Author Topic: [HDN] - His Divine and Most Glorious Navy of the Empire of Mankind.  (Read 54544 times)

kaptnkrunch

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#====================================#
COMMUNICATION :+: GENERAL BROADCAST

With the potentially impending onset of multiplayer:
HDN is kicking off again as a force for righteousness

When multiplayer launches, we will be organising:
-Gratuitous space battles
-Multiplayer builds of ludicrous cathedral like space-ships
-All sorts of awesome stuff like that

Let me know in the thread if you're interested in either
We'll sort something out when MP actually launches!

~TRANSMISSION ENDS~
#====================================#

CURRENT MEMBERS AND RANKINGS
Spoiler
Those signing up now will start at the rank of Lieutenant Commander.

Currently members:
-Erebus                 :-: Magos Commander of the Cult Mechanicus
-Xavierman117     :-: Lieutenant Commander
-Nautilus81           :-: Lieutenant Commander
-Prophet               :-: Grandmaster of the Ordo Hereticus
-Commander         :-: Lieutenant Commander
-Colonel Jack         :-: Lieutenant Commander

Generalised rank structure:
-Lord High Solar (Chief of all fleets)
-Lord High Admiral
-Lord Admiral
-High Admiral
-Vice Admiral
-Rear Admiral
-Commodore
-Lord Captain
-Captain
-Commander
-Lieutenant Commander

Specials:
-Warmaster                               :=: Specialist command role in charge of particular long running campaigns
-Magi of the Cult Mechanicus    :=: Engineering, design, technology
-Commissariat                           :=: Discipline, rooting out Heresy
-Inquisition                                :=: Finding sedition, investigating Xenos, Mutant, and Heretic threats

I'm honoured by your interest. If anyone feels like suggesting further roles and titles, shoot.






Join HIS DIVINE MAJESTY'S IMPERIAL NAVY TODAY

Shipyard:
http://forums.blockaderunnergame.com/index.php?topic=1091.0

#====================================#
#COMMUNICATION#
Security level: Gamma
In the future, humanity is pressed from all sides by Xenos, Heretics, Mutants, and Ruinous powers. In the chaotic decay of the remnants of the corrupt galactic empire a shaft of light penetrates the murk in the form of the Empire of Mankind.

From our homeworld of Terra we bring forth Light, Truth, and Justice to the dark void of the aether.

The might in space of the Empire, His Divine Navy, seeks recruits to hold back the forces that threaten us as a species.
Together we will bring the beacon of progress back to the reaches of space and stand shoulder to shoulder facing the future.


What are the advantages of joining?
-Cohesive set of tactics
-Access to Imperial Navy Ship designs (i.e. some way of pooling/sharing our ship designs)
-Support from other members of the navy in terms of intelligence/firepower
-A chance to purge the alien, heretic, and mutant from the face of the Aether.

End transmission
#====================================#


Ship designs are to be based on one overriding tenent:
-Pragmatism

This means everything should be stripped down to absolutely maximise:
-Speed
-Power output
-Robustness under attack
-Weapons output

This Navy is intended to take my favourite elements from the 40k universe but take it in it's own direction. I love the BFG (Battlefleet Gothic) designs, and intend to take elements from them.

RECRUITMENT:
Recruitment on an enthusiasm basis and dependent on levels of commitment to gothic over-the-topness in design
Spoiler
We're aiming for this:

Benefits of being part of the Navy:
-Training
-Access to ship designs
-Access to hilariously over the top fleet engagements to be organized with other groups
-Adventures into the darkest regions of space
-Exploration of derelict spacehulks
-Lots of combat!

At the moment of joining you would gain the rank of Lieutenant Command and access to current fleet designs:
(see here: http://forums.blockaderunnergame.com/index.php?topic=1091.0)

Still under development, but it should end up being a decent all rounder ideal for blockade running, rogue trading, and fleet support.

Further along the line would be promotion to captain, I'm currently developing the Witch Burner class Heavy frigate to go with that role.



<100m ships
Spoiler
Fighter: ~20m
-Used as interceptors against bombers and anti-capital torpedoes, sacrifice armour almost completely for extreme speed/maneuverability. Don't have enough firepower to do significant damage against larger targets. Require a carrier/fleet action to be effective.

Bombers: ~20-50m
-Used for precision strikes against capital ships. Require a carrier. Larger and balanced towards heavier armour/lower maneuverability. Carry a few defense turrets to keep fighters off but require fighter support to be effective. Used to get in close to capital ships and knock out critical systems with missiles/plasma weapons

Anti swarm Corvettes: 50-70m
-Anti fighter/bomber hunters. Not as fast or maneuverable but packing lots of fast tracking turrets for knocking out fighters and bombers

Anti-capital Corvettes: 50-70m
-Highly maneuverable with high speed, low armour. Pack a small number of accurate powerful weapons for knocking out capital ship systems, but fast enough to avoid their heavy weapons. Minimal armour on the basis that if you take a hit from a capital ship weapon you're going to be dead in a vette.

Fleet Support / Escort Vessels.
100m-1000m
-Small capital class ships
-Vulnerable to attack by capital ship weaponry/fighters and bombers
Spoiler
Torpedo/Missile Boat
500m
-High speed, relatively low maneuverability ship
-Low armour
-Packs super capital level missiles/torpedoes, but can't launch many at once. Also has lower reserves.
-Used in packs as part of fleet actions, hunting and killing beleaguered capital ships, or mobbing lone capital ships.
-Rely on numbers and speed rather than armour
-weapon rely's on range to avoid capital weapons
-Used in squadrons in conjunction with capital ships to distract enemy capitals and soften up targets for main ships guns, also used to pursue fleeing capitals

Ion/Laser sniper boat
500m
-similar to torpedo boats, but with longer range, slower reload times. Used to snipe Other escort vessels at stand-off distances
-Mounting energy or kinetic weapons rather than missiles, so less ability to pinpoint systems at range, but better range.
-Less speed/maneuverability than torpedo boats as more power required for weapons systems.
-Would work in small squads of around 3 hiding in systems powered (to avoid sensor detection) down until targets are in range, then crippling/damaging them to allow Torpedo boats/capital ships to move in for the kill

Assault Boat
500m
-Carries boarding parties, can be used to either grapple directly with or launch boarding craft/torpedoes teleport parties onto enemy ships of escort size and above
-Sacrifices almost all weaponry apart from some anti-fighter/bomber turrets for heavy armour and high speed.

Strike Carrier
1000m (overlaps with level 1 capital ships, but also lacks obvious offense.
-Less speedy than most escorts.
-Carries a small fleet of bombers/fighters. E.g. 8 bombers, or 16 fighters of some combo swapping out 1 bomber for two fighters.
-Lightly armed/armoured, all offense in ships carried
-Would work in groups of 3 carrying mix of fighters and bombers.
-Would be used as escorts for vulnerable ships or in conjuction with other escort ships.
-Could be used to bulk out numbers of small ships in a fleet action, or act as escorts for capital ships.

Level 1 capital ships
1km to 3km
Spoiler
Frigate
Around 1500m
-Variety of weaponry/configurations
-Can be used as a larger/heavier torpedo boat

Destroyer
around 3km
-Frigate/escort hunter
-Configurable for variety of roles
-Can be used as a larger/heavier torpedo boat

Medium Carrier
3km
-Carries large number of fighters/bombers
-lightly armed/armoured otherwise. Reliant on fleet support

Level 2 capitals - cruisers
3-5km
Spoiler
Cruiser
3km
-Can be configured with variety of armaments/armour including
  -fighter bays
  -torpedo launchers
-Meshes well with large fleet operations, or in small battlegroups with other cruisers and some escort ships
-Mainstay of the fleet

Battle Cruiser
4km
-Very Heavy weaponry set
-Sacrifices armour for higher speed, more power diverted to weaponry
-Absolute epitome of the navy High speed, high power weaponry
-Good at acting independently or with small numbers of escort ships e.g. sniper frigates or torpedo boats

Grand Cruiser
-5km
-Full on capital ship mounting broad range of heavy weaponry.
-Most effective operating in large fleet operations

Super-Capital Level Ships
5km +
Spoiler
Battle Ship
5-7km
-Extremely large ships, heavily armed and armoured.
-Configurable to high speed, heavy armour and heavy weapons.
-Tend to sacrifice maneuverability.
-Vulnerable without fleet support from escorts.

Super-Carrier
5-7km
-Can carry huge numbers of fighters and bombers
-Low maneuverability and vulnerable without fleet support

Dreadnought
7km+
-Vast super-capital ship
-Carries super-heavy long range weaponry.
-Only takes part in truly huge fleet engagements.
-Requires large support fleets to operate effectively

Other
Spoiler
-Stations, orbital defense platforms.

-Resupply ships


Please comment add suggestions for ships below.
Clearly alot of these ships are pretty huge, please feel free to suggest sensible re-scalings.


Declare your allegiance for HIS DIVINE MAJESTY'S IMPERIAL NAVY


Current shipyard:
http://forums.blockaderunnergame.com/index.php?topic=1091.msg19817#msg19817
« Last Edit: April 21, 2013, 01:33:57 pm by kaptnkrunch »

Zerebo

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Re: His Divine Imperial Majesty Requires You To Do Your Duty
« Reply #1 on: February 12, 2012, 06:24:30 pm »
Any kind of planned command structure? Servers? Free beer on garden partys?




kaptnkrunch

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Re: His Divine Imperial Majesty Requires You To Do Your Duty
« Reply #2 on: February 12, 2012, 06:36:13 pm »
Annual garden party and BBQ. BYOB I'm afraid, and you'll have to make it to London yourselves. Seriously though, anyone from London? Fancy a pint sometime?

I'd imagine the command structure would be relatively organic and democratic and pretty dependant on the number of people involved both with the Navy and game as a whole.

There would obviously be hats. And titles.

If you like you could be Grand Admiral of the 7th Divine & Mighty Imperial Fleet, or whatever suitably awesome and inspiring title you can come up with.

Personally I was going to go for: Lord Solar High Grand Admiral of the 1st Titanic and Most Divine Imperial Fleet, Ultimate Commander of the Aether, and Interrogator of the Unknown.

Hats would be along these lines, but with more skulls, eagles, gold and stars:
Spoiler
Spoiler
Spoiler

Rainman

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Re: His Divine Imperial Majesty Requires You To Do Your Duty
« Reply #3 on: February 12, 2012, 06:54:08 pm »
The Throne of Terra holds no sway here, Tyrant! The free peoples of space will oust your xenocidal regime.
SCIENCE!
...IN SPAAAAAAAACE!

kaptnkrunch

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Re: His Divine Imperial Majesty Requires You To Do Your Duty
« Reply #4 on: February 12, 2012, 07:43:03 pm »
I would like to point out that this is in NO WAY associated with 40k, bar the totally obvious stealing of the name (because it's awesome). If you read the OP carefully it does point out that there is no Emperor. I would also like to point out it's not allied with the forces of darkness either.

It'd be much more of an anarchist federation. But I love the title, so it's staying.

SnowDragon

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Re: His Divine Imperial Majesty Requires You To Do Your Duty
« Reply #5 on: February 12, 2012, 07:44:54 pm »
You'll find the Imperial Ural Navy none to happy about this transgression :P

theallmightybob

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Re: His Divine Imperial Majesty Requires You To Do Your Duty
« Reply #6 on: February 12, 2012, 07:46:50 pm »
Bob's boys are only mercs for hire, so who has he biggest wallet? lol.
would you buy a toaster shaped like an f22 with an eject button on it? cause thats what i'm going for.

kaptnkrunch

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Re: His Divine Imperial Majesty Requires You To Do Your Duty
« Reply #7 on: February 12, 2012, 08:46:10 pm »
Hmmm as suspected anyone interested in the game at this stage also had intentions of their own and visualizes themselves commanding equally large and majesterial fleets.

Well, I can offer you pretend hats and awesome titles, which is more than anyone else seems to be doing. I also excel at Hyperbole.

Also, you'll find the the Divine Fleet will attack everyone and everything not allied to it, with extreme prejudice
You have been warned!
(this is all assuming some sort of multiplayer ever gets implemented....)

Any dissenters will be thrown from the airlock to hurtle through the void locked in a soundless scream for all eternity.

Aside from the empty threats and boasting (until the game has multiplayer).
What do people think about the ship classes outlined?

Rainman

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Re: His Divine Imperial Majesty Requires You To Do Your Duty
« Reply #8 on: February 12, 2012, 08:50:37 pm »
I would like to point out that this is in NO WAY associated with 40k, bar the totally obvious stealing of the name (because it's awesome). If you read the OP carefully it does point out that there is no Emperor. I would also like to point out it's not allied with the forces of darkness either.

It'd be much more of an anarchist federation. But I love the title, so it's staying.

So you say. I'll still be on the lookout for overly-fancy "I" logos, and defacing your ships with graffiti of eight-pointed stars. :P
« Last Edit: February 12, 2012, 08:52:14 pm by Rainman »
SCIENCE!
...IN SPAAAAAAAACE!

kaptnkrunch

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Re: His Divine Imperial Majesty Requires You To Do Your Duty
« Reply #9 on: February 12, 2012, 08:52:44 pm »
I would like to point out that this is in NO WAY associated with 40k, bar the totally obvious stealing of the name (because it's awesome). If you read the OP carefully it does point out that there is no Emperor. I would also like to point out it's not allied with the forces of darkness either.

It'd be much more of an anarchist federation. But I love the title, so it's staying.

So you say. I'll still be on the lookout for overly-fancy "I" logos, and defacing your ships with eight-pointed stars. :P

Damn, you've got me! I was planning on covering everything with giant Baroque "I"'s, skulls, aquilas, etc. Not Chaos though. Never been a fan of the ruinous powers personally. Just love the Battlefleet Gothic shit.

Rainman

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Re: His Divine Imperial Majesty Requires You To Do Your Duty
« Reply #10 on: February 12, 2012, 09:03:22 pm »
I know you aren't, that's why I'd be defacing your aquillarific ships with spikes and Chaos stars. ;)
SCIENCE!
...IN SPAAAAAAAACE!

kaptnkrunch

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Re: His Divine Imperial Majesty Requires You To Do Your Duty
« Reply #11 on: February 12, 2012, 09:04:59 pm »
I know you aren't, that's why I'd be defacing your aquillarific ships with spikes and Chaos stars. ;)

A worthy foe.  8)


Rainman

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Re: His Divine Imperial Majesty Requires You To Do Your Duty
« Reply #12 on: February 12, 2012, 10:49:22 pm »
You can expect the attentions of a warp-stranded Iron Warrior once this game reaches multiplayer. ;)
« Last Edit: February 12, 2012, 10:51:53 pm by Rainman »
SCIENCE!
...IN SPAAAAAAAACE!

kaptnkrunch

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Re: His Divine Imperial Majesty Requires You To Do Your Duty
« Reply #13 on: February 13, 2012, 01:11:13 pm »
Excellent.

I think I'm going to develop it as a faction with a lot borrowed from 40k, but a generally more progressive feel. The main thing which bothers me about 40k is the lack of technical progress. I really struggle believing in that (as an Engineering Student).

So lots of similar institutions and craziness, but technological progress, no preceding dark age of technology or anything.

The Divine Navy will still be on the burning edge of technology, just with Gothic Ornamentation and a bit of religious fervour/superstition thrown in.

Xavierman117

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Re: His Divine Imperial Majesty Requires You To Do Your Duty
« Reply #14 on: February 17, 2012, 01:30:24 am »
sounds like a good idea.
i'd join up, but i have two questions.
1) if i am the Grand 17th admiral of the majestic obliterator fleet of the 1st emperors glory task force, can i essentially do what i want? within reason of course. i suppose i'm asking if i can attack enemies when i want, and only have to form up with a fleet in the face of a large enemy. ( this is my evochron mercernary clan's operating idea. do what you want, just dont start any wars.)
2) do you accept contractors who will do things that you would rather not do yourself, such as attack a colony to raise prices of unobtanium so you can earn money from your stockpile?
these contractors would naturally work for you as long as the money is good, but wont really owe you loyalty.
Meh.