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Post by Gunblader on Nov 28, 2006 8:08:12 GMT
You know what, lets not have cloak detectors. than we can have secret moves. I'll make rules about in the rules.
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Post by Lord Emperor on Nov 28, 2006 13:28:24 GMT
The Federation Technology (Adapted from Encyclopedia Galactica) The Federation technology specializes in three main traits – robotics, hyperspace and defensive systems. In each of those fields, they can offer many useful inventions boosting their economical and military powers. Trait: Robotics Robotics has always had a major influence in the Federation – automated workforce means more people are available to fulfill more difficult tasks – management, control, or operating complicated vessels such as large haulers or battleships. Robots never need to sleep or eat, always work with hundred percent precision and never complain about their tasks, therefore they are excellent for many different tasks, such as mining or heavy constructions. Superconductors[/i][/ul] Superconductors are materials, which under certain conditions can reach zero electrical resistance. Many more phenomenons were observed with superconductors, such as exclusion of the magnetic field, making superconductive devices resistant to EMP pulses, which simply go “around” superconductive components. Superconductors are also necessary for designing hyperspace manipulators, because even the slightest resistance could create a disturbance in the hyperspace. For long it has been thought that superconductivity can occur only in extremely low temperatures, but new materials were discovered that have zero resistance even in room temperatures. Effect: much faster and more stable flow of electricity through systems, therefore much shorter reaction times of ships. Also offers high resistance to EMP pulses. Used in: all ships, stations and other devices. Artificial Intelligence[/i][/ul] The discoveries in computing, particularly perfecting the neural networks, allowed computers to be much faster than ever before, even reaching little degree of intelligence. These computers are now used in wide variety of fields – from fine surgery to piloting massive transports. Computers can now replace pilots of smaller ships, making accurate and instant decisions perfect for the current situation. Therefore no human lives need to be sacrificed with losses of these crafts. However, larger vessels, such as gunships or battleships, are too difficult for computers to handle properly, so they still require human supervision. Effect: quick and precise aiming and evasion maneuvers, no human pilots needed. Used in: fighters. Exosuits[/i][/ul] Exosuit is a special outfit with many integrated robotic components, such as the Advanced Combat Extrapolation (ACE) interface, muscle strengthening systems, gear for moving in open space, automated first aid system and more. Unlike previous models, new generation of exosuits is also very comfortable and light to wear. Exosuits are mostly used by highly trained soldiers, but modified exosuits can be also used in mining, construction and other areas where human beings require robotic assistance. (( OOC: if you played Half-Life, imagine a human in an exosuit looking like those little sneaky sniper guys that apprehended you. Yes, those who don’t drop their weapons. ))Effect: augments human abilities in many ways. Used by: human soldiers and workers. Hypercomputer[/i][/ul] Hypercomputers use huge neural networks to stimulate, and even outperform functions of the human brain. They are the most advanced computer systems in Sirius, able to do trillions of operations in nanoseconds. They can precisely calculate effects of even the slightest action into future, and solve the most difficult mathematical or logical problems. Hypercomputers can never make a mistake; given the correct data they always produce the best possible output. They also have a certain degree of sentience, although in a different way than humans. However, to achieve such capacities, they need enormous amounts of space and electricity to function; they are massive and too large to be carried on standard ships. They can only be placed on planets and the largest stations. There are currently ten hypercomputers active – seven of them represent the Councils in the Federation government, one is the First Chairman of the Supreme Council, and another two are used by the Federation Research Council. Effect: huge computers with unrivaled computing ability. Used on: planets, large stations. SMART torpedoes[/i][/ul] SMART, or System for Missile Autonomous Robotic Targeting, is a system allowing torpedoes it’s mounted on to seek and even change their target and preferred route to it in real time, to calculate hit probabilities and even to scan large targets for vulnerable parts. It can also target and disable a targeted ship’s subsystems, such as the engines or weapons. All of this is done by a microcomputer within the torpedo itself, therefore it can hit precisely even if it loses contact with a ship that fired it. Effect: very accurate homing torpedoes, can also attempt to disable ship’s subsystems. Used on: SMART torpedoes.
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Post by Lord Emperor on Nov 28, 2006 13:43:06 GMT
Trait: Hyperspace Research of the hyperspace was always one of the top priorities for the former Ageira Technologies, and still has a great importance in the Federation. The secrets of the hyperspace and all devices used to manipulate it are closely guarded and kept secret, known only by several highest Research Council members. Traveling through the hyperspace using Jump Holes and Jump Gates, and the newly invented hyerdrives, allows the Federation transports to reach distant areas quickly, and their warships to enter and leave combat at glance. (See the article about Hyperspace for more information) Hyperdrive[/i][/ul] Ever since the discovery of hyperspace traveling through it always required two solid points: a sender and a receiver, mostly represented by natural Jump Holes or artificial Jump Gates. But the discoveries in hypermathematics made by hypercomputers allowed maintaining short hyperspace jumps without a receiver. However, it has many drawbacks. The jump is nowhere as fast as travel between two fixed points, and it requires solving difficult equations before every jump. The equations are very dependent on an object’s position, with millimeters of precision required, so it may not move while they are being done. Without these, after returning from hyperspace, the object could end up anywhere in the galaxy. These calculations take the longer, the bigger the jumping vessel is, and the longer it should jump. While short, interplanetary jumps of small fighters take only a few seconds, calculating travel through an entire system for a huge battleship could take minutes. And the required time scales exponentially – even if all the hypercoputers currently operating did together the calculations, and they wouldn’t do anything else in that time, it would still take them days to calculate required coordinates for sending even a single molecule to a neighboring system. Effect: allows for fast, undetected travel within a system; needs preparations before jumping. Used on: all ships. Hypertransmitters[/i][/ul] Supply and logistics are two of the most important aspects in long-lasting conflicts. When an enemy cuts your supply lines, you can’t feed your soldiers, you can’t fuel your ships, you can’t restock your ammunition. The Federation Research Council, however, found a way to improve the standard hyperspace technology in other way – instead of not requiring a receiver, this device does not require the sender and receiver to be in fixed positions. This allows larger Federation ships to carry so-called Supply Transition “Freeman” Unit (named after scientist G. Freeman who first proposed the idea), which takes role of the receiver. Another, much larger, sender unit is then mounted on a planet, station, or large ship which has access to needed resources. Then, supplies can be transported through hyperspace even several light years apart. However, as with all other methods of hypertransportation, the time and energy necessary scales with the mass of transported object, so only small amounts of material (several kilograms) can be transported at once in this way. Effect: allows transporting of supplies and ammunition to ships within several systems. Used on: all ships larger than fighters. CHAOS torpedoes[/i][/ul] An entirely new approach to hyperspace technology is used in Centimeter Hyperspace Alteration Offensive Systems, or CHAOS for short. A torpedo carrying this device uses it just before impact to jump into hyperspace without any precalculated coordinates. After several nanoseconds, it jumps out, therefore it moves for only several centimeters or meters in almost unpredictable direction (technically, the direction the torpedo is heading is slightly more probable due to inertial forces). This nanosecond jump creates quite large fluctuation in the hyperspace because it is not stabilized, making the torpedo’s immediate explosion much more powerful. But the main use of this technology is to harm heavily shielded objects: by jumping just before hitting the shield, the torpedo has a chance to actually end up behind it upon returning, and continue in its trajectory to hit the exposed hull. The CHAOS device is quite large, so torpedoes can be launched only from bigger ships. Effect: very powerful torpedo, has a chance to go through a ship’s shielding. Used on: CHAOS torpedoes. Hyperspace Manipulator[/i][/ul] The third deviation from the standard Jump Gate-based model is the Hyperspace Manipulator. It consists of a sender and receiver, which can freely move around mounted on special ships or stations. Then they need to anchor at one place, and supercomputers precalculate hyperspace coordinates for jumping from one to the other, which takes several minutes. The sender unit can then transmit nearby objects into hyperspace, which they then exit at the position of the receiver unit. Just as all other methods of travel through hyperspace, the Manipulator needs more time to precompute the coordinates as the sender and receiver draw apart. The Manipulator is so huge that a special class of ships has been designed with the sole purpose of carrying one of these machines. It has been rumored that the Manipulator can twist the hyperspace for other purposes as well. Effect: after precalculations, allows moving other ships through hyperspace from one point to another. Used on: Hyperspace Manipulators. Hyperspace Monitors[/i][/ul] Hyperspace monitoring systems mounted on stations or large ships allow detection of fluctuation in the hyperspace. These fluctuations can be produced by ships jumping in or out of the hyperspace, using a Jump Hole or Jump Gate, or even by massive explosions. From the energy signature of the fluctuation many things can be deduced: the object’s mass, relative position, speed, point where it exits hyperspace and more. Therefore, these devices are highly prized for being able to tell Federation generals many things about an approaching fleet even before it exits the jump tunnel. Effect: allows collecting data about ships jumping through Jump Holes/Gates or hyperspace. Used on: bases, capital ships.
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Post by Lord Emperor on Nov 28, 2006 13:43:42 GMT
Trait: Defensive Systems The interest in defense originates from the Corporate Federation era. The scientists have long ago decided that the best way to protect transports hauling huge amounts of cargo, which made the most of the Corporate Federation’s profits, was to build massive, heavily armed, although slower ships, that can hold long enough for the transports to escape. This strategy proved to be especially effective, even in large battles, where the Federation’s majestic capital ships stand almost unharmed for the whole course of action, while their powerful fighters decimate their foes. Adaptive Materials[/i][/ul] Adaptive materials are formed of billions of nanoscopic units that operate in unison. If this kind of material gets broken or damaged, the functional units can reorganize themselves to temporally “heal” the damaged parts. Also, when enough raw materials are supplied, specialized nanounits can create more adaptive units out of it. When a ship’s hull is covered in this material, it can slowly regenerate, making the ship able to be prepared for the next conflict. Effect: allows ships’ hulls to slowly regenerate when not in combat. Used on: all ships and bases. GOD shielding[/i][/ul] Graviton Overcharge Defensive shields, as their name suggest, are able to divert the graviton flow within them to overcharge, making them almost the impenetrable barrier from the riddle. Only very massive pulses of energy are able to break an overcharged shield, and it deflects all matter – missiles, asteroids, etc. without any harm on the shield. However, the overcharged state can last only for dozens of seconds and consumes so much energy that the ship using it can’t power any other systems – weapons, hyperdrive, engines. It will only continue in its path as it was when the shield was overcharged, completely controlled by forces such as inertia or gravity. After returning to normal state, the shield and all other systems are recharged, but it can’t be overcharged again until maintenance done in dry dock. Effect: allows a ship to become almost invulnerable for several seconds, but disables all of its subsystems. Used on: fighters, support ships. Double-layer hulls[/i][/ul] Another defensive measure used on larger Federation ships is their double hulls. Apart from the standard, inner hull similar to armors of any other ship, Federation vessels equip another, much weaker and thinner, outer hull. The space between two hulls is divided into sealed compartments filled with vacuum. If a missile hits the outer hull, it explodes, and the vacuum absorbs most of the blast. The inner hull remains intact. Additionally, when the outer hull is too damaged to be of any use, it can be lowered and included into the inner hull’s adaptive structure. However, the outer hull, being so thin, is very vulnerable to laser or particle fire. Effect: greatly decreases damage from missile blasts. Used on: support ships, capital ships. Modifiable Shields[/i][/ul] The Federation shield systems use special devices that can control or modify the shield’s structure. Electromagnetic lenses can divert power from one part of a shield to another, reinforcing or regenerating it. Large vessels can completely disable shielding of one side and use the entire shield generator’s power to multiply shielding capacities on the other side. This comes very handy not only when defending against attacks from a single direction, but also when passing with a battleship through a dense asteroid field. Effect: shields can transfer power from one part of ship to another. Used on: all ships. Microshielding[/i][/ul] Technology breakthroughs in nanotechnology and superconductivity allowed for miniaturization of one of the most complicated conventional systems: shielding. New generation of so-called microshields are able to generate shield bubbles under a meter in diameter. These generators are also very small, up to the size of a small box. Microshields are currently used in two major areas: on missiles, to protect them from being shot down by anti-missile lasers or rockets, and for personal use in dangerous environments, mounted on an exosuit. Effect: generates a weak shield around small objects. Used on: missiles, torpedoes, exosuits.
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Post by Shard on Nov 28, 2006 13:43:47 GMT
Soooo...
Ok, you made me downgrade the SCORPEON and RAA, so I think I ought to query about your Cardamine and Cyanide torpedoes. Exactly how powerful are they? Considering the slow rate of damage against capships from fighters, I have serious doubts about an ability to either enslave or eradicate a crew with a few hits. Just give us a few details...
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Post by thecreator on Nov 28, 2006 16:46:25 GMT
Im wondering about these hyperdrives of your Lord Emperor. I thought that ALL technologies that either diabled/destroyed or made the use of jump holes and gates useless were banned? If you can place these receivers and transimtters anywhere then you are not forced to use jump gates/holes.
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Post by Lord Emperor on Nov 28, 2006 16:56:07 GMT
No, maybe I have not expressed myself enough: The longer anything wants to jump, the longer would it take to calculate the jump. As I've said: The only way to transport anything between system is at the moment the Hypertransmitter, which can't be used on anything beyond several kilograms, e.g. torpedoes or small personal weapons at most. No way it could move a human, not even a ship. To sum all the hyperspace travel technologies up: - Hyperdrive - sender mountable on any ship, no receiver needed. Charges for several seconds, then that ship jumps within the system's range.
- Hypertransmitter - sender is on a planet, receiver is mountable on SS and larger. Able to transport only small things up to several systems distance (still not across entire Sirius, think like 2-3 squares on the universe map)
- Hyperspace Modulator - sender is on a special ship, receiver can be on a planet or another special ship. First needs several minutes to precalculate, then it can pull any nearby ship through in an instant. Limited to in-system jumps too.
Of course, if GB deems any of the techs too powerful or exploitable, I'll change it.
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Post by thecreator on Nov 28, 2006 17:05:45 GMT
ah ok thought you were using them to move ships should not be a problem then.
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Post by Gunblader on Nov 28, 2006 19:56:36 GMT
Ok the Torps would take 50+ plus hits to make people addicts or suffocate them. All they're really meant to do is make the combat efficiancy of a ship go down. But if I want to capture the ship, than it would take me some 50+ hits to do it.
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sebb150392
Junior Member
Techological news, Bringing you it all
Posts: 52
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Post by sebb150392 on Nov 28, 2006 20:13:35 GMT
C o n f i d e n t i a l R e p o r t
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Sec. No #388293DN7930 - 0002 - 01 Subject: Technology Summary
Armour:
Stealth camoflauge: This can be equipped to any fighting ship. This armour is very thin and doesnt offer much protection to the ship, but a turn towards the sun will blind he shooting enemy, and he will loose sight. it is active camoflauge ( e.i james bond film - die another day) which can be seen by a trained eye. it offers the act of surprise and an easy escape, but cannot withstain a great deal of damage. allows invisibility to radar aswell.
Trionite armour: this armour is one of the strongest armour on offer. It is made with the ship, but has to be removed for Stealth armour to be put in place.
Deflector armour: This armour is placed ontop of stealth armour to offer a limited deflection technique. If an energy weapon hits the armour at a degree of 20 degrees or less, it will deflect. if its 20 degrees or more, it will inflict normal damage.
Diamondite: This is THE strongest armour created by bretonia. It Comes in panels and can be attached to desired thinkness on any flagship. it can ONLY be attached on flagships as the extreme weight requires the largest engine to pull it around. this armour wil see any weapon under and including class 8 a 'flick on the cheek'.
Shields:
Deflector shields: This sheild can only be attached onto capital ships, and offers a very limited protection. The Same as deflector armour, apart from The energy weapon does 50% damage if deflected.
Special weapons:
Pierce missile/torpedo: This projectile is launched and splits into 5 smaller projectiles which all head for seperate targets (the torp heads for the same capital ship, but targets different systems on board.) On hit with the subject ship, they ingnore most types of sheild, which reduce their speed a small amout, (limiting penetration) and penetrate as far as possible into the armour. a remote detronator on the firer's ship and the projectiles blow on his commend. if the firer's ship is destroyed, the projectiles are deemed useless as they have no way to detonate. ineffective against largely armed targets
Spore cloud (mine slot): instead of normal mines, this pod launches a stream of microorganisms into space. they perish after a short while, but any ships which happen to enter the dealy cloud will start to corrode. ineffective against heavy armour.
Tempest rockets: A spiral of 25 rockets which fire via the firer's sight. no tracking. replaces torpedo spot.
Flak Missiles (countermeasure slot): A missile which explodes just after firing into hundreds of small scraps. these small scraps drift and then explode creating several distractions. also acts as countermeasure
Coruption gun: Inspired by General Thawsonne, this Very high speed, very powerful invisible laser is perfect for any sniping heroes out there on the battlefeild. no damage to sheilding. medium refire rate.
E.M.P (Extremely Massive Pulse) Pulsar torpedo: This weapon is the mother of all Torpedoes in bretonia. this huge beast has the capability of taking out several fighters in one shot if the firer's skill is extraordinarily high. but instead it serves as the skinning part of a battle. when fired at a hull of a capital ship, its 5 second delay insures a safe retreat of the launcher before exploding. there is no hull damage or sheild damage though. instead, its electromagnetic wave released from a seismic sharge embedded in the torpedo activates and wiped out any weapon in range of its ship. extremely good against fighters in a group. has the tendency to explode with a ship if still unlaunched.
Intelligence
P.S.S. (planetary scanning system) any of our systems with a planet has one of these. this allows a veiw of the whole system
Orbital Relay: this Scanner orbits the sun in a very close orbit just outside the corona. is sees everything its side of the sun apart from in asteroid feilds
Rock scanner: This scanner looks like an ordinary asteroid with maybe a slightly higher lead content. it scans for any densely clustered alloys within its asteroid feild
Standard scanner: fitted on every station or trade lane. a veiw of up to 40k, 80k on larger stations
Conventional weapons Guns:
Laser MkI - X: (class 1 - 10) a simple laser. rapidfire, low damage, medium sheild. high range
Plasma MkI - X ( " " ) a Plama slugging machine. medium refire. Very High damage. No sheild. medium speed. favorite
Phoenix series: (Class 5 - 10) Single shot weapon. slow refire. Extremely high damage. medium sheild. slow weapon.
Pulse's Mki-X (class 1 - 10) Shieldbusters. Normal refire rate. very low damage. Extremely high sheild damage. medium speed
Hellfire series: (class 9 + 10) hull killers. Extremely fast refire rate. Extremely close range. medium sheild. high speed.
Penetrators: (class 1 - 6) hull killers. same as hellfires, only lower classes. (obviously lower damage, but for a class 1 its like a class 3)
missiles:
Same as usual apart from one military-only missile.
Annihilator series: (class 1 - 10) this missile is a missile which splits into 2 cruise missiles, traveling at a slow speed, and immune to a countermeasure attack. this follows the enemy wherever it goes until it goes out of range (30k) Extremely powerful result. 2 missiles travel one infront of the other. one deals with the sheild, the other deals with hull. one kill against lf's up to hf's critical with vhf's. effective against shfs's dues to slowness, but may not penetrate sheilds. runs out of fuel after 20 minutes flying. practicle in asteroid fields due to its on board navigation system. only 4 launches. (8 cruise missiles) per ship due to its huge size.
Secret weapon - no player actually knows about this weapon, ok? this is secret, but i have to tell it.
MOAT torp (mother of all torps). targets the enging of the biggest ships and wipes...them...out! has a small Seimic charge to wipe out any weapons that side of the ship. requires specailist training to use. only launched from SHF's of my selection. (one on the bettlefield at a time)
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E n d r e p o r t . . . .
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sebb150392
Junior Member
Techological news, Bringing you it all
Posts: 52
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Post by sebb150392 on Nov 28, 2006 20:19:33 GMT
oh, the moat wipes out the engine and guns near the engine to avoid confusion
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Post by Gunblader on Nov 28, 2006 20:33:20 GMT
Sebb, I think I told creator as well, but if you want new kinsd of armor you must give the idea to the Mining guild, so they can mine and manufacter the armor. Sorry, but thats kinda the only advantage the MG has besides controlling the flow of fuel.
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Gecko
New Member
Posts: 40
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Post by Gecko on Nov 28, 2006 20:49:54 GMT
Hmmm, now, what to charge them......
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Post by blueman on Nov 28, 2006 21:11:23 GMT
RU techs: Fighter Techs: Hydra Missile Launcher: Shoots rapid-fire missiles that separate into 20 different small missiles that each track an independant target. Each small missile can devestate a small fighter.
"Novafury 1" Class 9 and "Novafury 2" Photon Cannons - The advancements of the Sunfrenzy 1 and 2, these weapons have a very fast refire rate, speed, and range.
"Scourge 1" Class 9 and "Scourge 2" Class 10 Neutron Cannons - The upgrades of the Disinfector 1 and 2, these weapons are the most powerful per shot in hull damage that RU has to offer.
"Starflame 1" Class 9 and "Starflame 2" Class 10 Pulse Cannons - These weapons were designed for the RU to take out the enemies shields fast. These weapons are very nasty shield killers and if used in conjuction with a Water Cannon can take down an enemies shields in seconds.
Cap techs: Longsword Beam: A devestating beam that lasts 20 seconds and takes 5 seconds to recharge. It can quickly destroy small fighters.
The Scimitar - A mighty cannon only mountable on a Class 4 Capital Ship, this cannon does amazing amounts of damage. This cannon can take most fighters and support ships down in one shot but has an extremely slow refire rate.
Radiation Cannon - A cannon which uses a condensed packet of radiation to attack, bypassing the foes shields and directly damaging their hull. Shot only released radiation when it comes into contact with a solid objest of shield.
Ice Cannon - A cannon that uses ice to attack, doing much hull damage and causing some short circuits due to melting. It does almost no shield damage.
Water Cannons - A cannon that uses a powerful blast of water to attack, which does more shield damage than any weapon.
Conqeror AAB cannon: Developed by the outcasts this is a very slow firing very powerful anti- cap ship gun. Every Capship has this making them exellent anti-cap ship units
Plasma beam: A concentrated beam of plasma that can severly damage all CL ships, it would destroy anything less but smaller ships can evade this.
Helios torpeado: A fat missle tha does the same damage as 6 sunslayers with a shock wave damaging everything 500M from the center of the explosion. Unfortunatly it is very slow and easy to shoot down.
Other: Shield Clouding - Shield becomes visible when isnside a cloud and it's color changes to the exact color of the cloud, so it is an effective camoflouge. The ship does not appear on scanners.
Orbital Defence Cannon (ODC) - A stationary cannon that guards a planet against hostiles. It enters orbit with the planet and is programmed to atack all hostile targets.
Cloaking - A cloaking mechanism that enables a ship to become invisible and not appear on scanners. It takes a few minutes to fully cloak the ship. Can only be mounted on fighters and support ships. All Revolutionary fighters and support ships have these.
Advanced Cloaking - An upgrade to the original Cloaking mechanism, this can cloak a ship instantly, but can only be mounted on capital ships.
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Post by chessalavakia on Nov 28, 2006 21:39:21 GMT
I request galactic Patent on the following Tech's
10 % faster Speed on all ships except light fighter which is 20% faster. Rhineland devoted large amounts of time to speed as it was a technology the other houses could abide research in
Power Control Allowing for power to be spread around the ship in battle for maximal results
Generic Tech's Generic Guns Generic Torps Generic Escape Pod Generic Shields Fancy Armor that handles More Hits
Cloak takes 50 Minutes to Power
Hull that takes 1 day to heal on it's own
Mines while small ships can evade them with ease other ships are not so lucky 40 will kill even the largest ships the damage does not hit shields only hull
EMP Missles Wipes out Ships Power Plant specially designed to deal with Enemies who attempt to use large amounts of power to kill
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