The driving
ship technologies are generally about
the same for all of the
. Each
corporation, however, does have its own set of standard ships designs that it employs.
Ship Technology
Space Travel Technology
Thrusters
Thrusters are the oldest method of making a space vessel move,
and also both the simplest and cheapest. They run by the same
principle as rockets, and while there have been small improvements,
the concept is pretty much the same as it has been since the first
Terrans made their way to the
.
Thrusters are used primarily for steering and maneuvering rather
than main propulsion in most spacecraft, although
notably has
several ships that are completely powered by thrusters.
Gravitational Field Drive
Designed by ,
GMD propulsion was an early attempt at gaining the ability to
travel at light speed. Unfortunately, unforseen factors made
its use in light-speed travel impossible. However,
GMD is the prefered method of moving around at sub-light
speeds.
Using an electromagnetic field, GMDs produce a quantum vortices
of lattice ions which create a gravito-magnetic field. The
projection of this field forms a space-time curve (which is the
same as gravity) outside the ship. This allows for propulsion of
the ship.
Faster-Than-Light Drive
The FTL drive was one of the greatest achievements in space
transportation. Similar to the GFD, FTL drives work on the
basis of manipulating space-time, although it requires
significantly more energy. The drive produces a bubble of
space-time that separates it from the rest of normal space-time.
This bubble will exist for a time (approximately 2 minutes) before
it will fall apart. While travelling in this bubble, the ship is
removed from the rest of the universe, and as such, cannot be
detected (since it isn't anywhere) or contacted in any way. Once
the FTL drive is ready for another jump, the process is repeated
to bring the ship back into normal space-time at the designated
jump point (which must be completed before the collapse of the
bubble, obviously).
These space-time bubbles, however, can only reasonably be
formed at Lagrange points where all gravitational forces
are cancelled out. These points are commonly referred to as jump
points. A ship must both enter and exit at jump points. While
in a space-time bubble, as there are no other objects anywhere
besides the ship, gravity is not an issue.
Terrans stations are established at sets of jump points, which are
responsible for coordinating traffic (and controlling access in
many cases), and keeping the jump point clear of anything when a
ship is coming through. Each station is run by an
that is
linked to other stations via an instantaneous communications
device. This allows traffic to be regulated so that there are no
collisions. In busier stations, ships may be required to turn
over control to the station AIs until they successfully reach
their destination and clear the area. Because the AIs cannot
give their ships commands while they are in the process of jumping,
they must jump back to normal space-time manually. Violating
regulations at a jump point is a major offense that results in
extremely heavy punishments.
It is possible to exit at jump points that do not have stations,
but doing so may entail the risk of ramming into another ship
coming in at the same time, or hitting some object immediately
after exiting (or, while unlikely, ending up inside an object).
Sensors and Stealth
Sensors
Sensors may detect thermal emissions, radar, visual light, and magnetic
fields. Which ones are on a ship depend on the ship itself, although
radar and thermal sensors are usually present.
Stealth Technology
Stealth has been an important aspect both for surprise in warfare, and
in the constant covert warfare between
. There
are currently several types of stealth technology that are commonly
used, although many more rare methods exist.
Type 1
Type 1 stealth devices operate not by making the ship
undetectable, but by making it impossible to figure out
where they are. The philosophy is similar to simply tossing
dozens of flashbangs at someone instead of trying to sneak
past them.
Type 1 stealth devices work by sending out a massive amount
of interference in a wide range around them. While everyone
knows there is something there, they don't know what, or where.
In order to make sure they don't simply focus on the center of
the interference, the area and range of the interference in
different directions is randomly fluctuated.
Type 1 is not favoured in many military operations because it
works just as well on your friends as your enemies.
Type 2
Type 2 stealth devices work not by interfering with enemy
sensors, but by modifying their own ship output. While it is
possible to reduce emissions coming out of a ship, it is impossible
to eliminate it completely. So instead, type 2 devices work by
using a vast array of tricks to change the output so it appears
to sensors to be something they automatically ignore and
categorize along with space dust and background radiation. While
not as brutally effective as type 1, they are effective because
while technically other ships do detect them, nobody has their
sensors tell them about every piece of space dust it finds.
Type H1
H1s are modifications to the hull that makes the hull try to
absorb or scatter just about everything that could give it away. It
absorbs visual light and radar, scatters most active scans, and
absorbs heat that would otherwise be emitted. This heat is
redirected into heat sinks that can be released at a later time.
When the ship wants to become undetected, it simply stops
constantly dumping heat. However, there is a time limit as heat
sinks can only store so much heat. When the system reaches its
limit, it typically automatically begins dumping heat to prevent
the ship from blowing up. This usually gives the ship away.
Then again, so would the ship blowing up.
While effective, it does not always work against certain types
of scans, and visually, it can be seen easily when anything that
isn't pitch black is behind it.
Type H2
Despite the cleverness of type 1 and 2 stealth devices, there
is a single flaw. Someone looking out the window can still see
the ship. While this usually isn't an issue for its purpose,
there are times that one wants to try to remain undetected while
being close enough that they are in visual range in situations
where objects may be behind it (such as other ships, planets,
moons, suns, etc).
H2 stealth is accomplished through a covering of the hull that
allows it to project whatever light hits it to the other side.
There is some lag, which results in a distorting effect, but
since most of space is pure black anyway, it is rarely noticible.
This is the same technology that allows for cloaking camouflage
used by
operatives.
Due to the expense, H2s are virtually never seen except on
ships employed by the PSI.
Communications
Conventional Communication
Conventional communication used by Terrans involve sending neutrino
emissions that are detected and translated once received. Because
they are so small and on a sub-atomic level, most things are made out
of just space, they have a high chance of passing through most things.
This allows transmissions to be sent without too much worrying of them
being blocked by bodies in space, and thus, they are useful for long-range
communications.
Instantaneous Communication
Instantaneous communication stands on the idea of using quantum
entanglement. Quantum entanglement used in the form of quantum
teleportation allows that two atoms can be made to be in identical
states, regardless of the distance between them. By encoding information
into a set of states, information can then be transmitted between two
entangled atoms.
Unfortunately, this in itself does not allow for instant communication
because in order for actual information transfered, it must be done in
the form of classical information. This results in it having to be
transfered at light speeds at best, rather than instantaneously.
However, in 2105, the Baloniski Theory was developed, which allowed for
exploiting loopholes of causality and allowing the manipulation of
states in a predictable fashion.
Defense
Shields
Shields create a field that is capable of blocking high energy
weapons, such as lasers. They are, however, completely ineffective against
missiles or other physical weapons.
Armour
Armour is used to generally enforce the integrity of a ship, and reduce
the damage done by missiles, guns, or other physical projectile-based
weapons.
Point Defense System
Point defence systems use computers to track incoming missiles, target
them, and fire a lower-energy laser to detonate them before they reach
the ship. They may also be used to vaporize smaller physical objects
coming at them whether it simply be a small rock floating through
pace, or a weapon being fired.
Weapons
Lasers
Laser weapons work pretty much like any other laser, except they are much,
much more powerful. They can be blocked to some extent by shields.
Lasers are categorized as light, medium, and heavy, each of which is
categorized as type 1 through 4, type 1 being the strongest.
Missiles
Missiles are designed for various purposes, and tend to be much more
effective for destroying other ships than lasers as they cannot be
blocked by shields, and they simply have more destructive force.
Like lasers, they are categorized type 1 through 4, 1 being the
strongest.
Class-A
Class-A missiles are weapons containing small amounts of
anti-matter (less than a gram). They are designed for
penetrating heavily armoured targets, and besides preventing
their detonation, there is no known defense against them as
they can melt through all known forms of protection. Type 1
class-A missiles are ground-penetrating and good for attacking
bunkers or other underground facilities. Type 4 are capable
of penetrating through most armoured vehicles and ships.
Class-B
Class-B missiles, also informally called 'clean nukes' are
anti-matter catalyzed weapons. These weapons are more expensive,
and less destructive than conventional nuclear weapons, but
since they use anti-matter to trigger nuclear explosions that are
fission-free, they have a very low nuclear fallout. Thus, these
are a viable alternative to anti-matter bursts when targets are
not as large, and the area being targetted is intended to be
used afterwards (and thus, a nuclear fallout would be undesirable).
Class-D
Class-D missiles are missiles that have no tracking ability,
not much power, but are cheap and can be rained down upon
a target.
Class-H
Class-H missiles are designed for attacking heavy ships or
stations. They are pretty much nukes that are guided
manually by human (or on-board AI). They are equipped
with both point defense systems and shields (which render
them immune to other point defense systems).
Class-P
Class-P missiles are large-scale missiles designed for
assaulting strategic targets on planets. They are self-guided
and capable of taking evasive measures if necessary. They
detonate upon reaching a specified position, or upon command,
and they have a very large explosive radius. They are typically
detonated above most targets for a better spread.
Class-S
Class-S missiles are designed for ship-to-ship combat.
They have homing capabilities, and can track ships by
locking onto specific signiture emissions. They are designed
to penetrate armour and have a slightly delayed explosion
to allow for more damage in the case that the hull of a ship
is pierced.
Anti-Matter Weapons
Anti-matter weapons are both extremely powerful (with a destructive
potential approximately twice that of nuclear weapons), and exteremly
expensive due to how much effort it takes to produce anti-matter.
They are all based around using positrons. There are two primary forms of
these weapons.
Beams
Anti-matter beams are used first by firing a weak laser of
larger radius to clear a path of space particles. This laser
is left on until after the anti-matter reaches its destination.
After the path is cleared, a stream of anti-matter particles are
shot through the space. Upon reaching their target, the
anti-matter reacts causing a huge explosion of incredible
destructive capabilities.
Bursts
Bursts are much more technologically complex than any other
form of anti-matter weapon (and much more expensive) and are used
exclusively for attacking large ground targets (usually cities).
The anti-matter is kept within a charged energy field that
contains and protects it from surrounding matter until detonation
(at which point the field dissipates). Upon the first stage of
detonation, the capsulized anti-matter splits into many small
capsules which continue falling from different heights due to
the spread out separation. These capsules are not detonated
in the air because doing so would result in most of the energy
being lost in the form of neutrinos and gamma rays (which would be
absorbed relatively easily). Instead, they detonate on inpact,
causing a large wave-like array of tiny explosions, which have a
huge net destructive force, especially because anti-matter
can 'melt' through anything.
While more expensive and not all that much stronger than
nuclear weapons, this form of anti-matter weapon does have the
advantage that it does not leave behind much residue that will
cause long-term damage to the target (thus avoiding something like
a nuclear fallout). The detonation does, however, release
gamma rays, which can travel great distances and have a high
penetrative ability. This allows it to affect people in a large
general radius around it.
Miscellaneous Technologies
Universal Docking Port
The universal docking port, or UDP, is designed to allow for a ship
to connect with any other ship, no matter the shape. It is composed
of a ring with magnets that will clamp onto another ship and form an
air-tight seal. This can also be used simply to latch onto another ship
for towing purposes.
Standard Ship Types
McRonalds Battlecruiser (the McCruiser)
McCruiser Battlecruiser Design: Heavy Space Figher and Carrier Corporation: Defenses:
- Heavy Shields
- Extremely Heavy Armour
- Heavy Point Defense Weaponry:
- 44 type 1 class-S missiles
- 20 type 1 class-P missiles
- 4 type 1 class-H missiles
- Type 1 heavy laser array
- 6 type 2 mounted medium laser turrets
- 10 type 3 medium laser turrets Max. Speeds: FTL Acceleration: Extremely Low Maneuverability: Low Power Source: Anti-Matter Misc.:
- Standard sensor array.
- Carries up to 120 LASSIs.
Few battlecruisers (lovingly dubbed the McCruiser by soldiers) is the largest and most
powerful ship produced by the McRonalds Corporation. It is not only is heavily defended,
armed with some a heavy arsenal of weapons, but it is also capable of carrying over 100
LASSIs. However, due to its cost of production and its energy requirements, few are
produced by McRonalds, and they are only used in extremely large scale warfare. Unlike
most other ships, the McCruiser is incapable of leaving space, and must dock at a station
that has a port specifically for it in order to refuel or get repairs. It is, of course,
possible to use for refueling.
While powerful, the McCruiser is extremely high maintenance and requires a significant
crew to fly it.
McRonalds Covert Reconnaissance Ship (CRS)
CRS Covert Reconnaissance Ship Design: Small reconnaissance, scouting and covert operations Corporation: Defenses:
- Light Armour Weaponry:
- None Max. Speeds: FTL Acceleration: High Maneuverability: High Power Source: Anti-matter Misc.:
- Stealth capabilities (type 2)
- Advanced sensor array
The CRS is a small, light ship originally designed originally for simple scouting,
exploration, and playing a supporting role in fleets by acting as their eyes and
ears, so to speak. Later, it was upgraded to allow for spying when adequate stealth
technology was stolen from Groogle, the
that developed it. The
current design is built around its stealth abilities. As such, it has only light
armour and it has no shields or weapons (or anything else considered not absolutely
necessary). This is to reduce the chance that output from the ship can be detected.
It runs purely on anti-matter because fuel would release exhaust. In general, the
idea is that either you are already being protected by a giant fleet and unlikely to
get targetted since they can't see you in the first place, or if they do happen to
see you and you're on an individual mission, you're dead anyway, so why bother
with anything that would increase the chances of them seeing you in the first place?
This ship is considered an essential support ship in most military
operations. It is necessary for hit-and-run attacks due to
the lack of adequate sensors on the LASSIs themselves. Several will always fly with
large fleets so they can feed sensor data to other ships. They are also used for general
scouting purposes.
The CRS is the ship of choice for
, which uses an enhanced design for nearly
all of its operations. Among other things, PSI CRS ships use H2 stealth along with
the standard type 2.
McRonalds Light Armoured Standard Single-personel Interceptor (LASSI)
LASSI Light Armoured Standard Single-personel Interceptor Design: Light, short-ranged, general-purpose fighter Corporation: Defenses:
- Minimal shields Weaponry:
- 8 type 4 class-S missiles
- 2 wing-mounted type 4 medium lasers
- 2 side-mounted type 4 light lasers
- 1 belly-mounted type 3 heavy laser Max. Speeds: Medium sub-light Acceleration: Extremely High Maneuverability: Below Average Power Source: Fuel Misc.:
- Mounted spotlight
- Short-range sensors/communications extension
The LASSI is a small, light, short-range military fighter created by the McRonalds
Corporation to be used as a cheap, expendable, general-purpose fighter unit. It has
minimal shielding, no armour, minimal, outdated sensor technology, and a compliment of
the cheapest weapons available. It is capable of flying in atmosphere (though not very
well). It can, at best, do minimal damage to a ship with any amount of real shielding
with its lasers, although the belly-mounted laser can do passable damage to anything
with up to medium shilding. The missiles are capable of penetrating light armour and
doing minor damage to medium armour. However, due to light-weight nature of the craft,
it is capable of achieving maximum speed very quickly and has decent maneuverability
to any pilot with a few tricks up their sleeve.
The general idea is to have masses of these cheaply produced ships, each with only a
single pilot to lose, and swarm an enemy under the assumption that they probably won't
be able to kill all of you. LASSIs, with a single
, for recon,
are often used in hit-and-run attacks. They are also commonly used in large scale
battles to fight other small ships and strategically strike smaller, but vital targets.
Though scoffed at by other corporations, the use of LASSIs has proven over time to be
quite effective, although the number of casualties of LASSI pilots are alarmingly high.
McRonalds Supply And Support Ship (SASS)
SASS Supply And Support Ship Design: Small transport and refueler Corporation: Defenses:
- Medium Shields
- Medium Armour
- Light Point Defense Weaponry:
- None Max. Speeds: FTL Acceleration: Medium Maneuverability: High Power Source: Fuel/Anti-Matter Misc.:
- Short-range sensors
- 8 maneuvering thrusters
SASSes small ships designed to transport fuel, anti-matter, munitions, and supplies
needed by troops. It is used both for military and commercial purposes, although
it is most often seen used in military activities. It has an extendable fueling
tube as well as 8 maneuvering thrusters that allows it to refuel other ships while
in space. The thrusters also allow it to dock fairly quickly and easily to transport
supplies with minimal complications. It is also capable of short FTL jumps, which
allows it to quickly get supplies to its destination.
Like the , the SASS is made to be one of many. It is a cheap,
expendible ship that is usually made out of scrap parts from salvage. While it has
passable defenses, including a sub-standard point defense system which allows it to use
small, focused, computer-controlled lasers to detonate incoming missiles, it cannot
stand up to any substantial amount of fire, especially considering the fact that
it has no weapons whatsoever. Also like the LASSI, it runs on fuel. However, being
a fueling ship itself, this does not pose much of a problem.
The philosophy behind its design is that a single large transport ship is merely a
single large target, and that by splitting up supplies amoung many SASSes, while
damage is more likely, it is also reduced. Its poor sensors, however, are a constant
sources of complaints by pilots who have to use it when there aren't larger,
more sophisticated ships to feed it sensor data.
SPAM Space-to-Planet Anti-Matter Artillery Ship Design: Heavy artillery for planet-wide bombardment Corporation: Defenses:
- Above Average Shields
- Heavy Armour
- Medium Point Defense Weaponry:
- 2 front-mounted type 4 medium lasers
- 1 top-mounted type 2 light laser turret
- 1 bottom-mounted type 2 laser turret
- 1 anti-matter artillery cannon Max. Speeds: FTL Acceleration: Below Average. Maneuverability: Low Power Source: Anti-matter Misc.:
- Standard sensor array.
SPAMs are one of the larger, more expensive ships produced by the McRonald Corporation,
which has a tendency to make small ships in large numbers. It is designed as an
artillery unit, specifically for planet bombardment, although it can also be used
to attack space stations. The firing rate of the artillery anti-matter weapon is
fairly slow, however. Due to the expense of producing a ship capable of using anti-matter
weaponry, it is equipped with good shilds and extremely good armour, along with a standard
point defense system, which uses computer-guided, highly focused, light lasers to
detonate incoming missiles. It is also equipped with medium mounted lasers and two light
lasers, one on top, and one on bottom to provide moderate defence against small attackers.
However, it is expected that this ship will be supported as it would not be able to
defend itself for very long.