Hello! Me and my team members choninja21, delfiler, Th3F3aR, Caldari Navy, and Toylore are setting up a new KSP series. This series will intentionally be related to macey dean's series which stopped for some unknown reason. We need several people with decent recording software and mics. Enough to keep KSP at a good frame rate that is watchable. They will also need a editing software. Windows movie maker will be fine. Now that you know the requirements let's get to the general idea. This idea does need some specifics and polishing to do. Into video:
most recent update video:
Version 0.1.2.8 The world/story/thing: The idea is it is an industrialized kerbal world. That means there are corps. These corps goals are to get money, science, and, in some cases, better kerbal society. Each "corp" will get their own designated regions of space where they will set up buildings to start making profits, money, and science. These corps are so powerful that they are almost considered a separate nations. Almost. The catch is KSP police are the most powerful government and have set up space rules. The only rule is, no killing kerbals. Everything else if fare game. Also a big thing to keep in mind, don't attack the KSP police. They are a force to be reckoned with. Channel: https://www.youtube.com/user/KerbalCorpWars/feed ship submision forum: http://forum.kerbalspaceprogram.com/threads/101679-Kerbal-Corp-Wars-Ship-Submission History: https://docs.google.com/document/d/1Z28ZIPrlHZnXK3B7ZeyjHre1g-vUT8l7Jf6cEOsDc0E/edit?usp=sharing Backstory: https://docs.google.com/document/d/1razaACxZoPAlMYLt1-5KSRjpF322bZUDx6ryxrk7bSw/edit?usp=sharing Territory: https://docs.google.com/document/d/1gwfx2RPa0jxp3WmmXJ1m5dSwsh5Dt31CuVhqm0KLzoo/edit?usp=sharing Diplomacy: https://docs.google.com/document/d/1Ug_hOl2-8U02ceOM3kEBCLNQ4U5qP2ZxeHxtxnsK7zw/edit?usp=sharing Warning! We do have a time zone requirement! These videos will be made in KSP multiplayer! Either through a mod, or when they add it! You have been warned. try to stick around (UTC-06:00) Central Time (US & Canada). Ask if not curtain. We will try to get you involved but we can't promise you anything. The territory system: How this works is every corp gets planets. On these planets they can build buildings, rovers, and armaments like ground to air missiles if they like. The only territory not available is kerbin, and the mun. That is the KSP polices. After that there will be discussion on separating territory in a fair way. That means there are probably going to be 2 corps in the Jool system. To take a planet, eliminate all threats currently orbiting it and on the ground. This include everything exempt trader buildings, big science building, and the colony. If there are some on it, then it will be contested and only the buildings and rovers will be producing science. The colony will be contested after the planet has been taken for 1 turn unless it's the original creator. Combat rules: Classifications will be put in the name of the ship. For combat we will go down the list, so if I have 5 fighters and you have none, then I get to use all of my fighters before we go to number 2. Gives lighter smaller ships more of a advantage and reason to be built. Initiator starts combat. Captain get's to choose which ship they want to use when that battle order is reached. When firing, you may only fire one salvo. Only fighters can fire full stack. (A slavo is one layer of weapons, ask for separate rulings) Otherwise everything is legal as long as you have a valid reason to do it. AKA no suicide unless you are a warmonger and you have had really really bad history with the other person. As in bad worse and kerbals killed. Movement rules are currently 10 to 15 seconds. Will be discussed more later. Other rules: 1) Avoid killing people! You are a greedy corp, but not a killing monster! You DO NOT want the KSP police on you! 2) Avoid breaking science operations. You want to use these. The exceptions is not takeover able science vessels like ships, and rovers. You want to blow those up. That is why they will cost less 3) Do not try and build factories or science vessels outside you controlled zones. You may have some prepared to move in. 4) Do not build in KSP military owner sectors. AKA kerbain, and the mun ground and orbit, however you are allowed to park there temperately. No stations! 5) No fighting in kerbain orbit, it's suicide (optional rule but it's recommended you follow it). It is controlled by KSP police who don't want civilians seeing that. Combat order: (the person who starts combat goes first.) Opening shot starts the combat, and that attackers ships go first after it. Combat order goes by class of ship. 1) Fighter (type held in carrier, only light weapons) 2) Satellite defenses. (any weapons) 3) Frigate (type held only in supercarrier due to larger size. They are essentially bigger/armored fighters.) (about the size of the things ramming macy's fighters in the final fight) (small-medium missiles) 4) Cruiser (larger than frigate, smaller than battleship, carries standard weapons) (about the size of the ship with like 50 missles) (small-medium missles) 5) battleship (heavily armored, large weapons )(The armored thing that macy built that destroyed a carrier) 6) carrier (Cannot fire weapons, or carry frigates or anything bigger) 7) super-carrier (heavy/large sized carrier) 8) any sort of ground defense used to launch ships. (You are allowed to wait until the combat is just overhead. This may be subject to change.) <-- makes everything easier 9) other. for ground: 1) light fast few weapons. 2) medium vehicles Either large weapons, lots of weapons, OR an even mix of both. Each case will be discussed separately. 3) heavy vehicles (have armor and weapons) Can be attacked by spaceships! Don't build on planets with more than half of kerbals gravity for usefulness and avoiding annoyances reasons. capturing: You can capture kerbals left over from a battle! You can get intl. everyone needs to classify what lvl a kerbal is in each type of ship. 1-3 For example fighters are 1 carriers are 2 battleships are 2 super-carriers are 3 You need at lease lvl 2 in you attacking party to go capture a planet, but you have to have ad least one lvl 3 existing. You can get the gist of what they were trying to do from lvl 1 You can get full mission info and hints at the reason from 2 You can get war plans from lvl 3 Don't just park your lvl 3 in kerbin orbit. Fleets: supercarrier is 3 FP (fleet points) Carrier is 2 FP battleship is 2 FP cruiser is 1 FP Each fleet will get 8 FP to start with and then we can test to see just how big that number can get. Fast Travel: This is still a youtube series. We want to make it so we can go places and combat can happen, so we added some reasonable fast travel. Travel rules: It takes 1 turn to travel to a planet per planet from the start. To go to and from jool and eeloo is a additional turn. Planet Development: growth to turn 20. Cap growth at 20. when taken: "turns" of developed done are halved. 10% bonus for controlling a system. if it is small, like a moon, it gets a 25% negative if it has a atmosphere it gets a 25% bonus 1BP bonus for being in the jool system. +1BP per turn after 10 +.5BP after 15 +.25BP Recycling: You sell the ship to the trader and the trader can land the ship at home and recycle it to make see how much BP he gets. All types of carriers get 50% discount. All ion gets a 50% discount. The Crew: Everyone has to crew. While you won't have to buy crew or pay money for them you do have to worry about them. If one of your crew is captured and interrogated, then they must reveal army locations, plans, and or weak points on a ship. You might want to put some escape pods on your ships. You may only capture enemy crew if they are in a wreckage or in your ship. Crew in buildings can't have this done to them. This should add more incentive to be careful where you fire. Start: That or maybe start with: 1 colony 1 mine +30BP for ships. The trader will have a very different set of rules when it comes to territory and buildings! Trader rules: instead of building to get construction points, they get a base plus and they can build stations anywhere! They also aren't allowed to be attacked due to being considered kerbal citizens. They can spend these to construct satellites and they will get .25 per part on the station. Don't spam parts. You have a lot of planets to orbit. They also receive an additional .5 per planet that has a functioning station. A functioning station can hold crew, has lots of fuel for trade, and have weapons to be sold. They can sell these for cp at regular rates above or higher, or they can give weapons and stuff for favors. They can request anything, but the person doesn't have to accept it. Also note, they can sell full ships! Each station part will cost 3 BP. also we will allow mods that make your life easier without breaking the game. Like nav ball additions. There is also a extreemly high chance we will use a multiplayer mod. This the timezone requirement. It will makes battles go faster, and get things set up faster. The to do list: 1) iron out the idea of ship building. (costs and or more ship types) 60% testing needed 2) iron out the idea of buildings. (add more buildings and changing numbers/ratios) 60% ideas in place. Need to look over one more time. 3) Try and get more people 99% (satisfied) 4) get in contact and skype each other and stuff. 100% 5) Figure out recording schedule 100% 6) Decide on starting stuff. (Locations, and BP/ ships and buildings.) 80% 7) Add more stuff if it is good and works well. ?% 8) Story 80% 9) add more to the to-do list, if you can think of anything I missed. 1-100% These are ideas. Share your thoughts and play the devil's advocate, please. Also remember this post was just posted so it will have some errors. Just let me know.