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PostPosted: Wed 3. Oct 2012, 23:12 
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Okay guys the time has come please post what kind of different weapons and defences you'd like to see in the game here!

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PostPosted: Thu 4. Oct 2012, 06:20 
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It would be usefull to know what time period this take place first ( near-future/far future), but here are my answers, you will find the type of weapon, type of ammo, and their history for the game.


Infantry Weapon :

Assault rifle, Handgun, Flamethrower, Taser Gun.

Type of ammo :

-Soft Bullets
-history .
The Soft Bullet, created in 3000, was a response to space battle. The very first Space Battle occurred in 2098. After half the crew of a scientific vessel died of unknown bacteria on Planet 003 XIL, the other half went rogue and became the pioneer of Space Piracy. They boarded the U.S.C Arkantinol and immediately started shooting inside of the ship, creating holes and thus killing everyone on board( Including themself exept for the two pilots of their ship, who were the only one not aboard (more story's on them later.....maybe ). For a response to Piracy, the earth government started the soft bullet design.
-Characteristic .
-strong enough to knock out any enemy that is not wearing armor. In some case it may enter the target's body but not by much. It is important to neutralize the target after it had been shot.
-Not strong enough to penetrate Ship Hull.
-Can be lethal.

-APH bullets
-History
Armor Piercing Heating bullets were designed for Great Space War of 3014-18, the very first War in space, were the very first War Spaceship were built. In 3009, the N.N.N.Y (New-New-New-yorkers) civilization on planet Boel-68 were getting ready to invade their neighboring planets. The N.N.N.Y dated as far back as 2036. as the first experimental colony. Having lots of new and improve technologies over other colony's, they started the research of a bullet, that could kill and go trough a target's armor, without risking to hit the hull and kill everyone. It is a Heat seeking bullets, that goes after a painted Target.
-Characteristic
-Heat seeking bullet
-Aim your target with your laser, press the button ( Paint your target ), then shoot your bullet.
-Very Lethal.

ED Bullets
-History
The Electric Discharge bullet was invented soon after the Great Space War of 3014. The Jersey Colony had to defend themself against the N.N.N.Y and rapidly develop a cheap bullet that couldnt pierce trough a ship's hull. You load the bullets and shoot, bullets will not enter the body of your target but will fry them in an instant.
-Characteristic
-Easy-to master, even a child could use it.
-Great for defending your personal spaceship.
-Great for every day trip to the unknown.
-Very cheap to produce/ buy
-One bullet can be re-use 3 time if put in extremely cold temperature for a few hours.



Ship weapons


Electric Canon, Missile's, Machine-guns, Laser's, Plasma,

Electric canon are use to overheat the target's Spaceship or to destroy his shields.
-Can be shot from a very far distance.

Machine-gun are then use to damage the exteriors, destroy the windows, destroy drones,
-Can be shot at a far distance.

Missile's are then launch at the Target, creating explosion, shaking the target's ship and everyone inside and hopefully create some holes in it.
-Can be shot at a medium distance.
-Good to create panic. as loud noise and making the ship shakes violently.

Laser's can then be activate to burn trough the target's ship little holes that will suck everything out once it entered the ship. ( Think of a Jedi weapon in the first movie ( The 4th made ) when they put their laser to pierce a hole in the door, the laser would not be moving all around, it would be concentrating on one place, until the ship is melted and a hole is made.
-Can be shot at short distance.
-Take a lot of energy to activate and maintain.

Plasma can be shot if you want to destroy the target's ship. Shooting plasma will more then likely absorb everything in his path and continue afterward for a long distance. Make sure none of your allie's spaceship are behind the target's spaceship as they will get destroyed too.
-Can be short at medium distance.
-Extremely powefull
-Extremely Expensive
-Demands a lot of energy
-Take extremely long to recharge ( a few days )
-Will travel for a few day's in the direction it was shot at. Best use in a meteorite infested battlefield.




....Thats about all I can think for now.


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PostPosted: Thu 4. Oct 2012, 15:35 
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Joined: Sat 22. Sep 2012, 18:50
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One thing that I could think of that is remotely based on real life physics though not a concept well understood.

It's called a pulse laser and supposedly what it can do is measure the resonance frequency of an object (the energy frequency at which the atoms react) and then fire a high-energy burst at that same frequency. When that "pulse" hits the target, a resonance destruction occurs and literally vibrates the atoms in that material part, causing it to atomize.

In science fiction this is used as a weapon against smaller ships

Strengths include: low energy consumption compared to more focused lasers (as the energy is compressed into a pulse instead of spread out in a beam) can penetrate shields quite easily, can be fitted into smaller ships because less power required means smaller energy source. Higher rate of fire than typical lasers.

Weaknesses: can be countered with composite armor or layered armor made of different materials. Does not do that much damage, blasts a hole in the armor like a kinetic energy weapon but not much else. No penetration, won't damage anything past the armor.

In reality it cannot destroy anything except materials that actually have resonance frequency. And most objects (including steel composite armor and carbon) do not have such resonance properties. So basically it can shatter wine glasses and heat water by a few degrees.


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PostPosted: Thu 4. Oct 2012, 18:01 
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Stealing a quote from Mass Effect 2 because it so applies.

"Gunnery Chief: This, recruits, is a 20-kilo ferrous slug. Feel the weight. Every five seconds, the main gun of an Everest-class dreadnought accelerates one to 1.3 percent of light speed. It impacts with the force of a 38-kilotomb bomb. That is three times the yield of the city buster dropped on Hiroshima back on Earth.That means Sir Isaac Newton is the deadliest son-of-a-***** in space. Now! Serviceman Burnside! What is Newton's First Law?

Recruit: Sir! A object in motion stays in motion, sir!

Gunnery Chief: No credit for partial answers, maggot!

Recruit: Sir! Unless acted on by an outside force, sir!

Gunnery Chief: Damn straight! I dare to assume you ignorant jackasses know that space is empty. Once you fire a husk of metal, it keeps going until it hits something. That can be a ship, or the planet behind that ship. It might go off into deep space and hit somebody else in ten thousand years.
If you pull the trigger on this, you're ruining someone's day somewhere and sometime. That is why you check your **** targets! That is why you wait for the computer to give you a **** firing solution! That is why, Serviceman Chung, we do not "eyeball it!" This is a weapon of mass destruction. You are not a cowboy shooting from the hip.

Recruit: Sir, yes sir!"


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PostPosted: Fri 5. Oct 2012, 09:36 
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Joined: Fri 7. Sep 2012, 20:32
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so i take it from your quote, soap, that you would like to see mass accelerator cannons in the game? X3it may be the same product created from a different method but i'd rather see magnetic accelerator cannons in game, if only because i can more realistically "see" magnetically charged building sized slugs of metal flying through space moreso than i can see building sized slugs of metal with thier mass reduced somehow to increase velocity XP though either kind of gun is fine, though it would have to be a ship spine weapon and would most probably have to take up and entire deck just to house it properly ">.> (because remember: just because gunpowder isn't being used doesn't mean we don't need a gun barrel, and the bigger the bullet, the longer the barrel we'll need)

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PostPosted: Tue 20. Nov 2012, 23:49 
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I want the ability to create a computer virus upload it to the enemy ship. The virus used for specific task anything from turning auto defence turrets turning on its own crew, ships or plotting the enemy ships coarse into say a sun.

-Also i think older technolgies should not be effect by the virus. Such as simple phonelines.

-EMP BOMB.

-Cluster Bomb(Space version)

-unmaned drone shaped as a missle ramming an enemyship sawing through the hull and continueing through the ship. Remote controlled, Anyone seen james bond?


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PostPosted: Mon 10. Dec 2012, 01:58 
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Joined: Sun 9. Dec 2012, 08:46
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Part 1.

Without knowing a great deal about how the combat plays out (I watched the trailer, so it looks like an arcade style/FTL type system?), I might have some ideas.
I'll assume everything is relatively close range (like 1-15 KM, not the 10 million+ KM of the Honor Harrington Universe I dream about). It might also be worth knowing what speeds and acceleration you envision this happening in: some high acceleration rate (100+ gravities) would need some kind of handwavium 'inertial compensator' otherwise people would liquefy (which could be a critical ship system, blow it up and the crew dies, which would also allow the crew to move around like in the trailer).

Without knowing a scale, I'll just make an arbitrary one to illustrate my point; everything's out of ten.

Direct Fire: (Beams and ballistic systems)

Directed Energy Weapons:
-Coherent Radiation Emitters (lasers): Imagining an energy mount (not necessarily a turret), which could be tuned to emit different frequencies by increasing power output and wavelength. The emitter itself should have a power rating (which would act as a base determinant for damage and range), for example, a 100GW mount would have a greater base range and damage than a 10GW mount. Once you have the different mounts, you could add in ways to tune them, whether by having them in a static mode (only 1 frequency) or putting on an adaptive emitter which allows you to shift frequencies (the adaptive emitter would be very expensive, naturally). Once the emitter is selected, you could have each frequency modify the output of the mount; radio would be really long range, but have severely limited power, whereas Gamma Ray would be horrifically powerful, but very short ranged. In theory, a very large mount with a gamma ray tuning could out range a very small radio mount.
-Pulse Directed Energy variants; a twist on the above, but pulses the energy output allowing for vaporized material to vacate the area (when a laser strikes something, highly energized particles of that material form a cloud, which diffuses the beam, reducing focused output. Oscillating, IE, pulsing the output, allows that material to fly off, promoting beam cohesion). This comes at a cost of base range, as there has to be greater internal handling of the beam within the mount (more mirrors, switches to rapidly pulse the beam etc), but greater damage.

Different frequencies of CREs would cause ancillary effects; a radio laser would interfere with radar arrays, and could cook the crew akin the a microwave oven. An infrared laser would gradually heat the material of the target, and strain the cooling system. Visible light would dazzle optical sensors (kind of a boring spectra), same with UV. X ray and gamma would hammer everything, and cause damage to the crew (assuming the beam didn't outright kill them. Cancer!). However, there would be physical limitations on the CREs; the more powerful the weapon the quicker it is to burn out its components (higher maintenance costs).

-Charged particle weapons:
This article has a very interesting outlook on various weapon systems: http://www.arclight.net/~pdb/hammer-lig ... index.html
-CPWs are effectively lightening emitters. These would be very large weapons, since they need long runs to accelerate the particles to near lightspeed (C). Alot of sci fi weapons could be categorized as CPWs; Ion canons, proton beams, etc. The problem with CPWs in Sci fi, is that if people live in ships, the ships are assumed to be radiation shielded; thick lead walls, massive water tanks, etc. space is filled with charged particles thrown out by the sun, which as it happens are the same types of particles generated by CPWs. This isn't to say they are totally useless; a CPW could be used to batter a ships shields or dazzle/destroy sensors, missile tracking, drone command links, etc.


Kinetic Energy Weapons: Projectile weapons
There is really only two ways that a KEW could be produced; chemical propellants or magnetic acceleration. So, auto-cannons/artillery vs Railguns. In space, KEWs have an infinite range due to Newton's first law (glad someone mentioned the ME2 quote). The important things that need to be considered with KEWs is mass, acceleration, and velocity at the moment of impact. Whether it is a projectile fired by a canon or a railgun, once the bullet leaves the barrel, they both impact the same way. Where the differences start creeping in, is the ammunition and energy sources.

-AutoCannons, Artillery, etc. (ACs are fast firing small caliber, artillery is large caliber slow firing)
These systems would fire self contained chemically propelled rounds (all the energy required to fire the weapon is contained within the shell, thereby relying on potential energy). These systems would be virtually free to the ships power output; all the ship would have to power is the loading systems. The principle detriment, would be that the shells are massive compared to the rounds for a railgun. However, these systems could use some interesting types of ammo compared to a rail. Since the rounds are only subjected to massive G forces (not magnetics) they could have special payloads built in.
Since the projectiles are unguided (they might be rocket assisted, but putting guidance on them makes them missiles), they are relatively short ranged, due to their relatively low speed (space is huge), and the probability of a ship altering course.

-Plasma: As opposed to the Halo view of plasma as blobs of gas flying around space, a more realistic view of plasma weapons would be to siphon off plasmatic gas from a fusion plant into a containment vessel in the shell (which would require alot of high pressure ducting, akin to the view of T.C McCarthy's Subterrene series). These shells would wreak havoc on a ships shields, as the high energy gas would dissipate along the shield field surface (applying more energy over a greater surface area).
-Nuclear: An elegantly primitive thing, really. A small fission device stored in the payload. Would cause some explosive damage, but would have a reduced effectiveness since there is not atmospheric displacement. Would leave residual radioactive dust on the ships armor if it got past the shields, which would require maintenance.
-Fusion: An expensive micro fusion plant loaded into the payload. Would cause some damage.
-Antimatter: Very expensive, but also the most destructive. A small amount of Am would be loaded into a magnetic containment vessel in the payload. If it gets passed the shields, the AM would impact on the ships armor, resulting in a direct mass to energy reaction (mutual annihilation of the matter/antimatter), causing a massive amount of damage.

AC and artillery projectiles could also be rocket assisted, allowing them to have a higher impact velocity.

-Railguns: magnetically accelerated projectiles
Railguns focus on velocity on impact as opposed to the mass of the impactor. A 3 gram iron slug would hit much, much harder traveling at .99C than a 2,000kg projectile traveling at 30 KPS (fast for a chemically fired projectile). The charges for a railgun would also take up very little room compared to a chemical shell. Railguns would also be relatively accurate, their projectiles traveling at nearly the speed of light would reduce the ability for the target to move. The draw backs, however, are that a railgun requires massive amounts of power, and the inability to use special ammo (the magnetic rails would destroy any onboard electronics, such as containment units). Due to the nature of magnetism, it would also require the ammo to use a magnetic material, such as iron.

Missiles: ( as opposed to have a predefined list of missiles, develop your own)

Missiles have alot of potential. The easiest way to think of these things in design terms, is that they're little kamikaze ships. They have a propulsion system, a hull, command and control elements, and a payload. I would LOVE to see the ability to customize missiles. A missile could be built from the ground up by selecting different subsystems for each slot.

Payload: In theory any payload that could be put on a chemical KEW shell could be fitted to a missile, as well as pretty much anything else.
-Laser heads: To borrow an explicitly awesome idea from David Weber, a small fusion device is loaded into the payload compartment of the missile, along with a series of one use laser emitters. When the missile reaches attack range, the fusion plant detonates into the laser emitters, which focus and direct the force of the explosion into the target from a distance (he dubbed them 'bomb-pumped' lasers).
-Electronic Warfare platforms: Also from David Weber, these missiles carry a suite of electronic counter measures to confuse and debilitate a ships onboard missile defenses. They're there the assist the attack missiles reach their targets.

Guidance: simply put, the more research into missile guidance one has, the better and more effective the missile guidance would be.
-Resident AI: Instead of relying on the ships tactical section updating the missiles attack profile, a smart or semi-smart AI would use its own initiative to reach the target.
-Telemetry Guided: lightspeed telemetry links to the firing ship allows the tactical section to update their attack an ECM profiles, allowing them to try and get passed the targets missile defences. This would probably be a starting technological level.

Propulsion: As with guidance, more research = better propulsion. Improvable flight times, better maneuverability, better acceleration, etc.

Also, different missile sizes; E the difference between a cruise missile and an ICBM. You can fit more on a bigger missile, but it takes up more room (all of which should be improvable through research).


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PostPosted: Mon 10. Dec 2012, 02:52 
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Part 2:

Missiles Cont'd:
I suppose a way to work this is to have each missile magazine have a storage volume. Then, when you design the missile you could denote a particular volume you want the missile to be; the bigger the missile, the more stuff you could cram in it, but the less magazine capacity. (500 M3 / volume of missiles)

Drones:

Autonomous attack platforms, operated by the drones computer, or the ships tactical section. Like missiles, these could be determined by an onboard volume, then filled with subsystems, and optimized for different missions parameters. Subsystems could be: Weapons, guidance, sensors, propulsion, and EW.

In EVE, the number of drones you could field is limited to the bandwidth capability of the ship you're flying. I think this mechanic could be readily translated to Starship Corporation, and could also benefit from research, allowing for specialized drone ships, and myriads of specialized drone control subsystems.

Defenses:

Anti Missile:

-Laser Clusters: As was mentioned somewhere else on the forum, these could be smaller, faster tracking groups of small laser emitters. Research improvements could be better rate of fire, smaller size, etc. These systems tend to be the last line of defense on ship.

-Electronic Counter Measures: A suite of electronics which tries to intercept or interrupt the telemetry links guiding an oncoming missiles, and if successful changes the missiles perception of where the ship is, either changing the course of the missile or self destructing.
-Another ECM could be a specialized drone, which carries an electronics package which mimics the EM signature of the ship

-Counter Missiles: Smaller, faster versions of attack missiles, whose only purpose is to fly out and destroy oncoming attack missiles and small craft (drones, fighters, boarding pods, etc). Research refinements could be better speed and agility, smaller size.


Shields:
Unfortunately, I'm not coming up with much in the way of shields; compared to most other systems, they're the most handwavium. But, larger more powerful shield emitters, etc. But what I would like to see is a shield which works both ways; if the shields can stop their weapons, they'll stop yours too, as well as reducing sensor efficiency dependent on shield strength. I envision 'shields' more along the lines of an electromagnetic screen. Depending on how it works, it could either increase the signature of the shielded ship, or absorb the sensor emissions.

Armor:
-Ablative armor: a material is coated onto the armor which expands and vaporizes when exposed to high energy, reducing CREs beam cohesion, reducing damage.

-Reactive Armor: small sensors embedded in the armor detect oncoming projectiles or missiles, and detonate small charges on the armor itself. This would be a 'last line' of defense, since for these to be effective, the shields would have to be down, and at that, it would have to be against a target which requires a close in detonation or physical impact.


I'll post more things as I think of them, but I have really high hopes for this game. I've been waiting for a game to come along which allows you to actually design it, rather than simply putting a system in a slot (like gratuitous space battles, which isn't to say that it it's not worth using as a springboard). Hopefully, this game will support a great deal of customization and variability; nothing kills creativity in a game like a game of rock paper scissors.

Some potential springboards for new mechanics or systems:
EVE Online
Gratuitous Space Battles
Honor Harrington (awesome series; really anything by David Weber)
Battlestation Troy
Subterrene (TC McCarthy)
Peter F. Hamilton books


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PostPosted: Tue 18. Dec 2012, 17:24 
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Joined: Sun 9. Dec 2012, 08:46
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Another defensive system I just recalled, could be something along the lines of a sand caster. basically, a canister of small dense pellets that could be used in a few different ways: fire infront of the ship to catch or ablate missiles and KEW, or used to diffuse incoming CREs and directed energy weapons. A second variety of this, could be loaded into a missile and used like a giant space shotgun.


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PostPosted: Wed 19. Dec 2012, 02:38 
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Joined: Fri 10. Aug 2012, 06:16
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Location: In Spaaaaaaaace
Offensive and Defensive: launch fighters (carrier vessel), fighters can be bombers, anti air or regular assault.
Bombers: does incredible damage to medium or larger size vessels but low damage vs small vessels and fighters - Chance to blow a hole in enemy's hull.
Anti Air: does incredible damage vs other fighters but low damage vs medium sized or larger - Chance to shoot down incoming missiles.
Standard Assault fighters: do a moderate amount of damage to all.
Automated fighters (Drones): Better, faster and more durable than standard fighters. - Chance to repair any damage done to itself.
Standard Repair crew/drones: Launches a small bunch of ships capable of low attacks and moderate ship repair, these are very fragile and easily destroyed ships.
Repair Drones: Advanced automated repair that can repair even the most damaged vessels - Small chance to create another drone while repairing.
Rogue fighters: Aka, pirates, mercenaries and criminals, they do high damage vs fighters but low damage to everything else. They have been known to crash into enemy ships and fighters when low health, very cheap and easy to buy. - Chance to board enemy ship while attempting kamikaze.

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