Technologies.
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Technologies.
Technologies.
Based off of Gambit's old tech thread.
If you HAVE NOT reached a certain Tech level yet, you will not be able to buy the item. You advance through tech levels in certain events, trading, or your own technological breakthroughs The latter of the two must be monitored by myself. Army Tech and individual naval tech will be left to the player
Also, I'd like to addresss a matter that Kruggly told me, that this is too restrictive to RP. Where in the last Dominion you were allowed to say whatever tech you had and if it was okay with GM he approved it. Since I hate restricting RP and creativity so much, I will allow some exceptions to people starting off with different stuff. Also, you may create your own types of weapons and monopolize them as long as you go to the GMs for auths to do so.
Military Technology.
Planetary Info.
A planet can be level 1-3, and can have various advantages, resources, and drawbacks. Let's look at an example of one such planet.
Name: Prometheus-2
The planet's name.
Sector: 5
The space sector it resides in.
Adjacent planets in solar system: Zeus-1
The planets in its solar system that may be of importance. These neighboring planets are present in other events or are already owned territories, not random planets of little use.
Planet Level: 3
The planet's level, 3 meaning it is uninhabitable and mostly a mining opportunity.
Moons: 1, of little use or importance.
Denoting the number of moons and what they might hold.
Owner: NONE.
The empire claiming this planet.
Population: Null.
The estimated number of persons, and the types of species.
Dominant environment: No atmosphere, an uninhabitable rock.
The main environment of the planet, be it desert, ocean, jungle, mixed (like earth), or uninhabitable.
Resources: Basic metal mines on planet's surface.
Any resources ranging from metal ores, hospitable environment, or agricultural abilities.
Strategic importance: Yirridium ore asteroid belt.
[i]Any important objects this planet may have, from Tridine mines to an ideal trade spot.
Based off of Gambit's old tech thread.
If you HAVE NOT reached a certain Tech level yet, you will not be able to buy the item. You advance through tech levels in certain events, trading, or your own technological breakthroughs The latter of the two must be monitored by myself. Army Tech and individual naval tech will be left to the player
Also, I'd like to addresss a matter that Kruggly told me, that this is too restrictive to RP. Where in the last Dominion you were allowed to say whatever tech you had and if it was okay with GM he approved it. Since I hate restricting RP and creativity so much, I will allow some exceptions to people starting off with different stuff. Also, you may create your own types of weapons and monopolize them as long as you go to the GMs for auths to do so.
Military Technology.
- Spoiler:
Capital Ship Upgrades
An *asterisk* denotes technology that you start off with. (That is if you're tech 1.) Also note that the specifications I give are based off of capital ship to capital ship confrontations, as no matter what tech level your capital ship is it can 1v1 any other ship 99% of the time.
Tech 1 Defense -
*Artificial Intelligence defense system* - A system of smaller guns and cannons lined along your Capital ship that can ward off small ships like fighter craft or corvettes.
*Heavily Armored Hulls* - A many layered super-thick hull. Usually around 5-6 layers before you breach. They're a must for every capital ship, and honestly if you don't have them you can't be qualified as one.
Simple Shielding - A single layered shield that can soak up a bit of damage taken in the beginning of a battle. Powerful energy weapons are able to phase through it with enough energy, but will hit the hull with a fraction of the damage. Simple shielding doesn't last too long, only for the initial part of the battle. Can be recharged in a quicker time than multi-generator shielding however.
Price: 30,000 Credits.
Tech 2 Defense -
Drone Network - Allows your ship to deploy hundreds of fast moving little drones that can do anything from repair damaged systems, mimic large energy readings to act as "flares" for lock-on projectiles, or recklessly careen into enemy fighters/bombers swarming the Capital ship and detonate.
Price: 40,000 Credits.
Upgraded AI System - A smarter, faster, better, STRONGER AI system that reacts much quicker than the starting computer. Along with that, it has more guns than the previous system. NOTE: If paired up with scanning tech 2, the AI can autotarget incoming missile volleys.
Multi-Generator shielding - A many layered shield that can soak up almost all tier 1-2 attacks. It will last for a good while, much longer than simple shielding. However, once it has fallen it cannot be brought back into the same battle twice. It must recharge for a good amount of time.
Price: 45,000 Credits.
Tridyntium hull - A hull made of the super-hard Tridyntium alloy. Tier 1 attacks will have a tough time cracking it, while tier 2 attacks have the power sufficient to breach it.
Price: 50,000 Credits.
REQUIRED: Tridine metals.
Tech 3 Defense -
>UNKNOWN.
Tech 1 Offense -
*Railguns* - High-velocity projectile weapons which use electromagnetic fields to propel a solid metal slug at a velocity of mach 5 over a distance of 250 miles. They have a hard time getting through shielding, but will crack hulls open.
*Simple Energy pulse cannons* - Uses an ultra high energy pulse of atoms or electrons to disrupting its atomic and/or molecular structure to cause damage. They can cut through shielding but will have a harder time getting through hulls. These can be chosen over railguns for your starting loadout if you so wish.
Missile Systems - Very accurate. It can track it's targets if outfitted with a trajectory computer, instead of guessing where the round might hit like railguns. Mostly used as a secondary defense system for smaller ships. However their lock on might alert a ship it has targetted. They are not nearly as fast as railgun slugs. They cannot phase through shields however, so it's good to not throw all your volleys at a shield.
Price: 25,000 Credits.
Hangar Bay - A simple hangar bay dock in your ship that holds 2-3 squadrons of fighters. These fighters can dogfight other fighters and bombers, or attack the vital points of larger ships.
Price: 30,000 Credits.
Tech 2 Offense -
Upgraded Railguns - Simply put, just bigger calibre railguns with a higher velocity. Compensating for something? They're a bit better at piercing shields but not by much, this is just purely for hull-cracking capabilities.
Price: 40,000 Credits.
Energy pulse weaponry - Better than the simple version (durr hurr), it can make shielding lower much quicker, and has an improved effect on hulls. Can be put into an overdrive which drains energy drastically and overheats it greatly, but it will pump out volleys of energy pulses. Use this for too long and the cannons will explode.
Price: 45,000 Credits.
Shield-phasing missiles - Missiles that are made of a special material that allows them to phase through shields.
Price: 50,000 Credits.
Beam weapons - A central plasma beam weapon of a flagship is a powerful weapon that discharges fiery blasts from a central dish located at the front of the a vessel, but takes a lot of time to fire; if the beam hits a critical area the target can be destroyed in only two to three shots. This can be altered to lesser beams from multiple cannons on the hull. This eats up energy like an SUV does with gas.
Price: 60,000 Credits.
Nuclear missile storage - Your ship holds 1 nuclear missile, use it well. It can store up to 3. Pretend you're Captain of the Red Oktober, straining tensions over large nations while you cruise around with this dubya emm dee! Because you probably will be. Nuclear missiles are a one use weapon that can be used to finish off capital ships or siege planets. However, nuclear missiles can easily be detected and shot down the instant your capital ship launches them, so don't fire them in the middle of a battle or you might as well throw your credits out the airlock.
Price: 65,000 Credits.
REQUIRED: Zero fucks given for diplomacy.
Tech 3 Offense -
>UNKNOWN.
Tech 1 Scanners -
*Simple Scanners* - Can detect ships, planets, asteroids, etc etc. If it scans one ship long enough it may be able to detect vital areas/weak points.
Tech 2 Scanners -
Advanced Scanners - Can detect stealthed ships if they are within range of an attack, can detect missile launches, and can better find weak points and vital areas.
Price: 45,000 Credits.
Tech 3 Scanners -
>UNKNOWN.
Tech 1 Energy -
*Yirridium generator* - Using the common Yirridum rock as a fuel source, it can give basic energy output for your capital ship.
REQUIRED: Yirridium ore access.
Fuel Cell capacitors - Two large backup fuel cells that allow you to go the extra lightyear. They give off a large energy signature however.
Price: 25,000 Credits.
Tech 2 Energy -
Fusion reactor - High output addition to the normal ship generators, with these you can fire, travel, and run at better efficiency. They also make quite the bang when their cold fission core ruptures.
Price: 60,000 Credits.
Tech 3 Energy -
>UNKNOWN.
Tech 1 Galactic Navigation -
*Hyperdrives* - A device to propel a starship through hyperspace. It opens a subspace window and traveling within a hyperspace field to the destination. The speed of a hyperdrive is completely dependent on the power it is receiving. Ships are often able to travel far faster than if they relied purely on their own race's technology, it is also very hard to reverse engineer the technology when reverse engineering. That said, the power that a drive is able to handle is limited by the user's technology. When the hyperspace window is opened (Also known as subspace), it is an alternate dimension to travel through. When a ship passes into it, it allows a vessel to enter subspace and achieve faster-than-light velocities.
Tech 2 Galactic Navigation -
> UNKNOWN.
Tech 3 Galactic Navigation -
> UNKNOWN.
Planetary Info.
A planet can be level 1-3, and can have various advantages, resources, and drawbacks. Let's look at an example of one such planet.
Name: Prometheus-2
The planet's name.
Sector: 5
The space sector it resides in.
Adjacent planets in solar system: Zeus-1
The planets in its solar system that may be of importance. These neighboring planets are present in other events or are already owned territories, not random planets of little use.
Planet Level: 3
The planet's level, 3 meaning it is uninhabitable and mostly a mining opportunity.
Moons: 1, of little use or importance.
Denoting the number of moons and what they might hold.
Owner: NONE.
The empire claiming this planet.
Population: Null.
The estimated number of persons, and the types of species.
Dominant environment: No atmosphere, an uninhabitable rock.
The main environment of the planet, be it desert, ocean, jungle, mixed (like earth), or uninhabitable.
Resources: Basic metal mines on planet's surface.
Any resources ranging from metal ores, hospitable environment, or agricultural abilities.
Strategic importance: Yirridium ore asteroid belt.
[i]Any important objects this planet may have, from Tridine mines to an ideal trade spot.
Blitz- Dominion GM
- Posts : 95
Join date : 2012-05-30
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