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Celandra is a game in which the players take the roles of societies, rather than playing individual characters. The players will invent a society with its culture and heritage, and will guide its development and interaction with the world. Emphasis will be be placed on developing a detailed history of Celandra, along with myths and legends.
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RylenDreskin
Rylen Dreskin

Tue

Nov 2
1999

01:05Z

[Spa] Re: [Cel] RE: how about starting up a Space Base

> Good question.  If the nexi occur (and collapse) naturally, and some
> are one-way... if the nexi are only detectable through the "in" plug,
> instead of the "out" plug (for one-way ones, natch), then that gives
> and opening.
>

Cool.  I especially like the pirates.

> > So the nexus concept would
> > eliminate combat and encounters in "dead space" and only have said
> > encounters near planets and galactic phenomena, analogous to the Master of
> > Orion games.
> >
>
> Well, not entirely.  We have to decide what the nexi are in relation to;
> I think they could be generally defined relative to stars and star systems.
> Some drift, but generally they stay in the same system.
>

Space should be vast.


One thing you left out is the "jump engine."  If it the nexus takes a special
trick to work instead of being a trap door then the ship needs some way of
making the transit.  There are three obvious solutions.  1)  All interstellar
ships have them.  This could get real expensive.  2)  There are dedicated
transport ships.  They're mostly superstructure which takes on cargo and smaller
ships, transports them across then repeats the process.  This is tough entering
hostile space but allows good comm relay across the trade routes.  3)  Last, the
nexi could be wedged open at both ends.  Large gate/stations could be built to
hold them open allowing constant travel, many ships to avoid costly jump
engines, and constant communiation.  However these are militarily quite
vulnerable and, depending on design, place some limit on ship size.

Sound good?

Rylen

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