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Hidden 10 yrs ago Post by Keyguyperson
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Keyguyperson Welcome to Cyberhell

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AlienBastard said
True, after all a living organism couldn't have endless energy. My guys sure as hell don't and regularly use tech to keep powered up when possible. And not to mention when a sentient uses magical field I don't think they'd be able to move or go on the offensive [my guys certainly don't] so it's fair enough; I just dunno about spamming them like that. However I don't see why a shield couldn't be overloaded by spamming projectiles at it in quick succession to overwhelm the whole matrix of how much energy is fed into it. Planetary energy shields probably would only exist on certain worlds worth setting up all the infrastructure required for that on; I can't see a developing colony having one.However, concerning the Le'r all I can ask is:Worms that eat through titanium that you can send in the swarm?And I thought sentient hyper-telekinetic spheres of flesh would be pushing it which is why I gave them logistical limits.


At first I thought you were simply poking fun at the unrealistic nature of this roleplay, but it seems like you genuinely want to play as these... things. I guess you did cover everything, and I have specifically said that weird is good. So, I guess you're accepted. I love a good xenofiction, and this is prime material, even though it is completely ridiculous.

As for the argument between Duck and Darkwolf, if it wasn't mentioned before and appears reactionary, then it's gone. Instead of saying "The crippled old man killed the spy with a a full-auto phlebotium laser plasma wave motion gun." Say BEFORE the event "The crippled old man was a war veteran, carrying a full-auto phlebotium laser plasma wave motion gun as a keepsake from the war."
Hidden 10 yrs ago Post by darkwolf687
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Keyguyperson said
At first I thought you were simply poking fun at the unrealistic nature of this roleplay, but it seems like you genuinely want to play as these... things. I guess you did cover everything, and I have specifically said that weird is good. So, I guess you're accepted. I love a good xenofiction, and this is prime material, even though it is completely ridiculous.As for the argument between Duck and Darkwolf, if it wasn't mentioned before and appears reactionary, then it's gone. Instead of saying "The crippled old man killed the spy with a a full-auto phlebotium laser plasma wave motion gun." Say BEFORE the event "The crippled old man was a war veteran, carrying a full-auto phlebotium laser plasma wave motion gun as a keepsake from the war."


So... What's happening with the situation now and how are we moving on?

Also Asta wouldn't having a depressurised section of the station be troublesome if there was say an accident in the nearby pressurised sector which damaged the wall between the two? Then the air would rush to fill the vacuum room and cause further damage across both decks :/
Hidden 10 yrs ago Post by ASTA
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ASTA

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darkwolf687 said
So... What's happening with the situation now and how are we moving on?Also Asta wouldn't having a depressurised section of the station be troublesome if there was say an accident in the nearby pressurised sector which damaged the wall between the two? Then the air would rush to fill the vacuum room and cause further damage across both decks :/


You solve that issue by fitting your compartments with air-locks I'd imagine. If, for example, two sections of the ship are damage, those two sections can be sealed off and dealt with later should the opportunity arise. This is why compartmentalization is critical in ship design. Or you could separate the depressurized cabin from the rest of the station by having it be its own miniature self-sustaining module that's anchored to the main mass by way of cables or bracings.
Hidden 10 yrs ago Post by darkwolf687
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ASTA said
You solve that issue by fitting your compartments with air-locks I'd imagine. If, for example, two sections of the ship are damage, those two sections can be sealed off and dealt with later should the opportunity arise. This is why compartmentalization is critical in ship design. Or you could separate the depressurized cabin from the rest of the station by having it be its own miniature self-sustaining module that's anchored to the main mass by way of cables or bracings.


... This sounds oddly like the system we've been using where we locked sections down with blastdoors and such when one became damaged or needed to be sealed off... Come to think of it, blast doors seal over a first set of doors which shut which would presumably be airlocks for the sections

I feel like an idiot, I think I may have been misunderstanding everything that's been said on the issue... XD
Hidden 10 yrs ago Post by WilsonTurner
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WilsonTurner AKA / OfWindAndRain

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Keyguyperson said
At first I thought you were simply poking fun at the unrealistic nature of this roleplay, but it seems like you genuinely want to play as these... things. I guess you did cover everything, and I have specifically said that weird is good. So, I guess you're accepted. I love a good xenofiction, and this is prime material, even though it is completely ridiculous.As for the argument between Duck and Darkwolf, if it wasn't mentioned before and appears reactionary, then it's gone. Instead of saying "The crippled old man killed the spy with a a full-auto phlebotium laser plasma wave motion gun." Say BEFORE the event "The crippled old man was a war veteran, carrying a full-auto phlebotium laser plasma wave motion gun as a keepsake from the war."


darkwolf687 said
So... What's happening with the situation now and how are we moving on?Also Asta wouldn't having a depressurised section of the station be troublesome if there was say an accident in the nearby pressurised sector which damaged the wall between the two? Then the air would rush to fill the vacuum room and cause further damage across both decks :/


This means that you're in, Dark, since Duck didn't specify beforehand, me thinks.
Hidden 10 yrs ago Post by darkwolf687
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WilsonTurner said
This means that you're in, Dark, since Duck didn't specify beforehand, me thinks.


True, but technically I only specified to select people in PM's before I actually stated I had infected the drone in the thread, so that line could just as easily refer to me.
Hidden 10 yrs ago Post by Kyelin
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So I'm back from work... You guys have certainly been busy
Hidden 10 yrs ago Post by WilsonTurner
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WilsonTurner AKA / OfWindAndRain

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Psst...
Darkwolf...
you should...
respond...
to my ships...
...
Hidden 10 yrs ago Post by WilsonTurner
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WilsonTurner AKA / OfWindAndRain

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Also, the Explorer is equal to a Valkian Dreadnaught, since they don't actually have any 'Dreadnaughts.' Very few weapons, but it has lotsa armor. Because it doesn't have to make room for very much ammunition, they can make more room for generators, armor, equipment, etc.
Hidden 10 yrs ago Post by darkwolf687
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Right yeah, I'll get around to it shortly
Hidden 10 yrs ago Post by WilsonTurner
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WilsonTurner AKA / OfWindAndRain

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I think the battle between Darkwolf and myself are the most exciting things so far.
Hidden 10 yrs ago Post by ASTA
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ASTA

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WilsonTurner said
I think the battle between Darkwolf and myself are the most exciting things so far.


A biased statement if I ever saw one.
Hidden 10 yrs ago Post by WilsonTurner
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WilsonTurner AKA / OfWindAndRain

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ASTA said
A biased statement if I ever saw one


You betcha!
But it's really the only player-versus-player combat so far, besides civilians screaming as peacekeepers do stuff and that kind of thing. There are battles, but this one is entirely player-versus-player.

But you, my not-friend, are right!
Hidden 10 yrs ago Post by MrFoxNews
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MrFoxNews The Boss

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Hey everyone let's just get along.

This us a friendly roleplaying God Damn it!
Hidden 10 yrs ago Post by null123
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Just a quick thing for anybody who isnt aware, keep your ship counts low. Max anyone should have about now is 1200, and thats stretching it.
Hidden 10 yrs ago Post by WilsonTurner
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WilsonTurner AKA / OfWindAndRain

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MrFoxNews said
Hey everyone let's just get along.This us a friendly roleplaying God Damn it!


That wasn't me angry, that was me being friendly/sarcastic. My humor includes sarcasm very often. I'm not being mean or disrespectful by it, for future reference.

duck55223 said
Just a quick thing for anybody who isnt aware, keep your ship counts low. Max anyone should have about now is 1200, and thats stretching it.


I don't even have more than a hundred ships, so I think I'm okay.
Hidden 10 yrs ago Post by ASTA
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ASTA

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duck55223 said
Just a quick thing for anybody who isnt aware, keep your ship counts low. Max anyone should have about now is 1200, and thats stretching it.


Why only 1,200?
Hidden 10 yrs ago Post by ASTA
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ASTA

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Nice forum, Mahz.
Hidden 10 yrs ago Post by null123
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ASTA said
Why only 1,200?


In the past versions of this and others we found that if we dont restrict ship count then it balloons out of control. Into trillions.
But in the future will be higher.
Hidden 10 yrs ago Post by Legion X51
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Legion X51 Cap'n Fluff

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Work In Progress, currently.




Name of nation: The Empire of the Drow (Known to the Drow as The Imperial State)

Species: The Drow of the Subterranean, The Coalition of the Zarterri (client state)

Empire size: 14 systems, controlling 57 planets and a further 78 planetoids, including satellites, asteroids and comets.

Description of government:
Once ruled by a Council of the six most powerful houses on Renorchu'tgera, the Drow government had been subverted by a rising Imperial movement demanding the creation of an Empire as they expanded to the stars. The First of Six, Jhulva Aleaniryn, was selected to be the new Imperial head of state, however she immediately abdicated in favour of her descendant, Vierinissa, who accepted the new role. Under Vierinissa's rule, the Imperial State has been transformed from a sprawling, bureaucracy-choked morass into a sleek, efficient system, well-ordered and well-disciplined. The actual government of the Imperial State is equally ordered. The Empress rules the whole Imperial State, and devolves power to regional governors, often the heads of powerful Houses such as House Koslenko, House Kilath and House My'athar. These regional governors have near-total authority in their sector of space, and can only be overruled by the Empress herself. The sole exception is the system of Renorchu'tgera and the eponymous planet that is the Drow homeworld, which is ruled by the Empress and the Empress alone. The regional governors further devolve power to system governors and planetary supervisors, often members of the same House - some argue that gives the Houses tremendous power. This is solved by placing the armed forces of the Imperial State under the command of the Empress and the Imperial Council.

Description of military:


Technological Overview:

Power Generation:
The Imperial State uses antimatter reactors as its main source of power generation. These reactors contain a hydrogen-antihydrogen annihilation reaction chamber which generates copious quantities of energy in the form of heat and light - the antimatter and the reaction are contained by powerful magnetic fields that are generated from huge electromagnets that ring the reaction chamber. The heat from this reaction is used to heat water to steam, which turns a turbine in much the same manner as a fusion or fission reactor would do on 21st century Earth, but on a much larger scale. Power generation from these reactors is similarly on a much larger scale, and Imperial State shipbuilding technology incorporate both antimatter reactors for main power and cold fusion reactors for secondary power generation. Whilst the antimatter reactor serves its purpose admirably, the Imperial State is researching into even more efficient and effective methods of powering its cities, industries and starships. In addition to antimatter reactors, the Imperial State uses cold fusion reactors as secondary power generators throughout the Empire. Safer, less expensive and easier to produce, cold fusion reactors do not require the production of antimatter, instead relying on the tried and tested fusion of tritium and deuterium to form helium-4 to produce energy at room temperature.

Offensive Technology:
The Imperial State's primary ship-based weapons are known as 'Directed Antiparticle Arrays' to scientists. They are, in effect, antiparticle beam weapons, using the principles of a particle beam but applied to antimatter. These antiparticles are accelerated to 0.25c using gravitic impellers and fired down a 'barrel' which acts as a guidance system for the beam. Almost all warships of the Imperial State carry these weapons in varying sizes and quantity, but they are no less dangerous. The AP cannons are augmented by quadruple-mounted particle beam turret arrays for anti-missile and anti-fighter duty on all but the smallest warships of the Imperial State.

The standard missile of the Imperial State is the M12-10A, a missile carrying an antimatter-matter annihilation warhead containing somewhere in the region of 3-3.5 lbs of antimatter, creating a missile with a standard blast yield of approximately 54 megatons of explosive force. The M-10A is designed with a kinetic penetrator which allows the missile to penetrate the hull of the hostile starship and explode either inside the armour or even inside the hull for maximum damage potential. Most small craft of the Imperial Navy is outfitted with M12-10A launchers as well as light defence armaments, which render even the smallest of Imperial warships a very dangerous foe.
The largest of all of the missiles ever created by the Imperial State is unquestionably the M12-50B. It has been referred to by many names; the Planet-Cracker, the Hand of the Gods, even the Doomsday Missile. Those on the receiving end of the planet-cracker have a right to fear. Armed with 12 high-yield 50B warheads containing approximately 300 pounds of antimatter and matter to react (hence the name, M12-50B), the estimated blast yield of one missile is on the order of 70 gigatons, whilst a full volley of 16 missiles will deliver something along the order of 1.12 teratons of explosive force. The M12-50B is used for planetary bombardment first and foremost - use against enemy shipping is highly inadvisable according to naval tacticians. However, there have been instances (such as the Attack on Zarterrus Prime) where the M12-50B has been successfully used against hostile starships, in particular the Zarterri dreadnought Carloman which was hit by a single missile from the Drow cruiser Black Sun, vaporising the Carloman almost instantly, throwing the Zarterri centre into disorganisation - the Carloman was the admiral's ship in defence of Zarterrus Prime, and with the Carloman's destruction, command and control collapsed and the Imperial State was victorious.

Defensive Technology:
Imperial defensive technology is largely based on the development of shielding and stealth fields. The hulls of Imperial warships are armoured in a thick metal alloy of iridium and titanium, into which is woven layers of thermally superconductive materials such as carbon nanotubes and other fullerenes to defeat laser and thermal-based attacks, including plasma weaponry. Inside the ship, structural reinforcement fields operate almost as a second layer of shielding, reinforcing areas of the hull that are under great duress from enemy fire or spacebound hazards. However, Imperial ships are not built or designed to take damage for extended periods of time on the hull, preferring instead to allow the shields to absorb incoming fire.

Imperial shield technology incorporates a bi-phasic defensive system. The first is a deflection field that operates by projecting an equalising force against incoming projectile weapons, such as missiles, railgun and coilgun slugs and cannon shells. Though the deflection fields are powerful, they have the risk of being overloaded by a large quantity of incoming projectiles, which means the ship in question must fall back on the mainstay of Imperial shielding - the modular force field array. The shields used by Imperial ships convert energy of incoming attacks (be they kinetic, laser, particle or plasma-based) into heat and electrical energy, allowing for not only partial 'regeneration' of the shields after each hit, but ship captains can also direct energy from hits on the shielding to weapons, engines or sensors should the need arise. However, such an act is dangerous and carries a risk of shorting out some areas of the ship's systems due to the unexpected power of some shots absorbed by shielding. In this instance, it is advised that ship captains allow the shield generators to work as normal, maintaining shield regeneration rather than redirecting power to alternative systems. An example of this was when the battlecruiser Dominate was hit by a Zarterri spinal plasma beam, which the captain of the battlecruiser unwisely opted to convert to extra power for the engines. Instead, the engines shorted out, leaving the battlecruiser a sitting duck for follow-up fire. Fortunately, the Dominate's shields were able to hold up under the Zarterri fire long enough for the battlecruiser to defeat the enemy.

-IMPERIAL STEALTH TECHNOLOGY TO COME-

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