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Technologies of the Species; (or who's got what)
Tweet Topic Started: Oct 25 2009, 04:31 PM (511 Views)
The Dragon Oct 25 2009, 04:31 PM Post #1
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Association of the Nth'ch
I'm mighty impressed at the diversity of our various space races. But to be slightly organized I think we need a thread where each can state the various technical advances it's species has in a nutshell so to speak. I'll start with the Nth'ch

Association of Nth'ch (an organized collective of intelegent insects all scaled up in size to give them larger brains)

Ship Construction: Nth'ch ships are secreated and assembled by catapillar like 'builders' giving them an odd organic look. Ships also contain various other materials assembled by various worker castes.

FTL: Jump Drive propulsion. By converting a massive amount of hydrogen into energy in a jump drive the insects are capable of forcing their ships into 'jump space' of which they are popped out (presumably at a calculated distance and direction) aproximately 7 days later. Time durration while in 'jump space' apears to be instantanious to the travelers. Deep space jump ships are known to be 50% or more gas tanks. Also fleets frequently travel with tanker craft for multiple jump capabilities. The Nth'ch harvest their fuel from neighboring gas giants frequently found in star systems or from water on planet surfaces (though the latter requires far more work to gather)

Non FTL: Manuver drives of the Nth'ch use hydrogen reaction mass to manuver about in systems. Depending on the ship design these can be very slow or extremely fast in their acceleration.

Communication: Radio, short and simple. FTL communications require FTL ships to transmit information from system to system. Inter species communiction is done via pheromones and clicks, but the science caste has designed a box to convert this (sort of) into sound wave only speech for other species.

Society: Cities resemble termite mounds/ant hill complexes with various technology devices worked in. Each caste has it's own purpose and the concept of 'politics' is a very forien consept.

Space weapons/defenses: I use the traveler defaults. Spinal weapons of either particle accelerators or Menson guns (space disruptors), turret or bays of energy weapons, lasers, and missles. Defensive weapons are turrets or bays of energy weapons, lasers, sand casters, and repulsors. Defensive screens are Menson screens, nuclear dampers, and black globe generators.
DT RP: Draki (old nationstates page) - Wiki - News (old news thread) - Image Gallery

Space: Nth'ch (old nationstates page) - Nth'ch images - Bug Ships - Note, Original space race was De Dragon but changed to the Nth'ch to create an insect race.
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Antartis Oct 25 2009, 07:46 PM Post #2
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Arzhamas
Commonwealth of Arzhamas (Swiss armed pacifist elfish aliens with strong biomechanic adapted bodies)

Ship Construction: Arzhamar ships are practical and built for speed and defences. They have the tendency of often being particularly heavily armed for their size, or with much larger-than-average engines and other components. many might feature bioarmour.

FTL: Arzhamar ships that are FTL-capable travel through wormholes. The distance they can cover largely depends on the size and capability of the engine, but almost every FTL-capable ship can jump at least one solar system at a time.

Non FTL: All Arzhamar engines tend to use hydrogen harnessed from gas giants of nearby solar systems. Arzhamars conserve their own gas giants and even use them as "warehouses" of hydrogen for emergencies; they are also capable of utilising water. Battle stations and ships with medium large non-FTL engines also include a set of powerful nuclear reactors.

Communication: Radio, together with complex methods of FTL communication for the remote scout ships in FTL-range missions. Such FTL methods depend on specially designed pods capable of two-way travel between target and ship, and are preferred for emergencies. Otherwise, FTL-range missions are given large degrees of independence to avoid unnecessary communication via hostile or uninhabited solar systems.

Society: Pacifist and quite "cyber-steam-tribal" in fact. Arzhamars never invented gunpowder. Arzhamars are strongly territorial (space-wise) and their weapons use non-explosive means. Their technology often resembles ancient human weapons like bows, swords and muskets, but these all hide very high technological concepts. Mundane objects like plain blades and bows can be found as well.

Space weapons/defenses: Non-explosive and energy stuff. Very heavily defended solar system (effectively a fortress world) but defences aren't fully manned unless conscription is declared.
Edited by Antartis, Oct 27 2009, 03:25 PM.
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Proudly representing Denmark-Norway-Iceland, Sweden and Galicia in the regional role-play.
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Trostia Oct 25 2009, 10:11 PM Post #3
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Imperial Dominion of Slaar
Good.This is something that would make an excellent wiki article. I was thinking the other day of making a DT space wiki.


Imperial Dominion of Slaar (Reptilian humanoid caste-based warrior-dominated alien empire)

Ship Construction - IDSN ships are practical and spartan in design, traditionally focused on a combination of direct-fire energy weapons and missiles, torpedoes or kinetic munitions; heavy armor and shielding for their large warships, and moderately fast lighter-armed ships for defense, pursuit, raiding. Ships almost always have a complement of heavily armed troops.

FTL - Not sure yet! It works though.

Non FTL - Like other species the Slaar have used a reaction drive, converting hydrogen (the best propellant) or, if necessary, hydrogen containing materials like water, into propulsive thrust. Also like most other species the Slaar have gravity control technology to provide a constant 'down' regardless of ship acceleration. This also allows the smaller, faster ships to move at accelerations greater than the crew could normally withstand.

Communications - Radio and subspace transmitters and receivers, and networks thereof. The Slaar homeworld had one of the largest and most complex such communications systems in the galaxy, which is why when it was lost the NSA was able to break away without immediate consequence or notice.

Society - Slaar society consists of several castes, which predate the formation of the Imperial Dominion or indeed, space exploration. Today they are of slightly less import; a non-warrior caste can join the IDSN, and a great many do. But especially among Warriors, there are elite organizations and orders which exclude all non-Warriors and tend to look down on them. Merchants, however, provide the trade and factories which employ almost all of society, and as a result gained quite a bit of power. This power too was shaken with the destruction of Slaar and the old High Council, which now has only 2 members, both Warriors. Shaken, but not broken; Merchants make the Imperial Dominion a surprisingly free-trade, and therefore cutthroat market. Warriors use all manner of weaponry, including what is considered 'traditional' like swords, and even in non-combat situations can be seen wearing heavy body armor. Both consists of advanced metal composites quite unlike the original steel blades and armored plates.

Space Weapons/Defense - Disruptor weaponry, kinetic, nuclear and other types of missiles, plasma torpedoes. Particle/energy shields provide all-round defense as long as they hold up; most Slaar ships are armored and solidly-built bricks. As mentioned above Slaar ships also have complements of armed and armored troops, whose weaponry and skills tend to be perfectly suited to brutal, close-range combat in dark corridors. Systems, planets, even cities are self-contained defense zones, often with fortifications and manned defenses. This is actually less the case in times of war, when those garrisons are called forth to maintain ships and the extensive supply lines of the Imperial Dominion.
Edited by Trostia, Oct 25 2009, 10:12 PM.
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Dr. Awesome Oct 25 2009, 11:26 PM Post #4
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Silvester-Ueli
Dual Empire of Silvester-Ueli (Imperialistic Humans who exercise dominance over conquered alien species and lower classed humans.)

Ship Construction: The Silvesterians prefer to use raw power over speed, favoring larger ship types like Super-battleship, while keeping well armed, tough and also somewhat numerous heavy cruisers to overwhelm opponents with strength. Also the Silvesterians use fast and cheap to produce strike craft which are good for raiding, acting as screens and dogfighting.


FTL:
WIP

Non FTL: WIP

Communication: WIP

Society: Silvesterian society is an aristocracy, in which the Royal and the Noble families hold all the power, while commoners are looked down and conquered aliens treated badly. Equality and Religion are both frowned apon by the Emperor, who actively denounces and mocks them, because he things that they both discourage progress and evolution. The Noblity has a structured hiercharchy, with the highest ranks offering the most rights, privileges, wealth and social influence. Capitalism is also encouraged within the empire. Most corporate owners are infamous among the commoners for having questionable tactics, but the Emperor allows them to do what they please unless they don't interfere with national goals.

Space weapons/defenses: Turbolasers, Kinetic Rockets, Missle Racks, Point-defense turrets, Polaron Accelerator Cannons, Kinetic Energy Turrets, Expanding Sphere Generators, Nova Cannons and Isokinetic Cannons. All Silvesterian Ships use energy shields as a second layer of defense after point-defense weapons. Should both fail, then Duranium hulls are the last and final line.

I am only half-awake today, I fill maybe finish rest later.
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Flawless Cowboy Oct 25 2009, 11:38 PM Post #5
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The Children of Talos
The Holy Republic of the Children of Talos (A theocratic democracy with a fear and hatred of Sentient Machinces)
Ship Construction: Talos ships are generally designed to be large, with a one shot, one kill, mentalitly, which is also evident in their military
FTL: Talos use anti-matter engines to create holes in reality for subspace travel.
Non-FTL: Most ships run using nuclear reactors, though the largest use anti-matter engines
Communication: The Talos use a radio system to communicate locally, while psykers send messages to each other to communicate arcoss systems.
Society: The Talos are a patriarchal, democratic society, where females are viewed as being little more than things to give birth to a new generation. Each planet has an elected representative for a governing Senate. Anything close to a Sentient machine is banned in the Empire, because of The Machine Rebellion that occured thousands of years ago. Druagans are a matriarchal society, and are part of the Talos Empire.
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The Dragon Oct 26 2009, 10:05 PM Post #6
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Actually (as discovered by nuke) the bugs don't use gravity on their ships. They have rough surfaces on all 'walls' and scamper along them.
DT RP: Draki (old nationstates page) - Wiki - News (old news thread) - Image Gallery

Space: Nth'ch (old nationstates page) - Nth'ch images - Bug Ships - Note, Original space race was De Dragon but changed to the Nth'ch to create an insect race.
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Nuke Oct 27 2009, 06:14 AM Post #7
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I've pinned this thread. Excellent resource, Dragon.

I'm also going to be an ass and make mine comprehensive. But hey, it's supposed to be interesting and informative, right?

Human Systems Alliance (A unified and democratic government of the nations of Earth that seeks expansion only to alleviate problems with a war-torn homeworld, often leaving said business in the hands of greedy and a-moral corporations)

Starship Construction: Alliance warships are built with survivability in mind; all ships have a thick ablative coating. The motto "speed is life" is also found within Alliance starship design; all ships are equipped with the largest and most powerful thrusters that can be placed on their hulls.

In terms of ship classes, frigates are aerodynamically built and are often used to deploy ground forces via atmospheric insertion, while larger vessels tend to be boxier. The largest Alliance warships are over a kilometer long, while smaller ships are barely 100 meters in length. Crew comfort depends upon ship size; larger vessels can accommodate cabin-style quarters, while smaller ships use "hot-bunking" due to the absence of space. Technologically, the Alliance is perhaps the most advanced in the galaxy - and it reflects in its ships. Only the best computer systems are utilized, and all systems are networked into a ship's Combat Information Center.

FTL Systems: Element Zero, or "Eezo," is a substance that, when electically charged, generates dark engery that can be manipulated into mass effect fields. These fields are used to manipulate the mass of a ship, decreasing it to very low levels to achieve higher levels of acceleration using standard ship thrusters (whilst raising the speed of light within the field, thereby lowering the effects of time dilation to negligible levels). Conversely, the mass of a ship can be increased to generate gravity and push interstellar debris out of the way.

Massive mass relays, located in all Federation systems, are capable of generating fields powerful enough to permit near-instant interstellar travel. Because of this, individual ship FTL drives are not terribly fast. Nearly all Alliance ships are built to rely upon the relays, though they can travel between systems if the need arises.

The nature of mass effect cores, however, necessitates that the cores be "discharged" after 50 hours of use (although heavier or faster ships may require more frequent discharges due to the size of the charge involved), as the electrical charge used to manipulate eezo builds up in the form of static electricity. If this charge is not dumped, the core will discharge into the hull, frying all ungrounded crew-members, burning-out all electronics, and melting and fuzzing the bulkheads together. To discharge, ships will often land on the surface of a planet and establish a surface connection, although larger ships like dreadnoughts cannot land and must therefore discharge from orbit. This "lightning rod" effect thus transfers the charge into the ground in the form of brilliant displays of lightning bolts emanating from a ship's hull. All sensors and weapons must be retracted safely within the hull else they be fried by the current, thus leaving the ship vulnerable to attack. The magnetic field of the planetary body that is being discharged into affects the time required for a discharge; a moon with a weak magnetic field could take days, while a gas giant with a powerful field may take only a few hours. All Alliance stations are built with special discharge systems, permitting ships to quickly (and safely) discharge while in dock.

Due to the apparently limited size of the mass relay network, humanity has developed a prototype long-range, high-speed drive that can generate more powerful mass effect fields using less electrical current, thus increasing the speed and duration of FTL jumps. These advances systems only exist on a handful of ships, however.

Sublight Propulsion: Alliance Navy ship use military-grade antimatter drives (antiprotons are injected into a chamber filled with helium-3, the resulting matter/antimatter annihilation generating the requisite amount of energy to propel a warship at the desired speeds). These drives can accelerate Alliance ships to very high speeds, and during FTL travel are used as the primary means of locomotion (although a powerful mass effect field must be in place for any significant forward acceleration to be achieved, else the crew and ship be compacted into a mass the size of a coffee cup if a ship were accelerated to light speed without such fields in place). Vessels traveling behind another ship must exercise extreme caution, as the engine exhaust is extremely hot, the temperate being measures in millions of degrees Celsius. A ship that comes too close will "melt like wax in a blowtorch."

For basic maneuvering, all ships are equipped with concentrated arrays of hydrogen-oxygen reaction control thrusters.

Long-duration flights are completed in two-phases: acceleration and deceleration. Ships will accelerate until they reach the half-way point of their journey, then will flip 180 degrees and apply thrust in the opposite direction, decelerating as they finish the transit. Peak speed is achieved at the moment orientation is reversed, with the engines under constant operation.

Communications: Occurs in the same manner as FTL travel, with extensive lines of comm buoys radiating outward from all mass relays, permitting real-time communications. Lasers are used to connect the buoys, which are themselves miniature, crude mass relays. The connections between them are thus miniature "FTL corridors" that can permit instantaneous communication. The only real delay comes in the from of light lag between a ship and the nearest buoy. So long as a ship remains with 150,000km of a comm buoy, communication remains seamless. As the distance increases beyond this threshold, the time delay rises.

Society: Humanity is still recovering from the effects of the Third World War. Life on Earth can be harsh due to extensive environmental damage (although major gains have been made to repair this damage, with partial restoration o the planet to pre-WWIII environmental conditions). Overpopulation has always been a problem, with extensive overcrowding in Earth's cities. Thus, the majority of humans live in the 11 established colonies. However, while the quality of life is often better in the colonies, the political landscape is much the opposite.

The 22 nations that survived the Third World War still dominate the Alliance Parliament - the primary legislative body of the Human Systems Alliance. Although each nation retains individual sovereignty, all differ to the authority of the Alliance Parliament. The eight most powerful nations control the eleven human colonies, and thus have the most authority in the population-based representation system of the Alliance Parliament (although each colony does have a single seat in the body - in comparison to the 224 seats that are filled by the nations). There have been many grievances between the colonies and the nations, with some indications that a general revolt may occur - odds that have increased with the recent renaming of the Human Systems Federation to the Human Systems Alliance (the change intended to represent that humanity is an alliance of nations, rather than a federation of colonies).

Humans are still young on the galactic scale. First contact occurred only 47 years ago, of which nearly every incident turned out cold or outright hostile, thus propagating a xenophobic atmosphere. The recent Federation-Slaar War (the name being retained despite the switch from Federation to Alliance) did nothing to alleviate humanity. Humanity reluctantly joined the multi-species Joint Exploration Task Force, and although relations have actually begun to slowly improve, most humans have a fear of alien races. That being said, the nature of human curiosity means that humanity still seeks to learn about the nature of alien ways, and will, if given the opportunity, engage in friendly relations with other species.

The HSA economy is dominated by more than 225 major corporations (and about 22 million other registered organizations and businesses). The largest deal in arms manufacturing (Hahne-Kedar, Kassa Fabrication, Rosenkov Materials, which supply the Alliance Military - along with the Alliance Military owned and operated Aldrin Labs); extrasolar expansion, mining and colonization (ExoGeni Corp.); bio-medical and biotic research (Sirta Foundation and Binary Helix being the leaders in both fields); and advanced computer and networking technology (Synthetic Insights, Ltd., which is also licensed to develop virtual intelligence programs). These corporations exert considerable influence in politics through heavy kickbacks and lobbying, and can often guide the Alliance Parliament to pass legislation favorable to their gains.

Tactical Systems
- Weapons: Alliance offensive systems rely upon projectile-, missile-, and torpedo-based systems.

Large mass accelerators (or "magnetic accelerator cannons") can propel a 20kg slug using precisely-controlled electromagnetic attraction and repulsion (generated using mass effect fields) to speeds in excess of 4000km/s on the largest Alliance ships, the slugs "pancaking" on impact with a force equivalent to the atomic bomb dropped on Hiroshima; such weapons are found on even light cruisers, and are deployed in pairs or quadruplets on larger vessels.

Disruptor torpedoes generate a powerful and randomized mass effect field upon impacting against a target, the asymmetrical forces wreaking havoc on a target's hull (if not crushing it out-right). They are capable of penetrating kinetic barriers due to their extremely high mass (the result of mass effect propulsion systems), however they are very easy to shoot down because of this large energy signature.

Missiles are carried aboard most Alliance ships. They can be equipped with anti-ship munitions (the NX-255-S "Shipwreck" missile being Alliance standard aboard starships, with the smaller NX-255-SA deployed on fighters), explosive flak rounds for usage against small craft, high-explosive warheads for planetary bombardment, electronic devices for jamming or usage as scientific probes, and the anti-everything nuclear fusion warhead (which range from the 600 mega-ton "Wreaker" device - which requires a special missile and is only carried aboard the largest ships -, to 30 mega-ton "Hornet" warheads, down to 20 kilo-ton "Havoc" rounds that are carried on all missile-equipped ships; there are rumors that a tera-ton device has been developed code-named "NOVA," but this is only a rumor).

Javelin Turret: The newest Alliance weapons system, these are actually additional disruptor torpedo tubes that are bolted or magnetically slung to the exterior hull of an Alliance warship (the term "turret" being an error on the part of the idiot who edited the ship chart - what a tool). Ranging anywhere from 2 to 8 tubes per system (depending upon the size of the ship), the Javelin will fire its torpedoes on converging trajectories such that the warheads resonate when detonated, maximizing the resulting space-time warping effects.

- Defenses: Alliance ships are built with multiple redundant defensive systems that are designed to defeat any kind of known weapon system.

Ablative armor is used to defend against energy weapons, and is carried on all Alliance ships.

Kinetic barriers (commonly called "shields") defend against projectile weapons.

GARDIAN Turrets, or General ARea Defensive Integration Anti-spacecraft Network, are automated anti-missile/anti-fighter laser turrets mounted on a ship's hull. Since lasers travel at light speed, they cannot be dodged, and unless the beam is poorly aimed, a hit is always ensured. GARDIAN fire will be 100% accurate in the opening stages of a battle. It is not 100% lethal; a damaged fighter that must break off its attack is as useless as one that is destroyed, thus the power in the beam is not wasted. However, the system is limited by heat buildup (the primary drawback on all Alliance warships - hint hint). Weapons-grade lasers must cool down after sustained use else the burn out. Because of this, the rate of GARDIAN fire decreases as a battle progresses, meaning that Alliance ships (in theory) become more vulnerable as a battle progresses (this, however, assumes near-constant GARDIAN use, which is not always the case). They can be used against enemy ships, but only at very close ranges, and are only effective if they strike a ship's hull.

Fleet Battle Tactics: Alliance fleets prefer to operate at stand-off distances, using their mass accelerators to "snipe" enemy warships. Dreadnoughts and battleships will usually open the battle at distances of tens of thousands kilometers, while cruisers will close to engage at shorter (but still far-distant) ranges if the battle is not decided by the heavier ships. Missiles and fighters are utilized at all ranges. Destroyers and frigates operating in "wolf packs" will close in and kill any damaged or withdrawing ships with disruptor torpedoes, using their speed to elude enemy fire. If the engagement proves indecisive, the fleet will slug it out as long as possible until ammunition is expended, the enemy charges to unfavorable ranges (classified by Alliance tacticians as "knife-fight" distance, usually at about a dozen kilometers), or the enemy retreats.

Fleets are stationed at any of four major starbases within Alliance territory. These fleets are charged with the protection of the systems around them. A fifth fleet operating out of Arcturus (the hub of all Alliance mass relays) can immediately reinforce any fleet (whilst also guarding the core worlds). The Alliance maintains a large Strategic Reserve of inactive starships. They are kept in mothball storage in orbit of Mars, manned by skeleton crews and taken out for shakedown cruisers every two to three months. In the event of war, the Strategic Reserve is activated, which, when coupled with ramped up starship construction and conscription and/or usage of the Naval Reserves, can effectively double the size of the Alliance Navy in a very short period of time.

Ship Types: (borrowing from the Mass Effect codex here; I'm sick of rewording their stuff)

Frigates are small, fast ships used counting and screening larger vessels. Frigates often operate in wolf-pack flotillas.

Cruisers are middle-weight combatants, faster than dreadnoughts, and more heavily-armed then frigates. Cruisers are the standard patrol unit, and often lead frigate flotillas.

Dreadnoughts and Battleships are kilometer-long capital ships mounting heavy, long-range firepower. They are only deployed for the most vital missions.

Carriers are dreadnought-sized vessels that also carry a large amount of fighters.

Smaller vessels are exclusively used in a support role to the warships during combat:

Fighters are one-man craft used to perform close-range attacks on enemy ships.

Interceptors are one-man craft optimized for destroying opposing fighters.

Dropships are slow-moving transport vehicles that can deploy ten soldiers and their equipment per craft to either an enemy ship or planet-side. They are also heavily armed, and can provide fire-support for advancing ground troops. Modular construction permits dropships to swap-out their crew bay with a latching mechanism that permits these craft to carry large supply containers or ground vehicles.
Edited by Nuke, Oct 28 2009, 02:18 AM.
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News Thread: la Confederazione
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Nuke Oct 28 2009, 02:18 AM Post #8
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Quick note: last night when I wrote "I'm going to be an ass and make this comprehensive," I didn't mean this entire thread. I was just speaking of my post.
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The Dragon Feb 9 2010, 06:26 PM Post #9
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To append the Nth'ch entry, I guess the bugs are rather primitive. Asside from the Jump method of FTL travel our weapons and systems follow the known laws of physics. We do not have sub space radio (long distance FTL communications are done via a fast ship) we don't have artificial gravity or inertial dampeners so accelerations higher that 6 g's would crush most sentinent beings. Hell our most advanced weapon the Menson Gun mearly creates gravitaic disturbances in space. I can't even seem to get the ship builder program to be primitive enough to convert my traveler designed ships into it (they accelerate too fast)
DT RP: Draki (old nationstates page) - Wiki - News (old news thread) - Image Gallery

Space: Nth'ch (old nationstates page) - Nth'ch images - Bug Ships - Note, Original space race was De Dragon but changed to the Nth'ch to create an insect race.
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Vaddara Feb 10 2010, 01:52 AM Post #10
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Nations of Assurnirari, the Lost Fleet

Ship Construction - The Fleet is made up of roughly fifty-one vessels of varying size, all of which are at least fourty or more years old. They are old, worn, and in many cases jury-rigged with parts from other ships. The Assurinari Fleet has an estimated six warships, one of which is half of a Battle Barge named the Abilimech. The Battle Barge is two and a half kilometers long, and relies on an ageing set of cold fusion generators. For defence the Assurnirari rely heavily on Point-defence guns, Five Squadrons of Heavy Interceptors armed with missiles and smaller Drones and the Battle Barge's massive Graviton Gun. The Assurnirari are something of a scavenger race, however, and many bits of other alien tech has found its way into the Fleet, complimenting and replacing older, native tech, so they may suprise foes and allies(and themselves alike) with an anarchronistic mix of resources.

FTL - The Fleet relies on old fashioned Space-Folding Drives which create miniature Wormholes somehow.

Non FTL - They have a mixture of stuff, mostly Ion Propulsion and Fusion Drives. Gravity works, mostly, at a level slightly lower than that of Earth-standard.

Communications - Radio and subspace transmitters and receivers, and in some cases Wireless Broadcasting. The Fleet relies heavily on a patchwork 'FleetNet' of old fashioned wifi transmitters to maintain communication and information. Other exotic scavenged tech sometimes appears.

Society - The Nations are a disparate lot, drawn in random quantities from over a 100 different Nations that had existed before the Great Darkening. Since then cultures and customs have flowed, and now Factionalism is divided along racial and class lines. The only thing keeping them all together is the Phoenix Order, a spartanic millitary Order that controls the Abilimech and is the Millitary for the Nations. The Phoenix Order allows each Ship to elect a Captain, but insists on maintaining a veto on all fleet-related activity. Otherwise, social order is very flexible and anarchic, and varies from ship to ship.

Space Weapons/Defense - Point-defence Guns, Mass Drivers, heavy use of sub and megaatomic missiles, a Graviton Gun(Wave Motion, applies concerntrated Gravity to target from long distances) and a couple of lasers and various other exotic tech scavenged from Aliens. The Nations rely heavily on Drone Fighters and Guided Missiles, holding to the precept that Space is vast, and getting too close to the enemy is suicide. Ironically, the reverse holds true for occasions where they have to fight ship-to-ship or on planets, and they use small companies of well-trained commandoes with Shotguns, Flak Cannons and other close-range weaponry to ruthlessly exterminate the target. The Nations do not generally take Prisoners, only their stuff.
Merchant and pirate were for a long period one and the same person. Even today mercantile morality is really nothing but a refinement of piratical morality. -Anonmyous

Open your barrels
Bring me your finest wine
Where are the women?
Your heroes have arrived
No sleep tonight my friends
It's time for the pleasures
Because it is soon another day. -Bucaneer's Inn, Battlelore
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Delt Jan 15 2012, 07:17 PM Post #11
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I hate to be the gravedigger of old topics but this one was pinned.

The Paloevian Empire (An empire of large carnivorous and predatorial creatures that have renamed themselves to reflect their ruling of all Paloevians in existance, however still retain the exact same totalitarian dictatorship that conquered opposing nations only ~50 years ago)

Ship construction - Ships are built reflecting the nature of the Paloevian species: force. Ships are usually outfitted with top weapons and are made to withstand large attacks. Ships also utilize a couple uniquely Paloevian forms of acceleration.

FTL - FTL travel is achieved in 2 different ways: wormhole drives and slipspace drives. Wormhole drives are exactly what they sound like. They use blackhole technology to create a blackhole so strong that the blackhole collapses in. Depending on the amount of extra force that was used to create the wormhole, it will transport further. A wormhole drive is, however, the most expensive thing known to paloevians and as such is only present on the largest ships (and because these are the only things big enough to be able to teleport the smaller ships) and as massive stationary portals in space.

Slipspace, on the otherhand works quite differently. A slipspace drive acts normally as a sublight engine. However once a high critical speed is reached the ship vanishes from vision and enters a state known as slipspace (this is known as a slipspace jump). The slipspace can be most easily described as being underwater. Ships travel just below the surface of this waterlike place and when looking up the regular dimension can be seen. The ship simply steers itself upwards and it reinters the regular dimension in a brilliant light and thunderous sound (the latter if being in atmosphere of course). A flaw to this system however is that once the regular dimension is reentered, all momentum is lost causing the ship to be stopped which could be a problem if the jump ended in hostile territory or near a blackhole.

Sublight - Sublight travel is achieved by using slipspace drives to less than their full potential. When approaching the speed at which a slipspace jump occurs a vessal can be seen with a wall of light in front of them (like what happens when an aircraft is about to break the sound barrier only with light).

Communication - Most communication across space is done by mail ships that travel using slipspace. Which if this is being done from solar system to solar system, can be a matter of weeks to even months. However communication is possible through the use of Wormhole Gates (the massive wormhole drives that are stationary portals). The main delay for these however is the time it takes for the signal to make it to the relay station at the gates and to get to its destination after it passes through the gate. This delay is at most an hour. When in slipspace, however, light can travel at near infinite speeds, meaning that communication is instantaneous regardless of distance.

Society - Society is ruled by fear. Many people are still alive to remember the tragedy that took place when the Zarans took over. They forced their ideologies on the Paloevians and anybody who goes against that finds themselves being executed. To add to it, the system is overcrowded. In the heart of the largest cities disease is rampant and uncontrollable because of the population density. Food is scarce to those who do not have money to throw around or their own source. Paloevians push upon the capital to engage in colonization missions to allow people to move elsewhere, and relieve the problems of the homeworld.

Weapons - Weapons used by Paloevians involve projectiles. They come in many different varieties and sizes and range greatly in their effectiveness. However, since Paloevians have a thick exo-skeleton that must be penetrated to kill (plus armor), their infantry guns are usually high-powered and high caliber--devastating to other life forms that do not have the natural defenses of Paloevian. In an close-quarters combat scenario, some Paloevians may even abandon their weapons if they see that their opponents are using weapons that cannot penetrate their armor and rush at them relying on their primitive instinct to guide them to kill using brutal strength, size, speed, and natural weapons.

The Paloevians, however primitive they may seem, possess one of the greatest super weapons in existence. Through their knowledge of black holes, they shoot missiles and even send out suicide pilots to go out and hit ships pulling most of them into oblivion--both methods also capable of short range slipspace jumps.
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MarshalHerms Dec 9 2012, 08:01 PM Post #12
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United Colonies

Ship Construction: the United Colonies are an exploration group and use speed and defense rather than power

FTL: the united colonies use a FTL system called a "jump drive" it also the ship too travel faster than light by creating an Artificial Sling shot effect

Non FTL: the Hermes colony of the united colonies made a fusion energy engine that recharges shields as the ship moves but doing so will cut all sub light speeds and FTL speeds in half

Communication: the united colonies use something similar too the federations hailing and on screen system only it uses a less advanced hologram system

Society: it all started after around the same time 13 colonies started a massive wars with each other trying too invade and take each other over this lasted about 400 years until an unknown force came and attacked all thirteen colonies. each thirteen colonies leaders knew they could fight each other AND the unknown threat so they joined an alliance too destroy the threat and they planed too go back too war with each other after they had destroyed the threat. however it took 200 years too destroy the unknown threat so before it ended a new powers had already rised so when the war ended instead of going back too kill each other they all signed a treaty with one another. they are now explorers wanting too see if there are other friendly life forms out there.

Space weapons/defenses: the Xerox colony created most of the united colonies weapons the smaller weapons (light energy) are small anti ship and anti fighter turrets and the anti fighter missile launcher (light projectile) along with a laser beam (standard energy) and the hellfire (standard projectile) fires 20 anti fighter missiles too create a weapon that it will be an actual threat too larger ships. Kelvin colony made the beam cannon (Heavy energy) and the gatling laser cannon (heavy projectile). and Zodiac colony made two test weapons a Lance beam (spinal energy) and the ion blaster (spinal projectile)

Edited by MarshalHerms, Dec 9 2012, 08:10 PM.
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