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Post by Gunblader on Dec 1, 2006 12:25:57 GMT
Hey, my monster spear doesn't even shoot. It just goes threw the hull of a ship and carries them sway from battle.
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Post by Shard on Dec 1, 2006 13:02:05 GMT
Yes, and getting hit by a 15km long harpoon will do no damage at all, will it? Of course not! [/sarcasm]
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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 13:28:02 GMT
*sighs* ive thought this through. compared with my other techs, it is fair. i mean some poeple have cloaks, others have amazing sheild and amazing armour, or all of them. ive decided to go ahead with my guns. look at my armour. all i can have is: strong - or stealthy and weak. guns are good, effective and practicle. i must admit the marauder is good, but it is a good weapon to have.
What are the chances of a bio-spike getting 3 ships in a row anyway? the wost case scenario is a spike through the thingypit window. instant depressurisation. but think abour it. chances? its most likely to hit the engine and create a minor fuel leak. it could even create a hole through the wing! hardly useful in space though it is.
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Post by Lord Emperor on Dec 1, 2006 13:37:11 GMT
Hmm... minor fuel leak? You've written something a bit different...
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Post by Shard on Dec 1, 2006 18:11:48 GMT
Exaggeration. It's a wonderful thing.
Guild technology updated, along with two Bretonian refits.
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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 19:10:22 GMT
Hmm... minor fuel leak? You've written something a bit different... heh, this is what the gun is CAPABLE of. besides, that isnt the V2
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Post by Lord Emperor on Dec 2, 2006 11:01:23 GMT
Technology breakthrough!
Trait: Hyperspace
Technology: Hyperspace Charge
This technology, or, rather, a new use of the Hyperspace Manipulators, was discovered by pure accident, when in a top secret laboratory the scietists activated two Modulators at the same time, and by chance they produced a miniature charge. Well, miniature - about 15 meters in diameters, allowing it to kill eleven scientists and a laboratory cat. From this unfortunate occurance was later deduced that a pair of Manipulators can work in unison to connect to each other through the hyperspace, and then suddenly break this connection. This causes a massive fluctuation in hyperspace, so powerful that it actually affects the real universe as well. From the center point between the two Manipulators is emitted a massive shockwave, when they are properly set up it can reach tens of kilometers in diameter. The longer the connection is kept before breaking, the more powerful and larger is the resulting charge. When it's maintained for long enough, the charge can severly damage or quite probably even destroy small fighters in its range, but its effectivenes degrades rapidly with the size of a hit object. For example, it does few more to the largest SHFs than minor damage, maybe it throws them several meters away, and it has negligable effect on larger support and capital ships. All currently operating Manipulators are being reprogrammed to be able to use this technology. They should be ready by the beginning of the next standard month.
Effect: After channelling for a while, two Hyperspace Manipulators can create a pulse that severely damages small ships in a wide range. Ineffective against anything bigger than a SHF. Used by: two Myperspace Manipulators.
(( OOC: Can't add it to the tech list because it's already too long. ))
(( OOC2: This isn't something like 'kills all fighters in the system'. It's more like weakening of the enemy before the fight. Really, if you want the damages, it would be like LF - 50-60%, HF - 20-30%, VHF - 5-10%, SHF - 0-3%. And, of course, it affects ALL ships in range, even allied. ))
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Post by Kobi on Dec 6, 2006 23:44:20 GMT
New Techonologies Discovered by Corsair Scientists!
Smart A.I-A radical new form of A.I. was built today after improving on the Outcast design. This new "Smart A.I" will be able to take command of battles and help Ships improve their Damage/Defenses.
Inertial Dampeners- This technology has been pushed to the limit and now allows all pilots and crewmen to withstand up to 25 Gees while only feeling One Gee of pressure.
Aggresive Crew Insertion Pods- The ACIPs are Cylindrical Tubes that house One pilot and anywhere from 75-150 troops. With the advancements of 'Smart A.I.", Inertial Dampeners, and the already used Advanced Holographics allows these tube to literally fired out of ships(LS and above) and travel fast enough to put 23 Gees of pressure on a human body. With the new advancement of Dampeners this allows all people to survive.
Gravity Bomb- Carried only by SHF, this launcher will shoot a 'bomb' out towards an enemy fighter group. The resulting effects are; 1) All loose debris instantly fly into the hole created by this. 2) After a few more seconds larger object(Fighters) begin to feel the effects and their engines will slow. 3) A few more seconds after that the fighters will start to be pulled into the hole. 4) Effects ANY fighter that happens to be nearby Friendly or Foe. There have been no known survivors.(Gravity Bomb only affects Fighters, Capital ships are able virtually uneffected.
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Post by Lord Emperor on Dec 6, 2006 23:53:48 GMT
OOOkay, so the gravity bomb is just like my Charge, just with an added insta-kill effect on all fighters?
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Post by Kobi on Dec 7, 2006 0:10:08 GMT
Well, Its only carried on one type of fighter. I like things that make Mini-black holes what can I say? I also forgot to add that theres only one per Wing. The diameter of this isnt really that big either. Id say only about 30 meters
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Post by Lord Emperor on Dec 7, 2006 0:13:44 GMT
OK, with the 30m diameter it sounds reasonable.
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Post by Lord Emperor on Dec 9, 2006 8:15:08 GMT
Technology breakthrough! Trait: Robotics Technology: Robotic Torpedo Pods [/i][/ul] Advancement in miniaturization and robotics allowed Federation engineers to fit four torpedo launchers in just a little larger space where previously only one could be installed. The launchers are mounted on an axis which can rotate, uncovering them one by one and allowing all four of them to fire in a rapid succession. The downside of this, however, is that they take slightly longer to reload due to complicated robotic systems manipulating them. Effect: Allows ships to mount 4 torpedoes instead of one. Used on: VHF "Chimera" Tactical Bombers, SS "Hades" Heavy-Duty Bombers, SHF "Athena" Space Superiority Fighters, CL3 "Olympus" Flying Fortresses. Trait: Hyperspace Technology: Hyperspace Drag [/i][/ul] New modification of Hyperspace Manipulators - this allows them to distort hyperspace in a way that produces a strong source of gavitational pull in real universe. This pull can be also aimed to some degree, to affect only objects in a certain angle in front of the Manipulator. The generated gravitational drag grows over time, until it's strong enough to slow down, or eventually even stop, ships in the direction it's aimed at. Effect: Slows down enemy escaping ships. Used by: Hyperspace Manipulators.
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Post by thecreator on Dec 9, 2006 11:43:29 GMT
Technology Breaktrough!
A new mine has been invented at the Shipyards in Alaska, this mine when detonated will alter the gravitanional pull in the vicinity. If the gravity already has been tampered with it will restore it to normal. All ships carry these.
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Post by Shard on Dec 9, 2006 17:38:40 GMT
Technology exchange!
Federation Superconducting technology has been traded for and is now equipped on all Guild vessels, substantially improving resistence to EMP attacks.
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Post by Lord Emperor on Dec 9, 2006 17:53:53 GMT
Technology Exchange!
The Bounty Hunters Guild gave the Federation in exchange for Superconductors the following technologies:
Trait: Other Technology: Refractive Shielding
While the Guild experimented with (and continue to research) cloaking technology, this alternative method of stealth took precendence. Effectively, the ship's shields are modified to become translucent instead of transparent, then shifted through energy spectrum until light is refracted around the hull. The result is to effectively render the ship virtually invisible to the naked eye. It is not as effective as a cloaking device, as it is still possible to target Guild ships using sensors, and views of objects 'through' the Guild vessel is badly distorted. As an interesting side-effect of the shielding, sensor size is rendered smaller than reality - there have been instances where entire fleets have appeared to be a few scout wings, to the great horror of the Guild's opponents. The refractive properties also makes the Guild nearly immune to laser-based weapons.
This technology has now been transferred to the Federation, and is being used by their vessels too.
Trait: Other Technology: Sensor Distortion Matrix
The other half of the Guild's stealth tactics. Refractive shielding was originally developed as a tactical combat weapon, but with the profusion of cloaking technology through the colonies, the Guild created a supplementary device. Refractive shielding effectively renders a ship invisible to the naked eye apart from a few visual anomalies. The SDM does the same for sensors. Used in combination, the Guild has an ability to cloak that matches that of the other major factions. Unfortunately, the random energy spikes required to curve sensor beams around the hull prevents many other ship operations from occurring, not least weapons fire. Hyperthrust is still utilisable. SDMs are mounted on all Guild vessels and will be refitted onto Bretonian designs.
This technology has now been transferred to the Federation, and is being used by their vessels too.
Both are currently being installed on all Federation ships, and are expected to be operational in the next standard month.
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