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SpartanMario

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PostSubject: Starship Components   Starship Components Icon_minitime1Wed Nov 23, 2011 12:23 am

Ok so this is the post where i will be throwing my ideas for starships into, feel free to add to it

Weapons Array- This array of sensors is one of the most critical systems besides life support and engines and etc. This array of sensors allows the ship to actually hit the right target and not miss 24/7. Without this array of sensors, most to all weapons would be useless since if you tried firing it, you most likely would hit either of the following three things... absolutely nothing, a friendly ship, or somehow hit the other ship. Picture yourself blindfolded on a horse, which is moving, and you have to hit a target that's 30ft away with a revolver. You also don't know which direction the target is. This is how you'll feel in space without this key component.

Life Support- This system allows for biological lifeforms to exist in space. Life support though could be different for different kinds of lifeforms, and some need no life support what so ever.

Shield Generator- This system projects a shield around the ship which, depending on the strength of the shields, will absorb a portion of the incoming fire. Shields can be overloaded (take too much damage) and have to recharge.

Main Power Generator- This Generator is what keeps the ship going. Without this, most systems would go offline or be very ineffective due to the fact they have little no no power since secondary generators just can't keep up with power demands. This system is usually in the most protective area of the ship.

FTL Drive-This is what allows the ship to travel faster than light. All types of FTL drives are dangerous should they be damaged and begin to meltdown. Should this happen, ABANDON SHIP!!!!!

Hanger- Stores/launches/repairs/refuels and rearms fighter/bombers.

Battleriders- Might obsolete Fighter/bombers, more information to come!
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SpartanMario

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PostSubject: Re: Starship Components   Starship Components Icon_minitime1Wed Jan 04, 2012 3:49 pm

Weapons and other ideas for ships....
lets start off basic...
Note my tech level scale is a 1-10 scale, 1 being modern era and before and 10 being near atlantian technology

Railgun Emplacement
Tech Level: 1
Reload Rate: Depends on type of Railgun
Damage: Depends on slug, maxium damage can be Medium
Information: This is a basic system which most races can easily research, construct, and use.

VRF Technology
Tech Level: 1
Effect: Increases ballastic weapon fire (like railguns) by 20%
Information: The use of quantum conductors to supercharge magnetic coils and allow for an increase in the rate of fire of ballistic weapons.

ok we all get bored of basic weaponary...

Gravitation Beam
Tech Level: 5-6
Damage: Low to Medium
Reload Rate: 6 Seconds
Information: A directed beam of graviton particles that causes stress damage to the entire ship at once and also serves as a tractor beam to hold the target in place.

Positron Beam
Tech level: 6
Damage: Medium to High
Reload Rate: 6 Seconds
Information: A beam of anti-matter particles that does intense explosive damage when it contacts solid positive matter. It causes massive environmental damage against planets but is harmless against shields.

Partical Beam
Tech Level: 2
Damage: Low to Medium
Reload Rate:6 Seconds
Information: Fires a beam of charged particles that delivers intense heat and EM damage.

Heavy Combat Lasers
Tech Level: 3
Damage: High
Reload Rate: 10 Seconds
Information: A very large, fixed-mount Laser cannon designed for long-range beam combat against slow-moving capital ships.

Meson Projectors
Tech Level: 9
Damage: Very High
Reload Rate: 22 Seconds
Duration: 6 Seconds
Information: This advanced projector technology focuses a wide beam that disrupts all pi mesons in the target area and if the disruption is allowed to complete its cycle it results in a massive disintegration of matter at the target point with the expected devastating energy release associated with such an event. If a Meson Projector stays focused on a target for the full period of time it will cause massive damage to the target, but should the beam lose its target point or be stopped before the projection time is complete, no damage will be done to the target.

Polarized Plasmatics
Tech Level: 7
Damage: Low to Medium
Reload Rate:5 seconds
Information: This focusing technology allows for the creation of weaponized plasma forms, which are polarized to “spin” along a horizontal axis. The result plasma focuses its thermal release along a very narrow plane upon contact with the target and achieves a “slicing” effect that penetrates ship armor as if it were not there.
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PostSubject: Re: Starship Components   Starship Components Icon_minitime1Thu Jan 05, 2012 3:55 pm

I've been thinking about the Ballastic weapons....Who would agree that impacts from a number of these or from a small amount of heavy ballastic weapons could cause a ship to get knocked around, maybe sent spinning out of control.

On to other ideas!

Stormers
Tech level: 2
Reload: 2 seconds
Damage: Light to Medium, depending on distance to target
Information: A very rapid-fire driver delivery system that fires an intense stream of gauss cannon rounds onto a target. Slow tracking rate but very effective at hammering away against slower targets

Bursters
Tech level: 2
Reload 1-2 seconds
Damage: low
Information: A heavy driver that hurls a container that detonates at a set distance and sprays the area with hyper-velocity shrapnel. Very good at taking out enemy fighters and other craft.

Don't know what to call these yet
Tech Level: 5
Reload: 8 seconds
Damage: Low-Medium
Information: This weapon uses an anti-grav generator mounted inside a Heavy Driver round to create an aimed field effect which will push any vessel away from the center of the field. This weapon can even knock larger ships off course.


Energy Leech Rounds
Tech Level: 4
Reload: 8 Seconds
Damage: Medium
Information: Highly specialized large driver shells that bind to the hull of the target and punch invasive superconductor spikes into the target ship's power conduits. The leech round will then drain power from the target ship for 20 seconds before burning out and falling away. This results in slower recharge rate for weapons on the target ship as well as lower drive thrusts.

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PostSubject: Re: Starship Components   Starship Components Icon_minitime1Fri Nov 09, 2012 12:26 pm

Rift Technology
This FTL method is a mechanic for a rp to make it interesting. In a rp with this, there would be no other form of Faster Than Light Travel. This FTL works by producing a "Rift" to a nearby star system, connecting the two. The range of the rifts you can produce are vastly limited unless it is a star that meets certain and special requirements. Traveling through a rift almost instantly can get you to another star system, and can also work inbetween planets, but it seems these rifts always have to be opened near a gravity well of something. You won't be able to open rifts to the middle of open space where there are no stars.

One in one thousand stars usually meet the requirements of long range rifts, and can form a rift in between two long range stars. This network of rifts in the end will look like huge spiderwebs originating out of these long range rifts.

You cannot put rift generators on small ships, only on big ships whose only purpose would be to form the rifts. You can also have giant ships dedicated to building rift gates or rift stations whose jobs are to produce the rifts for you. Also, you must have two rift station on both ends pumping energy and keeping the rift stable for a rift to be a two-way rift. If there is only one rift station or gate sustaining a gate, then it is a one way ticket to wherever the rift leads.
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PostSubject: Re: Starship Components   Starship Components Icon_minitime1Fri Nov 09, 2012 12:50 pm

impulse shock is where the surface layer is vaporizing at rate exceeding the speed of sound—a nice way of saying your armor is being shredded. That armor is now ripping and tearing, which means you’re also getting spallation, the process by which fragments of your armor are flying off into space at speeds approaching several hundred meters per seconds, and generally making life hard for anyone close by who isn’t already dead.

Impulse shock generally means that section of your spaceship is now trashed, and the best thing to do is seal it off and hope the probably irradiated crewmembers on the other side of the pressure door managed to get into their suits before they were sucked out into space.
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PostSubject: Re: Starship Components   Starship Components Icon_minitime1

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