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// This is a working draft. Will be continuously improved as roleplay is finalised.


Unioner Spyglass Refit. Unique ship request + SRP update

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"The Unioners have a great many gifts. They have a Mark I, and the means to maintain it. And now they have the blueprints needed to exact any severe repairs or restorations. May whatever deities they ascribe their strengths to grant them and their Spyglass a stronger, more permanent presence than ours did. If not for their people, then to keep it alive. To give it a place in the universe where it can continue to exist as a testament to the will of the oppressed, the strength of the people, and the legacy of the golden age of the Western Independent Worlds. The Vespucci Triumvirate is long divided, but by the efforts of the Unioners, its greatest achievement will last."~ Harold Kane






-. Forum name of the owner: https://discoverygc.com/forums/member.ph...&uid=32365

-. Exact name, identification and affiliation of the character: UN|GEIST-SLF-Sirene (currently UN|GEIST-KKS-Sirene

-. Which official faction(s) are involved in construction of this ship? UN, Kruger, IRG, SCEC, NO, FL-ER, H.


-. Provide links to the forum roleplay/futher roleplay/construction roleplay done so far around this ship: Further down the page for formatting clarity.


-. Provide a cliffnote/summary of the roleplay done so far and planned to be done during the construction stage.

The ship is being roleplayed according to the story of the presently unfolding Bering crises, and the accompanying roleplay of the ship being viewed by the Unioners as a solution to the Bering crises:


[color=#40FFFF]- How long has this character been building its backstory? Two years


Character references are at the bottom of this form.






This Unique Ship request is designed to replace the Sirene's current HF Arbiter model in favour of a heavily remodelled, retextured, reoptimised variant which can serve as a visual representation of a Spyglass retrofit. The Model is a soft retcon of the old spyglass battleship model/what the old model was supposed to look like in the context of the newer Arbiter model within Discovery history, plus the addition of Alster Union-specific and shiplore specific modifications, bringing the ship's aesthetic style into a balance of Libertonian and Rheinlandic visual themes. Both the model and the infocard have been kept ambiguous enough that the ship can be re-used by other factions in other SRP requests should they so choose. Texture and model quality is extremely high, yet due to great optimisation the ship will cause less lag than nearly every other battleship in the mod. Overall filesize is comparatively small and the ship has been confirmed to function perfectly ingame without introducing bugs or other difficulties for any of the players it encounters. The ship has also been made more efficient so it should cause less problems ingame than the stock arbiter does. It will not be a taxing vessel to encounter for people who have antiquated rigs.

Not only will the vessel be less visually confusing to encountered players than the current SRP, it will also improve the quality of encounters.



The ship is the result of roleplay that has been under development since 2016 involving Rheinland, Liberty, and Interhouse factions.



[color=#40FF80]Request part 1:
The Spyglass Retrofit battleship that has/will be sent to the dev team with the included .CMPs and other files, with full readme instructions with how to properly set up the ship To be operated under the same terms and tech usage as the original Sirene request, replaces the Arbiter model and infocards with the Sirene model and infocards. Contains new geometry, textures, hitboxes, light points and hardpoints, contrails, turret positions. (Admins + Devs)

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Request part 2: Right to rename the UN|GEIST-KKS-Sirene to UN|GEIST-SLF-Sirene (Admins)

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Request part 3: The removal of the current JDm4, replaced with an ID that allows the vessel to jump without batteries, using water as fuel providing 40 or more units of water are present in the cargobay (to be consumed on jump). (Admins + Devs) (Drive balanced and created by . Ship cargo increased to suit the drive. Drive reduced to four jumps).

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Request part 4: outer_sanctum_lightning should be added to HpDocklight05 , an internal docklight that cannot be seen from the outside. It will allow the Sirene to turn the FX off in situations where the lightning is no longer required or immersive, such as Connecticut, or when InRp the ship's jammers are disabled (when surrounded with friendly ships, or attempting to be discreet), via the /lights command. (Admins - this should already be done in the default lightpoint positioning).

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Request part 5: the attachment of Shooter's custom engine FX in replacement of the Rheinland battleship engine on the current request. (Devs).

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Request part 6: mounting the small mining FX as listed within the readme on the contrail hardpoints added to the ship. Due to the new textures and geometry, they will appear as secondary engines when mounted. (Admins - this should already be done in the default lightpoint positioning)

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What will this ship be used for and why is this request necessary for the continuation of the ship's roleplay?


The ship is being positioned as an essential element to how the Unioners view the Pacifica conflict. It's indispensable for some of the coming inter-faction events we intend to conduct within Bering in the coming future, whilst ingame it serves as a visual indicator of the Unioner faction's role as underworld engineers, tinkerers, and modifiers of unusual equipment.

Visually, the ship as it currently exists does not appropriately visualise the pre-existing (and future) roleplay of the spacecraft. The ship is frequently referred to as an 'Arbiter' ingame, despite the fact that it isn't, in-lore. This should rectify the problem.



There's an in-depth readme for ship setup that comes with the file, credit to for both writing the readme, conceptualising the visual setup, and ensuring it all functions as it should.

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Vessel to operate under the following ID lines:
Unioner Spyglass ID Wrote:- Operates under the terms of the Alster Union ID, with the following additions:
- Cannot engage any targets outside of its ZOI except in self-defence, or the defence of vessels of the same IFF, or allied vessels explicitly trading water to the Sirene.
- Cannot mount a conventional jump drive in addition to the BIFROST device (Unique vessel ID). ID functions as a batteryless jump drive that consumes the water commodity as fuel.
- Cannot demand credits under any circumstances.
- Can demand water only outside of it's ZOI from vessels hostile to the Alster Union, and attack them if they do not comply.

To use the same tech as the original request: (100% Unioner cap turrets, 100% sirius civ/codename, 100% RM turrets <for green flaks only - supported by previous SRP lore).




Qualitative roleplay:



https://discoverygc.com/forums/showthrea...tid=159187 < Original SRP request - contains backstory for the vessel's visual style and the relevant substantive role-play of the vessel until the present day. Much of the model's origin roleplay was covered in the original request, unfortunately, there wasn't a model that suited the docking light placement requirements/textures/fx available at the time.


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https://discoverygc.com/forums/showthrea...pid2028074 < A formal description of the Sirene class with the function of the Multi-Mission Jump Module explained within.

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https://discoverygc.com/forums/showthrea...tid=163339 < First formal meeting of the Liga design directorate in response to the Pacifica attack by Harmony. The committee reveals that the Unioners have been entirely unprepared for the strike and their fleets would take weeks to properly assemble. It is decided that Unioner fleet mobility is vastly insufficient for the range of territory the Union is forced to protect. Project BIFROST, a project aimed at creating a more efficient, more tactically useful drive than the false-economy of battery-drives, is announced, yet no solid objectives for the drive are established. A range of aspirational requirements are outlined and Schultzky is assigned to lead the project aboard the Sirene, which is considered to be the most expendable ship in the Unioner’s handful of large warships, should the program result in hull loss. A mission is set: To Jump the Siren behind the Harmony blockade, pick up any Refugees that can be carried, jump immediately again without refuelling to the Tau Worlds, to secure the safety of the crew. It is near-universally assumed to be a suicide mission.

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https://discoverygc.com/forums/showthrea...oner+Drive < Schultzky aquires a Jump Drive Mark Four from the League of Hyperspace People, promising to share any research findings.

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https://discoverygc.com/forums/showthrea...pid2028085 < Frei arranges the collection of coolant oil, shipped from Gallia by the Unioners’ covert sympathisers; Kruger Minerals. The drive requires oil to cool the vessel’s onboard equipment, acting as a thermal sink for whatever the primary heat exchanger cannot dump overboard through water boiloff.

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https://discoverygc.com/forums/showthrea...tid=163462 < Schultzky’s account of Project Bifrost. Whilst initially jubilant, he becomes increasingly frustrated with the program as vessel resources seemed to be imperilled, lives are lost, and the rescue effort is slowed.
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https://discoverygc.com/forums/showthrea...jump+drive < The Unioners agree to evacuate five hundred of their own non-combatants from Pacifica to the Natio Octavarium’s Camberra outpost in Tau 44 using the experimental drive.

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https://discoverygc.com/forums/showthrea...tid=164036 < Harold Kane draws up the expanded Spyglass blueprints for the Unioners, based upon the ‘Metropolis’ – a sister ship of the ‘Sirene’, once called home by the Vagrant Raiders.

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https://discoverygc.com/forums/showthrea...tid=163284 < Pacifica’s defences are overwhelmed by a Nuclear Electromagnetic Pulse warhead, fired by the Hellfire Legion and observed by the Liberty Separatists. The station is badly compromised, and the chief arbeiter of Cologne, Corin Frei, seizes emergency powers to bring the station back under order, taking the mantle of the Arbeitsdirektorate for himself. He immediately authorises the assembly of a design committee to establish technical methods of breaching the blockade.

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https://discoverygc.com/forums/showthrea...tid=163806 < Stefan Morgenstern of the Unioners requisitions plastics from Freelance Escorts and Repairs.

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https://discoverygc.com/forums/showthrea...tid=164129 < Morgenstern’s plastics shipment is repurposed by the Unioners as magnetic insulation for the heat exchanger.

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https://discoverygc.com/forums/showthrea...pid2028412 < IRG is contacted for a formal exchange of technical knowhow to expedite the project. Instead, IRG begins to surveil the Unioners, searching for diplomatic leverage with the Red Hessians - The Sirene proves the perfect counterbalance. After the Unioners begin to suspect IRG, the Unioners abandon the request for technical information.

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https://discoverygc.com/forums/showthrea...pid2028794 < Logistics logs of the construction of the heat exchanger.

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https://discoverygc.com/forums/showthrea...pid2028280 < Vulkan’s observations of the heat exchanger’s construction, including the final installation of the device.

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https://discoverygc.com/forums/showthrea...t=hessians < The Red Hessian Armee provides the silver required for the Sirene’s bow plates.

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https://discoverygc.com/forums/showthrea...tid=164140 < The theory and premise behind the heat exchanger.

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https://discoverygc.com/forums/showthrea...tid=164480 < Design Document of the heat exchanger.

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https://discoverygc.com/forums/showthrea...e+Unioners < The Natio Octavarium smuggles superconducting materials through the blockade.

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https://discoverygc.com/forums/showthrea...tid=164208 < Frei procures logistical assistance for the heat exchanger.

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https://discoverygc.com/forums/showthrea...=SCEC+Frei < SCEC is contacted by Frei over the procurement of sophisticated mining machinery to aid in the conversion of water to heavy water within the vessel's heat exchanger. Instead, the Unioners discover that it will prove extremely difficult to accumulate the desired heavy water in sufficient quantities artifically. The Unioners commit to frequent jumps to the Barrier to procure heavy water for the vessel.


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https://discoverygc.com/forums/showthrea...tid=164410 < The Unioners test the MJMM for the first time, in the company of three patrol craft. The Unioners encounter the Zoners of Galileo, and the Outcasts, who discover the existence of the vessel, sparking a chain of diplomatic fallout.

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https://discoverygc.com/forums/showthrea...tid=164514 < General order 418 is placed by Arbeitsdirektor Frei, resulting in the standardisation of all Liga vessels away from antiquarian Imperial doctrine.


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https://discoverygc.com/forums/showthrea...l+unioners < The Sirene's commander briefs battlegroup Scarabeus on the plan to evacuate Pacifica using the Sirene's jump system.

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https://discoverygc.com/forums/showthrea...tid=164473 < Corin Frei requests additional LWB support within Rheinland itself as the Unioners mobilise to protect the Sirene before the coming assault.

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https://discoverygc.com/forums/showthrea...pid2030536 < Arbeiter Hunter Wolff's observations of the Galileo Jump Test.

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https://discoverygc.com/forums/showthrea...tid=164477 < The heat exchanger, and the drive, are considered to be of sufficient operational readiness after the completion of the Galileo Jump Test. The Drive is considered functionally ready for deployment into the field.

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https://discoverygc.com/forums/showthrea...tid=164477 < A final review of the heat exchanger's performance. It is noted that a significant amount of deuterium-infused ice will need to be required to ensure drive performance, in excess of design expectations. The drive is nevertheless considered ready for field operations aboard the Sirene.



Factions involved in the roleplay situations surrounding the request:

, IRG, SCEC H.

Factions involved in the physical and technical construction of the ship/sourcing components for the ship:

THP, RHA. UN, Kruger, NO, FL-ER.





Why are you requesting a battery-less drive?

Possibly some of the best RP the Unioners have experienced has been with the League of Hyperspace people. Blind Jumping became something of a fun hobby, and appears to be an enjoyable generator of activity. It also seemed like there were more interesting ways to respond to the “blockade of Pacifica” roleplay than just punching through – the most ‘Unioner’ option was to modify a pre-existing vessel specifically for that purpose. Since fuel-less jump drives can make intercepting a vessel overly challenging, we would like the drive to consume water, which would be coolant dumped overboard during the activation of the drive (effectively acting as a chemical heat sink as it InRp ‘evaporates’ into space after use) This still limits the number of jumps that the vessel can make before it needs to stop at a station and acquire more, or shoot asteroids and mine more water for itself (or use other ships as water miners), promoting gameplay interaction. The drive effectively works similarly to how old jump drives used to work before batteries were implemented – however, instead of burning fuel, it evaporates coolant, at a much more efficient rate, whilst the roleplay behind the drive adheres fairly accurately to the real-world laws of physics and represents a conceivable technological development within the Discovery universe.

There are also very few water-dropping fields in Rheinland, along with friendly unlawful bases that sell water. This means that the ship will occasionally have to jump to remote systems to re-intake water, then jump home, or travel to hostile systems such as Kansas to re-tank, forcing PVP interactions. We hope it makes for some fascinating gameplay encounters.




We would like the water consumption rate to be forty units per jump, which seems reasonable given the vessel’s small cargo size after all equipment is added on, and the fact that water cannot be purchased everywhere, unlike batteries. It’s also low enough that if the vessel finds itself stuck somewhere bizarre, it can hypothetically ‘mine’ itself enough water with its secondary guns, given an appropriate field. (Water consumption and ship cargo size rebalanced by )


The vessel will not use its jump drive to evade hostile encounters.




Do you guarantee not to use the vessel abusively?


Yes. If this guarantee is in any way broken, Bastille the ship. Please place the people who use the ship and the quality of encounters involving the ship under high scrutiny. It's meant to be a fun-magnet designed to add more 'discovery' to the discoveryverse. If it violates any of these principles, please remove the ship. The ship itself is not in any way overpowered, underpowered, or game breaking by any principles now it's gone through its balance pass, thanks to and balancing both the ship and the drive system.

The ship will be tightly controlled inside of UN and should hopefully serve as an incentive for good behaviour. The ID is quite restrictive to prevent un-fun situations (for example, a battleship obliterating a transport), as the ship cannot engage in credit piracy. The ship is meant to serve as a visual motivator for roleplay situations and has been constructed accordingly - it's got a lot of flashy FX and beautiful textures, but at the end of the day it's just another skill-dependent heavy battleship like any other in the mod.

Some of the request features, like the internal docking light point to turn the Sirene's arch lightning off when it isn't thematically appropriate, such as in Connecticut , are meant to make the ship less intrusive for other players, improving the vessel from where it is now.


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If you need to provide character refferences, state some names:
Tanith here. I would consider the content of my character to be well-known by now, with ups (I love to interact with people, discourage rumour-weeds wherever possible, try to create good times for the members of my own faction and others, rarely break the rules on the server or the forum), and the bad (I'm direct, sometimes insulting and unreasonable myself when I believe someone is being unreasonable). As the person who will initially fly the ship around, these factors are certainly worthy of consideration. So I'll end with this:


This ship has been a thoroughly enjoyable project to mature. It's been able to slip into the space between pure tech RP and inter-faction politics. It's created rep-changes, friendly and violent encounters. It's been complimented in the quality of its encounters. It's allowed us to develop characters beyond those which have access to the vessel. Flying the vessel has been quite therapeutic - reactions are pleasant and I always feel motivated to create the best encounters I can because of it. The ship is a positive feedback loop to which I have invested two years of discovery, and hope to invest more.

The following individuals would likely vouch for me in this department:













Location of cash: UN|GEIST-KKS-Sirene. The money amount on it isn't completely exact as the vessel is occasionally used and moved in its present state, so we ask that you don't zero the ship.




Developer Credit:


All credit to for the fantastic remodel, re-texture, and custom animations, along with all the sleepless nights you put into it, and to for the engine FX, for the vessel's custom icon. for advice and checking everything was above board along with ensuring the texture, engine, and cargo door animations worked, for balancing the ship, and for balancing the drive unit and the ship's cargo volume to match.






Thank you to everyone who helped us get here, and thank you Discovery Community for being enjoyable enough that it's a worthy use of time to develop long-reaching roleplays such as this one.



While we were contacted, IRG has yet to be formally involved in this request.

Please wait patiently for this interaction to unfold.



(09-06-2018, 06:36 PM)Ingenuus Research Group Wrote: [ -> ]



While we were contacted, IRG has yet to be formally involved in this request.

Please wait patiently for this interaction to unfold.




Don't worry, you're not the only bit of incomplete RP out there. It won't be sent off to the admins until all RP of the above RP chains are complete. Two don't even have threads yet.


I'm currently prepping the document/making it readable before I send it off to the devs/archiving it in the UN faction document in case anything happens to me, which can be done mid-RP due to the amount of time involved with getting a ship put in the game. It just won't be sent off to the admins for physical implementation/denial for a character in the server until the RP is done. Dev balance pass and infocard attachment needs to be done first.

Also don't feel railroaded into helping us! I've only included IRG on the request draft provisionally, as with SCEC. Both factions could hypothetically deny continuity of the RP in their responses.