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Growing Horizons: Inner Sphere - Quest

beast_regards

Well-known member
And we have no data on any kind of wave form event or actually interaction beyond suddenly the star change and we get a visitor from outside in the form of the mercs who now enjoy very cushy easy jobs. Or was it just the jumpship arrival?
Mercs and Comstar ships found us independently on each other which is too much coincidence to happen two times in the row in a very short time period, which means we arrived relatively soon before that, otherwise our version of Earth would have more visitors in our history which our timeline wouldn't forget. From our perspective, we are sure no one arrived on Earth in like 200 years, which compared to more than 400 years of history of BT jump drive would have happened,. We came in contact with "our" aliens and they have been space-faring for a little longer than us, and they also didn't have any experience with Bt universe proving that we are around BT's timeline for a very short time. That's mostly a logical assumption we don't need any in-universe confirmation for. Sadly, we cannot do much in-universe with this knowledge if an event is unobservable, but the rough timing of it can be guessed.
 

Blade4

Well-known member
Mercs and Comstar ships found us independently on each other which is too much coincidence to happen two times in the row in a very short time period, which
Yeah we can guess when it happened more or less but we have no way to confirm and no sensor has seen anything that we can study the phenomenon with. This is probable a big thing in scientific circles especially given we have evidence it happened several times in relative close proximity and time frames to each other on a galactic scale But we have no way to study the event because again nothing to study but the after affects.
 

beast_regards

Well-known member
Yeah we can guess when it happened more or less but we have no way to confirm and no sensor has seen anything that we can study the phenomenon with. This is probable a big thing in scientific circles especially given we have evidence it happened several times in relative close proximity and time frames to each other on a galactic scale But we have no way to study the event because again nothing to study but the after affects.
Considering our relative position within the galaxy changed, Earth isn't where it was supposed to be anymore, you should notice that stars are in a different place than they were before the event, and we have astronomers - people who watch skies for a living as a full-time job. We should be able to time the multiversal shift with the accuracy of days. We also should be able to compare this to Algaeron as they would notice the change the same way, except it happened noticeably longer time ago, but memory isn't an issue for an AI. Third, if we found records in Graveyard from their astronomers, they must have noticed the change as well, however in this particular case records may have decayed centuries ago on a dead planet. This goes back to Algaeron as they might notice more than we did, and never thought it is important, considering their technology is different from ours.
 

Blade4

Well-known member
That would probable get very concerning, like pants are shat, if the stars just start blinking out and/or changing and would show up some time and give us a date of some sort but beyond that... well what do you got beyond the stars just change? Pretty sure graveyard is native to this universe though.
 

beast_regards

Well-known member
That would probable get very concerning, like pants are shat, if the stars just start blinking out and/or changing and would show up some time and give us a date of some sort but beyond that... well what do you got beyond the stars just change? Pretty sure graveyard is native to this universe though.
We don't have a Star Trek-like sensor to check for our quantum signature or whatever would Star Trek technobabble call it, but I am following a hopefully logical chain of thought on what can be checked. We can date the multidimensional shift, which gives us time. And I believe we can sift through the record from that time. We are an information age society, we have things recorded, additionally, we do have the means to monitor things like Tessaracts once we know what we look for or Everchanging Black, and thus we can check for any discrepancies there. If there is a noticeable change, it may be as well there, as they are also an extradimensional phenomenon. We can also cross check out finding with someone with better technology, and also being able to make detailed recordings. We both have AI able to sift through records very quickly. We don't have to invent new physics or sensors, we just need to follow the trail ... and may bring us to finding out things that changed and we didn't think about.

As for Graveyard, I believe they aren't native, there were no aliens in BT, period, except the one novel already mentioned which has questionable canonicity, and more importantly, I think they are not the same aliens as one from the book. Considering all crossover logic, an explanation that they aren't local is easier. Because it demands more BT lore rewriting other than OOC "extradimensional incursion" like we are which locals (in this case, Hegemony) are forced to react to.
 
Turn 88 - Summer 2194/3044 - Results

Warringer

Goto Wogon for Hard SciFi
Author
Turn 88 - Summer 2194/3044

Confederated Forces:

[] Clan Intimidation & Evacuation: active
Time: ? turns, Chance of success: 65%, Reward: ?
Roll 1 of ?, Roll 1d100: 98+35+15 = 148 - Crit Success (Diplomacy with Lupus Republic, All Military Action)
Roll 2 of ?, Roll 1d100: 87+35+15 = 137 - Success
Roll 3 of ?, Roll 1d100: 75+35+15 = 125 - Success
Roll 4 of ?, Roll 1d100: 44+35+15 = 94 - Success
Roll 5 of ?, Roll 1d100: 44+35+15 = 94 - Success
Roll 6 of ?, Roll 1d100: 87+35+15 = 137 - Success
Roll 7 of ?, Roll 1d100: 70+35+15 = 120 - Success

Should the Evacuation force swing by Tanis to immediately begin a Trial of Possession for the place?
[] No - 4 votes

As the Evacuation Fleet reached space near Tanis, having expected to directly challenge Clan Cloud Cobra for the system and subsequently began to set it up as a staging base for dealing with the clans, that possibility was denied to the Fleet by the Diplomatic Corps, who rather wanted to make sure that the Clans were fully aware of the OCP, before dealing with them in any way. As such, the Fleet continued on towards Clans Space and Strana Mechty, which they reached by the end of Summer, taking care to keep outside of any Clan owned system until the entirety of the fleet jumped into the Oort Cloud of the system, before preparing to jump directly into the L1 point of Strana Mechty and its primary.

On arrival, the vessels remained within the L1 point, immediately broadcasting an all frequency demand for SafCon under Zellbrigen and that no one wished to fight. This was immediately challenged from Strana Mechty, with Sophist Biccon Winters responding that she had invited the forces of the OCP to Clan Space, for the express purpose of evacuating the entirety of Clan Nova Cat.

This almost immediately resulted in the demand to appear before the Grand Council in the Hall of Kahns. Sophist Winters acquiesced to the demand, noting she would bring with her representatives of the OCP, as well as guards. As such Winters and General Aldrana ven Hrevno, the Ormiold Commanding General of the 5th Expedictionary Division and in command of Ground Forces, as well as 1st Heavy Combined Arms Regiment of the 2nd Combined Arms Brigade Combat Team of the 5th Expeditionary Division to act as guard forces.

The choice had been made due to the 1st Heavy Combined Arms Regiment being equipped with all three Mech and Tank types used in the mainline combat forces of the OCP, as well as two Hunter-Killer packs and heavy mechanized infantry to act as a show of force upon encountering the Clans, possibly intimidating Clan leadership.

Upon landing, the entirety of the 1st Heavy Combined Arms Regiment disembarked and secured the landing area without opposition, setting up a protective cordon around the dropships. The landing operating itself was observed by various different clans, especially by Clans Jade Falcon, Smoke Jaguar, Snow Raven and Ghost Bear.

However, both Winters and ven Hrevno were left waiting to be summoned before the Kahns, while many Clans moved forces into position to counter the 1st Heavy Combined Arms Regiment.


active for ? more turns

[] Cutting Communications: active
Time: 3 turns, Chance of success: 55%
Roll 1 of 3, Roll 1d100: 55+15 = 70 - Success
Roll 2 of 3, Roll 1d100: 47+15 = 62 - Success

Following the destruction of the two Bastions in the Far Star system, observation continued, showing surprising panic and an inability to fully deal with the situation within the Hegemony Forces. Following a period of about a week when actions of the forces appeared to be random at best, the forces then began to patrol the system as if nothing had happened, while two smaller WarShips, likely acting as couriers, left the system.

Meanwhile, in the Inner Sphere, the two Arethusa class vessels CFS Belladonna and CFS Ighttiniss reached space around Terra, and prepared to intercept and destroy the last number station satellites discovered some time ago.

active for 1 more turn

OCP Survey Office:


[] Kill all Terran Spies: active
Time: 8 turns, Chance of success: 40%
Roll 1 of 8, Roll 1d100: 56+15 = 71 - Success (All Intelligence Actions)
Roll 2 of 8, Roll 1d100: 41+10+15 = 66 - Success (MIIO Cooperation)
Roll 3 of 8, Roll 1d100: 99+10+15 = 123 - Crit Success
Roll 4 of 8, Roll 1d100: 34+10+15 = 59 - Failure
Roll 5 of 8, Roll 1d100: 75+10+15 = 100 - Success
Roll 6 of 8, Roll 1d100: 93+10+15 = 118 - Success
Roll 7 of 8, Roll 1d100: 12+10+15 = 37 - Failure

The continued secret 'Loki War' spilled out in the open in Summer, when several of the Renegade Loki factions combined forces and openly defied Archon Steiner. They were able to undermine and gain control of two mercenary companies, which were used to perpetuate significant acts of property damage in an attempt to destroy the OCP embassy on Tharkad, while managing smuggling a dirty bomb into the Embassy on New Avalon, which contaminated the entirety of the building with plutonium-239 and killing several of the Embassy staff.

This was not the only use of dirty bombs, as another dirty bomb, seeded with radioactive combalt-60, detonated on New Earth inside the conference center prepared to hold the Tau Ceti Conference. To make matters worse, the timing had been so that Melissa Steiner-Davion had been present in the conference center and was buried by rubble from the bomb for nearly two entire days, crushing both her legs, and she was forced to inhale a large dose of the cobalt-60 dust released by the detonation. She was immediately rushed into hospital, where the best medical personnel on New Earth took care of her.

The OCP managed to talk the Confederation of Habitats to provide their own highly trained medical staff, just as the medical staff of the OCP delegation prepared to support the treatment of Melissa Steiner-Davion. While it would be possible to decontaminate her, her legs needed to be amputated and either replaced by cybernetics of cloned limbs. It was unclear whether she would bear any more children.

While it remained unclear what the reaction of Archon Steiner and First Prince Davion would be, the FWL's reaction was one of fear and SAFE began to root out any and all Hegemony agents they could find with the help of the OCP.

active for 1 more turn

[] Scouting the Terran Hegemony: active
Time: 6 turns, Chance of success: 35%
Roll 1 of 6, Roll 1d100: 90+15 = 105 - Success (All Intelligence Actions)
Roll 2 of 6, Roll 1d100: 96+15 = 111 - Crit Success
Roll 3 of 6, Roll 1d100: 63+15 = 78 - Success
Roll 4 of 6, Roll 1d100: 66+15 = 81 - Success

With the discovery that there were storage yards within the space of the Terran Hegemony, one of the new orders for the Scouting vessels were to immediately begin a search for those storage yards, even if it meant to search every system within the sphere of influence of the Hegemony. However, the search was made somewhat easier by the lack of jump ship traffic within the Hegemony, which was curtailed by the Hegemony government on grounds of 'security against enemy sponsored pirates'.

To this end it appeared the Hegemony had complete control over interstellar travel, utilising armored convoys of Carrack class jumpships, supported by several destroyer class vessels to carry logistics between the systems of the Hegemony. To continuously perpetuate the narrative, it appeared that transport convoys that were scheduled for departure, were never sent, while the news reported attacks on those convoys, adding supply chain shortages on all worlds of the Hegemony.

By the end of Summer, the survey craft had reached all officially known systems of the Hegemony and emplaced survey satellites and began the arduous search for the storage yards.

active for 2 more turns

OCP Diplomatic Corps:[/B]

[] International Cooperation: active
Time: 8 turns, Chance of success: 50%
Roll 1 of 8, Roll 1d100: 99+10 = 109 - Crit Success (All Diplomatic Actions)
Roll 2 of 8, Roll 1d100: 57+10 = 67 - Success
Roll 3 of 8, Roll 1d100: 7+10 = 17 - Failure
Roll 4 of 8, Roll 1d100: 30+10 = 40 - Failure

As protests against the Conference continued, the LOKI attack on the Conference Center resulted in the deaths of many of the protesters, who had gathered in front of the building when the blast went off. Consequently, the dirty aspect of the explosion and the release of cobalt-60 led to a considerable number of injured people, who needed to be helped.

This disrupted the protests, as FedSun news agencies published the story as an attack by a hostile force wanting to invade the entirety of the Inner Sphere and periphery and that the bombing of the Conference Center was an attempt to prevent the Conference. Additionally, the medical state of Melissa Steiner-Davion was readily broadcast. This was partially an attempt to use the attack to disrupt the protests with a counter-narrative as well as drum up support for the Conference and for Melissa.

The entire situation meant that another location on New Earth needed to be found, delaying the Conference further.

active for 4 more turns

[] Integration Office: active
Time: 6 turns, Chance of Success: 55%
Roll 1 of 6, Roll 1d100: 53+10 = 63 - Success (All Diplomatic Actions)
Roll 2 of 6, Roll 1d100: 33+10 = 43 - Failure
Roll 3 of 6, Roll 1d100: 23+10 = 33 - Failure
Roll 4 of 6, Roll 1d100: 21+10 = 31 - Failure

As discussions in Parliament continued, the front lines of those for and against an Integration Office became more pronounced and attacks from either side became more heated. In one instance, a fight broke out between MPs that had to be broken up, with both MPs injured in more than their pride.

active for 2 more turns

OCP Trade Organization:[/B]

[] Space Industry IV: active
Time: 4 turns, Chance of success: 60%
Roll 1 of 4, Roll 1d100: 16+10+10+10+20+15 = 81 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)
Roll 2 of 4, Roll 1d100: 67+10+10+10+20+20 = 137 - Success

With more incentives going out, more and more of the large companies felt it was time to move some of their heavy industry completely from the surface of Earth and Jerat and move it completely into space, though some incentives were given to clean up the vacated industrial areas and renature them.

active for 2 more turns

[] Space Mining IV: - 7 votes
Time: 4 turns, Chance of success: 70%
Roll 1 of 4, Roll 1d100: 90+10+10+10+20+20 = 160 - Success (Stronger Economy, Economic Ties, Interstellar Communication Network, Space Industry, Space Mining)

With the extension of the space borne industry, it was only logical that an extension of the space borne mining should follow to supply the new industrial stations with raw materials to continue producing. Some people within the OCPTO even believed that continued expansion of mining in space might lead to the OCP becoming a post-scarcity society when it came to raw materials over the short to medium term.

active for 3 more turns

OCP Office for Science and Development:

[] Hyperwave Lanes: active
Time: 6 turns, Chance of success: 40%
Roll 1 of 6, Roll 1d100: 56+10+10 = 76 - Success (Research Center Sol, Interstellar Communication Network)
Roll 2 of 6, Roll 1d100: 4+10+10 = 24 - Failure
Roll 3 of 6, Roll 1d100: 44+10+10 = 65 - Success
Roll 4 of 6, Roll 1d100: 70+10+10 = 90 - Success
Roll 5 of 6, Roll 1d100: 83+10+10 = 103 - Success
Roll 6 of 6, Roll 1d100: 84+10+10 = 104 - Success
Combined: 77
FTL multiplicator, Roll 1d20: 19
Hyperwave Lane Range, Roll 2d20: 30

The Von Neumann On Silent Rubber Feet could slightly speed up the production of the Hyperwave Lange Generator statites and finish one month ahead of schedule, before acting as central control, while the orbit of the statites was slowed down until they remained stationary over the same spot over the Sun's surface, held in place sorely by the pressure of radiation and solar wind. Special vanes integrated into the design allowed them to maneuver in space and keep a close formation as they floated over the surface of the Sun.

After several weeks of preparation and initial tests, the Hyperwave Lane Generators were finally synchronized and began to project the first Hyperwave Lane towards Beta Hydri, where the arrival of the focussed Hyperwaves was detected a day later, showing that the Hyperwave lane had an usable range of at least about 24 lightyears.

An unmanned HFEG capable craft did the first actual test, which arrived at Beta Hydri after just over six hours, showing that the FTL velocity of this single vessel had increased from 5 lightyears per day to 95 lightyears per day or 34675 times the speed of light. This alone was a reason to celebrate, but tests for an entire squadron had to be performed and one of the system defense squadrons was volunteered for test. The squadron arrived at Beta Hydri within a mere four hours. As such, the speed for squadrons had increased from 7.5 lightyears per day to 142.5 lightyears per day, or 52000 times the speed of light.

The FTL speed for travel through the Everchanging Black had increased by 19 times.

The final tests were done to get the range of the system, once again sending out an unmanned HFEG equipped vessel. This time it was noted that the effective range of the Hyperwave lane seemed to be around 30 lightyears, after which the strength of the Hyperwave Lane rapidly attenuated.

With the relative ease of construction for the generators, this meant that a network of Hyperwave Lanes would be an extremely fast way to travel between the systems of the OCP, easily becoming a contender for Jump Drives, especially since it was proposed an HFEG equipped vessel could switch between Hyperwave Lanes while within the Everchanging Black, allowing reaching systems within 30 lightyears in less than a day.

Result: Hyperwave Lanes increase HFEG speeds up to 19 times, New Economic Action

[] Better MetaMaterials: - 6 votes
Time: 6 turns, Chance of success: 50%
Roll 1 of 6, Roll 1d100: 20+10+10 = 40 - Failure (Research Center Sol, Interstellar Communication Network)

Ever since the discovery of the Algareon Megastructures, many of the material engineers within the OCP wondered what materials might be used by The Tribunal to construct these structures. They were sure that meta materials of some type had been utilized, but were unsure which ones. Additionally, analysis of the Helm Database had shown there were numerous surprisingly simple meta materials out there that could improve the design of heat sinks and even armor over the results already achieved.

As such suggestions were made to the Office for Science and Development to begin a research program to develop new meta materials, which was denied, on the grounds that it was outside of the budget for Summer, but might be within the budget later in the year.

active for 5 more turns

----------------------------

OCP Internal Events:

Not much of interest happens internally.

----------------------------

Intelligence Report:

Periphery Alliance:


Lupus Republic:


Not much is happening within the Lupus Republic.

Lothian League:

Not much is happening within the Lothian League.

----------------------------

Far Star Situation:

Algareon:


Some talks with the Algareon continued for the time being, waiting for an official diplomatic mission.

Terran Hegemony

There is currently a lack of intelligence about the Terran Hegemony.

----------------------------

Taurian Concordat:

Not much of interest is happening within the Concordat.

Magistracy of Canopus:

Not much of interest is happening within the Magistracy.

----------------------------

Inner Sphere:

Federated Commonwealth:


Not much of interest is happening in the Federated Commonwealth.

Draconis Combine:

The Draconis Combine continues to splinter and collapse.

Free Worlds League:

The buildup along the Andurien-FWL border halted as the situation with the Terran Hegemony had appeared, though with a delay.

Dutchy of Andurien:

The buildup along the Andurien-FWL border halted as the situation with the Terran Hegemony had appeared, though with a delay.

Confederation of Habitats:

Not much of interest is happening within the CoH.

Terra:

Slowly the bioweapon could be controlled, as more vaccine and cure was spread through Terras infected population.

Expansion and Suggestions:

The DSSI Network slowly continues to expand into the Inner Sphere.

-----------------------

Random Event - Nothing happens
 
Turn 89 - Autumn 2194/3044

Warringer

Goto Wogon for Hard SciFi
Author
Turn 89 - Autumn 2194/3044

Confederated Forces:

[] Clan Intimidation & Evacuation: active (? turns)
Offer send full military expedition to clan homeworlds with our transports and hope the full weight of it makes the clans hesitate to do something stupid... and brutally murder the first would be ristar to try. Several battleships with Cruiser and frigate/Arethusa escorts plus attached ACC's and 4 to 8 divisions of troops to bolster the local Lupus leaving and give the clans a wake up call. They can also be handed info on Hegemony at same time and fact they are also probable infiltrated.
Time: ? turns, Chance of success: 65%, Reward: ?

[] Cutting Communications: active (1 turn)
With the Hegemony rebuilding the installation at Far Star, perhaps there should be steps taken to prevent the use of the system to keep contact between the Hegemony and the Inner Sphere to one degree or another. Additionally the Number Stations in the Inner Sphere should be destroyed.
Time: 3 turns, Chance of success: 55%, Reward: Far Star is secured, the Communication link between the Inner Sphere and the Hegemony is severed

[] Fleet Extension:
The last Fleet extension is finished, but now the Confederated Space Force requests more vessels.
Time: 3 turns, Chance of Success: 70%, Reward: Construction of (5+2d6) new WarShips
Only avaiable after the last Fleet Extension is finished
Only avaiable after completion of the WarShip Upgrade Program


[] Military Action:
There is always some military action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Please suggest a military action

OCP Survey Office:

[] Kill all Terran Spies: active (1 turns)
Efforts should be made to hunt down and destroy the Terran Hegemony spy network that is currently known to the Survey Office.
Time: 8 turns, Chance of success: 40%, Reward: (40+3d20)% of Terran Agents are taken out, -3d20 to Terran Hegemony IntOps

[] Scouting the Terran Hegemony: active (2 turns)
With some survey vessels already present, there should be an effort made to get up to date intelligence on the Terran Hegemony and their capabilities.
Time: 6 turns, Shcnace of success: 35%, Reward: Up to date Intelligence on the Terran Hegemony

[] Counter-Espionage Operations:
With the recent involvement of the Lyran agency Loki in the Attack on Circinus, it seems prudent to run some operations to counter either Loki or any other intelligence agency within the Inner Sphere.
Time: 5 turns, Chance of success: 50%, Reward: ?
Select an Inner Sphere Intelligence Agency to counter

[] Operational Intelligence:
The Confederation is lacking much in the way of concrete intelligence on the various Inner Sphere Powers military forces and aperatus. An Intelligence Operation should be launched to gather intelligence, to support any military operational planning against an Inner Sphere power.
Time: 6 turns, Chance of success: 55%, Reward: +5 to Operational Planning against Inner Shere nation
Select one Inner Sphere nation to concentrate on

[] Targeted Intelligence:
A targeted Intelligence Operation should begin to gather targeted intelligence.
Time: 4 turns, Chance of Success: 50%, Reward: Targeted Intelligence
Suggest a target for the Intelligence Operation

[] Intelligence Action:
There is always some intelligence action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Please suggest an intelligence action

OCP Diplomatic Corps:

[] International Cooperation: active (4 turns)
With the success in the reproachment efforts and the good standing of the Confederation in international affairs, perhaps the threat of the Terran Hegemony and the Clans could be used to begin the process of International Cooperation within the Inner Sphere, creating some sort of informal alliance of some sort.
Time: 8 turns, Chance of success: 50%, Reward: International Cooperation
Note: Rolls will be taken individually for each nation once a conference of some sort begins

[] Integration Office: active (2 turns)
As we keep expanding there are a number of single worlds about us that could be peacefully absorbed and better off for it. Perhaps we should see about creating a organization perhaps attached to Prometheus that when ready andwilling can bring them in the OCP without direct need of parliament to pick out worlds for targeted recruitment? If nothing else the world of Farnham's Planet could be used as a test case with the offer then spread about to neighboring worlds.
Time: 6 turns, Chance of Success: 55%, Reward: Integration Office

[] Technological Help:
With the Federated Commonwealth poised to take the technological lead in the Inner Sphere over the other powers (safe the Confederation and the Republic) it might be a good idea to offer technological aid to any of the other Inner Sphere Powers that might be interested in it, to help bridge the gap between them and the FedCom. Technically a similar program exists with the FedCom already, with the Scholarly Exchange, but direct support might yield some improved relations and a potential ally, should the FedCom act against the Confederation and/or the Alliance.
Time: 4 turns, Chance of Success: 40%, Reward: +10 diplomatic relations, +5 external trade
Select a nation or nations, cannot be the Federated Commonwealth

[] Diplomatic Contact:
The OCP only has closer diplomatic contact with the majority of Inner Sphere nations, some nations still do not have an OCP embassy.
Time: 4 turns, Chance of success: 70%, Reward: Embassy in selected nation
Select Inner Sphere nation to diplomatically contact, may be selected multiple times

[] Invite Others IV:
The OCP was working out nicely and maybe it was time to invite one of the other worlds outside the Three Systems into the OCP?
Time: 4 turns, Chance of success: 35%, Reward: The selected world joins the OCP as a member
Please select a world from the list of Known Habited Worlds neat the Walker Cluster

[] We need new members:
There are 8 nations in the Three Systems that have declined to become members of the OCP. The Three Systems can't effort to have some nations working on cross purposes and endanger the entire rest of the Walker Cluster. So there is a need to get them aboard and into the OCP.
Time: 2 turns, Chance of success: 25%, Reward: 1d6 nations of the 8 nations that declined OCP membership initially, become OCP members

[] Diplomatic Action:
There is always some diplomatic action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Please suggest a diplomatic action

OCP Trade Organization:

[] Space Industry IV: active (2 turns)
While the industrial capacity of the OCP grows, more industry needs to be move from the planetary surface into space, where even the dirtiest processes can be used to produce good without pollution. In turn, this means more production.
Time: 4 turns, Chance of success: 60%, Reward: Last Space Industry Action, +5 on internal and external trade
If this action becomesa critical success, all heavy and medium industry is moved into space from planetside

[] Space Mining IV: active (3 turns)
The industrial capacity of the OCP is growing and with it grows the need for raw materials, be they gassious, liquid or solid. Projects should be started to improve the raw material situation of the OCP and possibly even export those raw materials.
Time: 4 turns, Chance of success: 70%, Reward: Last Space Mining Action, +5 on internal and external trade
If this action becomesa critical success, all mining is moved into space from planetside

[] Highways in Space
With the success of the Hyperwave Lane Project and the discovery that they could massively reduce travel times between systems, when using HFEGs, it might be a good idea to give the private sector the incentives to begin with the construction of an entire network of Hyperspace Lanes to connect systems.
Time: 8 turns, Chance of success 55%, Reward: Functional OCP wide Hyperwave Lane Network

[] Industrial Export/Trade Delegations:
With the analysis of the Helm Database and the preparations of many OCP companies to build and export Inner Sphere technology, trade delegations should be sent out to look for customers for the technology in the Inner Sphere and with it improve diplomacy as well.
Time: 4 turns, Chance of success: 60%, Reward: +10 to external trade with selected world/polity, +10 to diplomacy with selected world/polity
Select a world or polity to export to

[] Economic Action:
There is always some economic action that seems to be important.
Time: 2 to 6 turns, Chance of success: 50%, Reward: varies
Please suggest an economic action

OCP Office for Science and Development:

[] Scouting for Tesseract: active (2 turns)

[] Better MetaMaterials: - 6 votes active (5 turns)
With the various needs for better materials and the discovery of the Algareon Megastructures, there was some interest in developing new and better ameta materials that could be used in various new ways to create new systems
Time: 6 turns, Chance of success: 50%

[] Search for more Tesseracts:
With the new tesseracts explored, perhaps á search should be done to look for more of them, near the newly explored tesseract ends.
Time: 5 turns, Chance of success: 60%, Reward: 1d10 more tesseracts discovered

[] Random Research:
There are so many research topics out there that cannot be counted and they should be given funding. MAybe they will be useful...
Time: 2-6 turns, Chance of success: 50%, Reward: Random research result
Please suggest a Research Topic
Can be taken multiple times simultanously


----------------------------

2 Actions for:

1 Action for:
Science

----------------------------
 

Blade4

Well-known member
Well... Fuck.

Next turn the war at the clans finally kick of and we see how that goes finally but real thing is the conference and out of control secret wars. Loki is fucking dead after this. Just plain dead. Useful assets that can be trusted will probable be rolled under MIIO or a new org but everything else will probable be purged with fire and made public examples of as traitors. At least most other things seem to go well and highways look to play of big. Next trade action we can spare we need to begin setting up a highway system between our main world and set up routes that led to Circinus, Both Lothian and Illyrian space, to major Tesseracts, and preferable one to Marian space maybe. Integration office i say we should call it before it causes actual damage to us. And might be pushing but would like to send more aid to help victims and help suppress the renegades. For research would like to see if we can make non germanium based jumpcores which would vastly increase production rates while slashing costs and cut dependency on a relatively rare element.

[] Random Research:
There are so many research topics out there that cannot be counted and they should be given funding. Maybe they will be useful...
Time: 2-6 turns, Chance of success: 50%, Reward: Random research result
Non germanium based KF drives.

Integration Office: active (2 turns)
As we keep expanding there are a number of single worlds about us that could be peacefully absorbed and better off for it. Perhaps we should see about creating a organization perhaps attached to Prometheus that when ready andwilling can bring them in the OCP without direct need of parliament to pick out worlds for targeted recruitment? If nothing else the world of Farnham's Planet could be used as a test case with the offer then spread about to neighboring worlds.
Time: 6 turns, Chance of Success: 55%, Reward: Integration Office

[X]CANCEL

[X]Send volunteer aid to help Melissa and worlds affected by dirty bombs were allowed and offer greater aid where possible up to and including spec op forces and packs if it would help with the purging of the hegemony agents and corrupted LOKI.
 

Blade4

Well-known member
We don't have a Star Trek-like sensor to check for our quantum signature or whatever would Star Trek technobabble call it,
And if we find data on when it happens that tell us what beyond when it happened? Warringer does not want us laying with interdiminsional travel and poking at it wont get us much. We can try but we will probable spend actions finding scintific curosities that tell us little.
 

Warringer

Goto Wogon for Hard SciFi
Author
Integration Office: active (2 turns)
As we keep expanding there are a number of single worlds about us that could be peacefully absorbed and better off for it. Perhaps we should see about creating a organization perhaps attached to Prometheus that when ready andwilling can bring them in the OCP without direct need of parliament to pick out worlds for targeted recruitment? If nothing else the world of Farnham's Planet could be used as a test case with the offer then spread about to neighboring worlds.
Time: 6 turns, Chance of Success: 55%, Reward: Integration Office

[X]CANCEL

[X]Send volunteer aid to help Melissa and worlds affected by dirty bombs were allowed and offer greater aid where possible up to and including spec op forces and packs if it would help with the purging of the hegemony agents and corrupted LOKI.
If you cancel. it will take one turn for the action to be canceled. There will not be an immediate possibility to begin a new action. That will only be possible on Turn 90.
 

Durabys

A Cheshire Exile
The OCP managed to talk the Confederation of Habitats to provide their own highly trained medical staff, just as the medical staff of the OCP delegation prepared to support the treatment of Melissa Steiner-Davion. While it would be possible to decontaminate her, her legs needed to be amputated and either replaced by cybernetics of cloned limbs. It was unclear whether she would bear any more children.
Simple solution: Iron wombs and previously collected DNA. Done. Next problem!
[] Integration Office: active
Time: 6 turns, Chance of Success: 55%
Roll 1 of 6, Roll 1d100: 53+10 = 63 - Success (All Diplomatic Actions)
Roll 2 of 6, Roll 1d100: 33+10 = 43 - Failure
Roll 3 of 6, Roll 1d100: 23+10 = 33 - Failure
Roll 4 of 6, Roll 1d100: 21+10 = 31 - Failure

As discussions in Parliament continued, the front lines of those for and against an Integration Office became more pronounced and attacks from either side became more heated. In one instance, a fight broke out between MPs that had to be broken up, with both MPs injured in more than their pride.

active for 2 more turns
@Blade4
We need to stop to continue this project and restart this from scratch Turn 0 at a later point. This will fail. And hard. And completelly bar the way to peacefully assimilate worlds and political entities.
 

AgentOrange

Member
[x] Random Research: Psychological examination of captured Hegemony agents. How can the Terran Hegemony turn nominally loyal LOKI agents into someone that would use a dirty bomb? Answers are needed.
[X]CANCEL Integration Office
 
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Durabys

A Cheshire Exile
If you cancel. it will take one turn for the action to be canceled. There will not be an immediate possibility to begin a new action. That will only be possible on Turn 90.
Fine. Done. I support Blade4 in this.
@beast_regards @Blade4
We need to cancel Integration Office before its failure bars us from ever peacefully integrate other entities.
 

Blade4

Well-known member
Fine. Done. I support Blade4 in this.
@beast_regards @Blade4
We need to cancel Integration Office before its failure bars us from ever peacefully integrate other entities.
I doubt that bad, unless we crit fail or something, but with the failures and social problems caused no it is not worth it. If MP's are literally fist fighting over this it is not worth the outcome and at 3 low rolls like that it becomes increasingly impossible for it to succeed and frankly i rather not risk a fail giving us a social malus.
 

Letsparty

Active member
[X] Random Research: Study Solar Mining
With an example so readily available we should study it so that we can replicate it should we so desire.
Time: 2-6 turns, Chance of success: 50%, Reward: Random research result
Please suggest a Research Topic
Can be taken multiple times simultanously
 
I thought Carrack was a class of Warship, not a jumpship?

[X] Random Research: Study Solar Mining
With an example so readily available we should study it so that we can replicate it should we so desire.
 

Blade4

Well-known member
I thought Carrack was a class of Warship, not a jumpship?
It is. Warship in classic terms means any ship with a compact KF core which is functionally only used in warships because they allow a jumpship to actually be more than a core with other ship components wrapped around it. Carrack are designed more for cargo than fighting vut still carry warship grade weapons in small amounts.
 

Warringer

Goto Wogon for Hard SciFi
Author
I thought Carrack was a class of Warship, not a jumpship?
TEchnically, yes, but the OCP classified it as a Jumpship, as its primary job is that of being a transport.
 

beast_regards

Well-known member
[] Random Research:
There are so many research topics out there that cannot be counted and they should be given funding. Maybe they will be useful...
Time: 2-6 turns, Chance of success: 50%, Reward: Random research result
Non germanium based KF drives.

Integration Office: active (2 turns)
As we keep expanding there are a number of single worlds about us that could be peacefully absorbed and better off for it. Perhaps we should see about creating a organization perhaps attached to Prometheus that when ready andwilling can bring them in the OCP without direct need of parliament to pick out worlds for targeted recruitment? If nothing else the world of Farnham's Planet could be used as a test case with the offer then spread about to neighboring worlds.
Time: 6 turns, Chance of Success: 55%, Reward: Integration Office

[X]CANCEL

[X]Send volunteer aid to help Melissa and worlds affected by dirty bombs were allowed and offer greater aid where possible up to and including spec op forces and packs if it would help with the purging of the hegemony agents and corrupted LOKI.

A non-germanium KF drives before solar mining as it helps us establish what we actually need.

And if we find data on when it happens that tell us what beyond when it happened? Warringer does not want us laying with interdiminsional travel and poking at it wont get us much. We can try but we will probable spend actions finding scintific curosities that tell us little.
Even if we spent an action on that a fail, or succeed with no useful results, it won't be that different from many other actions and plans which were also doomed to fail as this game is intended to be something else.
Ultimately, it's all come down to the fact we can't win Battletech, we are never meant to, we are ultimately expected to let them be, treat them as a permanent fixture, and solve problems that come with other "extradimensional incursion"
"Hamsters" are "extradimensional incursion" too.
If we can hit a button and banish all "extradimensional excursions" we should as they are problems we seem to be expected to solve.
I don't expect it to work this easily, as pushing the button, but I believe it is what we are expected to try.
 

Blade4

Well-known member
We our selfs are inter dimensional outsiders so pushing that button could have very bad consequences. Honestly write something up and throw it in research and we see what Warringer makes of it and be done with it. No guarantee it wont end in ok inter dimensional swapping is happening but we dont know why and dont know how to replicate it so guess string up sensor everywhere and hope we get lucky?

And yeah i expect it to be a two cycle research but if we can cut germanium out it should functionally double or triple our build capacity. Maybe even spped up production who knows but germanium is a bottleneck even if we have supply well in hand.
 

Warringer

Goto Wogon for Hard SciFi
Author
[X]Send volunteer aid to help Melissa and worlds affected by dirty bombs were allowed and offer greater aid where possible up to and including spec op forces and packs if it would help with the purging of the hegemony agents and corrupted LOKI.
[X]Send volunteer aid to help Melissa and worlds affected by dirty bombs were allowed and offer greater aid where possible up to and including spec op forces and packs if it would help with the purging of the hegemony agents and corrupted LOKI.
Guys, there is currently no action open to do this.
 

beast_regards

Well-known member
We our selfs are inter dimensional outsiders so pushing that button could have very bad consequences. Honestly write something up and throw it in research and we see what Warringer makes of it and be done with it. No guarantee it wont end in ok inter dimensional swapping is happening but we dont know why and dont know how to replicate it so guess string up sensor everywhere and hope we get lucky?
Yes, we would banish ourselves in the process, however, since we aren't really meant to exert any great influence over this universe, but ultimately just fight the other outsiders. Returning everyone to their native universe seems to be better. I doubt we will be able to revert a whole multiversal jump process, but it seems to be a running theme that we need to leave native alone and fight the other outsiders, hence searching for a reason why we are here seems to be perfectly logical path (even if it ultimately fails)
 
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