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== Scratch Pad ==
== Scratch Pad ==


navy will perform air cavalry and troop transport role with gunships. I need to flesh out the marine recon role.
navy will perform air cavalry and troop transport role with gunships. I need to flesh out the marine recon role.


Increase the length of the prologue, to have more fleeing, near death experiences, etc.,
Increase the length of the prologue, to have more fleeing, near death experiences, etc.,
Add the character artwork as commissions prior to a design change for the uniforms. They'll serve as bonus artwork on the special edition hardcovers.
<br>
<br>
Here is a list of [[:Category:Characters|characters]]
Here is a list of [[:Category:Characters|characters]]
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Here is a list of [[:Category:Terran Warship|warships]]
Here is a list of [[:Category:Terran Warship|warships]]


Here are the [[Races and Professions|Races and Professions]].
Here are the [[Species and Professions|Species and Professions]].


http://robertplewis.com/index.php/Category:Naval_Weapons
http://robertplewis.com/index.php/Category:Naval_Weapons
*need a page to promote artists.


http://robertplewis.com/index.php/System_Titles
http://robertplewis.com/index.php/System_Titles
{{DISPLAYTITLE:Gail Carriger's Heroine's Journey + 3-Act Structure Outline}}
This is a printable/editable outline combining [[Gail Carriger]]'s '''Heroine's Journey''' model (from ''The Heroine's Journey: For Writers, Readers, and Fans of Pop Culture'', 2020) with classic 3-act structure. Carriger's model focuses on '''connection''', '''networks''', '''delegation''', '''compromise''', and '''community restoration''' — the protagonist builds/rebuilds alliances for shared victory. Success benefits the group; revenge/glory is sidelined.
Phases: '''Descent''' (broken network), '''Search''' (gathering allies, risk, rebuilding), '''Ascent''' (negotiated success, new network).
Works for any protagonist gender/genre — relational growth over solo heroism.
== Act 1 – Setup / Descent (≈ 0–25%) ==
Ordinary World → Inciting Incident → Plot Point 1 (Forced withdrawal into isolation/risk)
Focus: Original network (family, team, society, found family) breaks/fails. Protagonist tries to fix via pleas but is ignored/powerless → involuntary separation. Journey starts with loss of support, danger, isolation.
=== Descent Phase – Broken Network & Abdication ===
# '''Familial/Social Network Breaks''' — Core community shatters (betrayal, loss, crisis, misunderstanding, external force). Protagonist senses potential for better but feels trapped in dysfunction.<br>
  ''Writer prompts:'' What "family" (blood/chosen) is central? How/why does it fracture? Show superficial success but inner emptiness.<br>
  '''Notes / Your beats:'''<br>
  <pre style="background:#f8f9fa; border:1px solid #a2a9b1; padding:1em; overflow:auto;">
  ________________________________________________________________________________
  ________________________________________________________________________________
  </pre>
# '''Pleas Ignored, Power Abdicated''' — Attempts to appeal/negotiate/fix within system fail; dismissed, overruled, or forced to relinquish control. Involuntary withdrawal.<br>
  ''Writer prompts:'' What reconciliation attempts fail? How do they lose agency? Inciting Incident: Break becomes irreversible.<br>
  '''Notes / Your beats:'''<br>
  <pre style="background:#f8f9fa; border:1px solid #a2a9b1; padding:1em; overflow:auto;">
  ________________________________________________________________________________
  ________________________________________________________________________________
  </pre>
'''Plot Point 1 (End of Act 1):''' Protagonist isolated, at risk; must venture into unknown (alone or minimal support). No easy return.
== Act 2 – Confrontation / Search (≈ 25–75%) ==
Rising action, gathering allies, trials → Midpoint shift → Dark Night low
Focus: Search for solutions; disguise vulnerabilities if needed; build new network/found family. Isolation/danger tests connection skills (delegate, collaborate, compromise) over solo conquest.
=== Search Phase – Isolation, Risk, Rebuilding Attempts ===
# '''Isolation, Danger, Risk''' — Alone/nearly so, faces threats (physical/emotional/societal). Navigates underworld-like challenges.<br>
  ''Writer prompts:'' List 3–5 trials. How does isolation force growth? Small connections begin?<br>
  '''Notes / Your beats:'''<br>
  <pre style="background:#f8f9fa; border:1px solid #a2a9b1; padding:1em; overflow:auto;">
  ________________________________________________________________________________
  ________________________________________________________________________________
  </pre>
# '''Search & Disguise/Subversion''' — Seeks answers/help/info, often disguised/subverting expectations. Gathers allies who see value.<br>
  ''Writer prompts:'' Knowledge/skills pursued? Who joins as found family? Midpoint (~50%): Key ally/realization shifts to networked progress.<br>
  '''Notes / Your beats:'''<br>
  <pre style="background:#f8f9fa; border:1px solid #a2a9b1; padding:1em; overflow:auto;">
  ________________________________________________________________________________
  ________________________________________________________________________________
  </pre>
# '''Attempt to Rebuild Community''' — Delegates, prods allies, negotiates compromises. Shared goals emerge; network strengthens but fragile.<br>
  ''Writer prompts:'' How unify people? Compromises show growth? Dark Night seeds: Betrayal/setback threatens new network.<br>
  '''Notes / Your beats:'''<br>
  <pre style="background:#f8f9fa; border:1px solid #a2a9b1; padding:1em; overflow:auto;">
  ________________________________________________________________________________
  ________________________________________________________________________________
  </pre>
'''Plot Point 2 / Dark Night (End of Act 2):''' Lowest point — new network falters, old wounds reopen, major compromise impossible. Fears total isolation/failure for all.
== Act 3 – Resolution / Ascent (≈ 75–100%) ==
Climax → Negotiated Victory → New Equilibrium
Focus: Rise via collective effort. Success through negotiation/compromise benefits all. New/reborn network — stronger, altered, inclusive. No solo glory; victory shared.
=== Ascent Phase – Success, Negotiation, New Network ===
# '''Success in the Search''' — Allies' combined strengths achieve goal (restore balance, heal rifts, create better).<br>
  ''Writer prompts:'' Collective climax action? Delegation shines?<br>
  '''Notes / Your beats:'''<br>
  <pre style="background:#f8f9fa; border:1px solid #a2a9b1; padding:1em; overflow:auto;">
  ________________________________________________________________________________
  ________________________________________________________________________________
  </pre>
# '''Negotiations & Compromises That Benefit All''' — Final deals bridge divides. Focus on mutual gain/harmony over revenge/glory.<br>
  ''Writer prompts:'' Key compromise seals victory? Holds power "with" others?<br>
  '''Notes / Your beats:'''<br>
  <pre style="background:#f8f9fa; border:1px solid #a2a9b1; padding:1em; overflow:auto;">
  ________________________________________________________________________________
  ________________________________________________________________________________
  </pre>
# '''New Network Re-Established (Altered Form)''' — Community reborn — stronger, equitable, connected. Integrates connection lessons.<br>
  ''Writer prompts:'' Changed relationships endure? World/community transformed?<br>
  '''Notes / Your beats:'''<br>
  <pre style="background:#f8f9fa; border:1px solid #a2a9b1; padding:1em; overflow:auto;">
  ________________________________________________________________________________
  ________________________________________________________________________________
  </pre>
'''Final Image / Return:''' Protagonist in renewed, thriving network — sees world through connected eyes. Peace through unity.
== Quick 3-Act Beat Summary ==
{| class="wikitable" style="width:100%;"
! Act !! Key Beat !! Your Notes
|-
| Act 1 || Hook ||
|-
| Act 1 || Inciting Incident (Network Break) ||
|-
| Act 1 || End Act 1 (Isolation Begins) ||
|-
| Act 2 || Midpoint (Network Building Shifts) ||
|-
| Act 2 || End Act 2 (Dark Night of Network Threat) ||
|-
| Act 3 || Climax (Collective Victory) ||
|-
| Act 3 || Resolution (New Network) ||
|}
== Tips ==
* Carriger: Not gender-specific (e.g., Harry Potter builds networks; Barbie rebuilds connections).
* Contrast: Hero's Journey = isolated protagonist defeats evil alone for glory. Heroine's = networked protagonist prods allies toward shared victory.
* Examples: ''Barbie'' (2023), ''Everything Everywhere All at Once'', ensemble/redemption arcs (Zuko in ''Avatar'').
* Adapt freely — phases overlap; add internal growth if desired, but core is external connection.
To copy any section easily: Click inside a <code><pre></pre></code> block and select-all (Ctrl+A), then copy (Ctrl+C). For a proper "Copy" button on code blocks, consider installing [[Extension:PreToClip]] on your wiki — it adds clipboard buttons to <pre> and syntaxhighlight tags automatically.
== Space Navy Ship Classes and Mission Sets ==
In this sci-fi setting, space navies employ a range of warship classes, each with specialized roles. Battleships are assumed to remain relevant and powerful due to advances in shielding, armor, weaponry, or other technologies.
=== Corvettes ===
Corvettes are the smallest and most agile warships, prioritizing speed, stealth, and low crew requirements. They excel at independent operations and screening duties.
* '''Patrol and Reconnaissance''': Scouting enemy positions, monitoring hyperspace lanes, surveying uncharted systems for resources or threats
* '''Anti-Piracy and Interdiction''': Intercepting smugglers, raiders, or small enemy vessels in border regions or trade routes
* '''Escort Duties''': Protecting convoys of merchant ships or troop transports from fighter swarms or missile attacks
* '''Special Operations Support''': Inserting/extracting commando teams on planetary surfaces or space stations, often using cloaking technology
* '''Mine Warfare''': Deploying or clearing space mines, debris fields, or orbital hazards
=== Frigates ===
Frigates are versatile multi-role vessels that bridge corvettes and larger warships, with strong emphasis on electronic warfare and defensive systems.
* '''Fleet Screening''': Defending capital ships from fighters, torpedoes, or drone swarms using point-defense and jamming arrays
* '''Anti-Subspace Warfare''': Detecting and neutralizing cloaked ships, wormhole ambushes, or other stealth/subspace threats
* '''Planetary Bombardment Support''': Providing precision orbital fire support for ground forces
* '''Electronic Warfare and Intelligence''': Jamming enemy comms, network intrusion, signals intelligence gathering
* '''Rapid Response Missions''': Hit-and-run strikes against outposts, supply depots, or isolated assets
=== Destroyers ===
Destroyers are fast, heavily armed offensive platforms — the workhorses of fleet combat at medium range.
* '''Torpedo and Missile Warfare''': Launching large salvos of guided munitions to overwhelm shields or capital ships
* '''Anti-Fighter Defense''': Engaging enemy fighter/drone swarms with rapid-fire weapons and interceptors
* '''Surface Strike''': Leading raids on enemy fleets or installations
* '''Escort and Protection''': Guarding carriers and battleships from flanking maneuvers
* '''Pursuit and Harassment''': Chasing retreating enemies or disrupting supply lines
=== Cruisers ===
Cruisers are large, command-capable ships that form the backbone of task forces and can operate independently.
* '''Command and Control''': Serving as flagships with advanced sensor fusion, fleet coordination, and communications
* '''Long-Range Strike''': Delivering heavy railguns, energy lances, or other ordnance against distant targets
* '''Area Air/Space Defense''': Creating protective zones with advanced anti-missile and anti-fighter systems
* '''Amphibious Support''': Directing planetary invasions, troop landings, and providing covering fire
* '''Diplomatic / Show-of-Force''': Patrolling contested zones to deter aggression or enforce treaties
=== Battleships ===
Battleships remain premier line-of-battle assets — massive, heavily armored and armed platforms designed to dominate decisive engagements.
* '''Capital Ship Duels''': Direct combat against enemy battleships or dreadnoughts using spinal mounts and broadsides
* '''Orbital Siege''': Heavy bombardment of fortified planets, stations, or asteroid bases
* '''Fleet Anchor''': Forming the core of the battle line, absorbing damage while providing suppressive fire
* '''Strategic Deterrence''': Stationing in key systems to prevent enemy advances through sheer presence
* '''Heavy Assault''': Leading breakthroughs, using tractor beams, boarding parties, or overwhelming firepower
=== Carriers ===
Carriers are mobile fighter/drone bases focused on power projection rather than direct ship-to-ship combat.
* '''Fighter Operations''': Launching, recovering, and directing squadrons for air superiority, strikes, or reconnaissance
* '''Power Projection''': Striking deep into enemy territory without risking the main fleet
* '''Recon and Surveillance''': Deploying scout drones/probes to map enemy movements or hyperspace features
* '''Support and Logistics''': Mid-mission refueling, repair, and acting as mobile command hubs
* '''Defensive Screening''': Using embarked craft to create layered defenses around the carrier group
== Dropship Roles and Capabilities ==
In this setting, small agile fighter craft have been rendered obsolete by ubiquitous close-in weapon systems (CIWS/point-defense). Instead, the primary close air support and mobility platform is the multi-crewed, heavily armed and armored '''dropship''' (comparable to Starfleet runabouts vs. shuttlecraft or Peregrine fighters). These are Navy-piloted with Marine gunners and systems officers, offering superior survivability, endurance, payload, and versatility.
Dropships operate primarily in a high-altitude or near-orbit loiter profile, functioning as persistent sensor/communications nodes and precision fire support platforms (inspired by F-35 CAS doctrine but scaled up).
=== Primary Roles ===
; '''Troop Insertion / Extraction'''
: Hot drops of Marine squads/platoons (in power armor) into contested landing zones; rapid exfiltration under fire.
: Rear/ventral ramps for fast egress; ventral-mounted energy cannons for suppressive covering fire during ingress/egress.
: Often includes stealth coatings, ablative armor, or short-duration ECM bursts.
; '''Close Air Support (CAS) / Gunship'''
: Provides persistent, high-altitude overwatch and precision fire support to ground troops.
: Loiters at altitude (20,000–50,000+ ft or near-orbit) to remain outside most ground-based CIWS envelopes.
: Delivers devastating fire via energy cannons (plasma, particle beams, or high-energy lasers) on troop call-for-fire.
: Precise, near-infinite "ammo" (power-limited) with minimal collateral compared to kinetics; surgical suppression to anti-armor/anti-structure strikes.
: Secondary kinetic options (railguns, missiles) for hardened targets.
; '''Reconnaissance / Cavalry Scout'''
: Forward scouting, target designation, and overwatch for main force or orbital strikes.
: Pairs with recon platoons for deep insertion, sensor placement, and real-time intel gathering.
: Equipped with advanced sensor suites (phased-array radars, hyperspectral imagers, quantum-linked drones).
: Light armament for self-defense; fast atmospheric/near-vacuum flight for rapid repositioning.
; '''Sensor and Communications Platform'''
: Acts as elevated battlespace manager and data relay.
: Massive sensor fusion creates shared picture for ground units (recon platoons, rifle companies, command).
: Feeds real-time video, targeting data, and threat tracks to Marine helmet HUDs or neural links.
: Serves as comms gateway in jammed/degraded environments; includes EW/jamming capabilities.
; '''Multi-Role / Utility'''
: Modular mission pods allow rapid reconfiguration (troop bay ↔ sensor suite ↔ missile/torpedo launcher ↔ medevac).
: Handles cargo transport, medical evacuation, electronic warfare, light boarding actions, or fleet screening.
: Swappable loadouts enable one hull to fulfill multiple expeditionary needs.
; '''Anti-Small Craft / Escort'''
: Defends against enemy drones, residual fighters, or swarm threats.
: Heavy point-defense grid (mini-CIWS) plus anti-fighter missiles.
: Armored and redundant systems allow it to tank hits that would destroy smaller craft.
=== Key Capabilities Summary ===
* '''Survivability''': Thick armor/shields, own CIWS/point-defense, redundant systems, multi-crew redundancy.
* '''Endurance''': Long loiter via advanced propulsion (fusion/anti-grav/solar regen); hours to days on station.
* '''Firepower''': Primary energy cannons for precision CAS; secondary kinetics; modular ordnance bays.
* '''Sensor/Intel''': 360° distributed aperture, AESA-equivalent radar, drone swarms, hyperspectral/quantum sensors.
* '''Integration''': Navy pilots handle flight/EW; Marine gunners/systems officers manage weapons/targeting/troop coordination.
* '''Versatility''': Fewer, more capable platforms replace fighter wings; squadron of 8–12 supports a battalion.
These dropships serve as the linchpin of marine planetary assault operations—combining mobility, fire support, reconnaissance, and command functions into a single, tough platform.

Latest revision as of 08:08, 10 March 2026

Scratch Pad

navy will perform air cavalry and troop transport role with gunships. I need to flesh out the marine recon role.

Increase the length of the prologue, to have more fleeing, near death experiences, etc.,

Add the character artwork as commissions prior to a design change for the uniforms. They'll serve as bonus artwork on the special edition hardcovers.
Here is a list of characters

Here is a list of warships

Here are the Species and Professions.

http://robertplewis.com/index.php/Category:Naval_Weapons

http://robertplewis.com/index.php/System_Titles