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Post by grimmedslug on Nov 29, 2009 22:41:12 GMT -5
:(Hello?
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Post by UsagiOkami on Nov 30, 2009 2:12:58 GMT -5
Sorry about that Snow. I was going to read it yesterday but I was feeling under the weather and then today I got sick.
Depending on how you work this it could be really good. You might want to make it clear that there will be more to it then just signing treaties otherwise you will end up with an army of assassins. The political leaders will most likely be fighting as well, or at least have something they could do otherwise not many people will want to take them for fear of not being good with laws and treaties.
the concept is good and I've never seen anything like it before so it is definitely original. And help you need with this thing you let me know. I'm not to good with laws and stuff but I'll help where I can and try to use Google to help with the rest lol.
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Post by grimmedslug on Nov 30, 2009 2:18:04 GMT -5
That's a good point... Hmmm...
Except that even in modern day most politicians are helpless. Unless I allow them to control the army of their origin? Will that help balance it out?
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Post by UsagiOkami on Dec 1, 2009 2:08:15 GMT -5
What you could do to make it so that the politicians can do more then be all political is not make it Earth. When the planet is Earth it puts a whole lot more restrictions then if you were on the far distant world known only as ogbbgnf (Obviously not that but it was all I could think of). If you set your RP not on Earth then you can set up the legal system, the military system, the ruling system, EVERYTHING, to your liking. You can have Kings and Queens, or use a council, you could have one King and different Barons ruling the fiefs. You could have it still be modern time but use the premise is fiefs to better separate the different factions. It also allows you to choose weaponry, do you want guns? Have guns even been created? Are guns outdated and now people use plasma/laser shooters? Do people use swords and spears? With a different world you can manipulate the tech level all you want. Now if you stick with Earth it does give you the tried and true to fall back on but then you have to overcome the difficulties set before you by the governments. (It also means you actually have to learn things and God forbid we have to do that ). However, it does give you a set history, tech level, culture, ruling forms of government, and also weaponry. Ultimately it comes down to how much work you want to put into this thing, as well as how creative you want to get with the thing. It also depends on whether you already have everything already figured out. If you have all but like one or two things then there isn't too much reason to start over. But if you only have one or two things figured out you might want to weigh your options and look at the pros and cons.
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Post by grimmedslug on Dec 1, 2009 3:55:16 GMT -5
Kay, give me some time, I'll get the whole thing out. Eventually.
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Post by grimmedslug on Dec 2, 2009 0:09:01 GMT -5
Ok, here we go, I guess. Same backstory, on Earth, since I was already using Earth it seemed a waste to fall back on my plans.
1. Politics
In the governments of that time, the head of Parliament in each country is an elected official. That means that it is possible to bring them down. He is pretty much the most powerful man in the country, having control over military, foreign affairs and internal affairs. He is supported by a Cabinet of Ministers in some countries, although not all; some prefer dictatorship, go it alone. The head of Parliament (also known as President) can also create private armies; lower officials can too, but if it's found out they're done for. They'll probably be exiled under the grounds of treachery under most governments.
Parliament is voted for by the people. The head of Parliament is voted for by the Parliament members. The size of Parliament varies between countries, but typically they do not go too large, having a maximum of 12 members in most countries. International law forbids parliaments above the size of 18 members, including the head of Parliament. The Parliament deals with issues such as those too big to be dealt with by the Autonomous Councils. The Cabinet is chosen personally by the head of Parliament, typically can be any size, and members in Cabinet can also be members in Parliament. Cabinet members are personal advisors to the Head of Parliament.
The General Secretary is a person elected by the Parliament. While he or she is not a member of Parliament, he or she gets to participate in meetings at Parliament, and notes down the details, also notes important points with which to start discussions at Parliament. All appointments to lower officials submitted to Parliament go through the General Secretary, thus the General Secretary is a powerful position. The General Secretary CAN be a member of Parliament or Cabinet.
Below the Parliament is the Autonomous Council. There is pretty much one in each town, and they are small groups that are appointed by the government to maintain political stability in each town. At the end of each month, the head of each Autonomous Council (who is voted for by the Parliament) submits a report to the Parliament about issues in the country. This also passes through the General Secretary before reaching Parliament (as can be seen, the Gen Sec is a very strong position). In the report, they can do things such as ask for raises, ask for more funds in their budget etc to help them better coordinate their efforts in the towns. People can apply to join the Autonomous Council, but must be appointed by the Parliament (once again, the application goes through the General Secretary).
Each side of the war elects 1 member from each cabinet that exists to form the faction cabinet, that provides political expertise to the leader. One Fuhrer is chosen by each side, elected by the faction cabinet from all the heads of parliament. One Total Secretary is also selected from all the General Secretaries in the same way. This war council decides mainly on war, and the Fuhrer has complete control over the military. Cabinet advises the Fuhrer, while the Total Secretary brings about the issues to discuss just like the General Secretary. The Fuhrer can interfere in the politics of other countries in his or her faction.
And that is pretty much the politics I have in mind, largely inspired by Russian style Communism government (it's less complicated than that, though), minus the war council. So basically, the strength in terms of power goes about like this.
Fuhrer Faction Cabinet Total Secretary Head of Parliament Cabinet Parliament/General Secretary (but if the Gen Sec is good he can actually hold as much power as the Head of Parliament) Head of Autonomous Council Autonomous Council
Parliament voted for by people, Head of Parliament voted for by Parliament, Autonomous Council controlled by Parliament, Head of Autonomous Council elected by Parliament, Cabinet chosen by Head of Parliament.
Hope this was not too complicated. Politics is always complicated.
Military:
Standard issue in army are still old fashion pulse rifles, bullets travelling at much higher speeds in the past but certainly still deadly. Technology has advanced over the past generation in terms of military equipment and transportation, now each typical soldier is armed with portable GPS, signal transmitter, shrapnel and bulletproof helmet equiped with night vision and can be used to receive information from hq. Also, the body armour is bulletproof to some extent, but not entirely, because bullets that are still fast enough (approximately 450km/h) can still pierce through the armour, thus the developments in pulse rifles to send bullets to that speed.
In transportation, military transportation has developed much over the centuries, even if they are the only form of civilized transportation left in the Alliance. The trucks are designed to withstand at least 3 bomb explosions before being knocked out of commission, and can take sustainable damage from RPGs, Grenade launchers and anti-tank weapons. Tanks are now literal god armours in the field, being near indestructable short of sustained fire from anti-tank weapons, or by the newly designed EMP mine (built by the Confederation), which knocks out the tank to allow for safe takeover. Air transport is pretty much still the same as last time, because there isn't much development in air as pulse rifles can put bullets so fast that planes can literally be shot out of the sky.
Artillery has improved over the years, now shells can travel well over 500km in distance on the newest artillery machines (developed by the Alliance), but accuracy is still haphazard, relying on mass destruction rather than pinpoint accuracy. Military planes have improved slightly, basically radar deflection and higher altitudes to dodge the pulse rifles. Unmanned Aerial Vehicles have been decommisioned, because of how expensive they are and the fact that they are shot out of the sky by pulse rifles. Unmanned ground vehicles have also halted in production because of lack of survivors with the technical expertise to maintain and operate them.
On the sea, with the developments in artillery, ships have also increased in their range to deal with artillery threats. Most ships isolate their targets with GPS and fire at pinpoint range, but they lack the range that the artillery shells have, so they make sure every shell counts. Most aircraft carriers have also been decommisioned following the weakness of aircraft, reverting to old fashioned destroyer class ships. The Confederation in particular has sped up submarine research, allowing submarines to remain submerged for over a year within resurfacing, and increasing the submarine's typical payload to a hefty 140 torpedoes per trip. They have also improved the speed to reach their targets quickly on short notice. Submarines have become the mainstay of the Confederation fleet, because they can go so deep that most depth charges are negated before they reach that depth.
In the military, the ranks have been cut short, to a very short thing, since most soldiers die long before they reach the top anyway. The ranks, in order of power, are:
Fuhrer General Field Commander Brigaider General Colonel Lieutanent Private Recruit
Typically there's about 3 generals per faction. Field commanders are still the most respected military officials, because they lead their soldiers to battle directly.
I realised I forgot to add the military under character choices, my bad. It really should be there too.
Yeah, I think that's about it, of what you want. Sorry for the length XD It's too long for most RPs! I think.
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Post by grimmedslug on Dec 2, 2009 22:04:24 GMT -5
And a bit of extra, since I only talked about the 'good' side:
The Assassin's Toolkit
Each Assassin typically carries several weapons, but their arsenal is limited due to weight restraints, they cannot carry too much and hope to travel fast enough to escape the guards after they commit their crime. Typically, they carry about 10 kilograms of weapons and ammunitions combined maximum, any more and they'll be too slow to negotiate corners before they get nailed by the guards.
Of course, each target requires a different weapon to kill, so the assassin's tend to have varying weapon choices. To make up for this, there is an 'Assassin's Shop' where the assassin's pick up all their weapons. Technically, the weapons are rented and all. Note that all weapons are fictional.
Most assassin's pick the choice of one long range firearm, one close range firearm, one close range melee weapon and a quick draw short range weapon. That is the typical choice.
Long range firearms typically consist of sniper rifles that are fired from a distance. A particular favourite of the assassins is the M60 Grand Rifle, known also as the Tiramisu (note, this is not a real weapon, I made it up). It's heavier than other similar rifles and slightly outdated, but it has perfect balance, minimal recoil, and is the last rifle created that can be fitted with a silencer, since no one actually cares about using silencers in war anymore. Another choice is the R43 Sinker, which has the capability to fire from an incredibly long range, and is extremely accurate, but it makes a lot of noise. The R43 is also compact, comprising of moving parts that can pack and unpack into and from a cube into a rifle in 3 seconds flat, which allows for easy transportation through heavily guarded areas (since the soldiers will fire on any holding firearms). There are other weapon options, but less popular than these two, these are particular favourites of the assassins. The assassins also prefer phosphorous tipped bullets, because the white smoke they release on contact helps them to track their shots. These rifles are very heavy, typically; the Tiramisu weighs in at about 6 kilograms, while the R43 at 4.5 kilograms, both values counted with the weight of ammunitions.
For close range firearm, they are typically split into three: semi automatic miniguns, easy to draw and no one actually cares about the spray at close range, shotguns, which do perfectly well at medium to close range, and finally pistols, which also serve as a quick draw weapon as well. For semi auto miniguns, the long favourite amongst the assassins is the Blaze X-10, a gun small enough to be concealed within the sleeves of a long clothing. The ammunition clip is wound around the arm so it does not trail out, with a clip size of 600 bullets per ammunition clip. At the slightest sign of danger, it can be slid out of the underarm holster with a small flick of the hand, grabbed, and subject the enemy to 600 rounds of death and whatnot. Small enough to be hidden, and weighs in at only slightly less than a kilogram, it is a favourite short range weapon of many.
The Remington Gaues Shotgun is the weapon of choice for most assassins who like a heavy close range weapon. It has a 12 bullet clip size, and can be folded once to reduce the length by half, to a mere length of about 56 cm. When unfolded, this thing is about 1.1m long, so people trying to sneak in for a close melee attack is hard to be blocked by this, but anyone else in range is going to be turned into pulp. Typically strapped onto the back of the assassin, disguised together with a set of bow and arrows, with this stowed away together with the arrows, just simply because those aren't illegal. But these weigh in at about 4 kilograms, so it's hard to pick a nice weapon choice with this unless the assassin chooses to sacrifice long range weaponry.
Pistols are basically, you draw and you shoot. These are hidden in a small pouch by the assassin's pocket, and can be drawn, safety turned off and fired in little more than a second, thus classifying as a quick draw weapon. The assassins use the Colt Peacekeeper, which has 9 rounds in it, with little recoil, thus a particular favourite of those who prefer a steady aim. They weigh about the same as a minigun, 1 kg.
For melee weapon, there are a large variety; swords, knives, axes, whatever. Just as a backup in case the enemy gets too close, or you suddenly get ambushed when your quick draw weapons are out. Most assassins are highly proficient with their melee weapons of choice, although most stick with swords and knives because anything else tends to attract too much attention.
Quick draw weapons are basically a choice of either pistols or throwing knives. Pistols are explained; throwing knives are basically knives thrown as a last ditch attempt to distract or kill an enemy. The typical knive thrower has 8 holsters: Boots (1 each), Armpit (1 each), Underarm (1 each) and Shoulder (1 each). If minigun is chosen as a close range weapon, it substitutes an underarm holster. Subsequently, any other weapon you have that coincides with each is also taken in place of the knife.
The assassins also use grenades, but not to kill, typically only to provide distraction. Thus, their favourites are the flashbangs and the smoke grenades. There's also a very useful grenade, the 'hallucinogen' grenade, that shines so many lights on explosion that anyone who sees it typically overloads and their brain shuts down. Good if you don't want gunfire by someone blinded by flashbangs to blow your cover.
Of course, sometimes the assassins may want something special. In such a case, there are weapons such as the Hidden Blade (inspired by Assassin's Creed), which fits into an underarm holster and can sneakily dispose of the enemy. Or really, anything they can think of. What the shop doesn't have, given a special order, they will make, since, business is business.
The assassins follow their creed, which is 1. Do not involve innocents. 2. Do not kill for vengeance, revenge, or other base desires. 3. Always remain inconspicuous, no matter what upper hand you have. 4. The target always comes first. All others are secondary. 5. If the target fails to be eliminated, they must compensate to their employer.
Any who break the creed are to be put on trial and subject to death, normally.
And this is the background behind the assassins.
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Post by grimmedslug on Dec 3, 2009 2:09:24 GMT -5
And yeah, just to supplement, just in case that was not enough. I hate half done jobs too.
Military weaponry
The military, has of course the latest, high tech weaponry, since they've been fighting for forever and a day. I'll split it up on both sides first, but the idea is simple; the basic soldiers are armed with a set arsenal, only soldiers with a rank of Colonel or above can choose their own weapons. However, the higher the rank, the more risky life is, because assassins and the enemy will be more likely to take you out, and very few survive at the higher ranks for too long.
Alliance
The weaponry of Alliance soldiers are very simple. Alliance soldiers travel in squads with 5 different weapon types: Machine Gun, Anti-tank, Sniper, Rifle and Mortar. Typically a squad has 18 people max, since the Alliance favours hit and run tactics with their weaker arms. Soldiers of higher rank typically lead charges, so in a typical squad there should be 1 field commander and 2 colonels. Brigaider Generals are pretty much Generals with desk jobs, so they don't go to battle so often, still they are formidable. The Brigaider General's role in the Confederation is slightly different; I'll explain later. Now I'll go into the typical arms of a Alliance soldier.
While the colonel and higher rank get their own weapons, most soldiers carry basic supplies: water, food. Normally, it lasts them only awhile, 2 days maximum, but since they have relatively safe supply lines it is fine. Each soldier gets a sword, a pistol, then their weapon of choice. They typically carry enough ammunition to sustain conflicts that can last for hours. The average weight of the soldiers packs are from 4 to 7 kilograms, depending on their weapon designations.
Riflemen
The most basic soldiers in the field. Armed with a water cooled Purlion Mark III Pulse Rifle, they lead the frontline charges in battle, with the Pulse Rifle able to fire past most cover, penetrating through much of the enemy. The Purlion comes with an underslung grenade launcher, used to clear garrisons, and riflemen use only incendiary grenades, unless they're high enough to choose; most colonels go for a split between fragmentation grenade or flashbang. Field Commanders will always, always count on flashbangs, because they are experienced and know their effects. The typical soldier carries 4 grenades with him as his stock. Total weight: 5.3 kg.
Machine Gun Team
Most Machine gunners don't act alone. Since the machine gun is heavy, the parts are actually split between two different soldiers and assembled on site. The Regent Machine Gun is the weapon given to most machine gun teams. Weighing in at a total weight of 10 kg, the Regent spits out 10 rounds per second, slower than other machine guns but with far less risk of overheating or jamming. When the Regent is set up, one man fires the gun while the other spots the target. Total Weight per soldier: 7 kg
Anti-Tank Soldier
Anti-Tank soldiers are armed with the basic Zeppelin Dual Rocket Launcher, firing two rounds each volley at the enemy. The Zeppelin homes in by GPS to its target, then explodes with a large explosion, burning anything. The Zeppelin has a range equivalent of 1.5 kilometres accurate, but pass that it becomes very hard to put in a very accurate shot short of the most experienced soldiers. Each Anti-Tank soldier comes equipped with 3 remote anti-tank mines, which detonates upwards when triggered, possibly causing a tank to flip over and be harmless in the best case. Total weight per soldier: 6.4 kg
Snipers
Snipers have very basic weapon settings. These are the squad's scouts, and can spot targets for their own artillery as well. Each sniper is armed with a Telemetry Rifle, which allows for equal range as the R43, but is much more difficult to carry around due to size. Total weight: 4.3 kg
Mortar Teams
Mortars come in teams too, but it's not because the weapon is heavy, it's because they need experienced spotters to help the mortar. One man plugs the mortar in the cannon, the other fires, while the first man notes where the mortar drops and tells the other to adjust the weapon accordingly. The mortar is fairly accurate, being the latest Transcender 540. Thus, mortar teams have very little load to carry. Weight for the one holding the mortar: 6.1 kg. Weight for the one not holding mortar: 3.4 kg (the one not holding the mortar gets all the mortar shells to lug around instead).
Colonels can also choose to pick up shotguns. Since the rest of the weapon choices are up to date, there's not really a difference in picking an older weapon apart from personal preference.
War vehicles can only be driven by soldiers with rank Lieutanent or above, so most tanks are driven by the higher ranking soldiers. It's hard to find them in a squad, the Alliance prefers entire tank columns by themselves. Artillery is similarly manned, typically serving as support for tank columns, and naval ships must be led by a person with rank Field Commander or above. Planes can be flown by anyone.
Tired of writing Confederation now. Wait till tomorrow or something.
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Post by UsagiOkami on Dec 3, 2009 2:12:44 GMT -5
Oh wow. I haven't even finished reading the whole thing. Due to me still being sick it will take me a while to not only read all this but comprehend it as well so if I don't respond about it for a few more days it's for that reason lol. But this from what I have read is highly detailed. I mean you are going to have to use spoiler tags or seriously edit this thing down before you can post it in KHI, because this thing is sooooo detailed.
I'll try to read it all and get back to you as soon as I can.
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Post by grimmedslug on Dec 3, 2009 2:26:10 GMT -5
Lol, take your time. There's still a bit more, I need to discuss the Confederate army, but past that I don't think there's anymore... At least I wasn't convinced to put it on another planet or it'll be twice this length or something.
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