Gunsan should have no major threats

General discussion about anything related to Transcendence.
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Kourtious
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Sun Jan 05, 2020 7:10 am

Gunsan system in Eternity Port has the Gunsan Shipyards which are critical to the Commonwealth war effort. Not only is it past Point Juno, making it easy for the Ares to attack, it's also filled with enemy bases as well. I don't understand why the Commonwealth would have a shipyard there? Is it perhaps the previous Commonwealth Strongholds have been breached? Even so, shouldn't the system be heavily guarded by Centurions, Britannias and Aquilas to guarantee its production of ships?

Tiber
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Tue Jan 14, 2020 11:19 am

Thats assuming they are winning. Maybe the war effort is not going so well...... ^^

Admiral Skippy
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Tue Jan 14, 2020 4:50 pm

It's outright stated that everything beyond St Katherine's Star is not firmly held Commonwealth territory. For realistic nation-state operating sensibly under strategic and economic realities, having crucial military infrastructure in warlord-haunted wildernesses space is madness. It would be like the United States in 1942 deciding to relocate Chicago and Detroit to Taiwan for absolutely no reason.

The overriding concern here is simply the logistics, which are almost always the biggest overriding factor in warfare. If your production facilities are in effectively the middle of hostile territory, ravaged by pirates, hostile empires and warlords, every nut and bolt that travels there has to travel a longer distance from your own economic network, which uses much more fuel. Moreover, it has to do so under threat of being destroyed, or requiring escort. This massively pushes up the costs of your products, because all the raw material and components have had their costs inflated by several times, potentially hundreds of times.

Furthermore, all the same costs apply when you are shipping your now-competed products back through warlord-infested wilderness space to the bases or CSCs they are bound for. Yes, you could potentially crew them at the shipyard and fly them to their destinations, meaning in theory they could defend themselves, but there are reasons why no military in the world has ever preferred do this if given a choice. It massively complicates the already hellish business of shuffling personnel around, and raises wear and tear on both people and machines.

Simple ensuring normal operations of the shipyard would require efforts on a parallel to the Atlantic Convoys in the Second World War, except worse in every conceivable way, and a totally self-inflicted wound rather than something enforced by geography. This is before we even get to deliberate enemy action, like the Ares apparently not realising that they could cripple or the Commonwealth or force them to the negotiating table with one raid.

There is simply no sane justification which can be made for having a shipyard in such a location, if we are treating the setting of Transcendence as a consistent universe. If the Commonwealth's defensive lines had imploded to such a point that its most vital shipyard was now located in enemy territory, it would have effectively already fallen. The idea that the systems were Gunsan is found were ever once Commonwealth territory is also pretty clearly contraindicated by the game itself, in any case.

However, this is all from a "Watsonian" perspective*, treating the game as if it were a secondary world which had to obey a consistent internal logic. If we take a step back and remember that this is a computer game, looking at it from the "Doylist" perspective*, then the reason is pretty obvious. The way systems work in Transcendence is approximately a linear progression of challenge, and Gunsan is located towards the end of the story, which means it has to be located towards the end of the systems, which naturally puts it well past Point Juno and the zone of Commonwealth influence. On the whole it would also make the system somewhat more boring for players if there were less diverse enemies to fight and encounter in it, although things could in principle be done to make up for this, but at a cost of development time.

At the end of the day, the biggest consideration has to be making things fun. Of course you could locate Gunsan further back into Commonwealth space, with a gate like Huamerica, and come up with some sort of military passkey to access it. But then that simply adds hassle in terms of back-tracking, and what does it actually gain in terms of enriching game play?

There would be some gain in verisimilitude for players who enjoy that sort of thing, I suppose, and I'm one of them, but a developer has to consider all of their players when making such choices.


(*https://fanlore.org/wiki/Watsonian_vs._Doylist)

Kourtious
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Tue Jan 14, 2020 6:10 pm

In my opinion, the Gunsan System should be behind Point Juno and the Gunsan Shipyard should be guarded by Centurions.

Lorewise, it is known that the Commonwealth appears to be on the verge of collapse.

They lost three Commonwealth Star Carriers in the last few years, a few Point Juno equivalent strongholds, and been struggling to maintain morale and loyalty among its forces. Furthermore, the slow adoption of more advanced weapon types - positron, antimatter, and plasma - compared to the Ares, has seen the Commonwealth presence in the Outer Realms decline.

This led to massive amounts of blackmarket trade to Rebel deserters and significantly weaker protection of civilians. This is hinted at with several refugee missions and destruction of civilian facilities by Xenophobes, Ranx Dreadnaughts, and Marauders alike. Significant Omnithor trading only emphasize the lack of Commonwealth enforcement to the point that CSC don't even protect civilian stations anymore.

Not to mention, the Ranx Empire was formed out of Commonwealth territories, meaning defection among early Outer Realm territories, leaving many Commonwealth supply lines vulnerable. This hints at a significant decline in Commonwealth strength decades before the player start date.

In the current timeline, the Sung Empire has seen immense technological and imperial rise among the Ungoverned Territories to the point that an all-out war is possibility against the Commonwealth. This is shocking since the Commonwealth is a massive entity. Proof of Sung prowess are their Dragon Slavers, which can hold their own against Britannias and even against Aquilas if in superior numbers. Conversing with officers in Commonwealth Fortress shows a lack of morale and a desperate wish for the Commonwealth to pull back their CSCs to the Ungoverned Territories.

Furthermore, the economic backbone of the Commonwealth, the Corporate Hierarchy has seen increasing threats from Dwarg, fearing mass raids and destruction of Corporate stations. This is represented by the Corporate Command missions to protect Corporate assets.

In the New Beyond, the supposedly safe zones of the Commonwealth are infested with pirates, blackmarket trading, illegal weapon dealings, and anarchists. Even an entire system is filled with pirates.

In fact, the only "safe" region in the entire game are the Near Stars, where the Four Powers of Earth have a military arms race that allows them to protect their assets and make other threats appear meaningless. The only possible threat are the Luminous, which thankfully the CDMs of Eternity Port are powerful enough to check on them. What's interesting here is that, the player solves the Luminous crisis and makes one of the powers of Earth stronger, meaning the Near Stars are probably the most difficult to breach by any opposing entity.

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