Current
New semester, new office, side jobs, so busy QAQ
9 yrs ago
Busy with flight...no muse...ugh....send halpz~
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9 yrs ago
I remember... those days when I used to cry like a child, you always gave me a talk. Because you were by my side, now I can die with a smile on my face. It has been happy days, I don't regret anything
9 yrs ago
Sorry, real busy these past few weeks, with the end of semester around the corner!
9 yrs ago
So...uh...a bit of...hard times, so to speak....going to be busy somewhat....or might just disappear from the face of the earth....uh..yeah....may be around, may not be.....
Kinetic 6.4 Mainstay Railgun Designed to cause maximum impact, the Railgun specializes in anti-capital ship combat, or indeed anything else it can hit. Although anything short of the best defenses possible would have a very tough time resisting the fact that the Railgun drives deep into a ship in the first place, the real damage comes from the following shockwave designed to have maximum impact and disturb as much as possible. Special weapon in that it is the newest available.
The primary flaws are the horrible reload time of 45 minutes (that's if people are moving fast) and 64 rounds on-ship, requiring external reloading.
This section of the ship is one of the most heavily armored, for good reason - an explosion in that compartment can do severe damage. Although a large part of its energy comes from the railgun itself, when you have a lot of stored nuke-like (could be the wrong term, but not in this context) weapons in a crowded area...
ExternalBit Proton Particle Beam Cannon
Aka, particle beams.
The ship has 46 of them, spread in loose star positions across the ship exterior.. They can rotate in all directions (except, obviously, into itself) and are used to attack specific sections the Railgun is a little too expensive to attack. It takes 5 minutes for each to recharge.
Orbital Bombardment Cannon Torpedo
An old, but still very effective form of torpedo, designed to fire at ground targets that don't dodge and with a clear shot. Torpedos can level structures with its pressure alone and incinerate the rest in a large flash of light, but is extremely slow weapon wise, meaning it can be intercepted with heavy weapons or dodged by any ship smaller than medium size. In space it tends to be less effective; the effects of the OBC are most visible when it can accellerate in an atmosphere with abundant gravity in it, something ships have refined to minimize for this reason. There are 12 platforms and 126 rounds available.
Long Range Missile Unit
Placed in 2024 spots on the ship, LRM units are designed for more close up fighting against smaller ships and weaker plated craft. An individual LRM can only do so much damage; not enough to bring something down by itself. That's why each unit is in packs of 12 and in each unit has 200 stored missiles that are "activated" upon firing. They have enough tracking, to chase down smaller ships. They do not have enough range to go too far out, and can almost be completely absorbed by bigger ships.
Ship technologies
Main Systems
Integrated Phoenix Network: A special closed-circuit communication system designed to be lightweight but very fast, in order to process orders across the entire ship and basically act as the control system. A simplified version of what a carrier would use. Integrated is an AI designed for security and calculations, as well as some of the more general stuff that messengers used to do.
Centralcore HyperWarp Experimental System: An experimental jump drive designed to fix the current loopholes in other drives of its nature. The special bit is that it makes the speed of it all just a tad faster by moving particles a little bit apart from each other, thus allowing it to travel through things that would be annoying to other drives. It is the most stable build in production and has successfully eliminated 99.99% of bugs. Don't be the 0.01% that has a flipped fingernail.
Surgical Systems: Space warfare is a nasty business. People get jostled, blown into walls, speared through by piercing, suffer that metioned 0.01%... therefore, the ship contains a medical lab to address these issues. It can fix most problems that arise short of making a dead man walk and can get people back to work fairly quickly. Without it, a ship would indeed be in a spot of trouble...
The main problem is the fact that there's only one. The ship already has an extremly large bill that's still being paid off, so medical equipment is yet another thing to add to that list.
Replicator Systems: 30% of the ship's bill right here. An extremely costly system usually used when the bio-domes for organic food have any sort of problem, and in other cases are used to replace parts after a battle. Sometimes used to regenerate ammunition and drawing directly off the Power System.
3-Layer Shielding: An one-way set of layers where things go out simply enough (weapons and the like) but are an extreme pain to get into.
The third layer mostly is a protective one against the crap that floats around in space, repelling it. It deals with any smallarms that are shot at it but can't repel anything bigger than that.
The second layer is a real defensive layer, designed to catch energy based shots and reduce their effectiveness. It also absorbs 20% of the pure energy that it consumes, sending it directly to the Power System.
The third layer, right before the armor, attempts to slant incoming rounds/beams and in particular slant them from important parts of the ship into "solid blocks" (parts of the ship where the armor is thicker and has nothing important in the grand scheme. That means the rec rooms...). Ineffective against weapons such as railguns, but could save a ship from a well-placed particle beam.
Power System: Works in two parts. The first is a set of 5 energy cores, each of which produce raw energy for various parts of the ship.
The second is the "recycling" system, where absorbed energy, usable mass (biomass, HHO generators from the vent system) and other such things are put into one of two "recycling" cores that turn them into less effective but still potent energy, which is then placed into the backup generators.
The primary generators use the Main Cores to operate most of the things on the ship, while the backup generators use the Recycling Cores. I need not explain the purpose of a backup generator.
-Disclaimer: If it's logical to be on a battleship, it's there. So don't complain about my lack of a standard high-frequency 30km sensor system, detail of the organic system, or oxygen supply detailed.-
Ship Appearance: (Image or description)
Notable missions:
The ship has been mostly on patrol, but has participated in two combat scenarios.
The first was dealing with civil strife on behest of a neighbor planet, and saw little action by itself. However, the captain was caught in the crossfire and left the ship abandoned in the yard for a few years due to no other crew members having the proper credentials.
The second was dealing with a rogue captain, in a battle which badly damaged the Phoenix yet gained its respect by many other captains. It was after this that the Alliance made large investments in the ship's repair... and upgrades.
Other
The ship is a 100 year old design recently remodelled with almost the US debt's worth of new equipment.
Although it now works better than before and is considered a prized melee ship of the Alliance with a professional crew, it is haunted with some outdated systems. The ventalation system got no attention and sometimes malfunctions when it comes to temperature control, and can possibly block up in a particularly bad situation. The AI system is simply old. The only reason why it has survived so long is because of the fact that it has a good crew with a good past and some damn fine equipment. Civilians generally hate it as there's even a small tax across the Alliance specifically for the ship. None other, just the Phoenix. Alliance command likes to remind the ship captain of that. Damage to an expensive system is political suicide, billions (never mind inflation) were spent on making the power, ventalation and LRM unit systems work.
It's firepower and the fact that it is usually in front of the main fleet (despite some efforts to move it back because of the cost) makes it a bit of a sore thumb to the enemy. Although it's technically a battleship, it's a pretty damn big one in comparison to others. It does, however, make up for it with its railgun designed to disable enemy ships and many smaller systems to counter smaller craft.
Name: Rolgnar Cimmicks Age: 62 Race: Human Rank: Captain Skills -Experienced captain, capable of managing a ship in a time of crisis, as he has operated the ship in one of its notable missions and knows many of the crew members. -He has to be somewhat skillful if he has managed to keep the Alliance from throwing him out as an old fart, in favor of a new young commander fresh out of the Academy. Skillful in piloting and politics... Away Mission Equipment: Assault suit, designed for the ship's security crew and a few custom fitted for people such as the Captain. Appearance: <pending... need a stroke of creativity here> Personality: Calm enough to look perfectly normal in front of superiors, but rather blunt and sometimes rude when it comes to crew. He loves sarcasm, hates it when one of the crew members play the stupidly old game "Pacman" on duty and can seem too hyper when in a situation. Dispite these things, he can get the job done; and he has done it before. He loves to complain about the Alliance command when nobody's watching.
Quick-Bio: Born on a central alliance world, Rolgnar was always interested in ships. He went through the educational system with high marks in aviation and potential. This allowed him to pick up a job as a guard on the ship GANS - Jupiter.
On the GANS - Jupiter, he served for a few years before dropping out over a dispute with his supervisor and took several years of officer training. Although chances were he would be stuck on a frigate and be done with it, there was a slot open on the GANS - Phoenix, a ship of somewhat old design yet still high respect in the Alliance.
On the Phoenix, he lead several patrol missions before being deployed to settle a civil dispute on Karvon, where a rouge captain had commadeered a battleship. Rolgnar was supposed to have a backup, but the ship in question had critical malfunctions in the power core that went undetected during its construction, leaving the Phoenix alone with a fairly veteran crew and a rather green captain.
During the battle, Rolgnar made a good call with positioning the railgun at a spot directly below a heavily armored section that other crew members had failed to detect. When the railgun was fired, the spot was rather obviously a power core, as not only the ship had a massive explosion out of its left side, but all power went offline and the ship crashed safely into a frozen tundra. Of course, things would have been much different if the ship had crashed into a population center...
Despite the railgun wiping out the enemy ship, the Phoenix was left with heavy damage from the crossfire before that. It was taken to a nearby shipyard and repaired. The Alliance command noted that the Phoenix was bigger than the average battleship and re-classed it, in the meantime spending huge resources on giving it upgrades, including making the railgun into a new design designed for taking down large ships. Rolgnar for his actions in the battle was allowed to keep command of the ship, and so here he is today.
"Who called in the fleet?" Is that the Behemoth class or the Minotaur class?
EDIT: Also, reading through the first OOC post, I re-read the formations. Eh...how would a BC which was designed for solo strikes to, well, fit in XD?
Only thing I can think of, at least for the Standard formation, would be for the Sovereign to be a bit more ahead than the main fleet as both a scout and for shock runs.
@Kimiyosis Well if we don't get second ships I can use mine. The Courage could definitely spare power if you need it, after all it could hold triple it's crew size so it's power systems aren't to taxed normally.
@Nallore i being bossman says thats a awesome idea :) get it done captain @Mugin yes i like it move it over :) and welcome to sigma @Kimiyosis i like what you have so far - just need your ship captain to be written up :) having a higher output than what your chip is capable is a good idea too be interesting to see how that affects combat performance
@GummyCat great work Move it over and welcome to Sigma
@AbysmalDemon overboard indeed xD there's really no need for the crew CS sheets tbf they are not important this Rp will mostly focus on the captain's orders rather than what's going on with the troops on the note of your captains/2nd in commands exo suits, i am a bit confused? isn't the first image already exo suit/armour? or is that just his underwear? (side note same character appearance for the exo suit as what my captain wears)
Which is why that, if we do get a second ship, it's focused on power gen :P
Ship Designation: GANS Sovereign Ship Registry: NX-4870 Ship Class: Battlecruiser Ship Size: 0.7km Ship Crew: 15k+ Main Ship Weapons:
Saviors: The large tri-gun turrets along the dorsal and ventral side of the battlecruiser are a multi-munition weaponry, and most likely the most commonly used weapon system onboard the Sovereign. Whether high-powered lasers, or heavy kinetic rounds, the six(three per side) tri-gun turrets are a frightening image. However, the recoil from the kinetics will push the Sovereign in the opposite direction. The turrets at the ventral side can retract however.
Hellfire: The sheer amount of missiles that can be simultaneously launched are jaw-dropping. Basically creating a wall or a barrage of missiles.
Shadow Stars: Something similar to the missiles and torpedoes, except these are more akin to tracking mines. The 'missiles' are tossed out of the cargo hold, in which they stay as a contact mine where ever they were left. What makes them so dangerous, is that the missiles can be reactivated, and target the opponents when they least expect it.
Panzer: Eight torpedo launchers at the bow, each capable of firing a high-payload torpedo, or even a tactical nuke. Even when there is a lack of ammunition, the Panzer doubles back as fixed high-powered laser cannons.
Other Ship Weapons:
Several Particle Beam strips that run down the length of the ships
Numerous Multi Munition Point Defense Turrets
Ship technologies:
Discharge Capacitor Shields: Probably one of the most conditional and experimental technology ever tested. The shield works slightly different than traditional shields, in that, instead of blocking damage, the shield itself absorbs it. Kinetic rounds would impact the shield, and stop, since the kinetic energy was transferred through the shields and into the Capacitors, while explosions would likewise be similarly affected. Energy based weapons are most simply absorbed. However, the Capacitors do have a limit, and when that limit is reached, they overheat, and the Discharge Shield is down. However, one can mitigate the problem by allowing the energy to disperse slowly into the systems, or as an EMP outwards. However, utilizing the EMP results in the Capacitor overheating. Also, if an attack is powerful enough, the Capacitor can go from zero to full and overheat in an instant, with remaining force of the attack striking the ship directly.
Standard Shields: The Sovereign does have a secondary, more standard shield. However, unless more power is directed towards the generator, the shield is meant for small mistakes, or the odd asteroid bump. It is by no means meant for direct confrontation.
FTL Coms: Contrary to most ships, the Sovereign utilizes a more archaic method of sending out transmissions. By basically 'launching' the transmission at supra-light speeds, with only a small time delay from moment of launch, to receiving. The reason for using this technology, is that, it is only detectable when sending transmissions. Otherwise, it is virtually undetectable. Does not have variable power usage.
Passive/Active Radar: While every ship must have a radar, else be put at a severe disadvantage, the radar onboard the Sovereign is capable of switching between sending and receiving signals as an active radar, or only receiving as a passive. The range of the active is at half an FTL jump, a rather small size. However, in passive, it can receive from 5 FTL jumps away, even detecting transmissions, although unreadable if not from an ally. The radar is also a system that does not have variable power. Either it's passive, active, or off.
Parallel Warp Core: The warp core is capable of making two consecutive jumps, one after another, through charging both parallels. While a good advantage in case of emergencies, using both jumps overheats the cores, along with higher power usage.
Thruster Rails: While all ships have retro-thrusters to turn with, the Thruster Rails can be said to be a souped up version. With thrusters along the sides, the Sovereign can actually strafe. Granted, the speed is unable to be compared to the main thrusters, but it makes the ship much more nimble.
Cold Fusion Reactors: While less efficient and lower power output than the newer Dark Matter fueled reactors, a Cold Fusion Reactor can last much longer, without requiring any refueling.
Blast Thrusters: The main thrusters that push the ship along are capable of a short period of massive thrust. However, this drains power quickly, along with endangering anything behind it.
Maiden Mission: The bombardment and destruction of a small mercenaric space station, along with their ships.
Other: To increase the ability to react in different situations, the ship is far too power hungry. Meaning, the total power usage of all the systems running at full capacity, is far more than what the reactors are capable of outputting. If balancing equal power to all systems, they would only be capable of running at 25%(not including the non-variable systems like the Radar or FLT Coms, and using energy-based weaponry only).
Also, due to the sheer amount of systems, weaponry, and cargo for parts and ammunition, the ship was designed with nothing in regards to strikecrafts. The ship is designed and expected to fight without escorts. IF there are any small ships that must be brought along, they generally have to be strapped down and brought inside through the cargo bay, if there is any space left in the hold. If not, it gets strapped onto the ventral side, which prevents the usage of the Saviors retracted there.
Most, if not all kinetics require less energy to fire compared to the energy based weaponry. However, ammo supplies will end up as a problem.
[url=https://a.disquscdn.com/uploads/mediaembed/images/2644/7014/original.jpg]My bed holds me hostage[/url], so here's a short bio. I'm Kimi. That's it, goodnight.
[url=http://zippy.gfycat.com/SociableCheerfulIbizanhound.webm]*gets punched*[/url]
Okay, okay, I'll get around to making a proper bio soon!
[url=https://www.youtube.com/watch?v=EUp4D_nLl9k]I wanna try singing this one~[/url]
[url=https://drive.google.com/file/d/0B-H0KuOwKFYwZTJxbXg0SG5CTEE/view]RWBY is officially, no longer the same RWBY[/url]
<div style="white-space:pre-wrap;"><a target="_blank" rel="nofollow noopener" href="https://a.disquscdn.com/uploads/mediaembed/images/2644/7014/original.jpg">My bed holds me hostage</a>, so here's a short bio. I'm Kimi. That's it, goodnight.<br><a target="_blank" rel="nofollow noopener" href="http://zippy.gfycat.com/SociableCheerfulIbizanhound.webm">*gets punched*</a><br>Okay, okay, I'll get around to making a proper bio soon!<br><a target="_blank" rel="nofollow noopener" href="https://www.youtube.com/watch?v=EUp4D_nLl9k">I wanna try singing this one~</a><br><br><a target="_blank" rel="nofollow noopener" href="https://drive.google.com/file/d/0B-H0KuOwKFYwZTJxbXg0SG5CTEE/view">RWBY is officially, no longer the same RWBY</a></div>