RP Faction Ships, Weaponry and Technology

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cats
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RP Faction Ships, Weaponry and Technology

Post by cats » Mon Mar 03, 2014 11:50 pm

This topic has been made in order to discuss, compile, and organize a list of technologies and weaponry that are specific or widely used by the nations of FC lore and the methods of use. The tech will be separated into categories and must adhere to the standard below. If a technology is challenged by the community, then it will be put forth for discussion. Technology does not necessarily have to adhere to any point along the timeline of the main FC lore. I will be keeping track of the thread and adding entries to the OP.

Please fill all applicable and required fields.

Tech: (Required)

Type: (The broad category into which the tech will be placed. Ship equipment, medicine, etc. Required.)

Faction: (Required)

Origin: (If other than "Faction")

Summary: (Short description of the technology. Required.)



Device in which the technology is used: (Required if applicable. Create multiple copies of all below if the tech is used in multiple devices)
---Functionality: (The way the tech is used in the device.)
---Cost of Production: (If applicable, the cost of production relative to a similar device. 1-10 scale)
---Effectiveness: (Not required. The effectiveness of the device relative to similar devices. 1-10)
---Time Range of Use: (If applicable. The period of time that the device was used.)
---Image: (Not Required.)


For lazies:
Spoiler:
Fields with two asterisks are required. Fields with one asterisk are required if applicable. No asterisks are not required.
Tech**:

Type**:

Faction**:

Origin*:

Summary**:



Device in which the technology is used:
---Function**:
---Cost of Production*:
---Effectiveness*:
---Time Range of Use*:
---Image:

Example
Spoiler:
Tech**: Slip-Merge Technology

Type**: Hyperspace/FTL

Faction**: Batiss Combine

Summary**: Slip-Merge is the creation of a temporary extradimensional "bubble" within realspace (or vice versa), the manipulation of those bubbles, and the interaction of hyperspace and realspace. A bubble created will magnify any energy input exponentially.



Device: Slip-Merge FTL Drive
---Function**: Throws a ship or multiple ships into hyperspace with a series of particle accelerators and field manipulators. The kinetic energy of the target is magnified as the bubble closes. It is a highly effective mode of travel, the second fastest in the galaxy.
---Cost of Production*: 4/10
---Effectiveness*: 9/10
---Time Range of Use*: 1800-3330 C.E.
---Image:

Device: Slip-Merge Disruptor
---Function**: Creates a series of microportals within a substance by casting a slip-merge field. The subsequent disruption can lead to either an explosion or weakening of the material. Usually, slightly modified slip-merge FTL drive can be used as a disruptor, which is why it is in use even though it is a somewhat ineffective weapon.
---Cost of Production*: 5/10
---Effectiveness*: 3/10
---Time Range of Use*: 2400-3330 C.E.
---Image:

Device: Void Active Shield
---Function**: A modified SM Drive or specialized apparatus can be used to cast small bubbles that intercept projectiles and send them into hyperspace.
---Cost of Production*: 6/10
---Effectiveness*: 7/10
---Time Range of Use*: 1250-3330 C.E.
---Image:

Device: QUASAR Autodestruct
---Function**: Only used on the largest of Batiss ships, the QUASAR uses 2-20 separate slip merge drives and up to one hundred high-yield fusion bombs to create a center of energy that can decimate a huge region of space. The Drives create several overlapping bubbles while the bombs detonate, causing a compressed, multidimensional singularity to form while simultaneously magnifying the energy of the nuclear explosions many thousand fold. If the QUASAR is large enough, the singularity will continue to grow for several seconds before unleashing its energy, which can rend entire planets (or even systems in some cases). The detonation of a QUASAR creates a large enough disturbance in hyperspace that it permanently renders an area untraversable.
---Cost of Production*: 8/10
---Effectiveness*: 8/10
---Time Range of Use*: 2500-3400 C.E.
---Image:




Hyperspace/FTL

Batiss Combine Slip-Merge
Spoiler:
Tech**: Slip-Merge Technology

Type**: Hyperspace/FTL

Faction**: Batiss Combine

Summary**: Slip-Merge is the creation of a temporary extradimensional "bubble" within realspace (or vice versa), the manipulation of those bubbles, and the interaction of hyperspace and realspace. A bubble created will magnify any energy input exponentially.



Device: Slip-Merge FTL Drive
---Function**: Throws a ship or multiple ships into hyperspace with a series of particle accelerators and field manipulators. The kinetic energy of the target is magnified as the bubble closes. It is a highly effective mode of travel, the second fastest in the galaxy.
---Cost of Production*: 4/10
---Effectiveness*: 9/10
---Time Range of Use*: 1800-3330 C.E.
---Image:

Device: Slip-Merge Disruptor
---Function**: Creates a series of microportals within a substance by casting a slip-merge field. The subsequent disruption can lead to either an explosion or weakening of the material. Usually, slightly modified slip-merge FTL drive can be used as a disruptor, which is why it is in use even though it is a somewhat ineffective weapon.
---Cost of Production*: 5/10
---Effectiveness*: 3/10
---Time Range of Use*: 2400-3330 C.E.
---Image:

Device: Void Active Shield
---Function**: A modified SM Drive or specialized apparatus can be used to cast small bubbles that intercept projectiles and send them into hyperspace.
---Cost of Production*: 6/10
---Effectiveness*: 7/10
---Time Range of Use*: 1250-3330 C.E.
---Image:

Device: QUASAR Autodestruct
---Function**: Only used on the largest of Batiss ships, the QUASAR uses 2-20 separate slip merge drives and up to one hundred high-yield fusion bombs to create a center of energy that can decimate a huge region of space. The Drives create several overlapping bubbles while the bombs detonate, causing a compressed, multidimensional singularity to form while simultaneously magnifying the energy of the nuclear explosions many thousand fold. If the QUASAR is large enough, the singularity will continue to grow for several seconds before unleashing its energy, which can rend entire planets (or even systems in some cases). The detonation of a QUASAR creates a large enough disturbance in hyperspace that it permanently renders an area untraversable.
---Cost of Production*: 8/10
---Effectiveness*: 8/10
---Time Range of Use*: 2500-3400 C.E.
---Image:
Novan Commonwealth Foldspace
Spoiler:
Tech: Foldspace

Type: FTL

Faction: Novan Commonwealth

Summary: A drive that folds the fabric of space, allowing long range FTL travel near-instantaneously. Massive energy cost.

Device: B-F Foldspace Drive
---Function**: A long range jump drive system. Minimum 5 minutes between activations. Charge time 15 seconds. Requires massive power, necessitating powerful reactors, or jump sails. Due to the required power, most equipped ships use jump sails (massive solar collectors) to charge their batteries for jump. While the drive can be used constantly (provided power is available), anything less than 5 minutes between jumps risks meltdown or damage to the drive. Damaged drives result in misjumps, short circuits, or the vessel failing to appear at the destination
---Cost of Production*: 8/10
---Effectiveness*: 9/10
---Time Range of Use*:
---Image: N/A


Energy Generation

NeoRome Fusion Splicing
Spoiler:
Tech**: Fusion Splicing

Type**: Energy Creation

Faction**: NeoRome

Summary**: Fusion Splicing uses extremely precise lasers in order to cause spontaneous fusion or fission in a target material. The lasers are composed of concentrated alpha, beta, and gamma rays.



Device in which the technology is used: Fusion Coil Splicer
---Function**: A high-strength capital-class weapon system, able to be mounted on all but the smallest ships.
---Cost of Production*: 8/10
---Effectiveness*: 10/10
---Time Range of Use*: N/A (Always)
---Image: N/A

Device in which the technology is used: Fusion Splicer Reactor
---Function**: These concentrated lasers can cause fusion or fission in most substances, allowing for a highly versatile and reliable reactor.
---Cost of Production*: 8/10
---Effectiveness*: 8/10
---Time Range of Use*: N/A (Always)
---Image:


Materials

Batiss Combine Molecular Weave
Spoiler:
Tech**: Layered Allotrope/Alloy Weave

Type**: Materials

Faction**: Batiss Combine

Summary**: The interlocking of microfilaments of carbon allotropes (graphene, nanotubes, diamond fibre, etc.) and alloys of titanium, tungsten, or other metal to create sheets of very strong, heat resistant, light material. The weave hardens during the production process, but before completion it is malleable and conforms to a shape, similar to carbon fibre, and can be layered to fit its role.



Device: Armor
---Function**: The resilience and malleability of the sheets make it useful in creating custom personal armor, but at a high cost. Ship and mech armor is usually comprised of or sheathed with a thick layer of the material.
---Cost of Production*: 8/10
---Effectiveness*: 8/10
---Time Range of Use*: 2100-3100 CE.
---Image: Image

Device: Musculature
---Function**: When combined with certain polymers, some weave compositions react with electricity, energy fields, or another energy input. This property allows it to be used in mech, exosuit or prosthetic musculature.
---Cost of Production*: 7/10
---Effectiveness*: 6/10
---Time Range of Use*: 1900-2950 CE
---Image: Image


Weaponry (Ship and infantry)
Last edited by cats on Tue Mar 04, 2014 1:34 pm, edited 4 times in total.
"Any sufficiently advanced technology is indistinguishable from a completely ad-hoc plot device"
— David Langford
Spoiler:
cannonfodder wrote:it's funny because sonic's face looks like a * and faces aren't supposed to look like a *

Solar112
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Re: RP Faction Ships, Weaponry and Technology

Post by Solar112 » Tue Mar 04, 2014 12:04 am

and we couldn't use my thread for this why? I could have easily set up a tech section...

cats
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Re: RP Faction Ships, Weaponry and Technology

Post by cats » Tue Mar 04, 2014 12:29 am

@Ars: Because this is more effective for its purpose.

Tech**: Layered Allotrope/Alloy Weave

Type**: Materials

Faction**: Batiss Combine

Summary**: The interlocking of microfilaments of carbon allotropes (graphene, nanotubes, diamond fibre, etc.) and alloys of titanium, tungsten, or other metal to create sheets of very strong, heat resistant, light material. The weave hardens during the production process, but before completion it is malleable and conforms to a shape, similar to carbon fibre, and can be layered to fit its role.



Device: Armor
---Function**: The resilience and malleability of the sheets make it useful in creating custom personal armor, but at a high cost. Ship and mech armor is usually comprised of or sheathed with a thick layer of the material.
---Cost of Production*: 8/10
---Effectiveness*: 8/10
---Time Range of Use*: 2100-3100 CE.
---Image:
Spoiler:
Image
Device: Musculature
---Function**: When combined with certain polymers, some weave compositions react with electricity, energy fields, or another energy input. This property allows it to be used in mech, exosuit or prosthetic musculature.
---Cost of Production*: 7/10
---Effectiveness*: 6/10
---Time Range of Use*: 1900-2950 CE
---Image:
Spoiler:
Image
"Any sufficiently advanced technology is indistinguishable from a completely ad-hoc plot device"
— David Langford
Spoiler:
cannonfodder wrote:it's funny because sonic's face looks like a * and faces aren't supposed to look like a *

Professor Fenway
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Re: RP Faction Ships, Weaponry and Technology

Post by Professor Fenway » Tue Mar 04, 2014 9:59 am

Tech**: Fusion Splicing

Type**: Energy Creation

Faction**: NeoRome

Origin*: Particle acceleration experiments

Summary**: Fusion Splicing uses extremely precise lasers in order to cause spontaneous fusion or fission in a target material. The lasers are composed of concentrated alpha, beta, and gamma rays.



Device in which the technology is used: Fusion Coil Splicer
---Function**: A high-strength capital-class weapon system, able to be mounted on all but the smallest ships.
---Cost of Production*: 8/10
---Effectiveness*: 10/10
---Time Range of Use*: N/A (Always)
---Image: N/A


Device in which the technology is used: Fusion Splicer Reactor
---Function**: These concentrated lasers can cause fusion or fission in most substances, allowing for a highly versatile and reliable reactor.
---Cost of Production*: 8/10
---Effectiveness*: 8/10
---Time Range of Use*: N/A (Always)
---Image:

Error
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Re: RP Faction Ships, Weaponry and Technology

Post by Error » Tue Mar 04, 2014 10:40 am

Tech: Foldspace Drive

Type: FTL drive.

Faction: Novan Commonwealth

Origin: Tests with FTL systems.

Summary: A drive that folds the fabric of space, allowing long range FTL travel near-instantaneously. Massive energy cost.

Device: B-F Foldspace Drive
---Function**: A long range jump drive system.
---Cost of Production*: 8/10
---Effectiveness*: 9/10
---Time Range of Use*: Minimum 5 minutes between activations. Charge time 15 seconds. Requires massive power, necessitating powerful reactors, or jump sails.
---Image: N/A

NOTE: Due to the required power, most equipped ships use jump sails (massive solar collectors) to charge their batteries for jump. While the drive can be used constantly (provided power is available), anything less than 5 minutes between jumps risks meltdown or damage to the drive. Damaged drives result in misjumps, short circuits, or the vessel failing to appear at the destination.
Image

Archduke Daynel, PhD
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Re: RP Faction Ships, Weaponry and Technology

Post by Archduke Daynel, PhD » Tue Mar 04, 2014 2:17 pm

Tech: Wormhole generators

Type: Wormhole generation

Faction: Zuguthian Empire

Origin: TechTron Industries during the Technotronic Empire

Summary: Opens a rift in the space-time continuum. Most generators open a wormhole that keeps its relative position and time, to make it appear stationary and to make it practical to use.

Device: Standard Wormhole Generator
---Function: Formerly used on ships to allow them to move from one part of the galaxy to another within mere minutes, now only used for testing. To be able to generate a ship-sized wormhole the generator had to be big and bulky and have access to a lot of energy, and sometimes specially equipped wormhole ships were used to generate a wormhole for other ships to go through, before itself going through and closing the wormhole.
---Cost of Production: Around 8/10, though it depends on the size.
---Effectiveness: 10/10.
BASH THE FASH CLASS WAR NOW

cats
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Re: RP Faction Ships, Weaponry and Technology

Post by cats » Tue Mar 04, 2014 2:37 pm

Not everyone can have instantaneous or near-instantaneous FTL, it clashes with lore too much.
"Any sufficiently advanced technology is indistinguishable from a completely ad-hoc plot device"
— David Langford
Spoiler:
cannonfodder wrote:it's funny because sonic's face looks like a * and faces aren't supposed to look like a *

Archduke Daynel, PhD
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Re: RP Faction Ships, Weaponry and Technology

Post by Archduke Daynel, PhD » Tue Mar 04, 2014 2:40 pm

catsonmeth wrote:Not everyone can have instantaneous or near-instantaneous FTL, it clashes with lore too much.
I don't use it. It was made illegal for anything else than strictly controlled testing after the Technoma incident. To be honest the use of wormholes was one of the reasons I ended the Technotronic Dictatorship.
Only reason I put the tech here is I can't think of any other special tech ATM.
BASH THE FASH CLASS WAR NOW

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Re: RP Faction Ships, Weaponry and Technology

Post by Error » Tue Mar 04, 2014 3:04 pm

For reference, spending 2 days recharging your foldspace drive isn't instantaneous. Plus the 6 hours to deploy and then furl the jumpsail.
Image

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Re: RP Faction Ships, Weaponry and Technology

Post by DeadlyMiddie » Tue Mar 04, 2014 3:22 pm

Tech: Fusion Neutron Emission Manipulation

Type: Capital-Ship weaponry

Faction: Orion Confederation
Origin: Weapons research and combat doctrine evolution.

Summary: High energy, high atomic mass particles (neutrons) fired with fusion power infused with the neutrons (the particles fuse at the point of impact) creating a massive release of energy that punches through shields and armor to wreak carnage on enemy ships.

Device in which the technology is used: FNE-1 (Fusion Neutron Emitter-1)
---Functionality: Weapon
---Cost of Production: 7 (that's why it's only on capital ships)
---Effectiveness: 9.5/10
These weapons are typically mounted on Nike heavy cruisers and Apollo dreadnoughts.
Last edited by DeadlyMiddie on Tue Mar 04, 2014 3:23 pm, edited 1 time in total.
Lead Me, Follow Me, or Get Out of My Way- General George S. Patton Jr.

cats
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Re: RP Faction Ships, Weaponry and Technology

Post by cats » Tue Mar 04, 2014 3:23 pm

Icelandic Perehelion wrote:For reference, spending 2 days recharging your foldspace drive isn't instantaneous. Plus the 6 hours to deploy and then furl the jumpsail.
It doesn't matter how long it takes to charge, you could use a more powerful generator and charge it in a fraction of that time. Two days is still virtually instantaneous when you're traveling a hundred thousand lightyears, anyway.
"Any sufficiently advanced technology is indistinguishable from a completely ad-hoc plot device"
— David Langford
Spoiler:
cannonfodder wrote:it's funny because sonic's face looks like a * and faces aren't supposed to look like a *

Error
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Re: RP Faction Ships, Weaponry and Technology

Post by Error » Tue Mar 04, 2014 3:27 pm

AFAIK that's outside the galaxy, but not even halfway to Andromeda, so I'm not sure why you're out there.
Image

cats
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Re: RP Faction Ships, Weaponry and Technology

Post by cats » Tue Mar 04, 2014 3:32 pm

Icelandic Perehelion wrote:AFAIK that's outside the galaxy, but not even halfway to Andromeda, so I'm not sure why you're out there.
Spoiler:
Image
its the diameter of the milky way.
"Any sufficiently advanced technology is indistinguishable from a completely ad-hoc plot device"
— David Langford
Spoiler:
cannonfodder wrote:it's funny because sonic's face looks like a * and faces aren't supposed to look like a *

Error
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Re: RP Faction Ships, Weaponry and Technology

Post by Error » Tue Mar 04, 2014 3:37 pm

We're not on the very edge of said Milky Way, so jumping the diameter of the galaxy outs you outside the galaxy.
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Re: RP Faction Ships, Weaponry and Technology

Post by Prototype » Tue Mar 04, 2014 3:47 pm

Spoiler:
Tech: Gamma burst array

Type: big fucking gun

Faction: NSCD

Summary: Creates an intense burst of directed gamma radiation.


Device: Shiva cannon

Function: The main cannon of the Archetype. A GBA is used to fire a gamma ray burst across long distances. The penetration power coupled with the ionising effect of the gamma (gamma ordinarily doesn't ionise much, but when you have large amounts a considerable effect can be observed. In theory we can be ended by one) radiation, and can effectively fry a ship from the inside.

Cost of production: 9/10

Effectiveness: 9/10

Time range of use: don't keep track of time. However long the Archetype's been around
Spoiler:
Tech: Protonic crystalline computer system

Type: computer

Faction: NSCD

Summary: powerful processor mostly immune to EMP effects.


Device: Standard NSCD brain

Function: ^

Cost of production: 2/10

Effectiveness 5/10

Time of range of use: After the genesis revolution.
Spoiler:
Image
Mistake Not... wrote: This isn't rocket science, *!
Image

Spoiler:
Image

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