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Colonies

Posted: Thu Nov 27, 2008 10:58 am
by Jockitch74
Ok so with all this talk whether or not HG and/or Palladium has said anything about the possible colonies in Robotech... has anybody actually created an colonies for their own campaigns?

Re: Colonies

Posted: Thu Nov 27, 2008 12:30 pm
by Jockitch74
mechanimorph wrote:I did up a Mining Colony for an adventure.

The others were mainly plot points and not really statted out.
My angle for the Angel class Colony ships
And a history of a Southern cross influenced colony post Invid Invasion.

Oh and the Glorie colony.


Actually, I've checked out your website. Great stuff.

Re: Colonies

Posted: Thu Nov 27, 2008 2:58 pm
by tobefrnk
It's on my list of things to do but that's a pretty long list as it is right now. I know I'm not holding my breath. I was going to reference Mechanimorph's site but looks like I was too slow.

Re: Colonies

Posted: Thu Nov 27, 2008 3:19 pm
by drewkitty ~..~
I'm starting to put together a lost/black colony at Arctic Frog Studios here.

AFS is a pbp site for mostly PB games.

Re: Colonies

Posted: Fri Nov 28, 2008 4:23 am
by Drakenred®™©
from a Strictly Genetics pov the Ideal minimum sizes (of the original "Genetic doners" in the population) are

50 (<4 "generations)
250 (>4 generations)
1250 (indefinate stay)

however beyond that what a "good mix" of civilian to "Military" is going to be up to what you want it to be. Just realise that you will be looking at a fairly large "Civilian" population if you want to have a "self sufficent" military. (bascialy ~ least 10 adults per active service member)

Re: Colonies

Posted: Fri Dec 12, 2008 5:00 am
by Aramanthus
Nice write up Mechanimorph. I've got to get back there once in awhile.

Re: Colonies

Posted: Fri Dec 12, 2008 6:24 pm
by taalismn
That might have been another sore point between Leonard and the UEF; the genetic- and brain-drain to the colonies...routing much-needed manpower away from the terrestrial reconstruction effort...
There must have been some MAJOR colonization incentives to get people to leave the known hazards of life on Earth, even post-Rain of Death, to head off into the void to start colonies far from home...
Or maybe they salted the colonial ranks with forced deportees("For the crime of stealing food relief supplies we sentence you to Life, with Labor, on a colonial world!" "For swindling refugees, you are hereby assigned to the Gamma Trianguli Agricultural Development Co-Op!")

Re: Colonies

Posted: Wed Dec 17, 2008 4:49 am
by Aramanthus
I don't know. But those could be the reason so many people decided to leave. Maybe a fresh start was another one. Some place where they could begin again and rebuild without having to looks at all of the damage from the Zentreadi bombardment.

Re: Colonies

Posted: Wed Dec 17, 2008 5:19 pm
by Rabid Southern Cross Fan
taalismn wrote:That might have been another sore point between Leonard and the UEF; the genetic- and brain-drain to the colonies...routing much-needed manpower away from the terrestrial reconstruction effort...


Well, he does mention that serious reconstruction only started recently in Dana's Story. It may have been delayed until after the start of The Pioneer Mission in 2023. Also helps to explain why so much of the area around Monument City resembled desert/badlands-like terrain.

Re: Colonies

Posted: Sat Dec 20, 2008 2:15 pm
by taalismn
Rabid Southern Cross Fan wrote:
taalismn wrote:That might have been another sore point between Leonard and the UEF; the genetic- and brain-drain to the colonies...routing much-needed manpower away from the terrestrial reconstruction effort...


Well, he does mention that serious reconstruction only started recently in Dana's Story. It may have been delayed until after the start of The Pioneer Mission in 2023. Also helps to explain why so much of the area around Monument City resembled desert/badlands-like terrain.


Indeed...though priority to the restoration of the lands around Monument might have taken a back seat to the rebuilding of logistically more important areas off-camera, like agricultural belts, energy production facilities, and industrial cities/communities...

Re: Colonies

Posted: Sat Jan 03, 2009 5:53 am
by Aramanthus
Rebuilding resources is a good way to help rebuild. I agree!

Re: Colonies

Posted: Wed May 06, 2009 12:21 am
by Peacebringer
I had a colony that got separated from Earth, and their destroids evolved into the ones used by the Japanese version of Battltetech along with their own government.


One colony world I created (I even made a map for it), was an pacified Invid world, that as colonized and terraformed by humans, much to the Invid's demise. The oxygen levels humans need to breathe was lethal to Invid.

Re: Colonies

Posted: Wed May 06, 2009 12:27 pm
by avollant
Rabid Southern Cross Fan wrote:Well, he does mention that serious reconstruction only started recently in Dana's Story. It may have been delayed until after the start of The Pioneer Mission in 2023. Also helps to explain why so much of the area around Monument City resembled desert/badlands-like terrain.


Wrong! Reconstruction started as soon as a few months after the the end of the 1st Robotech War (FRW) as stated in "Reconstruction Blues". However, it seem that the priority were the basic element : Medical Help, Shelter, basic food and Communication. Let face it, a devastation the scale of the FRW would take decades if not centuries to erase the outcome of the war. Heck it took like 15 years for France and Japan to rebuild their countries to a pre-war status and close to 20 years for Germany... and that was only WWII.

Re: Colonies

Posted: Wed May 06, 2009 6:50 pm
by Lt Gargoyle
I personally hope that the Robotech ship book contains colony ship class stats. I think it would be a great theme for any long term Robotech Campaign.

As a GM I really like the oppertunities that come with the idea of developing a bunch of worlds. Not only a mining or even agriculture but you can develop aquacultures, penal colony, or even a solor battery. And many other things we can all imagine.

the best part is this could be a way to resurrect your favorite mecha from past eras. It would be a good way for the UEF to support the local government of the colony world without them having to suppy the needed man power. Leave the colony some destroids a couple dozen old school veritechs.

Re: Colonies

Posted: Thu May 07, 2009 4:07 am
by Pouncer
Lt Gargoyle wrote: As a GM I really like the oppertunities that come with the idea of developing a bunch of worlds. Not only a mining or even agriculture but you can develop aquacultures, penal colony, or even a solor battery. And many other things we can all imagine.

the best part is this could be a way to resurrect your favorite mecha from past eras. It would be a good way for the UEF to support the local government of the colony world without them having to suppy the needed man power. Leave the colony some destroids a couple dozen old school veritechs.


Unfortunately my RT game got put on hold for a while so I can work on some projects that need catching up but I do plan to have more interaction on more varried colonies once the game gets started back up.

I certainly agree with you on the older models being used as "colonial defense" units, when my players were on the Nowhere colony they encounted several first gen Destroids and Valkyries defending the main city.

-POUNCER

Re: Colonies

Posted: Thu May 07, 2009 5:51 pm
by Lt Gargoyle
Pouncer wrote:Unfortunately my RT game got put on hold for a while so I can work on some projects that need catching up but I do plan to have more interaction on more varried colonies once the game gets started back up.

I certainly agree with you on the older models being used as "colonial defense" units, when my players were on the Nowhere colony they encounted several first gen Destroids and Valkyries defending the main city.

-POUNCER


It just seemed logical to me to use something that as proven itself in the field. And it is very likely that there are storage place scattered throughout the universe where they keep the outdated stuff like the USA did after world war two.

Harry Leferts wrote:Maybe ten thousand to start off would be a good size? I remember reading that humanity got reduced to a few thousand after the Toba Super eruption and this was scattered world-wide.

And I figure that like the ASC, the colonies would develop their own mecha for their own defense forces (Their version of the US National guard perhaps?). These would likely be based around the old UEDF mecha.

Signed,
Harry Leferts


I think they may after a few decades of thier colonies development. But in the beginning I think they would be more into developing a self contained eco system. Building agriculture and industry. And if they only have a ten thousand person cap on thier colony then they will have lots of work and not enough for the labor force.

Re: Colonies

Posted: Fri May 15, 2009 2:57 am
by Lt Gargoyle
I think this is a interesting find.

http://www.youtube.com/watch?v=VRSNT_9r ... re=related

It shows that we can actually build our colonies in space where it was not possible just a few years ago. :D

Re: Colonies

Posted: Fri May 15, 2009 11:06 am
by Chris0013
Harry Leferts wrote:Maybe ten thousand to start off would be a good size? I remember reading that humanity got reduced to a few thousand after the Toba Super eruption and this was scattered world-wide.

And I figure that like the ASC, the colonies would develop their own mecha for their own defense forces (Their version of the US National guard perhaps?). These would likely be based around the old UEDF mecha.

Signed,
Harry Leferts


You could use this to bring in the mecha from Sentinels, Return of the Masters and Strikeforce.

Re: Colonies

Posted: Sat May 30, 2009 2:04 am
by Lt Gargoyle
I think a good way to introduce a colony ship with the UEEF type situation is to have it depart with the Pioneer Mission and to go in one direction searching for a suitable world while the SDF-3 and the main fleet continue on with its search for the Master home world Tirol.
You could have a mega road style ship which is mostly a giant city that once it lands is dismantled around the city. A course it could be more exciting to never get to a world and the colony ship and the few ships assigned to escort are forced to stay mobile to avoid being destroyed by both Master and the Invid.

Re: Colonies

Posted: Sat May 30, 2009 5:58 pm
by taalismn
Lt Gargoyle wrote:I think a good way to introduce a colony ship with the UEEF type situation is to have it depart with the Pioneer Mission and to go in one direction searching for a suitable world while the SDF-3 and the main fleet continue on with its search for the Master home world Tirol.
You could have a mega road style ship which is mostly a giant city that once it lands is dismantled around the city. A course it could be more exciting to never get to a world and the colony ship and the few ships assigned to escort are forced to stay mobile to avoid being destroyed by both Master and the Invid.


...then try making a run back to the solar system and hear that the Earth's been invaded and refuge is uncertain....especially with the solar system colonies laying doggo and observing communications silence until they're sure that business as usual isn't going to attract trouble...

Re: Colonies

Posted: Sat May 30, 2009 6:33 pm
by Lt Gargoyle
taalismn wrote:
Lt Gargoyle wrote:I think a good way to introduce a colony ship with the UEEF type situation is to have it depart with the Pioneer Mission and to go in one direction searching for a suitable world while the SDF-3 and the main fleet continue on with its search for the Master home world Tirol.
You could have a mega road style ship which is mostly a giant city that once it lands is dismantled around the city. A course it could be more exciting to never get to a world and the colony ship and the few ships assigned to escort are forced to stay mobile to avoid being destroyed by both Master and the Invid.


...then try making a run back to the solar system and hear that the Earth's been invaded and refuge is uncertain....especially with the solar system colonies laying doggo and observing communications silence until they're sure that business as usual isn't going to attract trouble...


How would the people or the fleet respond to that? This is a great concept I had not even thought about. The colonies settled maintaining Com silence and the fleet having changed their comm frequences a couple of times. It could have appeared that the war was lost. And the fleet is humanity last hope. :?

Re: Colonies

Posted: Wed Jun 03, 2009 1:34 pm
by taalismn
You're welcome...It could read like a bad episode of the Outer LImits, with the ship getting into oddles of trouble, just because of a misunderstanding...