Tambien
Theseus, Duke of Athens
Summary: It is 2381. Starfleet has suffered a string of devastating losses at the hands of a massive Borg invasion. No help will arrive from the allies of the Federation, for the Borg are devastating their worlds as well. The situation has progressively worsened, and almost all hope is lost. Starfleet Command has sent one message to all Starfleet ships still operating. If Earth falls, the Federation is not soon after. In that event, take as many civilians as you can with you and run. Run. As fast as you can. Command out. A steady stream of ships is leaving the planet peacefully rotating below your ship, but on the surface there is no panic. Instead, Earth is meeting its demise with dignity. Candlelight vigils are being held all over the planet, and people are spending what will most likely be their last hours with their families. The Borg are hours away from Earth, and the Enterprise has disappeared from Starfleets status board. You order the cutting off of the footage from the battle over Vulcan. You cant bear the screams of pain and terror anymore. However, it stays on long enough for you to witness the first beam of green energy destroying ShiKhar. You stare at the blackness of space, hoping that it will calm you. A ripple distorts the space on the screen, and all of a sudden the lights of the stars blend into a white blanket enclosing all of the ships. When it dissipates again, you see an unfamiliar region of space. It is soon determined that you are in a satellite galaxy of the Milky Way and Andromeda Galaxies. The Federation is centuries away, even at maximum warp. Luckily, it appears that the rest of the Fleet that had been defending Earth has been transported with you.
You will take command of a ship of this fleet. Your mission: to lead your people either home, or to safety, and to perhaps continue exploration along the way and deal with the dangers of an unknown area. The Federation will take a century or even centuries to reach even at maximum warp. But, perhaps you will take the initiative and continue home. Or, perhaps the fleet will soon decide to settle in their new region, fearing the Federation too long away to reach; you will thus tame a new homeworld, set up new colonies, meet with locals, and perhaps forge a New Federation in this far off region.
Say within the fleet is based not on ship, but on rank. As you are all Captains of your ship (as well as playing the ship itself), you are thus all equal, and can -if you wish- have self determination to secede from the fleet to carry on as you wish independently, perhaps with others who wish to follow your line of thought.
Basic Gameplay:
Players will, as stated previously, assume command of a ship, which they are free to decide the class of. As commander of a ship, and playing the ship as a whole, they will decide what the ship does, voice their opinions to the rest of the fleet, and participate in democratic decision making where things are put up to a vote. They are also free, should they choose, to secede from the fleet, and do something alone.
When we start, I will also select the Commodore of the Fleet. I will not tell you how I will select the Commodore. The Commodore will technically be in command of the Fleet, along with his/her ship. Note the word technically.
Players are free to have their ships do whatever they want, and plan whatever they want within the group.
The game could take a number of paths. The fleet could settle in an inhabitable system immediately, and attempt to begin a new life, and new civilization in this far off region, perhaps even establishing a New Federation once their settled world is successfully tamed. Or perhaps the fleet will take the Voyager route, and attempt to get home no matter what, surveying space as they go, and attempting to keep alive by getting power and supplies from planets and traders along the way (keep in mind, the TNG era has replicators, but raw matter must be used in the process and the Bussard collectors cannot collect enough to support the normal operations of a ship and its crew, meaning supplies will need to be sought from time to time). Or perhaps a middle ground, where they attempt to get home for a while before giving in and settling somewhere. Perhaps part of the fleet can break off from the other, giving the game multiple storylines.
Perhaps in a way, this game could be said to be like Oregon Trail, with the chance to play Civilization too.
Rules:
If it is not explicitly mentioned that something cannot be done in the rules, then it is most likely possible. Contact me through Private or Visitor messaging to ask if something is possible. Think out of the box!
Turns will be 1 month in length. During each month, I will also have four Mini-Updates, or weeks. Births will be announced during week updates, while supply ratings will be recalculated during monthly updates.
Dice roll system: d10
Results of 10 are best outcome, and 1 are worst. 5 is ok. 6 to 10 good, 4 to 1 bad.
2 dice rolls per action: 1 roll to determine success or failure of action, 1 roll to determine quality/type of results.
Not everything will be an action. I will make determinations when you send in actions to me.
Supplies and Supply Consumption:
Each ship starts off with supply rating of 100 per category with some exceptions, representing maximum number of supplies. Supply categories include: Energy, Antimatter/Dilithium, Replicator Matter, Spare Parts, Photon Torpedoes, quantum Torpedoes, and Phaser batteries (the hand phasers, not the ship phasers). Food and Spare Parts are to be considered a constant full rating for as long as your replicators are working and you have raw matter for them, but it is tied into energy consumption and will come into play should energy levels reach states that force conserving of power in those areas. Foods maximum rating is the size of the crew the ship is designed for*2. Each crewperson consumes 0.25 of a food unit per month. Food can also come into play if replicators are damaged somehow, and thus unable to function at all or function well enough to feed the entire crew. Replicator matter will have a maximum of the size of the crew the ship is designed for*3. Each crewperson will consume 1 replicator unit per month, and the ship will consume ½ of the crew number the ship is designed for.
Items will be consumed through use, and replenished through trade, mining, scavenging, and so on.
An amount will be subtracted or added from/to each category per round, utilizing dice for variable matters, and with modifiers such as crew stresses, traded goods, good events, and so on to determine the counts of supplies after a round per ship.
Births and Deaths:
Deaths are intertwined with results of actions and results of events which may result in deaths. Obviously, such numbers will be deducted from the crew.
Births will, over time, make up for any losses of numbers. The formula for birth is as follows:
(Crew Size - crew killed last year)/2
So if 12 crew died last year and the ship had 220 crew before the deaths, its:
(220-12)/4
208/4
52
That means 52 babies, at most, will be born that year. To determine the actual amount of births, I will generate a random number between the possible birth number and 1. That number will be the amount of births.
If no crew died, then it would be:
(220-0)/4
220/4
55
That means 55 babies max could be born per year.
This equation and number will be altered if a planetary settlement route is followed to represent the increased number of births given those circumstances and the requirements of a new society.
Events:
Events will be randomly generated occurrences which could occur to either the fleet as a whole or simply one ship. These can be good things, such as running across an abandoned crate of dilithium crystals in space, to something bad such as a power coupling blowing which damages the food synthesizers and forces their repair. Such things will occur based on randomness, without preference or malice.
You will take command of a ship of this fleet. Your mission: to lead your people either home, or to safety, and to perhaps continue exploration along the way and deal with the dangers of an unknown area. The Federation will take a century or even centuries to reach even at maximum warp. But, perhaps you will take the initiative and continue home. Or, perhaps the fleet will soon decide to settle in their new region, fearing the Federation too long away to reach; you will thus tame a new homeworld, set up new colonies, meet with locals, and perhaps forge a New Federation in this far off region.
Say within the fleet is based not on ship, but on rank. As you are all Captains of your ship (as well as playing the ship itself), you are thus all equal, and can -if you wish- have self determination to secede from the fleet to carry on as you wish independently, perhaps with others who wish to follow your line of thought.
Basic Gameplay:
Players will, as stated previously, assume command of a ship, which they are free to decide the class of. As commander of a ship, and playing the ship as a whole, they will decide what the ship does, voice their opinions to the rest of the fleet, and participate in democratic decision making where things are put up to a vote. They are also free, should they choose, to secede from the fleet, and do something alone.
When we start, I will also select the Commodore of the Fleet. I will not tell you how I will select the Commodore. The Commodore will technically be in command of the Fleet, along with his/her ship. Note the word technically.
Players are free to have their ships do whatever they want, and plan whatever they want within the group.
The game could take a number of paths. The fleet could settle in an inhabitable system immediately, and attempt to begin a new life, and new civilization in this far off region, perhaps even establishing a New Federation once their settled world is successfully tamed. Or perhaps the fleet will take the Voyager route, and attempt to get home no matter what, surveying space as they go, and attempting to keep alive by getting power and supplies from planets and traders along the way (keep in mind, the TNG era has replicators, but raw matter must be used in the process and the Bussard collectors cannot collect enough to support the normal operations of a ship and its crew, meaning supplies will need to be sought from time to time). Or perhaps a middle ground, where they attempt to get home for a while before giving in and settling somewhere. Perhaps part of the fleet can break off from the other, giving the game multiple storylines.
Perhaps in a way, this game could be said to be like Oregon Trail, with the chance to play Civilization too.
Rules:
If it is not explicitly mentioned that something cannot be done in the rules, then it is most likely possible. Contact me through Private or Visitor messaging to ask if something is possible. Think out of the box!
Turns will be 1 month in length. During each month, I will also have four Mini-Updates, or weeks. Births will be announced during week updates, while supply ratings will be recalculated during monthly updates.
Dice roll system: d10
Results of 10 are best outcome, and 1 are worst. 5 is ok. 6 to 10 good, 4 to 1 bad.
2 dice rolls per action: 1 roll to determine success or failure of action, 1 roll to determine quality/type of results.
Not everything will be an action. I will make determinations when you send in actions to me.
Supplies and Supply Consumption:
Each ship starts off with supply rating of 100 per category with some exceptions, representing maximum number of supplies. Supply categories include: Energy, Antimatter/Dilithium, Replicator Matter, Spare Parts, Photon Torpedoes, quantum Torpedoes, and Phaser batteries (the hand phasers, not the ship phasers). Food and Spare Parts are to be considered a constant full rating for as long as your replicators are working and you have raw matter for them, but it is tied into energy consumption and will come into play should energy levels reach states that force conserving of power in those areas. Foods maximum rating is the size of the crew the ship is designed for*2. Each crewperson consumes 0.25 of a food unit per month. Food can also come into play if replicators are damaged somehow, and thus unable to function at all or function well enough to feed the entire crew. Replicator matter will have a maximum of the size of the crew the ship is designed for*3. Each crewperson will consume 1 replicator unit per month, and the ship will consume ½ of the crew number the ship is designed for.
Items will be consumed through use, and replenished through trade, mining, scavenging, and so on.
An amount will be subtracted or added from/to each category per round, utilizing dice for variable matters, and with modifiers such as crew stresses, traded goods, good events, and so on to determine the counts of supplies after a round per ship.
Births and Deaths:
Deaths are intertwined with results of actions and results of events which may result in deaths. Obviously, such numbers will be deducted from the crew.
Births will, over time, make up for any losses of numbers. The formula for birth is as follows:
(Crew Size - crew killed last year)/2
So if 12 crew died last year and the ship had 220 crew before the deaths, its:
(220-12)/4
208/4
52
That means 52 babies, at most, will be born that year. To determine the actual amount of births, I will generate a random number between the possible birth number and 1. That number will be the amount of births.
If no crew died, then it would be:
(220-0)/4
220/4
55
That means 55 babies max could be born per year.
This equation and number will be altered if a planetary settlement route is followed to represent the increased number of births given those circumstances and the requirements of a new society.
Events:
Events will be randomly generated occurrences which could occur to either the fleet as a whole or simply one ship. These can be good things, such as running across an abandoned crate of dilithium crystals in space, to something bad such as a power coupling blowing which damages the food synthesizers and forces their repair. Such things will occur based on randomness, without preference or malice.