Re: Her Imperial Majesty's Space Navy
Posted: Sat May 12, 2012 1:23 pm
I think one of McLane's OXPs revives old Curruthers.Smivs wrote:the only OXP involvement so far of HIMSN. The OXP revives a character from one of the native missions
For information and discussion about Oolite.
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I think one of McLane's OXPs revives old Curruthers.Smivs wrote:the only OXP involvement so far of HIMSN. The OXP revives a character from one of the native missions
El Viejo wrote:I think one of McLane's OXPs revives old Curruthers.Smivs wrote:the only OXP involvement so far of HIMSN. The OXP revives a character from one of the native missions
Curruthers shows up very briefly at the start of LoveCats, though not in a HIMSN capacity.Smivs wrote:There may be other examples I am not aware of. Anyone know of any others?El Viejo wrote:I think one of McLane's OXPs revives old Curruthers.Smivs wrote:the only OXP involvement so far of HIMSN. The OXP revives a character from one of the native missions
Yes, it'sEl Viejo wrote:I think one of McLane's OXPs revives old Curruthers.
Any idea when this is going to be upgraded to the 1.76/77 version? I am nearing the 5000 score mark ...El Viejo wrote:Yes, it'sEl Viejo wrote:I think one of McLane's OXPs revives old Curruthers.Cataclysm_OXP. Fortesque and Blake are also mentioned there.
I am going to have to only partially agree with these assessments.Smivs wrote:The main 'battlefield' would seem to be inter-galactic space, and to a lesser extent inter-stellar space. Both are easy enough to get to. Therefore the Navy will have little trouble mobilising forces where they are needed. As even non-jump-capable ships like Sidewinders can hitch a lift, getting a large force into intergalactic/interstellar space is relatively quick and easy.
To my mind this makes large vulnerable ships like carriers a bit pointless. They would serve no practical purpose and would be so vulnerable that they would have to stay well clear of the battlezone ...we would most probably not see them anyway.
A good choice of locations are the numerous large "voids" in the various Galaxy Charts. These can represent dead zones of Thargoid overrun (and then later "neutralized"?) systems. Edge-of-the-map voids are even better, as they can be where Thargoids are heavily pushing into the region. They can also represent a good launching point for scripted navy ships to "simulate" wormhole-jumping to inter-galactic space or represent a "between" region that's still in the galaxy instead of inter-galactic space. My work on auto-jumping void-crossing OXPs makes this relatively easy to script and can sometimes result in destinations 3-6.8 Light-Years away from any regular systems.Smivs wrote:The Elite manual saysPerhaps we should agree on where a few of these are (maybe one per galaxy, maybe less than that even) where we can give the player a chance to get their hands dirty with the Navy in a larger 'set-piece' battle, but mostly I would favour smaller, but more thought-provoking and challenging missions.and throughout the 8 galaxies there are at least 50 war zones between humanity and Thargoid
I agree.Smivs wrote:And finally, back to the ships that will actually appear in the OXP.
Asps and Sidewinders based on their civilian counterparts as fighters. A 'Destroyer' possibly based on the Boa2 as a counter to the Thargoid Warships. Possibly a S&R vessel based on the Moray. And really that is all that is needed unless a capital ship is wanted for a particular reason. To my mind that would only be wanted if the player gets involved in a major battle and would expect to see a large 'Flagship' heading the fleet, and this role would not sensibly be filled by a carrier.
I'd agree. The existing OXP Behemoths are not actually armed for a fight, but since they're really big and military looking and have a scary name everyone expects them to be. (Which I guess suits the Navy just fine when it comes to not having pirates attack them!)Switeck wrote:Even with Behemoth carriers, moving more than tiny handfuls of ships is extremely difficult. If Behemoths are doing this, they could spend almost all their time doing ONLY this. They would be going between bases and mostly staying clear of hot combat.
This is the kind of fun facts I would love to see weaved into HIMSN missions. I little stale British humor in the mission texts would be great.El Viejo wrote:Off topic: mention of prominent naval commanders reminds me that the sandwich (purportedly named after John Montagu, First Lord of the Admiralty) is 250 years old!
Stale British humour? Yeah, I can do that alright! A very competent and interesting man, was John Montagu!Gimi wrote:This is the kind of fun facts I would love to see weaved into HIMSN missions. I little stale British humor in the mission texts would be great.El Viejo wrote:Off topic: mention of prominent naval commanders reminds me that the sandwich (purportedly named after John Montagu, First Lord of the Admiralty) is 250 years old!
Yes, if galjumps created wormholes that could be used by other ships...most of the problems would be solved.Smivs wrote:The only part I take issue with is the section regarding galjumps, and specifically getting back.
The problem is that in the normal game we never see another ship doing a galjump. For all we know these could be much the same as a normal witchjump. In other words a wormhole is opened and the ship flies into it, possibly followed by others. If we accept this in principle there is no problem.
As for getting back, again I don't see a problem here. It would only take one ship to open a wormhole, and several others could use it. Galjumps are a bit different clearly, otherwise we wouldn't need a special galactic hyperdrive, but the handwavium is so vague we can exploit this. If we assume that the principle is the same as a witchjump but a lot more energy is required (hence the one-shot nature of galactic hyperdrives) then the solution is simple - The navy's Capital ship is big enough and powerful enough to be able to generate more than one galactic wormhole.
cim wrote:I reckon the existence of a Galactic Navy (which Thargoid Plans implies is the same as HIMSN, yes) is canon:Elite Manual wrote:Though most of the Thargoid Space Fleet is currently engaged by the Galactic Navy in InterGalactic Space, a few of the smaller battle ships make occasional destructor-raids into human space. These ships are extremely fast for their size and invariably have anti-missile (ECM) Systems.
[...]
Why the organisation has a different name in the missions to the manual, I don't know...
Switeck wrote:I had quite a few preconceptions going into this thread that the Navyy is small in both ship size and numbers relative what they have to accomplish.
A real-world equivalent would be the United Nations. They don't build U.N. ships, planes, and tanks -- these come from member-states.
Another real-world equivalent would be smaller nations' navies. If they have anything larger than small patrol craft, chances are it was bought from a larger nation. But what "larger nation" would the Galactic Navy buy from?
In my mind, HIMSN is just a part of the Galactic Navy which like the UN consists of units of member states of GalCop. HIMSN is an important part of that, the navy of a rich feudal or dictatorship planet (or even several planets, including Lave?) which has a dynasty of rulers who have been watching too many Victorian drama holograms and who are prepared (or forced) to spend a lot of money on the war. But the Galactic Navy would consist of several parts, ranging from, say, the tiny Voluntarist Nestor Makhno Squad from Riedquat to the large HIMSN.Smivs wrote:1)From canon (Elite and Oolite) we know there is an HIMSN. Two of the native missions involve them. In-game we meet repreentatives, but have no direct involvement in any naval conflicts and never see any of their hardware. The Navy's title, and the personnel we met suggest an organisation reminiscent of Victorian England.
2) The Elite manual mentions a 'Galactic Navy' and suggests that most of the major battles are fought in inter-galactic space.