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Post by Sliprunner on Sept 27, 2016 22:46:03 GMT -6
Alright, in a fair bout of insanity, I'm asking you all what technology ideas you have. This could be simple things like improvements to an existing technology, or absurdly silly things like Quantum Entangled Trans-positioning Gateways, the point is that its something we don't have. There's absolutely no guarantee's any technology ideas put here will be implemented, but its worth it for just coming up with casual ideas. My Own Ideas Name: Energized Particle Cannon [EPC] ADDED! (As High ROF/Poor Range version) The EPC is a bastard offspring between a railgun and a particle cannon, a hybrid of conventional and energy weapons. Iron or other heavy metals are used as ammunition for the weapon, held as dense clouds of particles in canisters for both storage and as part of the firing system. The firing process involves a sudden and rapid energy charge to be introduce to the canister, which is promptly fired down an accelerator system. The canister upon hitting the end of the accelerator system is consumed by the energetic reaction inside the canister, collapsing to fire a dense and highly energized bolt of metallic particles. The particle burst while dense does quickly disperse, giving it a range comparable to a railgun but with weaker damage. Where the weapon shines is in its constant effectiveness, being reliable against shields and armor; however, it doesn't excel against either and boats no other notable benefits, along with this it has a rather poor rate of fire compared to most weapons. Improvements to the weapon are focused on either range or damage elusively, at the cost of further rate of fire. It should be noted improvements can be made to the rate of fire at the expense of range and damage. TL;DR: Railgun ranged weapon, no advantage or disadvantage vs shield/armor, poor RoF. Improvements boost Range/Damage but cost RoF, reverse can be done.
Name: Quantum Entangled Trans-positing Gateways [QETG] The QETG is a very convoluted and monstrous machine, working off similar technology to the quantum shadow drive in displacing matter. What the QETG does that is so vastly different is its capability to trans-place something from one gateway to another, the catch being the amount of effort required, the gateway requiring a device on both ends of the intended trans-placement. The complexity of the gateway increases almost quadratic with the mass of an object, transporting a human would require a machine on par with football stadiums. The power required to relocate mass between the two gateways is further complicated, requiring terrifying amounts of power for each operation, though thankfully the distances involved are irrelevant. The accumulation of several technologies, these gateways are wonders to behold. Unfortunately attempts to use only a single gateway has resulted in accelerating the mass much like a Quantum Shadow Drive, this is of course instantly fatal to any living organism. TL;DR: Teleportation gateway the size of a football stadium, requires two gates, can transport single humanoids Name: Localized Non-Reality Stabilizer [LNRS] ADDED! A result of overly convoluted developments from study of non-reality fields, fields generated by a number of FTL drives in the moment of activation, these devices are something almost entirely unrelated. By utilizing astronomical amounts of power, these devices are capable of placing a vessel out of sync with local real space, effectively phasing them out of reality. During such a period the vessel effectively ceases to exist to the surrounding space, though still contained in its own tiny bubble of reality. The exact benefit being that a specialized vessel mounting such a system could effectively cloak themselves if only momentarily, rendering themselves both blind and effectively invisible on and to all but the most dedicated of sensor systems. The power required is understandably astronomical, similar to the constant activation of an FTL drive, rendering most ships unable to maintain the field but for a few scarce minutes at best. Improvements have been looked into, testing concluded that such a task was impossible after an entire lab was relocated to someplace called 'hell', unfortunately the lead developer didn't survive long enough to defrost. TL;DR: Cloaking, renders you blind but invisible. Astronomical power use.
Reminder: there is absolutely no guarantee technologies posted to this thread will reach GC, this is purely a theoretical thread, unless there is notable support for something of course.
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Post by Chonicler on Sept 28, 2016 7:16:31 GMT -6
Support for: QETG, EPC
More ideas will likely be added over time, but here's one that I've been thinking of for awhile.
Name: Hyperspacial Slipstream Drive (Not the best name in the world, but I'm not the best with names) The Hyperslip Drive is a hybrid of the standard Hyperdrive and the more exotic Slipstream drive, essentially shifting a vessel to a point halfway between hyperspace and the real world. At first glance this would not be very useful or even feasible, but the the drive also utilizes the superluminal currents between stars, riding these streams while still being in hyperspace, the greatly reduces the time dilation affect of the slipstream drive to time flowing at just half the normal rate for those on the ship. On the downside, it is noticeably slower than the slipstream drive and the ship itself no longer just registers as a mass of light as it can be detected in the same way that a ship traveling through hyperspace can be. TL;DR: FTL drive faster than hyperspace but slower than slipstream and reduces time dilation effects.
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Efelix
Theme Designer
not a cultist, may be a communist
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Post by Efelix on Dec 26, 2016 16:53:07 GMT -6
Name: Smart Munitions ADDED! [Tier 4 Tech] Advances in computer miniaturization and sensors now allow guidance systems to be crammed into what are usually unguided weapons. Add some propellant reserves, and suddenly you have a gauss or railgun round that can make slight course corrections, improving the range and accuracy of kinetics. Of course, it's not a perfect system, and guided munitions will not be able to drastically change course due to mass and velocity considerations. TLDR: Woah! Kinetic projectiles can shift their course a little bit!
Name: Hyperspace Compartmentalization Mastery of travel through hyperspace has led your scientists to begin examining it for new possibilities. One such possibility is storage in hyperspace: by creating a stationary field to access hyperspace, objects from real space can be transferred in. Such fields must be kept small, due to the need for them to be constantly active and constantly draw power. Portions of an object can be shrouded in hyperspace, and no longer interact with real space objects. These new discoveries have terrifying applications for computation: if a small enough field was devised, large portions of a computer could be shrouded in hyperspace, resulting in a very small real space signature. TLDR: Open a portal to hyperspace, shove things inside. Is this incredibly irresponsible? Nobody knows yet!
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Efelix
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not a cultist, may be a communist
Posts: 845
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Post by Efelix on Mar 19, 2017 0:40:42 GMT -6
On the subject of teleportation, I'd love one-charge FTL drives to be miniaturized further. Say, from a strikecraft into power armor. And from power armor into something a troop in an exoskeleton could wear. While range would be drastically decreased, imagine the morale effect of your genetically engineered exoskeleton clad combat drug addicted shock troops blinking through a wall to bypass an enemy defensive position in a boarding operation. You could fuck up your troops so badly (psychologically) by turning the whole thing into a game, each kill adds points to a counter on their HUDs, redeemable for even more space drugs and blink charges.
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Post by Chonicler on Mar 20, 2017 12:50:30 GMT -6
Ecological Nanites: ADDED! Currently we have terraforming nanites which change the landscape of a planet, however, to truly terraform a planet you would need to create an ecosystem. The Ecological Nanites (Likely with multiple tiers for complexity and speed like the current Terraforming Nanites) would pick up where the Terraforming Nanites leave off, creating an ecosystem on the newly terraformed planet. These Nanites would likely require a rather high level of AI to be able to ensure the generated Ecosystem is able to survive with the planet's weather, terrain, etc.
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Post by Sliprunner on Apr 17, 2017 22:07:16 GMT -6
I am posting here to give a quick alert of Tiers/Branches that could use some tech suggestions, if people have any relevant for the branches.
Robotics: Tier 10 Computation: Tier 9 Propulsion: Tiers 6+ Power: Tiers 7+ Faster Than Light: Tiers 7+
Additionally, We will always be looking for options that add 1: New Weapon Types, So long as they have a niche they can fill without going insane 2: New Fluff Techs, doesn't matter where, Fluffy fluff is best fluff 3: New FTL Types, because why walk somewhere when you can transposition yourself through the nth dimension?
I would personally like to request that no Psi/Esper techs be suggested, as that material is currently being prodded with a 10ft pole.
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Sunshine60
Edessian Ensign
Reports of my death have been greatly exaggerated.
Posts: 218
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Post by Sunshine60 on May 3, 2017 20:53:20 GMT -6
Here are some FTL techs to branch off of the Jump Drive tree:
Name: Jump Point Stabilization Prereqs: Jump Drives Allows the construction of stations to stabilize jump points as described in the jump points wiki article.
Name: Traffic Control I Prereqs: JP Stabilization Allows stations to act as traffic control at stable jump points, as described in the jump points wiki article.
Spacetime Tunneling Theory Prereqs: JP Stabilization Further studies into the weakness in spacetime created at jump points, and how it might be exploited to create a tunnel through spacetime.
Quasiportal Generator Prereqs: Spacetime Tunneling Theory Allows stations near stabilized jump points to be equipped with a Quasiportal Generator. The Quasiportal Generator allows two stable jump points to be linked by a wormhole-like tunnel through spacetime, allowing instantaneous travel and communication between the two points. The downside of the process is that it completely destroys the jump points, preventing them from being used as anything other than a portal. If the station generating the quasiportal is destroyed or disabled, the portal will collapse and the jump point return to normal after a brief healing period. Very power-intensive (and DP-expensive), cannot be used with beacons, only naturally-occurring jump points.
Traffic Control II Prerequs: Quasiportal Generator, Traffic Control I Stations generating a quasiportal can control the diameter of the portal to allow or prevent traffic from travelling through.
These techs are intended to be a high-tier addition to the FTL tree, of course. Possibly lays the groundwork for a wormhole drive eventually, an obvious expansion would be to allow the portals to be generated between beacons or to be able to be redirected more easily. Perhaps remove the need for a generator at both ends, allowing a jump point to become a tunnel to anywhere.
I named the portal after the old Quasiportal tech for nostalgia's sake. If the name would be better as Spacetime Tunnel or Wormhole or something similar, that would work.
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Post by Chonicler on Jun 15, 2017 21:04:26 GMT -6
OK, here are a few tech suggestions I had, the prerequisites/Tiers etc would be up to the Higher Ups to decide, but most of them should be pretty obvious.
Weaponry: -Shell Structure Reinforcement- Several advancements have been made in the area of military-applicable structural designs, bringing forth several improvements to the shells used by both railguns and Gauss Cannons. Structural Reinforments in the base structure of the standard projectiles have greatly increased their durability when striking an enemy ship's hull. Before a shell would be designed to try and dent or rend a crater into the hull of an enemy ship, however against heavily armored targets and those with particularly strong alloys, shells would often simply shatter upon impact, causing little to no damage, this was particularly prominent with smaller shells. These new shells are specifically designed to penetrate deep into a ship's outer hull, leaving less of a crater but cracking the surface of a ship's armor and leaving the surface weakened for further shells to do their work. This looses its effectiveness for Gauss Shells once payloads are implimented into the shell design.
-Silent Stalker Warheads- Ever since the first utilization of missiles for starship combat, the problem of them surviving long enough to reach their target has plagued weapons designers. While some have gone down the path of trying to turn missiles into veritable tanks by piling on copious amounts of armor, some have chosen a different path. Rather than make missiles more survivable, recent breakthroughs have allowed the utilization of stealth technology to make missiles far more difficult to detect and target. This does have the drawback, however, that the missile wouldn't be able to change course very much after reaching cruising velocity as any thrust would cause it to instantly appear on an enemy ship's sensors, resulting in very low mobility for missiles utilizing this design. Additionally, the stealth technology utilized in the missile's design would only really kick in once the missile ceases its initial burn, meaning that a large group of these missiles are likely to be far more successful in confusion an enemy ship than a small number.
Power Systems: -Reactor Core Reinforcement- Reactor meltdown is perhaps the greatest danger when working with nuclear material, which at best can slag your entire engineering and at worse rip the entire ship apart, and it certainly doesn't help when the bad guys are constantly trying to puncture your ship's reactor core. To solve this problem, the reactor core has been noticable reinforced, not only from external damage but also for containing a reactor overload. A reactor will still go critical if it is directly hit by a pesky shell, but the damage to the ship is likely to be far less devistating, the engineering level is still likely to be toast, but proper venting and channeling of the reactor's explosion means that your ship will likely survive, at least until your enemies decide to pound it into a crumpled metal ball.
Faster Than Light: -FTL Stealth Designs- As more and more experimentation is done with the FTL Drive Core, it has been found that purposefully reducing the FTL drive's speed from it's maximum potential actually reduces its FTL signature. After much experimentation and modification, the FTL drive has been adjusted so that while it's maximum speed is now far less than previous alterations have increased it to, the drive itself puts out far less subspace noise, resulting in the detection of any starship using the drive being far more difficult. (Possible ratios: 1/3 speed, 1/2 detection range; 1/2 speed, 3/4 detection range)
-Gen II Jump Drives- This improvement further stabilizes the Jump Drive's connection to jump points, particularly artificial ones. While the drive's speed between natural jump points is unchanged, it is now capable of reaching 6 LY/day between artifical jump points as apposed to its previous 5 LY/day
-TransLuminal Drive- The slipsteam drive appears to be reaching the maximum potential that the Super Luminal currents between stars can provide in terms of FTL transportation. This final improvement allows for ship drives to temporarily link two seperate Super Luminal currents together, enabling a ship to change course while still within the currents, something which proved impossible before. Additionally, the time dilation has been greatly reduced, and while still noticable, it is nowhere near as severe as it used to be.
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Sunshine60
Edessian Ensign
Reports of my death have been greatly exaggerated.
Posts: 218
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Post by Sunshine60 on Jun 17, 2017 0:32:58 GMT -6
I'm not sure I can express support for the Stealth FTL tech unless hyperdrive gets a different capstone. Because right now Stealth is the transphasic drive's territory.
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Post by Chonicler on Jun 19, 2017 19:53:06 GMT -6
OK, this is an FTL drive I've been working on for awhile, here's the concept, summary, base speed, etc:
Horizon Drive: Possible Alternative Names: HyperWarp Drive, Distortion Drive, Reality Warping Drive
Concept: The basic concept of the Horizon Drive is built off of the foundation made from the Transphasic Drive, Warp Drive and Fracture Studies. The drive is meant to be a high tier rework of the Hyperdrive, combining concepts used in both Warp Drives and Hyperdrives.
Tier 7 PreRequisites: Warp Drive, TransPhasic Drive, Fracture Studies
Summary: Hyperspace travel has always been a rather slow means of FTL transportation, its main draw is how easy it is to operate using far less power and space than other FTL drives. However, with the discovery that it is possible to reach beyond the HyperSpace Horizon into a previously undiscovered region of Hyperspace using the TransPhasic Drive has opened up a host of possibilities. The Transphasic Drive previously cast a vessel just over the edge of the HyperSpace Horizon, far enough to greatly reduce a ship’s signature, but not far enough to affect the speed at which a ship could travel. Now, however, utilizing a semi-Hybrid system dubbed the Horizon Drive, a ship is able to reach far beyond the edge of the Hyperspace Horizon by compressing the very fabric of Hyperspace similarly to how a Warp drive bends and compresses the fabric of regular spacetime, this reaches a point where even the laws of HyperSpace travel fall apart. Not only is surpassing the speed of light still not a problem, but distances begin to warp significantly the farther you get from Space Time enabling a ship to travel much faster relative to normal Space Time.
However, traversing so far beyond the reaches of Space Time isn’t without consequence, unshielded vessels are either broken apart or lost forever beyond the edge of the horizon as the outer reaches of reality struggle to come to grips with the matter of the starship. This results in a much higher power demand from the Horizon drive than in any previous iteration of the Hyperspace drive just to keep the ship intact. Additionally, early research into this drive technology revealed that it was completely impossible to use a Warp Drive inside the realm of Hyperspace due to the lack of regular space within. However, by keeping a “window” of hyperspace open for a short amount of time using concepts from Fracture Studies, the Warp Drive variation can be used to essentially forcefully fold the fabric of Hyperspace, slingshotting a ship much further beyond the Horizon than the TransPhasic Drive could ever hope to reach. This method of reaching beyond the Horizon is one of the more dangerous parts of the operation of the drive as it creates ripples in spacetime, though on a much smaller scale than those of the RiftSkipper, they are still quite destructive to anything positioned too close to the focal point.
While in FTL the ship using the Horizion Drive is technically still in the realm of reality though they are right on the edge of spacetime, the effect this has is that the ship is completely cut off from real space, unable to see or hear anything inside normal spacetime. This means that once a ship has set out, it is completely impossible for them to accurately change course without returning to RealSpace, and doing so is perilous as they could end up anywhere or just stray a bit too far and drop out of Reality altogether. One strange effect that has been discovered is that a ship traveling in this realm of Edge Reality creates a ripple effect in subspace, similarly to what a boat makes on the surface of a river. This makes the ship far easier to detect than the TransPhasic Drive or even the Hyperdrive as the ripple is quite noticeable though it doesn’t have any adverse affects on reality. Exiting from Hyperspace is far less dangerous than entering it, simply requiring the ship to return over the Horizon of Hyperspace and exit from Hyperspace though it does create a large ripple in subspace as the ship returns over the Horizon.
Base Speed: 2.75 LY/Day (The speed of this drive will depend on what the Admins say, though based on the limitations and Tier, 2.75 LY/Day seems to be a fair speed for the first generation of the drive)
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Sunshine60
Edessian Ensign
Reports of my death have been greatly exaggerated.
Posts: 218
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Post by Sunshine60 on Jun 28, 2017 0:56:32 GMT -6
New additions to the FTL tree:
First off, I'm proposing the removal of the generic Gate Theory technology. Gate Theory will be replaced with three functionally identical technologies to better fluff out the FTL gate systems, clear up the ambiguity of "Any Tier 2 or 3 FTL Drive", and prevent Jump Drive gates, because that's just sort of silly (it conflicts with the beacon network idea) and OP.
Warp Trail (Tier 3) Post Count: 65 | Prerequisites: Warp Drive
Scientists have begun a study into a way to enhance the performance of the warp drive, and discovered that by creating a trail of negative energy for a ship to travel along, the speed and efficiency of warp- and alcubierre-type drives are significantly improved. However, a lack of proper infrastructure makes implementation of this breakthrough impractical at this time.
Hyperspace Corridor (Tier 3) Post Count: 65 | Prerequisites: Hyperdrive
While researching a way to improve the performance of the hyperdrive, scientists have discovered a method to create a "corridor" that tunnels into a deeper layer of hyperspace, allowing quicker travel between two specific points. At this stage, however, the devices to generate these corridors are currently too primitive for utilization outside a laboratory.
Slipstream Amplifier (Tier 3) Post Count: 65 | Prerequisites: Slipstream Model
While studying the superluminal current ridden by slipstream- and light rider-type drives, researchers have discovered that there is a method by which the current can be amplified between two points to allow even faster travel than is normally possible. Unfortunately, engineers have yet to design a functional device that can duplicate the effect outside of a controlled setting.
With that change in place, the FTL Gateways technology is changed as follows.
FTL Gates (Tier 4) Post Count: 80 | Prerequisites: Warp Trail OR Hyperspace Corridor OR Slipstream Amplifier
Building upon research already accomplished, scientists and engineers have successfully created the first iteration of what they've dubbed an FTL gate. FTL gates allow travel at 3x the rate of their base drive, but require a linked pair of gates to function.
From there, we then expand upon the FTL Gates technology as follows. Deep Jump Gates will have its prerequisite changed from FTL Gateways to Gen II FTL Gates.
Gen II FTL Gates (Tier 5) Post Count: 90 | Prerequisites: FTL Gates
Scientists have improved upon the first version of the FTL gate, leading to a significant improvement in gate power. Travel between gates is now 5x the speed of the base drive.
Virtual Gates (Tier 6) Post Count: 100 | Prerequisites: Gen II FTL Gates
Researchers have discovered a way to allow a starship to create a sort of "virtual" FTL gate. A device onboard the ship creates a subspace distortion that duplicates the effect of an FTL gate, but only lasts for a few minutes before dispersing. The virtual gate allows travel between its location and any allied FTL gate of the same type at a rate equal to 2x the base drive speed, allowing ships a quick return to friendly territory. Unfortunately, as long as the virtual gate lingers, it is usable by both friendly and enemy starships. (Virtual Gate generators cost 1.5x the cost of the base drive to equip on a ship, and can only be used once before it must be recharged in a drydock facility).
Gen III FTL Gates (Tier 7) Post Count: 120 | Prerequisites: Deep Jump Gates OR Virtual Gates (alternative: Gen II FTL Gates)
Further improvements to FTL gate technology have improved not only the power, but also the power efficiency. Travel between gates is now 7x the speed of the base drive, and Deep Jump Gates and Virtual gates can be used at 3x base drive speed.
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Post by Chonicler on Jun 28, 2017 7:38:14 GMT -6
Couple thoughts on this, firstly it discourages varied FTL drive use considering the fastest possible without FTL gates would be the jump drive with 7.5 LY/day compared to a TransWarp Gen III FTL Gate which would reach 17.5 LY/day. We like drive diversity and as people get higher and higher into the tiers, this system would discourage the usage of the more unusual drive types and create a system where it is far more profitable to just go with one of the 3 Gate-able drive technologies.
Secondly, you said "and prevent Jump Drive gates, because that's just sort of silly (it conflicts with the beacon network idea) and OP." Drives that have a high base speed such as the Jump Drive or RiftSkipper have some major drawbacks: The Jump Drive can only go between highly specific points at max speed, artificial jump points result in a 2/3 max speed; The Riftskipper can only be used safely for very short distances otherwise ships using it can be just ripped apart, plus it's the most noticeable drive currently in use. As for the specific case of the gate conflicting with the jump point, it really doesn't, the gate would essentially be a directional, highly amplified jump point that can only be accessed via another gate.
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Sunshine60
Edessian Ensign
Reports of my death have been greatly exaggerated.
Posts: 218
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Post by Sunshine60 on Jun 28, 2017 13:45:46 GMT -6
In that case, I can see the justification for jump gates. Simply making the jump drive gate-able would be an easy fix to the drive diversity issue. The riftskipper, I just completely forgot about, and don't really know enough about to write fluff for.
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Post by Chonicler on Jun 28, 2017 17:49:40 GMT -6
If we were to go with your proposed system then it would have to be expanded to fit any other drives that are in use (Such as the Wake Drive) or might be added in the future, while I'm all for fluff techs, making gates only available for certain drive types will make people less likely to want to invest in more exotic drive types or even come up with those drive ideas.
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Efelix
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Post by Efelix on Jul 14, 2017 22:28:24 GMT -6
Name: PsiDrive, or something similarly catchy
Description: Psionics, especially group psionics have demonstrated themselves as a powerful force in our universe. Until now, those strange forces have not had much use outside of communications on a local scale and applying force to visible objects. There has been progress in using mechanical foci to improve psionic communications, which begs the question; if we can move information, why not objects? To do so would require a large number of high-ESPER individuals on both ends of the psionic action. Similarly to a gate system, both parties must be assisted by a mechanical focus. With a great exertion of mental energy, a large object can be moved very very quickly to the focus that is receiving it. Side effects include demoralizing the crew with strange psychic emissions, and your high ESPER individuals expiring in such a great effort.
This will probably take an actual psitech tree, a reworking of how psionics work, etc
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Post by Pierre Bezukhov on Jul 22, 2017 15:51:24 GMT -6
Oh yeah - if ya'll didn't notice I merged the Resurrection Nanite tree into generic Medical Nanites because it's fucking retarded that you have to research a whole new tree of nanites because someone's heart stopped 30 seconds ago from bloodloss.
Likely going to do further work on the Robotics tree to shore it up and remove fluff techs.
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Post by Pierre Bezukhov on Aug 4, 2017 3:42:12 GMT -6
Robotics and possibly Computation will be getting a rework over the next few weeks. I'm right now flowcharting out the current trees and I've determined Robotics will be getting a rework, though Computation is still to be determined.
Conversion of techs will likely be done through a conversion chart to avoid dealing with free tech points not putting you at the same spot you were on the tree before - though that is still awhile off at the moment.
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