
>fandead companies in nasfaqg
Yes? Do elaborate.
And yeah, I think there would have been a league of companies and sub-states that declared themselves as accepting fandead refugees. You can probably assume a good 30% of the sub-states being friendly and enthusiastic to help, 30% being open and accepting, 20% not caring much other than how this whole thing would affect trade, 15% being apprehensive or slightly hostile, and 5% being strongly against fandead migration and possibly hostile to them. The Republic Proper government would probably be sympathetic and accepting, but wouldn't go out of their way to do much of anything about it. They prefer to keep to themselves.

As for how the wealth of the nation is interested, the largest megacorp in the nation that controls a ~20% of the entire economy of the nation is strongly pro-fandead due to one of the 11 corporations that make up the conglomerate being a fandead led one.

As for the fandeads/ruminanites in nasfaqg, i think them forming their own neighbourhoods within already established cities would work well (Like "Chinatowns" or "Little Italys" but instead, its Fandead/Ruminanites). This way the unique culture of the refugee-fandeads could be explored in an interesting way. Also it would mesh well with your idea about the modern ruminanites being generally hostile towards most holo nations; In nasfaqg, which is majorly holo focused but also a generally peaceful place, they would not be openly hostile toward the worshippers of other deities, but they would still prefer to live in neighbourhoods where Ruminanites / Orthodox fandead are the majority, and thus also get do be the dominant ones politically, culturally and economically.

>>41060788 said things pretty well. I havent yet done the ethnic and religious breakdown of the nasfaqg population but I think the fandead are a notable minority (1% to 3%, so by 1100 roughly 1 to 3 million in total). While they may not be many compared to the sheer weight of the entire nation's population, they are culturally fairly significant.
I think I'd like to get a significant amount of the refugees. Taking into account that there were some before the graduation in the nation already, and that they have had ~200 years to breed at an unknown rate, I dont know what would be a reasonable amount.

As for any modern day ruminanite missionaries, I think they would find these little rushiatowns rather welcoming, although if there are any orthodox fandead (as in, "only rushia") then I fear there could be some disagreements.

As for ulterior motives, if you want them, I do think that the loose league of companies would like to negotiate something along the lines of >>41048189 for themselves too (on a meta level, for the thread as a whole, because I have yet to actually come up with a suitable number of corporations), although they may be less interested in gold in the now and more interested in the long term security of trade networks.
There is also the fact that a ton of refugees would mean a lot of people looking for work, and a lot of people looking for work means lowe- more affordable wages.

>>41080116
I read it, it sounds very reasonable.

>> No.40226333 [View]
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40226333

>>40191039
>A monastic order
Fucking kino. I love seeing new types of governments and nations in the project, feels fresh.
The academy sounds intriguing to me too. What do they study there?
I like the inclusion of the three headed man metaphor. Adds a bit of depth to the nation.
>Origin of the Heimins
How much of this is thread references and how much have come up with yourself? Im curious to hear, but either way its very nice. I do wonder though, what happened to the Lord of heimin who marched south? Any plans for that?
Seeing as the cave is mentioned to have the city carved of chuubanite, which I assume is the same as Kanatonium, would this then imply that the cave still exists beneath the Academy?
Its a nitpick but you call St.Taso both a her and a he multiple times, i dont know if its intentional or a typo but i felt like i should point it out.

Also, remember to reply to the archive anchor and tell the archiver where to put your rentry, so it doenst get forgotten!
>>40188148
Archive >>40191039 under /ppt/

>>40210350
Caravan city sounds kino.We have a severe lack of nomadic elements int eh project so im happy to see some!
>>40214914
take care founder! Hugs!

>>40223025
>ships
What about ships? I wouldnt say im a ship expert but i can try to help.
Also, would Hagu be interested in partaking in the Vitubia Mahjong Championships, held every (in-universe) year at the Isle of Hags, (Believe it or not, I named the island before you came along, nashags have been a joke in nasfaqg for a long time) a center of mahjong playing in the Serene Republic? I dont have any stories with this planned, but I think it would be a nice aspect of lore and history to have.
Other threads also welcome, but since Mahjong is generally thought to be a hag interest, I thought to ask hagu first.

>> No.39646457 [View]
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39646457

Oi Lunaito, Deadbeats.
I want to write a story in the arctic, featuring a deadbeat explorer who works together with the K.U.T and would probably also involve the LAB in some minor role. The explorer is independent, but since he is doing an arctic expedition i think it would be logical for him to have come into contact, or involved the LAB in the expedition some non-committal but beneficial for both way. Is this alright?

>> No.39475482 [View]
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39475482

>>39458410
>>39458427
nasfaqg has several, but the thing is that some of them are nested inside of each other (like tripoint's dozen subsidiaries), and some of them have no lore outside of my own mental notes currently. I'd love to canonize more of the companies but the issue is that I'd need the thread to cooperate with that and i simply havent gotten to that yet, or the thread hasnt seemed to be that interested in it.

>>39464885
Mine is better, and the source for that is the fact that I like her more.

>>39466098
Consider the possibility that those two "sides" may not be the same people and it will all make sense.

>>39471765
>>39471942
Thanks, we are more than happy to accept your business as well!

>> No.38718745 [View]
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38718745

my fund did a lot better than i thought, neat

>> No.38717666 [View]
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38717666

>>38717301
Hire our ships and crews for that. Or sell the food to us and let us sell it to /vnug/. We probably buy food from /risu/ to our own needs as well.

>> No.38167781 [View]
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38167781

Does anyone have dimensional descriptions of their money? Size and composition if commodity coinage, relative value to modern day US dollar if fiat

My autism demands I work out exchange rates

>> No.37920044 [View]
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37920044

>>37908435
Well, not only funds but also a mixture of fictional companies and dev held territories. Most remain unclaimed, but if you want to get on the map we can work on that, I'd love to fill it up with companies and factions.. I've got stuff planned down to the rough climates and geology and mineral resources.
The border gore is intentional, fits our theme.
https://files.catbox.moe/g5z3fh.png

>> No.37771689 [View]
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37771689

>>37769793
ngl kinda based take on lore

>> No.37348494 [View]
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37348494

>>37337484
A great way to do an introduction! Good work!

>> No.36903516 [View]
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36903516

>>36895461
My point with the landlocked nations wasnt necessarily for them to have islands, but something that could be seen as its equivalent. I jsut dont feel right to force new reps to choose coastal nations if they dont want to, and also I dont want to treat landlocked nations too unfairly.
Also, I would agree with >>36896113, if a landlocked nation can come up with good lore (and i do mean, good lore, with good justifications) for it then why not?

>> No.36451823 [View]
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36451823

Been working on the nasfaqg economy rentry and our cuisine seems to be evolving into some sort of a mixture of italian-french and SEA, with a pinch of japanese and british thrown in.
a bit reminiscent of flip cuisine, but less Iberian, and leaning more to the European side of things rather than SEA.

that is all

>> No.34250358 [View]
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34250358

>>34249924
But you see, removing the BF and replacingthem with someone else was stopping that part of the interaction. It was not a solution, it was just throwing the /morig/ reps under the bus in a very unceremonious manner. Essentially telling them that "you cant write as part of this story because I dont like it."
BF was one of the nations OGsuner, according to my understanding, wanted to have an interaction with after all.

Im very surprised the deabeats didnt make this a bigger thing. I would have personally been deeply insulted. Bones and nerves hardened by the board no doubt.


>>34249930
That is a mistake on OGsuner's part. Im sure he has learnt
But it is also on the hoshi's to offer a solution that allows the interactions if they want to insert themselves into this. Even if it fits their idea, I dont think it would be fair for their neighbours (or anyone else) for Hoshiyomia to become a gatekeeper to the region.

>> No.32549156 [View]
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32549156

>>32476129
>>32480953
Im very happy to hear my scribbles have given you inspiration
>vitubisynthesize
>chuubanititrophic
Once again, I love the terms you have introduced. Its really nice and helps me immerse in the setting a bit better.
Very interesting spec-bio piece. I'm myself wondering the economic significance of these animals and fungi. I'd think the webbing from the Troglo-Bat would make for pretty decent tear-resistant clothing fro example.
also shared the rentry with kronieronie, he said it was "really cool"

>>32480270
Our rep here >>32480613 got it perfectly.
Now that being said, there are probably some private circles (clubs, cults, etc) that only let in people they consider to be Valt. But beyond that I dont think a Valt would have any special laws or rules applying to them. Its an informal title.
>>32482329
>I wonder if some customer-facing employees would call rich tourists "valt"
I see that as a possibility.

>>32503796
I love OGsuner but that made me kek, well done.

>>32521684
Whats your view on how the ahoy-nasfaqg relations would go? I dont meant o swarm you but you are our first direct neighbor so im sort of excited to figure things out. We have a few marinehags so I think its likely we are cordial at least with some pirate factions, like how our rep said earlier, possibly hiring them as privateers.

>>32527868
Sounds kino to me. Have you read that one AU story that was based on the "uuu-who alliance conquers neutralniji continent" dream? I think it was assumed to be sort of ww1 like.

>>32529688
Kino. Although the heavy accent made it hard to understand for my esl ears, it was kino.

>>32536051
There is no current name for the /trash/ dimension, although you may want to scour through some of /meat/ lore in case they have named it.

>>32538426
Cant believe ive missed this document existing
Very well written, its easy to understand. I really like your inclusion of the chuubanite physics concepts in a document.
Also, the priestesses sound badass as fuck.
How much do the Goddess Faithful actually interact with foreigners? Are they present in other nations in any significant numbers or do they visit them often? The Black Fleet I have understood is pretty much everywhere, and I'm wondering as to what extent this is true for the priestesses as well.

>>32540155
Heavily encouraged.

>>32543656
You dont have that power. But I do. Im retconning your contributions to this conversation. Please delete your messages.

>>32544771
Your understanding is correct.
I think it is viable but it has come up that im not the best person to judge the practical application of the magic system so I'd wait on paragraphs or engineerbeat.

Ive missed a whole 3 threads. I only skimmed through them so if there is anything interesting that I should know, please offer me a QRD

>> No.32248330 [View]
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32248330

>>32248258
nah

>> No.31676073 [View]
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31676073

>>31675581
There are a lot of more or less socially retarded people here. I for one struggle with distinguishing between OOC animosity and IC animosity, which is why I'm convinced a lot of writers here hate /nasfaqg/ and me by extension which I know is stupid but i cant help it.
bump limit im allowed to socpost shut up

I suspect there are many like me here, but i wouldnt know for sure. This timeloop is really tiring, but at least we've had way less timeloops lately.

>> No.31531864 [View]
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31531864

>>31524341
>>31524751
We got a lot of stuff. Also am not the main rep but I've done a lot of the writing.

>We have maps for roads, cities, rough biomes
https://files.catbox.moe/qse4vc.png
>We have maps with place names, and territories
https://files.catbox.moe/r71jpk.png

>An organizational flowchart
https://files.catbox.moe/k5p3ug.png

>We have established an international free trade zone, and are its HQ
https://rentry.org/ATL_Founding_Agreement
https://rentry.org/Ailivian_Trade_League

>We have a language
https://files.catbox.moe/vvzg90.pdf

>we have a player megacorporation
https://rentry.org/tripoint-cooperative

>We have fictional corporation-turned-pseudo-noble-house
https://rentry.org/House_Edelweiss

>Relationship flowchart gore (severely outdated, pre-dates the free trade zone)
https://files.catbox.moe/98toqy.png

>We have some fragmentary stories
https://rentry.org/MerchantLore#stories

>Eternal WIP lore document
https://rentry.org/MerchantLore

>Colour changing magic rocks
https://rentry.org/uqioa
>more reading on the magic rocks, the epitome of the thread's autism, and my own personal magnum opus (the crystal maths section)
https://rentry.org/chuubanite

>> No.31305288 [View]
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31305288

Man I'd love to do one for nasfaqg but I havent played the game so I dont really know what anything does.

Guess we'd be trade and maritime focused, religiously very tolerant, with a lot of production, although I have little idea what that does in the game.

>> No.31227512 [View]
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31227512

>>31226526
Trichama not everything has to be board relates, it would be kino and cute af to have a random small island shared by the merchants and the onobots.
So my vote would be for "yes"

>> No.31147657 [View]
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31147657

>>31147175
Can i help in any way while im still awake? What's filtering you? Did my post last thread help at all?

>> No.30222976 [View]
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30222976

>>30222435
I did see it. Dw about it, I had marked the location to be the northern part of the home island to begin with since thats where i thought it was.

I hope this location is slightly more advantageous to you. At the very least you have a base deeper in the continent and the base is closer to the economic centers of the serene republic. Should make supplies more available.

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