Obscure Technology Ideas
Moderator: Oberlus
Chronoton Weapons
Chronoton weopons which could send pieces of the ship tumbling through time. A ship "destroyed" by a chronoton weapon might have a small chance of re-appearing some amount of turns in the future...'
Area of effect weapons would be nice, like Pulsars and such.
Holographic security guards for ships would be cool. It would be a special device placed on board a ship and until destroyed could make up to a certain amount of security guards per round over and over again.
EMP pulse cannons to destroy or temporarily disable ship systems. Counteractive EMP defenses could be made as well. These would be similar to the Breen weapons in DS9.
Area of effect weapons would be nice, like Pulsars and such.
Holographic security guards for ships would be cool. It would be a special device placed on board a ship and until destroyed could make up to a certain amount of security guards per round over and over again.
EMP pulse cannons to destroy or temporarily disable ship systems. Counteractive EMP defenses could be made as well. These would be similar to the Breen weapons in DS9.
Hasoos
Anti-burn field (REALLY bad name!)
Basically the ship vents a gas that makes it impossible for most lower-level engine technologies to function in the surrounding area. Effectively locking an enemy ship in its position (and yours too if you don't have sufficient engine tech) so that you can force a smaller ship into a broad-side or something. Gas dissipates relatively quickly, so it's good for getting in a couple of salvoes, especially if the enemy was trying to retreat when you release the cloud, as they won't be in a position to return fire.
Basically the ship vents a gas that makes it impossible for most lower-level engine technologies to function in the surrounding area. Effectively locking an enemy ship in its position (and yours too if you don't have sufficient engine tech) so that you can force a smaller ship into a broad-side or something. Gas dissipates relatively quickly, so it's good for getting in a couple of salvoes, especially if the enemy was trying to retreat when you release the cloud, as they won't be in a position to return fire.
Energy Laser
This weapon converts the power it is supplied into a beam of destruction. Since the amount of power that can pass through this weapon is unlimited, damage output is maximised based on power supplied. A downside of too much power running through the system is that power must be continuously released as destructive energy, so once activated the beam cannot be turned off unless power is unsupplied first.
Black Hole Energy Collection Sphere (BECS)
A supermassive construction, this sphere surrounds the blackhole entirely. The super forces of the black hole are harnesed into power and manufactured into Power Modules that can supply super high power for 5,000 years. As a result of this process, Ships passing by are not affected by the blackhole and travel may proceed through the black hole route that was previously impassible. Destruction of the sphere would of course be bad for the attacker and future travellers as the black hole will once again emerge as a danger to those nearby.
This weapon converts the power it is supplied into a beam of destruction. Since the amount of power that can pass through this weapon is unlimited, damage output is maximised based on power supplied. A downside of too much power running through the system is that power must be continuously released as destructive energy, so once activated the beam cannot be turned off unless power is unsupplied first.
Black Hole Energy Collection Sphere (BECS)
A supermassive construction, this sphere surrounds the blackhole entirely. The super forces of the black hole are harnesed into power and manufactured into Power Modules that can supply super high power for 5,000 years. As a result of this process, Ships passing by are not affected by the blackhole and travel may proceed through the black hole route that was previously impassible. Destruction of the sphere would of course be bad for the attacker and future travellers as the black hole will once again emerge as a danger to those nearby.
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- Large Juggernaut
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Neat idea. But unlike SE4 Blackholes aren't navigation hazards here....utilae wrote:Black Hole Energy Collection Sphere (BECS)
A supermassive construction, this sphere surrounds the blackhole entirely. The super forces of the black hole are harnesed into power and manufactured into Power Modules that can supply super high power for 5,000 years. As a result of this process, Ships passing by are not affected by the blackhole and travel may proceed through the black hole route that was previously impassible. Destruction of the sphere would of course be bad for the attacker and future travellers as the black hole will once again emerge as a danger to those nearby.
Computer programming is fun.
Ermm... isnt that just a normal laser? Not sure you can take credit for inventing thatutilae wrote:Energy Laser
This weapon converts the power it is supplied into a beam of destruction. Since the amount of power that can pass through this weapon is unlimited, damage output is maximised based on power supplied. A downside of too much power running through the system is that power must be continuously released as destructive energy, so once activated the beam cannot be turned off unless power is unsupplied first.
The COW Project : You have a spy in your midst.
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The difference is that the damage is determined entirely by the ship's powerplant. Not by the weapon design.Daveybaby wrote:Ermm... isnt that just a normal laser? Not sure you can take credit for inventing thatutilae wrote:Energy Laser
This weapon converts the power it is supplied into a beam of destruction. Since the amount of power that can pass through this weapon is unlimited, damage output is maximised based on power supplied. A downside of too much power running through the system is that power must be continuously released as destructive energy, so once activated the beam cannot be turned off unless power is unsupplied first.
Computer programming is fun.
Ahhh... neat. Kinda like a weapon of last resort.marhawkman wrote:The difference is that the damage is determined entirely by the ship's powerplant. Not by the weapon design.
The COW Project : You have a spy in your midst.
Heh, yeah it's not just a simple laser.
Like in Babylon 5, the ship called Excalibur. The ship shuts down for 1minute after the weapon is fired and can then fire again.Zpock wrote:How about a giant laser that when used, it sucks so much energy that the whole ship shuts down and takes a while to get back online and reboot.
Ramming spike(s)
Usually in sci-fi and in these kinds of games ramming is considered only as the last option where both your and the enemies ship are either destroyed or at least seriously damaged. But does that have to be always so, since we have stealth technology?
Could there be ships which would function like the ancient galleys or knights and ram their opponents with special equipment, which here is the ramming spike? This way these ships with ramming spikes could cause massive damage to that side of the enemy ship that the ramming spike hits, but the rammers themselves wouldn`t be destroyed. And so they could be used to ram other enemy ships or to cause more damage to their original target.
Now there might also be some limitations with the ramming spike. Such as: you can`t place any other weapons or systems to that side of the ship where the ramming spike is. This would make these ships more ramming specialised and it could also be quite believable, since I would imagine that the spike would have to be very firmly attached to the ship in order it to be effective against enemy armour and to be reusable.
There could also be other technologies, which would support the ships role as a rammer. For example there could be a specialised ramming engine or at least an engine booster, which would give the rammers more speed in the space combat, so opposing ships couldn`t just avoid the rammers all battle long. These engines or boosters could also generate the required acceleration so that the spike would be able to penetrate the hull and armour of the enemy ship. Another example that comes to mind is some sort of a ramming structural integrity field or something like that, which would keep the ramming ship from getting damage from those rammings, as I would imagine that continues ramming with high velocity wouldn`t normally be very healthy for other systems in the ship.
All in all this kind of a system could produce specialised rammers, which would try to get near to enemy ships to cause massive damage with their ramming spike. These rammers should of course be balanced so that they wouldn`t be the ultimate solution for every problem, and so I already proposed a couple of ways to make the ships with a ramming spike more ramming specialised, and not so useful in other roles. Also since the rammers would have to get very near to their targets it would probably be wise to install a lot of defensive and stealth equipment on these ships and this again could limit their ability in other roles.
Usually in sci-fi and in these kinds of games ramming is considered only as the last option where both your and the enemies ship are either destroyed or at least seriously damaged. But does that have to be always so, since we have stealth technology?
Could there be ships which would function like the ancient galleys or knights and ram their opponents with special equipment, which here is the ramming spike? This way these ships with ramming spikes could cause massive damage to that side of the enemy ship that the ramming spike hits, but the rammers themselves wouldn`t be destroyed. And so they could be used to ram other enemy ships or to cause more damage to their original target.
Now there might also be some limitations with the ramming spike. Such as: you can`t place any other weapons or systems to that side of the ship where the ramming spike is. This would make these ships more ramming specialised and it could also be quite believable, since I would imagine that the spike would have to be very firmly attached to the ship in order it to be effective against enemy armour and to be reusable.
There could also be other technologies, which would support the ships role as a rammer. For example there could be a specialised ramming engine or at least an engine booster, which would give the rammers more speed in the space combat, so opposing ships couldn`t just avoid the rammers all battle long. These engines or boosters could also generate the required acceleration so that the spike would be able to penetrate the hull and armour of the enemy ship. Another example that comes to mind is some sort of a ramming structural integrity field or something like that, which would keep the ramming ship from getting damage from those rammings, as I would imagine that continues ramming with high velocity wouldn`t normally be very healthy for other systems in the ship.
All in all this kind of a system could produce specialised rammers, which would try to get near to enemy ships to cause massive damage with their ramming spike. These rammers should of course be balanced so that they wouldn`t be the ultimate solution for every problem, and so I already proposed a couple of ways to make the ships with a ramming spike more ramming specialised, and not so useful in other roles. Also since the rammers would have to get very near to their targets it would probably be wise to install a lot of defensive and stealth equipment on these ships and this again could limit their ability in other roles.
Last edited by MikkoM on Thu May 17, 2007 6:18 pm, edited 1 time in total.
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But did any of their ships actually survive the ramming scenes? All I can remember is that the little Dominion ships made some kamikaze attacks on enemy ships and made some nice damage, but at the same time they themselves were completely destroyed. And I am now talking about DS9, since I have only seen some episodes from the other Star Trek series.marhawkman wrote:The Dominion in Star Trek did it. they designed their ships so that they would take less damage from ramming.
As to my previous post I have been thinking that maybe these rammers could also use something like the utilae`s overcharge beam or something quite similar, so that the spikes could get pass enemy shields. Also it would probably be best if there were multiple spikes on each rammer, since only one spike could be very woundrable to enemy fire. However I am not sure if it would be better that the player would install every spike separately or should the spikes be on an already complete component, which then would be installed to the ship.
For a ramming ship I had two ideas:
1) A ship that is like a sword fish, eg it has long spike/sword ram on the front and the front has heavy armour/shields and engines for ramming speed.
2) A small ship or missile that has such strong structural integrity, armour and 'armour/shield piercing ability' that it can fly through a ship all together doing damage to the enemy, and then being able to circle around for another ram through the enemy ship.
1) A ship that is like a sword fish, eg it has long spike/sword ram on the front and the front has heavy armour/shields and engines for ramming speed.
2) A small ship or missile that has such strong structural integrity, armour and 'armour/shield piercing ability' that it can fly through a ship all together doing damage to the enemy, and then being able to circle around for another ram through the enemy ship.
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I don't remember it's been quite awhile. I do know that they were designed with it in mind though. Beyond that, I can't remember.MikkoM wrote:But did any of their ships actually survive the ramming scenes?marhawkman wrote:The Dominion in Star Trek did it. they designed their ships so that they would take less damage from ramming.
Computer programming is fun.