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Ragitsu

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Posts posted by Ragitsu

  1. Re: Are single climate/habitat worlds really possible?

     

    Imagine a ring world where one half is dedicated to a "normal" world, and the other half is purely supply production (including agriculture) and manufacturing.

     

    Hm, the ideas, they are a churning...

     

    Capture it and use it. Very large dwellings are nearly purpose-built for heat pumps.

     

    cheers, Mark

     

    I point back to,

     

    http://irregularwebcomic.net/396.html

     

    and

     

    http://irregularwebcomic.net/417.html

     

    View Coruscant as the equivalent of Washington D.C. . Now the District of Columbia has 572' date='059 people and is the capital of a polity with 307,212,123 people or about one person in the capital for every 537 in the polity total. Assume [b']72[/b] earth-sized worlds ideally suited to agriculture. With good tech maybe they produce enough food for 60 billion people. That's 4.320 trillion people, assume they have 320 billion people on the 72 worlds (because it's easy) and you have 4 trillion people on Coruscant. Earth would have that population if it had about 4 times the population density of NYC, which given the supertech skyscrapers maybe Coruscant has. This implies 2148 trillion in the Republic. Count Dooku talked of tens of thousands of star systems, not worlds mind you but systems, changing sides. And he said it like it was an advantage, not game over. So if we assume 100,000 start systems it's the right order of magnitude and it gives us about 21 billion people per system. Higher than earth but not crazy high if you assume better tech. So yeah, the capital of a galatic empire might well have 70+ worlds whose main economic activity is feeding it.

     

    Actually, the estimate is closer to the 10,000 range.

  2. How would you alter Teleport so that it works this way?

     

    The character in question can teleport to anywhere there is light, but the catch is that areas with less light cost more END to teleport to.

     

    For example:

     

    A midday desert would cost no END, a normally illuminated room would cost a small bit of END, a lamp would cost a good amount of END, and a penlight would stand a decent chance of totally draining END.

  3. Re: Are single climate/habitat worlds really possible?

     

    Invasive species are in for a pretty rough ride when your entire ecosystem is made up of buildings. Apart from infectious disease, that's one thing you probably don't have to worry about.

     

    cheers, Mark

     

    I am sure hardy species can exist. However, and hopefully, there should be some sort of filtration/biohazard cleaning measures employed on the agricultural planet(s)'s loading docks prior to the stock reaching Coruscant.

  4. Asides from the obvious pick of Regeneration (recovering from dropped anvils, great falls, dynamite in the face, etc), what other traits would suit your run-of-the-mill Looney Tunes type cartoon character?

  5. Re: Are single climate/habitat worlds really possible?

     

    Others' date=' not so much. I imagine all-ocean planets wouldn't be hard to arrange.[/quote']

     

    Bandomeer (Star Wars) comes close, and Mon Calamari comes closer. I remember one planet from Star Trek that was PURELY water (no crust, no mantle, no natural core) and needed a kind of gravity generator device at the middle to hold it together.

  6. What trait(s), exactly, is/are needed to make the occupant of an OIF armor completely sealed off from air/liquids/the outside world?

     

    Impermeable does this with skin contact, but nothing else. Self-Contained Breathing supposedly cuts off air contact, but that is a little too encompassing (such as with certain SCUBA gear that exposes portions of the wearer's body to air/liquids).

  7. Re: Are single climate/habitat worlds really possible?

     

    Realistically speaking' date=' it would be cheaper to just put farms IN some of the buildings than to ship in food over interstellar distances.[/quote']

     

    Perhaps, but it seems those theoretical buildings are already occupied, and the thousands of planets dedicated to farming are steadily producing away. They've dug the logic grave long ago...

  8. Re: What skills are necessary for a trial?

     

    Excuse me, Rapier, but it is a little presumptuous to state that,

     

    To allow a single player to so dominate an entire session (regardless of the importance of the task or outcome) is, simply, bad story telling.
    I have played, and even game mastered, sessions where one player character's plot development took center stage, and the other players did not lead a revolt against the GM. Just as it is possible to run a session where the typical ensemble cast formula does not result in a stellar experience, it is possible to run one where the opposite is true.

     

    Oh, and do keep in mind the other player characters aren't exactly useless in a trial. They too have ways to contribute beyond merely sitting in their designated seats.

     

    Also, we are are part of a hobby that encourages creativity and thinking outside the box. I would appreciate it if you did not needlessly downplay a certain type of gaming :).

     

    ---

     

    Criminal Legal Resolution System

     

    This is based on what I remember of the Villains and Vigilantes legal system

     

    1. If the person accused of the crime is actually guilty, they start with a 8- chance of acquittal. If they are actually innocent they start with a 14- chance of acquittal.
    2. Consider the strength of the evidence and apply a –4 to +4 modifier. Note that evidence may be false, manufactured or planted and such evidence may still apparently be compelling. Evidence includes eyewitness testimony*, forensic evidence** and admission evidence, as well as circumstantial evidence and sometimes even hearsay.
    3. Consider the Judge and Jury. Generally this will not impose a penalty or a bonus, but some Judges might have a reputation as ‘soft’ or ‘hard’ imposing a +1 or –1 tot eh roll, and both Judge and Jury could be bribed, again imposing a bonus or penalty.
    4. Consider the legal teams. The lead advocates each make a PS Lawyer roll, with any appropriate complementary skills, like Persuasion, PS Advocate, maybe even relevant ‘non lawyer’ skills – if the lawyer has SS: Biochemistry and DNA is in issue it may assist in presenting the evidence. Treat the result as a complementary skill total as a bonus or penalty. Remember ‘Skill Roll’ is a metagame concept – no one knows what a lawyers skill level actually is – previous good or badd results may be a matter of luck.
    5. Finally look at any other surrounding circumstances and apply a relevant bonus or penalty. If CBS just ran a two hour special, “Prostitute Murderer’s Trial Starts Tomorrow – An In-Depth Review of the Evidence – Will he Escape Justice?”, you may be starting a few points down.

    Note that if you spend more money that MAY buy you a better lawyer (but just because a lawyer doesn’t charge a lot does not mean that they are not a good lawyer) but, more importantly, it may mean that you have more resources to investigate and plan the trial, which can affect bonuses or penalties in other areas. Generally the state will spend quite a bit on a big trial, but less on less ‘important’ offences or defendants – the amount the defence spends depends on available resources.

     

    Now you simply total the bonuses and penalties and make a roll. The role played actions of the characters, both in Court and outside in the collection and investigation of evidence should have considerable impact.

     

    Simples.

     

     

    *You can decide on how well a witness comes across by making a PRE roll, or a PRE skill roll (usually conversation, acting or persuasion) and treating the result as a complementary skill roll: prosecution witnesses impose a penalty unless they blow the roll, defence witnesses grant a bonus. Only do this for important witnesses – a lot of evidence in trials may be necessary but relatively uncontentious. Modify this as appropriate – most people are not good liars and should get a penalty if they are lying – but bear in mind what the witness is saying might not be actually TRUE, but they could be convinced that it is, so they are not lying as far as they are concerned. This may especially be the case with identification evidence.

     

    **Similarly you can use investigation or scientific skills to determine how much weight is put in any given piece of evidence, like fingerprints or DNA, or to trace additional witnesses or evidence, or appropriate skills to plant or remove evidence.

     

    This is very interesting stuff. Would you say this is indicative of a mostly realistic sort of proceeding, or could it also handle comic book trials (where it seems villains are always getting out early)?

  9. Re: Are single climate/habitat worlds really possible?

     

    The sewage gets processed into fertilizer for the enormous sublevel farms. Duh.

     

     

    Seriously, I never understood why people can't conceive of cities and high-tech farms coexisting.

     

    The entire planet is a city. I don't think there's much room for farms.

     

    http://irregularwebcomic.net/386.html

     

    http://irregularwebcomic.net/393.html

     

    http://irregularwebcomic.net/396.html

     

    http://irregularwebcomic.net/417.html

     

    http://irregularwebcomic.net/431.html

     

    ... AND the traffic control.

     

    Imagine what is needed just to cope with all those inbound (and outbound) spacefreighters, making sure they arrive safely and get sent to the correct docking area - plus the flexibility to cope with errors, accidents, incidents, malfunctions, unforeseen events, simple tardiness and the downright bizarre (in varying combinations and degrees of severity) as they occur. Then there is the infrastructure needed to unload all that cargo (much of which will undoubtedly have "special needs" in terms of handling and environment) AND get those goods moving to their final destinations.

     

    Add on top of all that such considerations as customs, security, tariffs / taxation and so forth.

     

    Sounds to me they might need at least one extra moonload of specialist bureaucrats (with attendant high-powered computers) just to handle all this.

     

    Or maybe one largish continent on the throneworld was set aside just for this purpose. People speculate about a globe-spanning city - what sort of starport might such a thing have? Probably a whole bunch, OR one or a few that are frackin' enormous.

     

    Don't forget invasive species catching a ride with some grains being transported.

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