Ambrosia Garden Archive
    • If the Swarm Cannon had a non-guided mode, would that make it more effective? Maybe if you could alter the spread (15ş-45ş) of the projectiles too...

      Would another feature of a P-Sword be to pass through another P-Sword, or to adjust so another P-Sword didn't (1 second delay)? You could have some interesting sword fights that way; you can switch your sword's phase for a 1-second advantage.
      Although in general, I like the idea. It's nice to have high-powered guns, but it certainly adds something when some of the best damage is HtH.

      And should Plasthrowers really work that far? I can't imagine aiming with that sort of thing at more than 100m. It is a continuous stream, remember?

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      • CCS Sacred Promise (DE H c-3)
      o SCS Pillar of Autumn
      Our conviction is like an arrow already in flight.
      Your life will only last until it reaches you.

    • Sword fighting is cool and the image of a swash buckling person having hugely complex fights is cool too, but still a secondary weapion would be usefull I mean how many movies have you seen where theres those pauses where the hero could just punch the lights out of the bad guy but they don't?
      Maby somthing more common that has got nothing to do with P tec (I'm not saying it a bad idea though).

      Who thinks I should change my sig?
      And please tell me what you think about my plasma Cannon/Rifle in my first post?
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      "Time is only a guide
      line"

      (This message has been edited by 9024 (edited 02-09-2002).)

      (This message has been edited by 9024 (edited 02-09-2002).)

      (This message has been edited by 9024 (edited 02-09-2002).)

      (This message has been edited by 9024 (edited 02-09-2002).)

    • Misericorde - The Misericorde is a small dagger with an electrified blade. Commonly carried as a sidearm, it allows the wielder to seize a moment of opportunity and stun the opponent, making the death stroke all that much easier.

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      • CCS Sacred Promise (DE H c-3)
      o SCS Pillar of Autumn
      Our conviction is like an arrow already in flight.
      Your life will only last until it reaches you.

    • How about a stun gun that fires a small dart into the oponent then using it as a miniature lightning rod and fireing a bolt of electricity, forcing the muscles to spasm so he/she/it drops what ever is in his/her/its hand or give it breathing problems.

      Or maby a gauntlet using P tec to make it heavier than normal when it hits so it gives a better punch.

      All my ideas can be changed or used by any one as long as thay give at least a little bit of confermation that theay used my idea or you could just use it with out doing any of the confermation crud I don't care. 🙂

      If you use my ideas you can name them any thing.
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      "Time is only a guide
      line"

      (This message has been edited by 9024 (edited 02-09-2002).)

      (This message has been edited by 9024 (edited 02-09-2002).)

    • The common man's melee weapons:

      Metal pipe.
      Brass Knuckles.
      Shiv.
      Chains.
      Steel-toed boots.

      All good for close quarters, batteries not neccesary, and at the low low price of $9.95.

      I don't see these kind of weapons ever going out of style, especially for those that don't have money and beat people up. Free and brutal.
      Marines on the other hand would probably have something more like a combat knife and training. Probably not P-tech or electrified. Just really sharp.

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      "That was quick."
      "Well you know, when you don't do it right it doesn't take as long."

    • Prsonally, I feel personal P-weapons should be limited to
      A) Earth shock troops/special forces
      🆒 the security forces of massive research corporations
      C) really dang rich ior lucky ior usefull to the Earth government mercinariesand even then they should be REALLY rare.

      Ships most likely would have "canned" P-weapons, which do one thing only (ie, convert black water (read: ship's waste) into energy) and those would be most common on Earth ships, rich/lucky merc/pirate ships, and research corporation security forces ships.

      I have a similar concept in something I'm working on called field effectors, which turn matter into energy and vice versa, and put fields into places at a distance. Most of them use "canned" caculations, as the processing power required to calcualte an effect that doesn't have a special formula and has to be solved generally dwarfs the capabilites of almost all known computers, ESPECIALLY with the fact that said calculation must be done before it becomes obsolete due to passage of time - elapsed time to obsolecence averaging 1.5E-13 seconds. Thus massive research is put into finding the specific effector formula for, say, hyperdrive. Mathematicians spend centuries finding special-case formulas from the General Formula of Field Manipulation.

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      Seen on a Claymore anitpersonell mine: "Do not eat"

    • How about more stuf on ships, if we used the ship classes from ares it would make comparing different ships V. easy (making new ship classes is good too).
      What about some bacic ships like the shuttle craft from EV that could make new ships by just making variances to the origanal ship desine (sorry about the spelling :redface: )

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      "Time is only a guide
      line"

      (This message has been edited by 9024 (edited 02-10-2002).)

    • I'd say that P-tech would be uncommon, but not hideously expensive. If you remember, FTL travel operates off P-drives (conversion to tachyons). If there is to be a major limitation on P-tech, make it size rather than cost. We don't want P-pistols that guarantee kills, even if exorbitantly expensive. And ship class that would have a P-drive is big enough to hold one.

      As for ship classes, I don't think that they should be the same as Ares. Military ships should vary between factions, to provide some variety in tactics. Also, there should be an abundance of civilian ships, since some of us might want to trade instead of blowing stuff up.

      If I were to establish ship classes, I'd put down the following as guidelines:
      () The USC relies largely on Capships and powerful weaponry more than speed. They are capable of subduing planets from orbit.
      (Proposed: Dreadnought, Carrier, Battleship, Destroyer, Corvette, Escort)
      (
      ) Pentagram worlds have only one or two types of larger ship, and an emphasis on mid-sized ships. They often employ a militia force, drawing from non-faction ships. They have ships intended to transport troops to the surface
      (Proposed: Tender, Frigate, Gunship, Cutter, Cruiser, Transport)
      () The only function of Corsair rackers is to deploy the smaller fighters that allow them to besiege an enemy for capture, as well as a "Privateer" ship designed specifically to dock with unwilling ships. They have limited planetary assault capabilities.
      (Proposed: Rackers, Privateers, Lighters, Scouts, Interceptors, Freighters)
      (
      ) Civilian ships do not appear threatening, although there may be concealed surprises. Most of the skills seen in dedicated warships can only be seen after costly upgrades.
      (Proposed: Shuttlecraft, Clipper, Cargoship, Hauler, Caravel, Tanker)

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      • CCS Sacred Promise (DE H c-3)
      o SCS Pillar of Autumn
      Our conviction is like an arrow already in flight.
      Your life will only last until it reaches you.

    • I'd suggest a few other classes:

      Drone Carrier (special)
      carries a supercomputer and a whole bunch of drones, which are basically guns and sensors bolted to engines. It releases the drones, and the supercomputer manuvers them as a swarm. Very vulnerable to area effect weapondry.

      Missle Frigate
      Missles. Lots thereof. Counters the above.

      Phase Cannon FrigateOne spinal mounted railgun that's so fricking powerful, the slug transitions out of our universe. Damage is done by a magnetic "wake" which tears all charged/magnet-attracting surfaces (including blood, NASTY).

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      Seen on a Claymore anitpersonell mine: "Do not eat"

    • What sort of sizes are these ship classes?

      What about destroyer class ships which are small and have mabey only one big gun of some sort, and be used for cannonfodder or in groups of different types, each with a special use in the squad (eg one to take out the stasis fields and another one to desable the engines .....).

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      "Time is only a guide
      line"

    • Hold on a second.. you know hardly anything about the factions and you're already into the precise ship classes?

      Here is some more info:

      USC: The most established, prosperous, advanced empire in Manspace. Fleet power is roughly equal to the combined fleets of every planet in the scattering. The army is smaller, and elite. The citizens of the USC enjoy certain privileges, such as a constitution, code of laws, freedom from conscription and birth mallets.

      USC O-Force: After the settlers had established themselves, a wave of anti-social nausea swept the different sects of humanity. Wars were common, and as the largest, strongest power by far, the USC had to put down many of these assaults on it's own territory. The conquered planets became too numerous to administer from Earth, and the USC would not commit genocide. They formed an 'O-Force', a temporary governing body that would administer the worlds with an occupation force. The USC O-Force is now, after a 250 years, a government in it's own right. The soldier's staged a revolt 200 years ago, and to prevent future such, all USC forces are exchanged with USC O-Forces regularly.

      Dauron Pact: The largest collection of worlds, the 'Dauron Pact' is not an empire as such, more of a large group of settlers who early agreed on a non-aggression pact in their area. 400 years and the non-aggression pact is now a pact of mutual defense against other powers. Dauron's trade mostly with each other, nor do their high tariffs impact their economy greatly - their systems and planets are all rich in resources. The Dauron's represent the greatest economic force besides Earth. Also, the word's 'Dauron Pact' has filtered down into the language, meaning an agreement that has grown out of proportion.

      Fibyo 'Hegemony': Originally settled by refugees from the collapse of the Kruybi by the USC. At the tip of Manspace, the Fibyo's operate as a small but aggressive empire that has begun many wars and regularly trades shots with neighbouring planets. The Fibyo's are perhaps the most freedom-constricted people of Manspace, and their government operates as a neo-communist dictatorship. The economy in terms of money, was so pitiful that the Fibyo's abolished money altogether, and now purely barter (when they do not attack/conquer.) Their ground force, very large and modern, is often at work pacifying their own planets. Their spaceship force, smaller, relies on numbers and massive cheap construction. They often use forbidden weapons wantonly, like Nuke-tons.

      I'll do more on this when I have the time.

      A note on ship's: When I founded this galaxy, I didn't originally want it to populated by numerous classes of many varied ships (like you seem to want) but for factions to have a few particular unique ships they often use. Technology is an evolving thing, and it's not practical for most economies to update and upkeep a wide variety of relatively new spaceship classes, but take the tried and true and modify it slightly for new roles. For instance, their are many ship classes in our RL navies, their are frigates, corvettes, aircraft carriers, battleships... but most of these designs are based on one design. In fact, I see only 2 actual designs in mainstream navies, the frigate-to-battleship type ship (long and aquiline with guns and missiles) and the carrier (large and flat-topped.) In the future, there should be one or 2 designs, and any variety comes from modifying them heavily. Ah, so basically I'll leave it to you to design the ship's, but follow these precepts:

      Strong Economy : Small, very fast, very maneouvrable, computer controlled, heavily protected, minitiarised pocket-battleships with small elitist crews.
      Medium Economy : Medium-to-large ships with moderately powerful computers and weapons with medium sized crews.
      Weak Economy : Large slow, cumbersome ships with cheap area affect weapons, primitive computers and very large crews.

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      There are only 3 kinds of people: those who can count, and those who can't.

      (This message has been edited by Joveia (edited 02-11-2002).)

    • Well, we may only have two major classes of ships. However, we also have to include transports and fighters.

      With this in mind, we should probably define ship classes via the following attributes:
      Weaponry (T) - However much the ship can devote to weaponry
      Fighters (T) - Onboard Fighter space, and Upgrades
      Troops (T) - Capacity to carry troops, and Transport them
      Cargo (T) - Amount of Cargo space
      Hull (T) - Natural defenses of the Hull
      Total Tonnage - All of the above added

      Note that Fighters and Troops might not refer entirely to what it can carry. An onboard repair system would go in the Fighters storage in addition to the individual tonnages of the onbardd fighters. Unless the Troops section has special upgrades, a Transport would have to land to deliver rather than dropping from orbit or using shuttlepods.

      I'm not going to propose any ships tonight, but when defining them, use this:

      Name W-xx F-xx T-xx C-xx H-xx (xxT)
      Usual configuration at the time of the story

      Should keep it short. I still hold by my proposals, as they were pretty general and still work for the more specific factions.

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      • CCS Sacred Promise (DE H c-3)
      o SCS Pillar of Autumn
      Our conviction is like an arrow already in flight.
      Your life will only last until it reaches you.

    • I suspect fighters and hull won't be as supportive as they are in an RL navy. Let me quantify the techs now...

      Ship Defensive:
      Stasis Field
      Particle Dispersion Field (PDF)
      Light Shield

      Ship Offensive:
      Missiles/Torpedoes
      Particle Beams
      Laser Weapons
      Plasma

      This situation I propose is; hyper cannons cannot be mounted on P-enabled spaceships, make trading shots between ships/planets go very heavily in favour of ground weapons. Therefore, emphasis is placed on ground troops, landing outside of a hyper cannon's area of fire, and conquering the city/power generator/hyper cannon. Technobabble to support this may be that hyper cannon's require anti-matter generators+ to power and the probability fields of ship's destroys the anti-matter stores and process. Defensive platforms that could have this are not therefore omnipotent, for they lack movement (not exactly a threat to a besieging force if they don't want it to be...) and since they orbit planets, you would need a large number to oppose a force w/manouvrability. Hyper cannons are really expensive also. A way around this cap would be to have an invading force arrive via a P-gate.

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      There are only 3 kinds of people: those who can count, and those who can't.

    • Quote

      Originally posted by Pallas Athene:
      (
      With this in mind, we should probably define ship classes via the following attributes:
      Weaponry (T) - However much the ship can devote to weaponry
      Fighters (T) - Onboard Fighter space, and Upgrades
      Troops (T) - Capacity to carry troops, and Transport them
      Cargo (T) - Amount of Cargo space
      Hull (T) - Natural defenses of the Hull
      Total Tonnage - All of the above added

      Name W-xx F-xx T-xx C-xx H-xx (xxT)

      (/B)

      please give example of this.

      Im not going to post stuff here for a while because im sick at the moment and i have to stay in bed
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      "Time is only a guide
      line"

      (This message has been edited by 9024 (edited 02-12-2002).)

      (This message has been edited by 9024 (edited 02-12-2002).)

    • so this place is dead?, man i must have murderd this place real bad. :frown:

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      "Time is only a guide
      line"

      (This message has been edited by 9024 (edited 02-18-2002).)

    • not you in particular, this place is on its way down. Death is inevitable.

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      NEW NAME FOR THE DREADNOUGHT
      The Hard-Boiled Egg
      Why?
      Because she cant be beaten!

    • Joveia's taken something of a hiatus again, so this topick may sink into obscurity. Keep it afloat if you like.

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      "That was quick."
      "Well you know, when you don't do it right it doesn't take as long."

    • dose any one want to keep this place alive? as long as some one else (so im not posting to my self 🙂 ) wants to post stuff hear then i'l tag along.

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      "Time is only a guide
      line"

      (This message has been edited by 9024 (edited 02-19-2002).)

      (This message has been edited by 9024 (edited 02-19-2002).)

    • I'll post when I have time. Right now I'm catching up on... well, everything 😉

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      • CCS Sacred Promise (DE H c-3)
      o SCS Pillar of Autumn
      Our conviction is like an arrow already in flight.
      Your life will only last until it reaches you.

    • (quote)Originally posted by Pallas Athene:
      **I'll post when I have time. Right now I'm catching up on... well, everything
      any way please give me a example of this so I can get on a role again:

      (quote)Originally posted by Pallas Athene:
      (
      With this in mind, we should probably define ship classes via the following attributes:
      Weaponry (T) - However much the ship can devote to weaponry
      Fighters (T) - Onboard Fighter space, and Upgrades
      Troops (T) - Capacity to carry troops, and Transport them
      Cargo (T) - Amount of Cargo space
      Hull (T) - Natural defenses of the Hull
      Total Tonnage - All of the above added

      Name W-xx F-xx T-xx C-xx H-xx (xxT)
      (/B)(/quote)

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      "Time is only a guide
      line"
      **