Full Stop and Overload
Aug 20, 2015 0:13:13 GMT -8
Post by JW% on Aug 20, 2015 0:13:13 GMT -8
"FULL STOP AND OVERLOAD (FSO): An early star ship command that triggered all the ion engines to switch into a race condition, firing all thrusters in all directions and spiraling the ship out of control as all compete for superiority at once. A truly masterful captain intimately familiar with their ship could ride this mass of conflicting thrust and use all the contradictory sensor signals to evade enemy fire against even the best battle programs. When used by most captains, this would tear the ship apart."
((I just love the music, okay?))
The Creche system was known for it's advanced technology and manufacturing capability, constructing weapons and vehicles far and wide. But in the quiet cold war era between the Terran Star Confederation and all of it's enemies on every side, it took one visionary to turn the Creche system into the leading name for Starship production and design. This visionary would gather the eccentric experts in numerous fields and bring them together for a project that would save numerous Confederation worlds as the forces of the Aether Empire advanced their ships into civilian space. But could all these individuals work together and find a way to design the ultimate starship in time and within budget?
Sign ups don't really need a character skeleton, but give me a name, a bit of stuff you can identify the character by, and a specialty for what they can design on the starship. Examples of this would be if they work on weapons, computers, thrusters, faster than light drives, engines, or defenses. OR if you want to take charge, we need somebody to play the "visionary", who primarily needs to recruit and keep everyone working together. The Terran Star Confederation is primarily made up of humans or near humans(genetic engineering or eons of living in an alien environment sometimes led humans to be... different), but feel free to have your character be alien or even a synthetic life form if you wish.
Character Skeleton:
What makes a starship? First of all, a sealed hull. Then a power generator or core. A control room(bridge or cockpit depending on size of the ship) and a computer system*. Sub-light thrusters, typically ion thrusters that draw power directly from the generators. Supra-light drives** if the ship is going to go anywhere interesting in a reasonable amount of time. And that's it.
However, communications arrays, sensor arrays, cloaking devises, various kinds of shielding arrays, weapons of all different kinds, transporter rooms, and many other things(I'm fully open to a player giving me a random suggestion) are often added to the ship.
*Starship piloting is very difficult and complicated. Starship COMBAT is difficult, complicated, fast moving, and takes place over vast distances where you might not even get to see what just vaporized you. Computers will take commands like "fly here, shoot that" and calculate all the thruster burns needed to do just that and attempt to anticipate when the best time to discharge weapons would be. Thus a programmer is likely needed on the team of protagonists.
**Supra-light drives in this setting are based on the Alcubierre drive theory. A field of warped space is generated, allowing ships to remain within standard space/time and not suffer from issues of relativity, while still traveling at speeds exponentially larger than the so called constant of the speed of light(which, itself, is not actually constant, but it's the best measurement in relativity). To avoid any of the Einsteinian math, we simply refer to the speed being traveled as "Drive Factors".
The side effects of this is that part of the drive creates a sort of shield around the ship that avoids matter(pushing it out of the way) or overloads the field stopping the ship, providing the most basic form of ship protection. However, this warping of space is easily identifiable by faster than light sensor arrays. The 'faster' a ship goes(the stronger the drive field generated... the ship doesn't have to actually move, it could simply be generating that field to resist an incoming asteroid), the more 'noise' it makes. Faster than light travel is not sneaky. Ships, however, can still be quite sneaky.
As the game opens two ships, the Excalibur class designed by Pendulumwriter and the Flying Mudkip designed by Mekasoundwave, will be... acquired by our protagonists to be reverse engineered. It is to be assumed that these are the standard for their size of starships of a certain faction, at the time of the game starting. By the time our protagonists actually get their ships out, it will be outdated(if only because the protagonists will have just made a better one).
((Work in progress but I will be accepting sign ups))
((I just love the music, okay?))
The Creche system was known for it's advanced technology and manufacturing capability, constructing weapons and vehicles far and wide. But in the quiet cold war era between the Terran Star Confederation and all of it's enemies on every side, it took one visionary to turn the Creche system into the leading name for Starship production and design. This visionary would gather the eccentric experts in numerous fields and bring them together for a project that would save numerous Confederation worlds as the forces of the Aether Empire advanced their ships into civilian space. But could all these individuals work together and find a way to design the ultimate starship in time and within budget?
Character Skeleton:
[b]Name:[/b]
[b]Appearance:[/b]
[b]Personality Sketch:[/b]
[b]Special training or talents in Starship Design:[/b]
[b]Additional Notes:[/b]
What makes a starship? First of all, a sealed hull. Then a power generator or core. A control room(bridge or cockpit depending on size of the ship) and a computer system*. Sub-light thrusters, typically ion thrusters that draw power directly from the generators. Supra-light drives** if the ship is going to go anywhere interesting in a reasonable amount of time. And that's it.
However, communications arrays, sensor arrays, cloaking devises, various kinds of shielding arrays, weapons of all different kinds, transporter rooms, and many other things(I'm fully open to a player giving me a random suggestion) are often added to the ship.
*Starship piloting is very difficult and complicated. Starship COMBAT is difficult, complicated, fast moving, and takes place over vast distances where you might not even get to see what just vaporized you. Computers will take commands like "fly here, shoot that" and calculate all the thruster burns needed to do just that and attempt to anticipate when the best time to discharge weapons would be. Thus a programmer is likely needed on the team of protagonists.
**Supra-light drives in this setting are based on the Alcubierre drive theory. A field of warped space is generated, allowing ships to remain within standard space/time and not suffer from issues of relativity, while still traveling at speeds exponentially larger than the so called constant of the speed of light(which, itself, is not actually constant, but it's the best measurement in relativity). To avoid any of the Einsteinian math, we simply refer to the speed being traveled as "Drive Factors".
The side effects of this is that part of the drive creates a sort of shield around the ship that avoids matter(pushing it out of the way) or overloads the field stopping the ship, providing the most basic form of ship protection. However, this warping of space is easily identifiable by faster than light sensor arrays. The 'faster' a ship goes(the stronger the drive field generated... the ship doesn't have to actually move, it could simply be generating that field to resist an incoming asteroid), the more 'noise' it makes. Faster than light travel is not sneaky. Ships, however, can still be quite sneaky.
As the game opens two ships, the Excalibur class designed by Pendulumwriter and the Flying Mudkip designed by Mekasoundwave, will be... acquired by our protagonists to be reverse engineered. It is to be assumed that these are the standard for their size of starships of a certain faction, at the time of the game starting. By the time our protagonists actually get their ships out, it will be outdated(if only because the protagonists will have just made a better one).
{The five maxims of starship design:}"Ships are destroyed by the mistakes of their designers, not by the enemy."
"Never economize on the crew space. If a crewman can't sleep, he can't fight."
"Be sure that your ship can run if it can't fight, and fight if it can't run."
"The best ship is the simplest ship that can accomplish its mission."
"For each perfect ship, there is an equal and opposite countership that will be
able to destroy it."
"Never economize on the crew space. If a crewman can't sleep, he can't fight."
"Be sure that your ship can run if it can't fight, and fight if it can't run."
"The best ship is the simplest ship that can accomplish its mission."
"For each perfect ship, there is an equal and opposite countership that will be
able to destroy it."
((Work in progress but I will be accepting sign ups))