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Posted: Wed Sep 23, 2009 10:02 pm
Explanations!
The Keotria are robots, they do have individuality, but they also have a hive mind sort of thing going on, it's split. This would make it difficult for more than one to be played in the same area by different players, since they would on some levels be the same character.
The Iddi are very disgruntled and generally don't like any other races, and most of those who don't fit in that generality are violently racist. It would be incredibly unlikely that an Iddi would play anything other than a hostile role in this RP at this time.
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Posted: Thu Sep 24, 2009 6:19 pm
 Here's the regions map. From the bottom right Orange: Uubec Red: New Terran Colonies Green: United Sol Territories Blue: Sikantiil White: Independent Territories Light Red: _______ Light Green: _______ Black: Iddi Territories Gray Strip: Demilitarized Zone Dark Green: Independet Republic of the Boragi Dark Purple: Oosan Yellow: _______ Light Purple: _______ Pink: _______ Other sort of blue at the top: Keotrian Institute of Exploration That's right, we have five territories that have yet to have their race created
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Posted: Thu Sep 24, 2009 7:10 pm
Sidenote: everything other than galactic standard measurements, such as the primary large unit of time the Cycle, .73~ earth years, everything shall be in metric. edit: Preliminary version of the Oosan has been completed
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Posted: Fri Sep 25, 2009 10:54 am
Casting for the Ariel; We will need the following: A total of 12 crewmen, only 6 or so are necessary to begin with At least 2 Humans, both are needed to start; Positions: Captain and kickasschick At least 2 Oosan, only 1 is needed to start; Positions: FTL Engineers At least 1 Uubeq, not required to start; Positions unspecified At least 1 Sikantiil, not required to start; Positions unspecified
The remaining six characters can be of any playable race.
Positions to be filled
Captain (Human): Second-in-command: Engineers (3-4;2 Oosan, 1 Human): 1 2 3 Marine-type-people (3-4; 1 Uubeq, 1 Human): 1 2 3 Medical Person: Agriculturalist (to run the greenhouse):
Depending on the amount of soldiers, engineers and characters that hold more than one position there may be more roles to be played. Players will be allowed to play more than one character. In addition there will likely be a large number of NPCs, I will be handing them out to anybody who wishes one.
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Posted: Fri Sep 25, 2009 11:19 am
So here's the initial version of the skeleton Quote: Lily564aCharacter: BobSpecies:Rodalite Gender:Male Age: 26 Homeworld: Migdafar ____ Physical Description: Any field that is given an extra space should have Personality: At least a paragraph Biography: Preferably more ____ Skills: Knitting Talents: Can twitch his ears Hobbies: Playing the fiddle ____ Ship Stationed On: NTC Ariel Reason for Being There: Believes he owes a great personal debt to captain Schawtzisfasse. [i]USERNAME[/i]
[u][b]Character:[/b] [size=18]NAME[/size][/u] [b]Species:[/b] [b]Gender:[/b] [b]Age:[/b] (in cycles [1 cycle = .73~ years]) [b]Homeworld:[/b] (Where they were born, not where their race comes from) ____
[b]Physical Description:[/b]
[b]Personality:[/b]
[b]Biography:[/b] ____
[b]Skills:[/b]
[b]Talents:[/b]
[b]Hobbies:[/b] ____
[b]Ship Stationed On:[/b] NTC Ariel [b]Reason for Being There:[/b] (two sentences or less)
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Posted: Fri Sep 25, 2009 8:49 pm
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Posted: Thu Oct 01, 2009 12:45 am
As we have a number of races already, and a number of races in development I would like to take this moment to reorient the conversation of this thread to the purpose of weaponry.
Now, for the moment we're going to pass on the subject of ship sized weaponry, the Ariel might be armed but she is not a battle craft so that all doesn't matter very much until we get some bigger ships going; But I also want to state/restate/whichever that though there will be battle any RP that seeks to last needs to have much more than just shoot'em-up gun play, sword play, and other action, for the most part our armaments will act as plot objects.
What we do need is some pistols, rifles, and other such small arms, the Ariel is a criminal enterprise, her crew is not doing business with the nice sorts of people most of the time. As the universe contains both new and old races on the stars there will be supertech weapons, and there will be bullets shot by exploding stuff down a tube with spiral grooves in it.
There will over all be four categories of weapons
Projectile Weapons Anything that accelerates units of mass so that they collide with and damage whatever they hit.
Plasma Weapons Anything that accelerates units of highly energized gas to impart their energy on and damage whatever they hit.
Energy Weapons Anything that creates radiation and uses it in whatever form to cause damage (EMP bombs, Lasers, etc).
Force Weapons Anything that uses the forces and processes of physics to cause damage, such as warp cannons, gravity bombs, and various uses of wormholes.
But for the moment we won't be dealing with force weapons very much.
Projectiles and plasmas lend themselves best to small arms, lasers will be there too but no matter how you do it you need lenses of some sort, at specific lengths, at best an effective laser would be the size of a modern shoulder fire rocket system, with probably a backpack fusion reactor.
Plasma weapons will be divided into classes(A,B,C...) based on the amount of power they use, and types(1,2,3...) based on how they work.
For instance the Keotrian Protectorates are armed with a single large A class, type 2 Plasma Projector Dish (weapons are always classified by their strongest setting).
Class A was previously the most powerful grade of plasma weapon thought possible, but since then new technologies have opened up the AA, AAA, and Special classes.
Type 2 plasma weapons function by creating an external magnetic field, and injecting energized plasma into it, then, using the field a as a conduit/tube, the plasma is pushed into contact with the enemy. The main flaw with this type is that it's range is very limited, but it is capable of immense energy output, and can be used to generate barriers against other plasma weaponry.
Type 1 plasma weapons internally create a magnetic field, then inject energized plasma into the field in such a way that the field is sustained by that plasma, then the package is propelled in much the same way as a coil gun fires it's projectile; Though the much lower mass allows it to be thrown faster with less energy. Type 1 plasma weapons' range is only limited by how much energy is injected, even a D class can cover many hundreds of kilometers before it begins to dissolve.
By far most small arms are type 1, between C class and E class, though a number of lesser weapons are used where non-lethality is key. Therre are no B class small arms.
Type 3 plasma weapons are essentially bombs, the device creates a highly energized, highly compressed plasma within a stationary field, then suddenly turns off the field. The plasma expands rapidly. Type 3 devices are very effective even at weak classes. It is fairly common for larger bore projectile weapons to have type 3 devices inside the projectile, the field being deactivated when the device is crushed against the target.
---
Projectile weapons, besides the hundred of categorizations we have modernly, are mainly grouped by how it is fired.
Rail guns the bullet travels between and in contact with two rails, possibly using a sabot; an electromagnetic interaction resulting from the bullet bridging the two rails, which are highly charged, causes the bullet to rapidly accelerate. Rail guns are capable of incredible muzzle velocities and accuracy.
Coil guns A number of electromagnetic coils are positioned in, or around the length of the barrel with a bullet at the breach. The first coil activates and the bullet is pulled down the barrel, as the bullet reaches the first coil it shuts off and the following coil activates, pulling the bullet further and accelerating it at the same time. The process continues for each of the following coil until the bullet exists the barrel. Coil guns are exceedingly simple and still capable of a lot of power, they can also be made small a lot easier than rail guns.
Combustion guns Not even gonna waste my typing to explain this. Combustion guns have the benefit of not needing a power source, and not being effected by circuit targeting weaponry like EMPs, also when made out of the right materials they can be very hard to detect. The drawbacks is that they aren't very energy efficient, as a result their bullets travel slower and with less force, most armor can stop them easily.
Also, completed more of human history, on the United Sol Territories page of the wiki
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Posted: Thu Oct 01, 2009 7:14 pm
In generalized terms here's how the classes progress.
G - Licking a 9volt battery There are no actual G class weapons, but this sort of power level can be very effective for cleaning things, especially in medical applications
F - TAZER F class doesn't hold enough energy to do much physical damage, but if it's designed right it can impart it's energy in the form of electricity, giving it a stun effect; similarly designed devices of greater classes are used to target electrical equipment instead of kill
E - .22-.35 caliber :: Small pistols D- .44-.75 caliber :: Large pistols through rifles and smaller mounted weapons C 1.0-6.0 caliber :: Anti-tank
B - 500-20,000lb bomb
A - Kilotons to tens of megaton AA - Hundreds of megatons to gigatons AAA - Tens to hundreds of gigatons
Special - Teratons and above :: Special class plasma weapons are exceedingly rare because of how inanely powerful they are, it's far more common for special class devices to be used for non-military purposes, such as detonating a planet to improve mine-ability of it's resources; and even then it's rare. In one case a very large special class device was used to disrupt a super-massive star's cycle, preventing it from going supernova near a population center.
As mentioned in G class, this scale is not used only for weapons, but any plasma emitting system, similar to how the laser in your CD drive is classed by the same system as engraving lasers
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Posted: Fri Oct 02, 2009 8:51 pm
Plasma, Energy, and Force weapons come in two sorts, Solid State and Actioned
Just as with computer memory storage devices; Solid State means that nothing moves, all of the operations of the weapon occur electronically and by control of a self contained computer. Characteristically small arms sized SS plasma weapons are superior. In terms of malfunctions there are no mechanics to jam, bearings to grease, springs to replace, etc etc. Since they operate entirely by computer control they can be finely tuned in both the magnitude of it's discharge and the confinement of that package. Since they're made to higher precisions with more complex systems using better materials they are also more expensive, on the order of five to ten times so, but it's a cost worth paying if you can pay it.
Generally speaking most modern militarys prefer SS weaponry as it requires less maintenance and the ammo is stored in a much denser form; The higher end models can carry as many as 80 full power rounds, and upwards of 500 low power rounds. As well, since one cartridge can hold much more energy you only need a few, so it's more useful to just refill them.
Actioned weapons pretty much only have the benefit of being cheaper. They also tend to be more bulky. To make them cheaper cartridges exist in a small number of standardized sizes and formats, and generally only function once, needing a complex remanufactering process to become armed again.
Within both weapons systems there are unified cartridges and specific ones, the difference being in whether the projectile's constituent gasses and the energy it's to be imbued with are in the same device; Some weapons, especially the high power ones, have an integrated stable power source, such as a micro-fusion reactor, inside the weapon, allowing for smaller cartridges to carry the same amount of gas, and the fighter to carry more ammunition.
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Posted: Sat Oct 03, 2009 1:38 am
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Posted: Sun Oct 04, 2009 7:35 pm
Now, specifics on the NTC Ariel   She is a cargo running ransack. Created from the parts of many ships, some military, most not. Her main features are the armor shell on ether side, eight external reactors as well as a number of internal ones, eight FTL drives of different sorts and powers, A moderately sized docking bay (seen on right shell section), a military grade shield generator (the claw shaped thing on the side), a heat shield who's source is not entirely clear (the paneled underbelly in the side view), and a fairly large greenhouse (the slated section nexto the claw). The reactors, displayed in their extended form, are normally held mostly inside the ship, but are mounted so they can be extended out or even ejected if their reactions begin to produce more radiation than their shielding can protect against. The greenhouse serves two purposes, first it helps feed the crew more reliably, and second it produces well more than they need, allowing the extra to be sold in markets for profit. The Ariel's armament is mostly negligible, she has a number of C class cannons and two railguns, enough to pose a threat but by no means an attack vessel. On the other hand her shields surpass most larger vessels, so it would take some serious firepower to break through. Her docking bay can hold up to eight vessels, but it's usually mostly empty. Of the regulars there are two small fighter craft. One is a super-lightweight 'scraper', modified to be even lighter and given a number of stealth devices, it's used mainly for scouting and has very little firepower, but since it's so light it's capable of great speed and agility. The Scraper model was initially designed for warfare in systems with large amounts of stellar debris, it's agility allows it to dominate inside of asteroid belts, and often fly so close to atmosphereless large rocks that they can't be differentiated from them, even mere inches, hence the name. The other is a much heavier vessel, and armed to the teeth. Slow moving, heavily armored, it is deployed when an escort is needed. The third ship always found there is a transport, about the size of a UHaul or short semi truck, it is unarmed, barely armored (as the weight would reduce it's capacity), and no meaning of the word fast applies to it. Any other ships present in the bay ether belong to the crew or someone who is visiting. There are a number of airlocks, the main one is on the left (far) side of the ship's main column and is used for docking with stations, it's entrance is two stories tall and domed over; the bottom half of the circle is used for fuel and resource feed lines. The other airlocks are used for accessing the outside of the ship and cannot be connected to. The Ariel is capable of housing 30 people comfortably, but it only needs about eight people to keep it running. As a smuggler's ship there are numerous hiding places, secret pathways, and other such things all over the ship. Internally she's very similar to a submarine, only more spacious.
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Posted: Sun Oct 04, 2009 10:07 pm
As an example of the Ariel's scale:  The top ship is a mid-sized cargo freighter, very common in the universe. The bottom ship is a modified scout cruiser, one of the smallest generic classes of military ships.
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Posted: Tue Oct 06, 2009 6:34 am
Ok so, we need to establish a date, since I don't remember doing so already, let's go with say, 4417 by earth years, though each race will have, and will probably still commonly use their own system, as well as a galactic standard, which we'll make... 6220...
Time wise each planet will have a local time, off planet there will be a galactic time
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Posted: Tue Oct 06, 2009 12:28 pm
did all sorts of updates to the wiki, weapons, armor, etc
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Posted: Wed Oct 07, 2009 5:50 pm
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