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C.O.P. vs U.N.E. Galactic Conquest
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 Group moderator 
First off... HAPPY NEW YEAR. Sorry for the slight delay, I've been having a rather appropriate two-man party for last year. Anyways, this new GC has a brand new set of rules. It requires 0 waiting, and is 0% biast (Except exploration, which is mostly regulated). And of course, the rules:


-A new frontier has been discovered by both the Coalition of Planets and the United Nations of Earth. Scans revel that a rare ore has been found there, and it may greatly help either side who possesses it. When scout teams where sent out, they ran into each other, and the battle commenced. Emperor Ian and President Moffat then sent six of their finest fleets to battle for the new war zone. Let the battle begin!

Basics

-C.O.P. begins with control of the Dietes System, and the U.N.E. in control of the Leimos system. Each player begins with $2000 to spend.

-Each player starts with their turn. They may use the turn to move and/or attack with each unit (But you may not move twice or attack twice). Your turn regenerates every six hours from the start of the game. You MAY NOT save up turns.

Combat

Planetary Combat:
-Tally up your forces points according to air and ground. Fighting commences, and ground forces only attack ground forces and same with air (With the exception of bombers and artillery platforms. See more below). The side with the larger number wins, and the smaller number is subtracted from the bigger number. If one side has won on both the air and ground battles, they have won. However, if one team wins the ground battle and the other wins the air battle, fighting continues. Same rules apply to air v ground combat as any other. Once a final victor is declared, the winner gets money equal to a quarter of the opposing force’s total points. The percent of points lost is used to calculate how many units of the victors survived, rounded down to the nearest 10th.

Space Combat:
-Space Combat works similarly to planetary combat, only ground and air forces are replace with starfighters and starships, and bombers work the same as bombing starfighters.

Retreat:
-A player may call units to retreat from a battle prior to the battle starting, and after they have declared combat (attacking may unconditionally, but only space forces of the defending unless they load ground forces onto starships), but they loose a quarter of their force (rounded down to the nearest 10th). It is not considered a retreat if combat has not been declared.

Units:

Ground-
500 Infantry (250pts) for $225k
10 Light Tanks (100pts) for $100k
10 Medium Tanks (200pts) for $200k
10 Heavy Tanks (400pts) for $400k
10 Artillery Platforms (100pts) for $100k

Air-
10 Fighters (200pts) for $200k
10 Bombers (200pts) for $200k

Starfighters-
10 Starfighters (200pts) for $200k
10 Bomber Starfighters (200pts) for $200k

Starships (HINT: Name them, it’ll help you keep them organized)-
Cruiser (250pts) for $225k
Destroyer (300pts) for $300k
Dreadnaught (500pts) for $500k
Super Dreadnaught (1000pts) for $900k

Special Rules-
Artillery Platforms only deal damage to air targets, but damage is doubled.
Bombers only deal damage to ground targets, but damage is doubled.
Bomber Starfighters only deal damage to Starship targets, but damage is doubled.

-You must have a stable supply line to create units in the system selected, in addition to monetary cost.

Movement

System to System-
A player may move their entire force to a different system in one turn, but they must select a planet to go to in that system. If every planet is occupied by an enemy force, they must invade it.

Planet to Planet-
Your force may move between two planets (with an unobstructed path) in one turn, but if there is an opposing force on the first planet you move to, you must either stop or move back, but you MAY NOT move on to another planet.

Space Stations-
To grant a greater number of planets you may move to, you may build a space station for $500k as a ‘stopping point’. For all intents and purposes, the space station is considered a planet, except no planetary combat is allowed on it, and no planetary troops may be place on it.

Planetary Troops-
Planetary troops must be deployed via starships. You must assign troops to different ships, and if the starship carrying your planetary troops is destroyed, all your planetary troops are killed.

Blockades- If you have a space force, you may ‘blockade’ a planet, even an enemy’s as long as they have no opposing space force station their. Blockaded planets act as planets under the blockader’s control, even if an enemy ground force is stationed on the planet.

Obstructers-
Obstructers are objects such as warp holes or asteroid fields that block the progress of starships. To see if a planet is reachable, draw a straight line from the center of the planet to the center of the other. If it so much as touches an obstructer, you may not move your force between those planets.

Exploration

To Boldly Go…:
If a player decides to explore a new region of space, they must select an unselected star in the war zone, and draw a starmap for it. Starmaps must include at least 6 planets, and 2 obstructers (not including he sun) that actually impede the progress of planetary travel. Once all stars are selected, there may be no more exploration of the war zone. Exploring a territory takes up your next four turns.

Supplies
-You must have stable communication to get supplies.
-To get supplies to build forces, you need a have a secure line to have the supplies shipped in from your team’s border.

Communication
C.O.P.-
For the Coalition to communicate with its main systems, they must activate the warp beacon. There are a number of ways to do so
1) The presence of an old ship (Fortress of Silence) will activate the local warpspace becon.
2) Sending out a signal to activate it. This, however, costs $500k
3) Physically searching for it in the warpspace. This costs your next four turns.

U.N.E.-
For the United Nations of Earth, a communications satellite must be installed. This costs $400k.

BTW- Don't reply to this comment! Players are selected by first come, first serve.
Permalink
| January 1, 2010, 1:08 am
Quoting Sammy Harris
First off... HAPPY NEW YEAR. Sorry for the slight delay, I've been having a rather appropriate two-man party for last year. Anyways, this new GC has a brand new set of rules. It requires 0 waiting, and is 0% biast (Except exploration, which is mostly regulated). And of course, the rules:


-A new frontier has been discovered by both the Coalition of Planets and the United Nations of Earth. Scans revel that a rare ore has been found there, and it may greatly help either side who possesses it. When scout teams where sent out, they ran into each other, and the battle commenced. Emperor Ian and President Moffat then sent six of their finest fleets to battle for the new war zone. Let the battle begin!

Basics

-C.O.P. begins with control of the Dietes System, and the U.N.E. in control of the Leimos system. Each player begins with $2000 to spend.

-Each player starts with their turn. They may use the turn to move and/or attack with each unit (But you may not move twice or attack twice). Your turn regenerates every six hours from the start of the game. You MAY NOT save up turns.

Combat

Planetary Combat:
-Tally up your forces points according to air and ground. Fighting commences, and ground forces only attack ground forces and same with air (With the exception of bombers and artillery platforms. See more below). The side with the larger number wins, and the smaller number is subtracted from the bigger number. If one side has won on both the air and ground battles, they have won. However, if one team wins the ground battle and the other wins the air battle, fighting continues. Same rules apply to air v ground combat as any other. Once a final victor is declared, the winner gets money equal to a quarter of the opposing force’s total points. The percent of points lost is used to calculate how many units of the victors survived, rounded down to the nearest 10th.

Space Combat:
-Space Combat works similarly to planetary combat, only ground and air forces are replace with starfighters and starships, and bombers work the same as bombing starfighters.

Retreat:
-A player may call units to retreat from a battle prior to the battle starting, and after they have declared combat (attacking may unconditionally, but only space forces of the defending unless they load ground forces onto starships), but they loose a quarter of their force (rounded down to the nearest 10th). It is not considered a retreat if combat has not been declared.

Units:

Ground-
500 Infantry (250pts) for $225k
10 Light Tanks (100pts) for $100k
10 Medium Tanks (200pts) for $200k
10 Heavy Tanks (400pts) for $400k
10 Artillery Platforms (100pts) for $100k

Air-
10 Fighters (200pts) for $200k
10 Bombers (200pts) for $200k

Starfighters-
10 Starfighters (200pts) for $200k
10 Bomber Starfighters (200pts) for $200k

Starships (HINT: Name them, it’ll help you keep them organized)-
Cruiser (250pts) for $225k
Destroyer (300pts) for $300k
Dreadnaught (500pts) for $500k
Super Dreadnaught (1000pts) for $900k

Special Rules-
Artillery Platforms only deal damage to air targets, but damage is doubled.
Bombers only deal damage to ground targets, but damage is doubled.
Bomber Starfighters only deal damage to Starship targets, but damage is doubled.

-You must have a stable supply line to create units in the system selected, in addition to monetary cost.

Movement

System to System-
A player may move their entire force to a different system in one turn, but they must select a planet to go to in that system. If every planet is occupied by an enemy force, they must invade it.

Planet to Planet-
Your force may move between two planets (with an unobstructed path) in one turn, but if there is an opposing force on the first planet you move to, you must either stop or move back, but you MAY NOT move on to another planet.

Space Stations-
To grant a greater number of planets you may move to, you may build a space station for $500k as a ‘stopping point’. For all intents and purposes, the space station is considered a planet, except no planetary combat is allowed on it, and no planetary troops may be place on it.

Planetary Troops-
Planetary troops must be deployed via starships. You must assign troops to different ships, and if the starship carrying your planetary troops is destroyed, all your planetary troops are killed.

Blockades- If you have a space force, you may ‘blockade’ a planet, even an enemy’s as long as they have no opposing space force station their. Blockaded planets act as planets under the blockader’s control, even if an enemy ground force is stationed on the planet.

Obstructers-
Obstructers are objects such as warp holes or asteroid fields that block the progress of starships. To see if a planet is reachable, draw a straight line from the center of the planet to the center of the other. If it so much as touches an obstructer, you may not move your force between those planets.

Exploration

To Boldly Go…:
If a player decides to explore a new region of space, they must select an unselected star in the war zone, and draw a starmap for it. Starmaps must include at least 6 planets, and 2 obstructers (not including he sun) that actually impede the progress of planetary travel. Once all stars are selected, there may be no more exploration of the war zone. Exploring a territory takes up your next four turns.

Supplies
-You must have stable communication to get supplies.
-To get supplies to build forces, you need a have a secure line to have the supplies shipped in from your team’s border.

Communication
C.O.P.-
For the Coalition to communicate with its main systems, they must activate the warp beacon. There are a number of ways to do so
1) The presence of an old ship (Fortress of Silence) will activate the local warpspace becon.
2) Sending out a signal to activate it. This, however, costs $500k
3) Physically searching for it in the warpspace. This costs your next four turns.

U.N.E.-
For the United Nations of Earth, a communications satellite must be installed. This costs $400k.

BTW- Don't reply to this comment! Players are selected by first come, first serve.

.....I'll read it all...someday...
Permalink
| January 1, 2010, 7:50 am
I'll join. I'll enter the 11th Tactical Operations Fleet of the U.N.E.
Permalink
| January 1, 2010, 8:15 am
Sammy, if this doesn't re-activate the group I don't know what will. Oh, and Happpy New Year!
Permalink
| January 1, 2010, 9:18 am
 Group moderator 
Quoting Mace Man
Sammy, if this doesn't re-activate the group I don't know what will. Oh, and Happpy New Year!

Happy New Year to you to, or, end of the 356th day of the Emperor.
Permalink
| January 1, 2010, 1:06 pm
 Group moderator 
Quoting Sammy Harris
Happy New Year to you to, or, end of the 356th day of the Emperor.

Would you like to be made Admin over the group, to make the changes?
Permalink
| January 1, 2010, 1:49 pm
 Group moderator 
Quoting Anders Cutterhill
Would you like to be made Admin over the group, to make the changes?

Perhaps, but that's what I work for. I shouldn't need to ask for it.
Permalink
| January 1, 2010, 2:06 pm
 Group moderator 
Quoting Sammy Harris
Perhaps, but that's what I work for. I shouldn't need to ask for it.

Should I take that as a yes?
Permalink
| January 1, 2010, 2:17 pm
 Group admin 
We need a new group for this, sorry. Since not all UNE are in the COP group. Sammy, create a new one, private, and don't add anyone yet (though I'd like to go oversee) sorry to sound bossy, but I had the last one die on top of me, and I don't want to see this one fail. It needs to be all set up perfectly. Sammy, you can release a start date once all the rules are worked out.
Permalink
| January 1, 2010, 2:26 pm
 Group moderator 
Quoting Gus Indo
We need a new group for this, sorry. Since not all UNE are in the COP group. Sammy, create a new one, private, and don't add anyone yet (though I'd like to go oversee) sorry to sound bossy, but I had the last one die on top of me, and I don't want to see this one fail. It needs to be all set up perfectly. Sammy, you can release a start date once all the rules are worked out.

As it has been typed,
So it shall be done.
Permalink
| January 1, 2010, 2:58 pm
 Group admin 
Cool game, bro. I helped think of the rules, and now Gus and I are editing things so that the common mind can understand without too much trouble.
Permalink
| January 1, 2010, 3:10 pm
 Group admin 
Quoting Spaztastic the Great
cloaked ships


There ain't no stealth in space, homie. All that heat produced by the ship has to go somewhere... And the Space Shuttle's little ion engines can be detected from the asteroid belt, so even tiny amount of heat give your spot away.

Permalink
| January 1, 2010, 7:13 pm
 Group moderator 
Quoting Spaztastic the Great
Idea: make an MOC of the game board and update it as the game progresses. It's hard to visualize all the units everywhere. It maybe easy for you to do, but there'll probably be some poor bloke who walked into a trap because there was no clear hint that there was anyone on planet at all. I guess guerrilla infantry and cloaked ships are okay, but you'll need to do a good job making sure that their user knows where they are, since it won't show up on the board.

We have a game board.
Permalink
| January 1, 2010, 7:24 pm
So.... A baisically a large Brikwar?
Permalink
| January 1, 2010, 7:51 pm
 Group moderator 
Okay. The collaborating minds of Gus, Awe, and myself have come edited and revised the rules a bit, to enhance the gameplay for everyone. Basically, the fighting now takes place in a super massive star system, and we have divided territories into sectors. You can move instantaneously as long as you have a straight path.
Permalink
| January 1, 2010, 8:25 pm
 Group admin 
Quoting Spaztastic the Great
Then what's this supposed to be?

http://mocpages.com/moc.php/172838


That's a Warpship, if you bothered to read the description, you'd know it hides in Warpspace, probing around with it's sensors for any targets in real space. When it finds them, it opens a rift and comes charging out. At least, that's how my version works.

It's not stealth because it's simply in another plane of existance, it's not masking itself in what we call real space.
Permalink
| January 1, 2010, 10:23 pm
 Group admin 
Quoting Spaztastic the Great
So it's the tactical equivalent of a stealth ship. What you said is simply a technicality.

Warpship = Stealthship

Shaddup.


So, if you had a jet that avoids radar by going into another dimension, that makes it a stealth jet?

Permalink
| January 1, 2010, 10:36 pm
 Group admin 
Quoting Spaztastic the Great
Besides, if we can absorb radar with B-2's now, I'm pretty sure we can do the same 200 years from now.


Radar was an example. I was originally talking about heat. Thrusters, engines, electronics, life support, the galley's stove... All that heat has to go somewhere.
Permalink
| January 1, 2010, 10:42 pm
 Group admin 
Quoting Spaztastic the Great
It probably can go somewhere. Heat is one of the more controllable energies. If we can direct it away from the enemy ship, we could eliminate almost all excess heat and remain undetected.


Yes, but you failed to remember my example above. The main engines of today's Space Shuttle can be detected from the Asteroid Belt between Mars and Jupiter with today's technology.

The engines of the shuttle are very weak, and in order to reach the speeds the ships of the 23rd century have, you need massive thrust. Thrust big enough to get from one planet to another in a matter of hours, combined with the COP's 10,000 year headstart on technology, or the advancements of 200 years of Earth science, could be detected from light years away.

http://www.projectrho.com/rocket/rocket3w.html#nostealth

This can explain it better than I ever can.

Permalink
| January 1, 2010, 10:52 pm
 Group admin 
Quoting Spaztastic the Great
We don't need thrusters, perpetual/near perpetual energy is definitely feasible for 2252.

Torchships are fail.


You don't need thrusters? How are you going to change direction?

Space is frictionless, you should know that. Rudders and elevators won't help here, you're going to need micro engines to even change a fraction of a degree. Perpetual energy has nothing to do with that.

And torchships might be fail, but if you're going to travel whole astronomical units in anything more than a few days, you're going to need some high powered engines.
Permalink
| January 1, 2010, 11:05 pm
 Group admin 
Quoting Spaztastic the Great
You make a pretty good point...

ah...

Ah! Use of said thermal energy as micro-propulsion. Like an ion rocket. Just don't shine it in the enemy's face.


Your cone of heat flare, even half a degree wide at starting point, will quickly fan out to detectable levels over thousands of miles.

We see you. There's nothing you can do to stop that.
Permalink
| January 1, 2010, 11:23 pm
 Group admin 
So, you propose that your ship will sit in one exact spot, aiming it's heat at something else? Heat is a wave, if I'm not mistake, and waves expand. You can't keep it in one line. And you can't change the fact firing weapons or manuevering will give off heat, making you a sitting duck while you're theorertically beaming heat at something else. And even if it's not facing towards us, we can still detect it. It's a source of heat in an utterly cold "landscape". And if we have two ships, you're going to have to redirect your heat beam so that both will have trouble seeing it. If there's three, another redirection. Eventually, one will get a solid reading.
Permalink
| January 1, 2010, 11:42 pm
Quoting Awesome-o-saurus The Not-So-Great
http://www.projectrho.com/rocket/rocket3w.html#nostealth

This can explain it better than I ever can.


I see we're both using the same hammer as a resource for things we actually don't know that much about.
Permalink
| January 1, 2010, 11:47 pm
Quoting Spaztastic the Great
Yes there is (by the way, that was friggn' creepy).

Shining the ray toward the nearest solid body will refract the heat to disperse in a way that you detect the body of mass to be giving off the heat. And it will be much less heat than if I were firing it straight at you. Even if you were to home in on the source of the heat, we would see you with your backside to us. Then we would open fire. Then we would watch. Then we will laugh. Then we will wait for the next person to make the same mistake.


Simply existing causes heat. There's no way you can avoid using large radiators. In fact, the ships used by both factions are completely implausable.

Rule Of Cool, Rule Of Cool. Never forget.

Scientific accuracy is fine, but you have to admit that more than a few things are completely impossible for the sake of making it all fun.
Permalink
| January 1, 2010, 11:47 pm
 Group admin 
Quoting Areetsa C

Simply existing causes heat. There's no way you can avoid using large radiators. In fact, the ships used by both factions are completely implausable.

Rule Of Cool, Rule Of Cool. Never forget.

Scientific accuracy is fine, but you have to admit that more than a few things are completely impossible for the sake of making it all fun.


Well, in my writings, when not in combat, the Coalition ships have massive radiators that unfold out of the sides. And the COP has entire world-spanning powerplants to make fuel for ships. And the UNE uses ships that spin big rings for artificial gravity, they also have big radiators and solar panels. The UNE is hard pressed for fuel, do to the loss of production worlds to the COP.

But that's just my writing, we all know that the lego's obey the Rule of Cool as far as anyone wants to take it.
Permalink
| January 1, 2010, 11:50 pm
Quoting Awesome-o-saurus The Not-So-Great
So, you propose that your ship will sit in one exact spot, aiming it's heat at something else? Heat is a wave, if I'm not mistake, and waves expand. You can't keep it in one line. And you can't change the fact firing weapons or manuevering will give off heat, making you a sitting duck while you're theorertically beaming heat at something else. And even if it's not facing towards us, we can still detect it. It's a source of heat in an utterly cold "landscape". And if we have two ships, you're going to have to redirect your heat beam so that both will have trouble seeing it. If there's three, another redirection. Eventually, one will get a solid reading.


You forgot the expendable sensor-weapon multi-role drones that any sensible ship captain would have spread all through any star system he had his ship in.

Assuming proper deployment, roughly in a sphere around the star, that's at least, what?
500-2500 drones a ship?

And that's if the captain isn't actually looking for anyone.
Permalink
| January 1, 2010, 11:50 pm
 Group admin 
Quoting Spaztastic the Great
Okay then, Mr. Warpship.

Say I fire my heat ray into the "alternate dimension" that you made up? Practically zero fan-out, zero waste energy, and zero ships coming at me.


How are you going to keep that rift open? Once again, it's plausible among lego's, but when delving into my world, you're gonna need explaining.

COP Warpships use the Warpspace Beacon Network to triangulate information from the real world into Warpspace. Of course, Beacons are ancient technology from the golden age of the COP, and they're as much as a mystery as the Warpspace drives used to open temporary rifts, that usually last about two minutes until they're gone.

Permalink
| January 1, 2010, 11:52 pm
 Group admin 
Quoting Spaztastic the Great
Why does everybody assume that we need artificial gravity? We're FINE!


Until your body degrades in bone structure and muscle structure that you become unable to deal with real gravity...
Permalink
| January 1, 2010, 11:54 pm
Quoting Awesome-o-saurus The Not-So-Great

Well, in my writings, when not in combat, the Coalition ships have massive radiators that unfold out of the sides. And the COP has entire world-spanning powerplants to make fuel for ships. And the UNE uses ships that spin big rings for artificial gravity, they also have big radiators and solar panels. The UNE is hard pressed for fuel, do to the loss of production worlds to the COP.

But that's just my writing, we all know that the lego's obey the Rule of Cool as far as anyone wants to take it.


And when in combat?

Haven't seen any rotating life-support systems on any UNE/COP ships so far.


Come to think of it, I have no idea how I'd deal with that if I ever build a capital ship. Probably say the onboard gyms, barracks and recreational facilities spin at a fixed rate inside the vessel. Now, if there was an even number, half spinning one direction, half spinning the other, that could work...
Permalink
| January 1, 2010, 11:55 pm
 Group admin 
Quoting Areetsa C

And when in combat?

Haven't seen any rotating life-support systems on any UNE/COP ships so far.


Come to think of it, I have no idea how I'd deal with that if I ever build a capital ship. Probably say the onboard gyms, barracks and recreational facilities spin at a fixed rate inside the vessel. Now, if there was an even number, half spinning one direction, half spinning the other, that could work...


When in (close) combat, like a few hundred miles, they fold in out of the gun's way. Pray to the Emperor or something that you're out of combat soon enough to unfold them again. And if not, you have to anyways, because... Well, maybe little radiators are out, but they aren't as good as the big ones.

And of course, no one has made rings for their ships. That's hard. Rule of Cool, though. Battleships don't look good with spinning rings.
Permalink
| January 1, 2010, 11:57 pm
Quoting Spaztastic the Great
Why does everybody assume that we need artificial gravity? We're FINE!


*Spaztastic steps out onto the lunar starbase after a long patrol*

"Ah, good to be home."

*Snap-crack!*

"Aiieegh! My legs! Medic!"

*Crunch*

"My spine!"

*Gurgle*

"I can taste the pain!"

*Crackle*

"Arrgh! My poor aching ribs!"

*Muffled skewer*

"Spleen! It hurts!"

*Crackle-pop*

"My hip! My arms! I'll never date again!"

"Someone help! I can't move!"

"Don't just lie there crewmen, walk it off!"

*crackle*

"Someone get me a doctor or a minister, quick! I got... cash!"

*wheeze*

"Can't... breathe... Going... dark..."
"Goodbye, *cough*, cruel... *gurgle*..."
Permalink
| January 1, 2010, 11:59 pm
Quoting Awesome-o-saurus The Not-So-Great
And of course, no one has made rings for their ships. That's hard. Rule of Cool, though. Battleships don't look good with spinning rings.


Omega class destroyer.
Babylon 5.

If done properly, yes they do.
Permalink
| January 2, 2010, 12:02 am
 Group admin 
Quoting Areetsa C

Omega class destroyer.
Babylon 5.

If done properly, yes they do.


I beg to differ about that. To me, Omega destroyers are ugly. I don't like them at all. Now, Zephyr (BSG) might be a civvie ship, but that looks cool with a spinning ring.
Permalink
| January 2, 2010, 12:04 am
Quoting Awesome-o-saurus The Not-So-Great

I beg to differ about that. To me, Omega destroyers are ugly. I don't like them at all. Now, Zephyr (BSG) might be a civvie ship, but that looks cool with a spinning ring.


They're supposed to be industrial, brutish things. If you need pretty, there's the Hyperion, though. Well, sorta.

There's not actually much in the way of beautified ships in B5, come to think of it.

I still like them though.


Where's Spaz?

Spaz?

Y'alright? It's just a little full-body fracture, walk it off!
Permalink
| January 2, 2010, 12:06 am
 Group admin 
Quoting Spaztastic the Great
They don't have to be giant spinning rings, you can easily fit a series of smaller spinning rings inside a cruiser.


Yea, but then you need a big ship. If you have the ring too close, then it won't do much other than make you vomit. You need the right distance...
Permalink
| January 2, 2010, 12:17 am
 Group admin 
Quoting Spaztastic the Great
Really? Have you seen any LITTLE ships lately?


Yea, fighters. And shuttles. And dropships. And small destroyers.
Permalink
| January 2, 2010, 12:20 am
 Group admin 
Quoting Spaztastic the Great
But those are all short range craft, they all go back into their mothership.


Something tells me John Moffat's most recent big ship doesn't have spinning rings in it...

Besides, rule of cool. Our ships don't need spinning rings in lego.
Permalink
| January 2, 2010, 12:26 am
Quoting Awesome-o-saurus The Not-So-Great

Something tells me John Moffat's most recent big ship doesn't have spinning rings in it...

Besides, rule of cool. Our ships don't need spinning rings in lego.


Right, instead we've got artificial gravity that has all sorts of unforeseen consequences...


Like being able to make neutronium or small black holes at will, or to pull things as close as you want, or have reactionless drives...

Honestly, makes you wonder how many people really think about what their ship would be able to do if the designers used their gravity control technology for something other than artificial gravity.
Permalink
| January 2, 2010, 12:30 am
Quoting Spaztastic the Great
I'm not saying you have to build spinning rings, you can just say you have spinning rings internally in your ship. Same way you build a ship and say it has a secondary reactor or something like that.


You wouldn't actually need rings.

In fact, you could probably spin the whole central section of the ship; that'd have the side effect of spreading damage out, too.
Permalink
| January 2, 2010, 12:56 am
Says the guy with the full body fracture from prolonged weightlessness.

And no, I haven't had anything to do with bands. Haven't got a musical bone in my body, unless you count a habit of humming "Track 2" from Ground Control and the occasional inaccurate rendition of "The Philosopher's Drinking Song".

Never broken a bone, either.
Guess the stup!dity gene doesn't run as strongly in my family as some others.
Permalink
| January 2, 2010, 1:08 am
Quoting Areetsa C
Never broken a bone, either.
Guess the stup!dity gene doesn't run as strongly in my family as some others.


Stup exclamation mark dity? I thought you didn't do that.
Permalink
| January 2, 2010, 10:12 am
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