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Post by thecreator on Nov 28, 2006 21:47:19 GMT
You can have a galactic patent? cool
Mind if I ask why the cloak takes 50 mins to charge? The hull that heals on its own in one day isn't that a bit useless? We go nano bots and large shipyards. I do not even think that ships are damaged over turns...
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Post by Lord Emperor on Nov 29, 2006 0:43:08 GMT
Hmm, I think you both should slow down with the "shoots 20 homing missiles, each capable of one-hitting a fighter" techs. Seems a bit too powerful to me. Imagine hundred of ships, each shooting them at full speed... imagine the lag
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Post by Kobi on Nov 29, 2006 1:47:04 GMT
Lord Emperor your tech descriptions remind me of Sid Meiers Alpha Centauri. Are you a fan/player of that game?
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Post by Lord Emperor on Nov 29, 2006 1:49:05 GMT
I've played is once or twice, but that's not the place where I got the idea, only now that you mention it I recall it was similar. Cool that you've noticed it though
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Post by Kobi on Nov 29, 2006 3:01:37 GMT
Radiation Emitters- A small device that can and will emit lethal 'rays' of radiation. This is placed on all ships as an anti-fighter weapon. Bursts from this weapon will last up to 3 seconds and take about 10 seconds to recharge. The bursts will range anywhere from 500-985Sv, and death will take approximately 20 seconds.
Singularity Cannon- A rather cumbersome device that is able to take large amounts of mass and compress it as it gets shot out of the chamber. Once it hits an object it collapses onto itself and creates a miniature black hole that only has enough stability to stay open for a few seconds. This is able to destroy most fighters within a few seconds and damages Larger ships. The reload time is 30 seconds to 3 minutes depending on the crew.
Regular Mass Driver- The RMD is exactly what it sounds. It takes a giant shell/bullet and uses magnetic coils to propel it. The bullet travels faster than any known ship and causes massive damage to armor or shields. The range is unlimited, although ranges beyond a kilometer get very inaccurate and the chance to miss grows exponentially after every 100meters. Reload time is 10 seconds.
Ultra-Dimension Compact Torpedoes- These torpedoes utilize the most advanced dimension folding technology. The torpedo tubes have been upgraded to allow torpedoes to be stored in the smallest space possible. The payload in these torpedoes is the average yield of the rest of the universe.
SCM- Spammer Cluster Missile- Placed on board all fighters and support ships. This uses the same technology from the UDCT. It compacts 30-75 small missiles within a larger missile. This missile when fired breaks apart and the random number for missiles will overload just about any shield or severely damage any armor. LF and HF will only carry one of these, VHF and SHF carry two. SS and LS can carry up to five, and capital ships carry around 20.
Advanced Holographics- With the need for the CVMD Corsair scientists have led the field of Holographic semi-permeable surfaces and imaging. This reduces the amount of space required for bulky monitors and allows more room in the ship for more essential parts.
Advanced Stealth Technologies- One of the Corsairs proudest achievements, the stealth technologies have advanced far beyond that of the other groups. They employ black armored ships with advanced camouflage. Almost all ships are also equipped with advanced cloaking devices that are undetectable by all but the most advanced of sensors.
CVMD- Corsair Vessel Mimicking Device- With the advancements in Holographics and Stealth Technologies the Corsair scientists have devised the CVMD. The pinnacle of Holographic design the CVMD is an array placed aboard nearly every fighter. This device creates a semi-permeable surface(allowing the weapons to still fire through of course) around the fighter and the image will mimic that of an enemy ship. This device cuts back on the shield power and takes a while to charge up (A minute to five) but the 'image' can last for as long as needed. This technology, along with the Advanced Stealth technology is labeled TOP SECRET.
Sensor Posts- The sensor technology placed aboard the sensor posts are able to detect any passing ship and has an increased chance to detect cloaked vessels.
Sensor Probes- Launched from any SHF/SS/LS/CL1 it is able to traverse through jumpholes or jumpgates it can scope out any problems around the exit area and has an effective travel distance of 5.5km. It is covered in the same same stealth material as the fighters.
Weapon Platforms- The little bundles of joy are staged around installations and Jump areas. They on average carry 35 Radiation Emitters, 15 flak cannons, 3 mass drivers, and the biggest Weapon Platforms(ones placed around planets and shipyards) boast two singularity cannons.
Planet-based Plasma Cannons- the PPCs are placed on Corsair planets and prove devastating against test targets. The plasma from these cannons will penetrate the hull of ship relatively quickly. They are rather weak against shields however maintaining around 300+shots from a single cannon to bring down a shield.
EMP Turret- built to counter the poor effectiveness of the PPC the EMP turret will down a targets shield in seconds. However, this is new technology for the Corsairs and only a few have been produced.
For RP purposes very few outside the Corsair ranks know about the CVMD, AST, Sensor Probes, and the Dimension folding techniques
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sebb150392
Junior Member
Techological news, Bringing you it all
Posts: 52
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Post by sebb150392 on Nov 29, 2006 11:10:50 GMT
wha..bu...de...gah...vuda? i have to MINE my armour??? it isnt organic, but simple thin metal from the core of NL with cameras looking out on one side showing he image they see on the other. th deflector armour (a damadgable sheild almost) ontop helps to protect this armour. whenever the ship gets shot, the ship goes the colour of the laser as it sees the laser close up. but we dont need to mine it. it comes from our planets core. and if not, how much....
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Post by thecreator on Nov 29, 2006 11:17:28 GMT
Not "MINE" perse but were are yo supposed to get the metal? your planet core? Since when were you able to mine from a planets core? The Miners guild as the name suggests has a monopoly on both fuel and metal in Sirius. It is what they do.
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Gecko
New Member
Posts: 40
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Post by Gecko on Nov 29, 2006 22:35:58 GMT
Miner’s Guild Technology Briefing:
Plasma Cannon – Years of mining gas has given the Miner’s Guild years of experience handling hot gasses, of which they derive their plasma used in their Plasma Cannon system. Superheated plasma is spat in globs at targets at an average speed.
Advanced FLAK Cannon – After years of defending their claims from disorganized pirates as well as other criminal elements, the need for automated point-defense became apparent. This led to the development of the Advanced FLAK Cannon project. Controlled by AI that runs on a Friend-or-Foe recognition system, the AFC is one of the MG’s greatest achievements, the AFC magnetically fires depleted uranium pellets at 15 shots per second.
Plasma Spike – The Plasma Spike is loosely based on the same principle as the “Liquid Metal” Torpedo. Instead of a slow torpedo, the PS is fired at high velocity; the plasma is contained in a spear-like tube which punches through the armor of the target much more effectively than the torpedo version, even all the way through smaller ships. It spreads the boiling plasma more effectively throughout the enemy ship, doing more damage to armor and systems, making it handy for pinpointing specific systems/areas of a ship and “harthingying” them.
“Liquid Metal” Torpedo – Torpedoes of hot liquid plasma are fired at an enemy ship. Upon contact, the torpedo burrows into the ship and releases its contents into the inside of the ship, literally melting holes in it. Armor slows it down though, limiting the distance into the ship it can penetrate. Has enough tracking software and ability to follow most capital ships, not meant for anti-fighter.
Halcyon Armor – The superstructure of a ship with Halcyon armor is laced with titanium struts, bulkheads and pressure doors, making it nearly impossible to destroy completely, as sections can be isolated independently from each other. Reports have shown ships equipped with Halcyon armor operating with breaches on all decks and 90% of the ship damaged.
Millionaire Protection Shield – Mounted only on the Millionaire Cruiser, the MPS is an overlapping system of shields. Shield emitters placed along the ship give protection to every meter of the ship in at least 2 layers. More critical areas, like control rooms and the engine room, are protected by 3 to 4 layers of protection, depending on the amount of power being fed to the system. Feeding energy to the shields reduces possible energy to other ship systems though.
Emergency Release Hanger Door – The ERHD is used in emergency situations where using the explosion of blowing open an atmosphere-filled hanger redirects the ship out of the way of some obstacle, or in some cases, into the path of another ship.
Prototype H-Fuel Drive – In the joining of the GMG (H-Fuel gas) and the IMG (Metals of all sorts), gas mining and the ability to store it advanced in leaps and bounds. In finding new ways to compress and store gasses, the new Miner’s Guild also found new ways to compress...and release and ignite those gasses. The greater compression gives MG ships equipped with a Prototype H-Fuel Drive enhanced agility and acceleration as well as larger fuel supplies.
Super Fuel - Discovered by the Outcasts in the Epsilons and Omicron Beta systems, and now mined by the GMG, this fuel can only be found in the New Greece and Iota systems. It enables the ships that carry it to have huge amounts of power. They can mount virtually impenetrable shields, devastating weapons, and powerful thrusters and engines. Gives an incredible advantage to those who have it in a battle.
From Kobi:
Advanced Stealth Technologies- One of the Corsairs proudest achievements, the stealth technologies have advanced far beyond that of the other groups. They employ black armored ships with advanced camouflage. Almost all ships are also equipped with advanced cloaking devices that are undetectable by all but the most advanced of sensors.
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Post by thecreator on Nov 29, 2006 22:36:28 GMT
only turn to go now
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Post by Lord Emperor on Nov 29, 2006 22:42:37 GMT
Creator, admit it, you are posting this just to up your postcount
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Post by thecreator on Nov 29, 2006 22:43:43 GMT
maybe maybe
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Post by Shard on Nov 30, 2006 7:11:56 GMT
Anyway, we're still waiting of sebb for his shiplist. Methinks he'll miss first turn, but he'll be in for second...
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sebb150392
Junior Member
Techological news, Bringing you it all
Posts: 52
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Post by sebb150392 on Dec 1, 2006 11:08:04 GMT
C o n f i d e n t i a l R e p o r t
*****************************************************************************
Sec. No #388293DN7930 - 0002 - 01 Subject: RECENT BREAKTHROUGHS! cc: General thawsonne and Spiketail, guildmaster of the BHG
The Marauder:
The Discovery of: Earlier this week, several new weapons have been devised from a recent technological breakthrough. A New combination of explosive devises creates a new bio-pulse weapon, we call the MARAUDER types. These types of weapon are EXTREMELY effective at something we now know as "disintigration" until now, we have not been able to harness this energy in a metal container. it is instead held in a container filled with a substance we call "durelecium". extracted from the core of our planet to make the deflective armour, this liquid has always been thought of a waste. until now. the missile shell has been extended and widened to fit in this liquid. a tiny amount of the energy source is inserted. so far, this is the anly amount of energy we can put in without a fast half-life. note: this energy source is highly radioactive, unless mixxed with alot of this liquid derelecium.
The effects of this new weapon: this weapon is extraordinarily dangerous. the only source of gravity in space, mid battle comes frmo the gravity + electromagnetic fields of the almightly capital ships. the bigger the ship, the bigger the feild. a single missile fired into space will explode, and the energy source it set free. it will be attracted towards the capital ship, because of its extremely light property. on contact it will start to corrode, very slowly, but it will corrode. it takes 2 minutes to corrode 10 inches of armour. even if an enemy flagship survives the battle, it will take this unnoticed source away with it. the effects can be devestating over time, as it erodes through the hull, then the inner structure, then the decks, then the outer lead paneling of the generators before finding its pulling sensation. boom. the only way to get rid of this microscopic substance would be to somehow prise off the affected sections.
The Marauder v2: like above....use your imagination....look where it is wounted...and how many of them there are....
The Libirator:
An autocannon basically. excelent firepower. Excelent refire rate. Excelent damage capabilities. immense power usage. no wonder iut was only made for the huge lumbering ships above us. an extremely effective anti-fighter autocannon which it designed for use on capital ships. requires charging. also efective against any missile.
The Sentinel:
A huge gun requiring 2 gun slots on fighters. this beast has a medium refire rate, but if there are 2 guns, they are connected and fire alternately, creating interlocking fields of fire. this fires a solid object instead of an energy particle. thats where the fun begins. ineffective against sheilds, but when fire at hull, it creates something not used for almost a milenia. the old weapons have come back and have been forgotten and unprotected. this spikethrower fires a biospike (a Spike from the Katulaneo tree located on cambridge) soaked for a long time in spore chambers tocreate the small amount of corrosive liquid on them. this liquid only plays one part, and that isnt the destruction. neither is the spike. the spike is hurled as phenominal speeds (hence taking up 2 slots) at the enemy and goes straight through it, a through and through. results are instant cabin decompression if the target is dead in the sights. effective against swarms due to its "multikill" feature. classes 2, 5, 8 and 10.
The Sentinel V2:
The same as a sentinel, but on a larger scale, much much larger scale. 1/2 km long. treats sheilds as not being there, cap killer. possibly fighter if its at the wrong place, wrong time...etc
********************************************************************
E n d r e p o r t . . . .
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Post by Lord Emperor on Dec 1, 2006 11:14:16 GMT
Wait, the Sentinel is supposed to be a one-hit killer? I thought those weren't allowed. The Marauder is also on the edge of what I would call overpowered.
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Post by Shard on Dec 1, 2006 11:44:36 GMT
I think he meant one-hit killer against fighters, and big-damage-inflicter against capships. I mean, take a look at the monster spike GB's got on his Hispanias. As for the Marauder... I had a long discussion with Sebb about some of his techs. To be honest, I don't think it really is that overpowered. By its very nature, it would only affect CL3s and 4s, as only those would produce sufficient gravimetric strength to attract them. And then... well, it would take a while to get through all the armour. Yes, if the blasts were allowed to reach the core, there would be a lot of trouble, but I wouldn't say that it would kill one outright. Cripple, yes, but not kill.
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