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 Technology Rules and Guidelines

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Malekith
God-Emperor of Mankind
God-Emperor of Mankind
Malekith


Posts : 10
Join date : 2014-11-12

Technology Rules and Guidelines Empty
PostSubject: Technology Rules and Guidelines   Technology Rules and Guidelines Icon_minitimeThu Nov 13, 2014 12:08 am

Technology Rules



Laboratory items must be approved by a staff member before you may post in the main roleplaying forums - This is done so that technology in Long War adheres closely to Warhammer 40K canon and do not "god-mode", and to ensure the best roleplaying experience for everyone on the site!

You may create as many lab items as you wish, but it is heavily recommended that you be reasonably active with the ones you have before pumping out scores of them.
Before creating a piece of technology, ask yourself "Can I envision this in the Warhammer 40K universe? Would Games Workshop consider adding this to their lore?" If the answer is "Probably not.", then approval is doubtful. Stay true to canon as much as possible.

Posting in another member's unapproved application is welcome until that application has been approved. But it is advised that you don't post trivial things in their applications/biographies anyway, as it just leads to clutter. Comments on the application pages should be limited to Staff members performing reviews and the party wanting approval.

We ask that you respect artists by crediting them or providing a link back to the original work.
You may edit a lab item that you have already had approved, but for significant changes, it will need to be approved again.If there's any question whether you need re-approval or not, ask a staff member.



Some things to keep in mind that a reviewer will likely look for when reviewing your application:



Why?

This is by far the most common to be asked and a simple question at that. Why? Why create this piece of technology? Why implement it into the Warhammer 40K universe? Why would a manufacturer make this and for what purpose? It applies to many, many different aspects, each equally important. Ask yourself these questions when brainstorming an idea and carefully consider them in the creation process. It saves a lot of time and headache in the review process.



You were asked by a reviewer to edit your lab item application. Now what?

It happens to everyone: a staff member asks you to change something about your lab item that doesn't quite fit in with Long War's guidelines. Don't take it personally! The mods and community are here to help you create a piece of tech that fits in perfectly with the 40K universe. So what you're going to want to do next is make the appropriate edits, and then quote what you did to alter it from it's original form; this makes things easier on your reviewer, so your character can be approved faster!



So your _____ is the best thing since sliced bread? How/why?

We will be the first to encourage creativity, but sometimes, people go a little overboard and its up to staff to keep a bit of quality control for the sake of fairness/balance elsewhere on the board and even in the galaxy IC. When it comes to creating items, they follow similar attributes to that of characters. Where characters have flaws and weaknesses, technology will have its disadvantages. Explaining its strengths and weaknesses are key, as well as supporting information as to precisely why it is so amazing and why I should shut up and give you my credits.



Who will realistically use your stuff?

This has always been something that many people do not consider at first, which no one can blame them for. We like being creative, but sometimes, we forgo practicality for something that we think will be or looks cool just for the sake of doing so. This attributes to the vast variety of weapons circling the galaxy as it is. Nothing wrong with that. But carefully consider what factions, organizations, or individuals would be interested in your lab item. Practicality and functionality over aesthetics.



You want to make lab items for an organization, canon or otherwise?

This is more a common courtesy rule to respect your fellow members. This is not necessarily required, but all in the same, it is fair to ask permission from the current org leader or leaders of governments about developing equipment and technology. This keeps org leaders informed on what they have at their disposal, as well as making it available to other members of the org. That, and they want to know what their org is paying for, after all.



Other things to keep in mind:

Reason and logic, even if it is science fiction within the realm of Warhammer 40K's universe of technology, will always dictate what is allowed and what isn't. Even so, there are some real-world theories and technology in development that upset the balance of Warhammer 40K. That being said, do not be surprised if something is not allowed or denied even it makes perfect sense and is possible. Balance is key here for the sake of fairness to your fellow members. Try to avoid copying or making the same thing of whatever already exists with a different design. Technology is every-evolving and improving (within reason, yes Imperium we're looking at you), think outside the box and give your lab item a competitive edge in the market, set it out from the rest.



Lab Item Creation Templates

These are sample templates, and by no means are you required to use them. It's just to help give you an idea of what we're looking for in terms of character information. Be creative with your layouts!



Misc. Technologies (Armor, etc...)





Code:
[align=center][small][b][u][/b][/u][/small]



[IMG][/IMG][/center]



[b]Name:[/b]



[b]Designation:[/b]



[b]Manufacturer/Designer:[/b]



[b]Operator:[/b]



[b]Availability:[/b]



[b]Year Built:[/b]



[b]Classification:[/b]



[b]Features:[/b]



[b]Production Cost:[/b]



[b]Manufacturer Suggested Retail Price (MSRP):[/b]



[b]Materials:[/b]



[b]Advantages:[/b]



[b]Disadvantages:[/b]



[b]Description:[/b]





Weapons (Small arms, devices, ship-based, etc...)





Code:
[align=center][small][b][u][/b][/u][/small]



[IMG][/IMG][/center]



[b]Name:[/b]



[b]Designation:[/b]



[b]Prototyped Year:[/b]



[b]Production Start Year:[/b]



[b]Manufacturer/Designer:[/b]



[b]Operator:[/b]



[b]Availability:[/b]



[b]Classification:[/b]



[b]Projectile Type:[/b]



[b]Delivery System:[/b]



[b]Ammunition Capacity:[/b]



[b]Rate of Fire (ROF):[/b]



[b]Modular Casing:[/b]



[b]Features:[/b]



[b]Materials:[/b]



[b]Production Cost:[/b]



[b]Manufacturer Suggested Retail Price (MSRP):[/b]



[b]Advantages:[/b]



[b]Disadvantages:[/b]



[b]Description:[/b]





REGARDING LAB ITEMS

Each player/person is limited to a maximum of 1 lab submission per week. This is to encourage well-thought out submissions and reduce the flood of surplus lab items being made. This is quite reasonable, and provided you put thought into your creations, this should be no problem.

Org/Faction leaders are limited to a maximum of 3 lab submissions per week. While it is unlikely that they will reach it, this is to ensure their members get the required technology and gear they need if it is not already present in the Laboratory.

Anyone who has the silly idea they can create a new account just to bypass the week rule will get caught. And are seriously lame.


REGARDING WEAPONRY AND MILSPEC SUBMISSIONS

It's important to keep in mind that warfare in Halo, both in space and on the ground, works on a ro-sham-bo type principle. One thing always balances against another. To keep things recognizably like 40K canon, tech which utterly nullifies an advantage, disadvantage, or counter will be heavily scrutinized or outright denied.

Superweapons are not allowed. 'Superweapons' are any weapon tech submission that can destroy anything or anyone and are difficult or impossible to counter.

As the above may seem unfair to your hard work, it's recommended you run weapons and defensive tech by Malekith in PMs before pouring a ton of work into a completed submission.
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