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Thread: New Tech

  1. #1
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    New Tech

    For those die hards like me who like LUG and Spacedock, I have developed a few technological advances for incorporation into the system. Most of them are just mathematical extrapolations of existent tech already in the book. However, some are brand new and might be considered of interest.

    Extrapolations include but are not limited to...
    Warp Engines
    Quantum Torpedoes
    Shields
    EMH
    Bio Neural Computers
    Impulse Engines

    New technologies....
    Regenerative Ablative Armor
    Variable Hull Geometry
    Paraphasic Torpedoes

    There are others. If you are interested, please let me know.

  2. #2
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    Not that anybody cares

    I would be interested in the regenerative ablative armor and would like to see what you mean by variable geometry hull please.
    Like anyone is actually reading this.

  3. #3
    http://community-2.webtv.net/highwayhoss/TheSPACEDOCK/

    Guys, you should also look to this sight. Highway Hoss, Styrofoam Man, and others have made some interesting additions as well.

    Now if we could only get an up-date...
    Phoenix...

    "I'm not saying there should be capital punishment for stupidity,
    but maybe we should just remove all the safety lables and let nature take it's course"

    "A Place For Everything & Nothing In It's Place"

  4. #4
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    VERY interesting.

    DeviantArt Slacker MAL Support US Servicemembers
    "The Federation needs men like you, doctor. Men of conscience. Men of principle. Men who can sleep at night... You're also the reason Section Thirty-one exists -- someone has to protect men like you from a universe that doesn't share your sense of right and wrong." Sloan, Section Thirty-One

  5. #5
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    Regenerative Ablative Armor

    SU Cost: Varies, see chart.
    Power Cost: 3/Resistance regenerated

    In 2377, Commander Trinity Zeldis of Eperion IV was order to reinforce the USS Covington's armor (the ship's captain had made one of those Freudian slips or something). The ablative armor had already been evaporated. The cybernetic priest reasoned that since he couldn't get out of the ship to weld more armor onto it, he would have the transporters set on a continuous transport sweep over the hull of the ship.

    The Covington's transporters (4 six man, two 100,000 kg, and one 20 man emergency) were reconfigured and one of the computer cores programmed to continuously beam strips of armor over the hull.

    Fortunately, Captain Revik had order the ship into a nebula to get a damage assessment which gave Trinity the chance to have all the systems reconfigured. When the ship emerged, it had a full complement of armor.

    Ablative armor is bought as normal.

    The addition of the regenerative system is bought thusly:

    System SU Maximum Regen
    Class I Size 20
    Class II Size x 2 40
    Class III Size x 3 60
    Class IV Size x 4 80






    Variable Hull Geometry (First seen in Star Trek Chronology of Spaceflight)

    SU Cost: 5 per system (see text)
    Power Cost: Size x 12 per change

    The variable hull geometry system is actually "alive." The hull is composed of nanites that shift and move to allow a "path of least resistance" for warp field and shield maintenance. The nanites all come from the same world (that one where Wesley's nanites were sent). The nanintes are incorporated into various systems and integrate themselves into the system. This takes several months of learning time for the nanites to fully integrate and test out the functions of their new home. Once integrated, the tiny robots maintain a "zero" position shape. All following designs are variations on that theme.

    Normally, the system is set up for maximum warp field efficiency or shield efficiency, but the system can be set to increase sensor efficiency, as well as other systems.

    Warp lowers energy cost by 50%
    Shields gain a theshold of +50%
    Sensors increase bonus by 5
    Component Repair 5 SU's a turn (requires power cost per turn)
    PTC can transfer 50 more points of power
    And anything else your Narrator can think of.

    These numbers can be altered so that maximum change is never more than five (fifty percent) ie. warp lowers energy cost by 20 percent, but increase threshold by 30%.

    Components that need to purchase this system to be considered a variable hull are:

    Outer and Inner Hulls
    Resistance
    Ablative Armor
    Nacelles
    ODN
    Life Support
    Personell Transportation
    Shield Emitters
    MVAM
    Saucer Separation
    PTC

    The biggest down side for this is, each time the ships hull is altered (unless to 0-position), the ship as a whole takes 100 points of damage that cannot be repaired by this system and the various fields and resistances cannot stop it.

    Both of these are currently being playtested. The Variable Geometry Hull has come close numerous times to being written out of the series it was originally tied to. Fortunately, most of the players were mature enough not to rely on it except in extreme emergencies.

    Submitted for your perusal.

  6. #6
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    Talking

    As the proprieter of the SPACEDOCK R AND D site, I want to apologize for the lack of updating....I'll try to get to it when I get a chance.
    The best way to predict the future is to create it.

  7. #7
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    Loved the info, I think I can make good use of this in the near future. Checked the R&D site and found it to be all that was advertised. I look forward to what updates may come. if I may make a request, please do more with the SMR. I adapted that sites info and assimilated it into my game. But it was only on notebook paper and I never did it up in the computer. Thanks, I like your stats better.
    Like anyone is actually reading this.

  8. #8
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    Talking

    Originally posted by Trinity Zeldis: For those die hards like me who like LUG and Spacedock, I have developed a few technological advances for incorporation into the system. Most of them are just mathematical extrapolations of existent tech already in the book. However, some are brand new and might be considered of interest.
    Extrapolations include but are not limited to...
    Warp Engines
    Quantum Torpedoes
    Shields
    EMH
    Bio Neural Computers
    Impulse Engines
    New technologies....
    Regenerative Ablative Armor
    Variable Hull Geometry
    Paraphasic Torpedoes
    There are others. If you are interested, please let me know.
    OK, Trinity, I am definitely interested....let's see 'em; I can always use some new stuff for the site.
    The best way to predict the future is to create it.

  9. #9
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    Tomorrow you shall have it. Today I am at work, slaving away for the Grand Nagus.

  10. #10
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    SPACEDOCK R & D page update.

    I just want to let you know that I'm doing some updating on the SPACEDOCK R & D page and some of the links may not be working from time to time, so bear with me; I'll try to get your new stuff integrated ASAP when I get some time (Double shifts really leave little time for anything!) I'd love to see you creative engineer types come up with some good stuff for this page. I'll let you know what changes I make when I can.
    The best way to predict the future is to create it.

  11. #11
    Yeahoo!!
    Phoenix...

    "I'm not saying there should be capital punishment for stupidity,
    but maybe we should just remove all the safety lables and let nature take it's course"

    "A Place For Everything & Nothing In It's Place"

  12. #12
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    Warp Engines

    The chart says it all, for 10 SU you go up to the next engine type for a power range of +50 to minimum and maximum. I see a new engine type coming out once every 2-4 years.

    Impulse Engines

    There really is no increase in speed, but for each additional 5 SU you get 8 more power.

    Shields

    Generators are Size x (maximum rating/200). Subtract 190 from the maximum and that is the standard strength for that shield.

    Distortion Amplifiers just add a .5 x Size cost and increasing threshold range by 50.

    Recharge system adds a .5 x cost and reduces recharge time by 5 seconds.

    Quantum Torpedoes

    Just follow the theoretical torpedo advances, but each additional type after the two listed adds only 150 damage.

    Bio Neural Computer

    2 x Size per core and 5 power per core. Simple, to the point. These are basically just advances in the genetics of the gel packs.

    EMH

    Mark V: 23 SU 7 Power +1 Emapthy (reducing the -2 to -1)
    Mark VI: 25 SU 8 Power + 1 to each skill
    Mark VII: 30 SU 10 Power +1 Empathy, +1 to each skill
    All bonuses are cumulative from the Mark IV

  13. #13
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    Five-fingered (then tweeked) from a post by Ensign Arrgh [dated 28 Sept. 2002]

    We liked the idea and spent some time toying with it, but never added it to game play. . .guess we could never see a justification for it. (Plus it never really felt completed. Open to suggestions for re-tweeking it.)

    Aero/Hydroponics decks
    ---SU Cost: Size - 1
    ---Power Cost: One person per (Crew + passengers)/20, rounded up on the Basic Life Support Table.
    ---Aero/Hydroponics decks serve many purposes, from botany laboratory to source of fresh produce, to recreation for crew members looking for a green sanctuary in the midst of their metallic environment.
    ---Only ships of Size 3 and larger may have Aero/Hydroponics decks.
    ---Example: An Aero/Hydroponics deck on an Enterprise-class heavy cruiser (a.k.a the Constitution re-fits) would cost 5 SU's [6 - 1] and cost 4 power per round [(500 + 66)/20].
    Steven "redwood973" Wood

    "Man does not fail. He gives up trying."

  14. #14
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    Post Enhanced Effects for ACB Jacketing

    One idea I'm going to add to my R&D page is for enhanced effects for ACB Jacketing for phasers; this would make such jacketing more worthwile to install, so here's my house rules for ACB Jacketing:
    In addition to eliminating penalties for firing at warp, ACB Jacketing has the following effects:[list=a][*]Phaser ranges are increased to 15/37500/125000/375000 (as for phaser-jacketed phasers.)[*]Damage is increased by 20 points (Energy cost is figured as part of the ACB energy cost.)[/list=a] These effects are the result of the ACB making the phaser beam more focused and coherent over longer ranges.
    The best way to predict the future is to create it.

  15. #15
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    Phaser ranges are increased to 15/37500/125000/375000 (as for phaser-jacketed phasers.)
    I can see the range being increased, but not the damage. How many SU would you tack on for such an enhancement? I know that ACB already has a cost in Spacedock, but to increase the range should cost an extra SU for the confinement and enhancement systems.
    Like anyone is actually reading this.

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