NationStates Jolt Archive


DGNT plans to update space forces

Dontgonearthere
11-01-2004, 01:28
A review of our nations space-based systems found the arsenal somwhat lacking, so we made

some changes. Naturaly, these will take some time to impliment fully, but the fleets will

be updated by proximity to Earth, Pax and AC1, 6, and 10.

These items are for sale, if you want them. These will be posted at GLACORP when I have

the time.

A. Introduction of the following new weapons systems:
I. 'Pinwheel' missile system
http://www.xenophobia2186.com/img/space-missile.views.jpg
Once fired the missile locks onto the designated target, and fires its first explosive

charge, blowing off the forward 'pod' and loosing the chains, which expand in a star shaped

pattern with a radius of about ten feet. Any ship impacting one such chain receives a

nasty blow, and its quite hard to miss with the system. As 'insurance' the missile

contains a small anti-matter charge which detonates once the missile stops moving

II. 'Intimidator' long range cannon
http://gcd.kirkwarez.com/Bertha.jpg
Intended to be a cheaper alternative to the GC5000 mounted on Pile Drivers this cannon

takes up less space and is more effective on ships, delivering a plasma charge at very long

ranges, the actual cannon is roughly 40 yards from end to end, and mounts its own power

generator

III. 'Ripper' MIG (Multiple Independant Gun)
http://gcd.kirkwarez.com/Interesting.jpg
THis is destined to become DGNTs standard anti-fighter weapons system, each cannon has an

independant AI targeting system, with a single human, who chooses targets via voice

commands and a keyboard. The cannons fire 20mm flak or energy shells, each is also mounted

with three AMM tubes with three missiles in each tube.

IV. 'Imperial' Assault rifle
http://gcd.kirkwarez.com/Gun.JPG
A rifle designed specificaly for boarding parties and ship defence. THe weapon is quite

short, leaving lots of free space for manuevering. It fires energy beams, and can

therefore fire even if the ships environment is compromised. A single shot on the highest

setting can melt a four inch deep hole in steel. The weapon has four settings, heavy stun,

light stun, low power, high power. Heavy stun will put a human out for about ten minutes,

light for about three. Low power is about the equivilent of a gunshot, and high is the

above mentioned insta-kill shot. Troops on friendly vessles will naturaly be keeping the

setting at low, since its a bad idea to decompress the bridge of your own battleship.


V. ASDS (Automated Ship Defence System)
http://gcd.kirkwarez.com/Splicer.jpg
http://gcd.kirkwarez.com/Entrion/Dev%20Pics/Weapons/vulcan.jpg
http://gcd.kirkwarez.com/Entrion/Dev%20Pics/Weapons/shock.jpg
http://gcd.kirkwarez.com/Entrion/Dev%20Pics/Weapons/rifle.jpg
Specialized robots for ship defence, either turret mounted or 'spiders' with suction feet

in case of gravity loss. Each 'bot has semi-independant AI which is capable of low-level

descision making and target prioritizing. The 'bots are stowed in compartments on the

ceiling (turrets) or at floor level (spiders). Battery cells last about a day before

recharg is needed.

B. The following SDP's (Space Defence Platforms)
I. 'Fist' Siege platform
http://www.tadesigners.com/TAFF/Eyecandy/A-BattleStation.jpg
Designed to cover an area of a planet with quite throughough laser/projectile cover to

prevent anything from coming or going.
Stats:
Crew: 250 (175 crew, 75 marines)
Fighter compliment:
15 Fighters
Armament:
1 Anti-matter cannon (central)
2 Rail guns (forward)
2 EMG cannons (rear)
50 Anti-fighter batteries
5 missile launch tubes
40 AMM tubes

II. 'Liberator' Area defence platform
http://www.tadesigners.com/TAFF/Eyecandy/C-BattleStation.jpg
A scaled down version of the ageing 'Guardian' platforms, these are made with the aim of

defending a single city rather than half of a planet. The platform can either float above

the city or land and deploy troops.
STATS:
Crew: 150 (Can carry a total of 100 Marines)
Fighter compliment:
5 landing craft
Armament:
3 VAAR launchers
3 Medium plasma cannons

C. Introduction of new fighter classes:
All DGNT fighters are atmosphere capable unless otherwise noted.

I. 'Scorcher' Torpedo boat
http://www.tadesigners.com/TAFF/Eyecandy/HellHawk.jpg
Meant for heavy attack runs on capital ships, these are fast, lightly armed (other than

their AC weapons) and well shielded. The crew of two has little defence against fighters

and must rely on cover from friendlies.
Crew: 2
Wingspan: 20ft
Length: 45ft
Armament:
1 forward mounted laser
1 rear mounted laser (turret)
4 torpedo hardpoints
Defence:
3 medium defence shields

II. 'Inferno' Light area control fighter
http://www.tadesigners.com/TAFF/Eyecandy/BirdOfPrey.jpg
The inferno is a light, small fighter intended for short area controling missions, such as

the elimination of enemy fighters in close proximity to capital ships. They are very fast

and quite heavily armed for their size, carrying four missiles each. The fighters will run

on a new type of engine, though most of the info is classified, it will use a special

gravity drive to propel itself.
STATS:
Crew: 1
Wingspan: 10 ft
Length: 30 ft
Armament:
2 wing mounted laser cannon
4 missile hardpoints OR 4 rocket pods
Defence:
2 light shield generators

III. 'Revenge' Figher
http://www.tadesigners.com/TAFF/Eyecandy/Sliver.jpg
The new standard DGNT fighter, it will be replacing the Avenger in most cases. The new

craft carries a higher payload than the Avenger, but is slightly slower in the atmosphere.

It will also carry a better hyperdrive and more intelligent AI.
STATS:
Crew: 1 or 2, depending on mission
Wingspan: 35 ft
Length: 12 ft
Armament:
2 wing mounted lasers or mass drivers
1 Top mounted turret
3 missile hardpoints with 4 missile magazines

D. Introduction of the following capital ships:
DGNT is quite lacking in variety amoung is capital ship fleet, having only three classes,

in common use, and no corvettes. Corvettes are (in DGNT terminology) something to big to

be a fighter, but capable of landing in a capital ships docking bays.
Note on the fighter capacity: THe lists indicate the number of racks for that fighter

type, but these can be switched around for differnt arrangments.

I. 'Victory' fleet carrier
http://www.tadesigners.com/TAFF/Eyecandy/Victory.jpg
STATS:
Length: 4,800ft
Weapons:
10 Heavy lasers
60 Laser cannons
60 Rail guns
20 Ion canons
10 missile launch tubes
Crew: 3,600 On-Board Personnel, 275 Gunners
Cargo Capacity:
100 FIghters
50 Bombers
5 Marine boarding shuttles
8 Assault Landers
2 Heavy equipment landers
Passengers: 2,500

II. 'Rook' Heavy cruiser
http://www.tadesigners.com/TAFF/Eyecandy/Arclight.jpg

Length: 3,500ft
Weapons:
2 Heavy lasers
48 Laser cannons
20 Rail guns
6 Missile tubes
Crew: 1,400
36 Fighters
36 Bombers
6 Shuttles

III. 'Dagger' Anti-Fighter corvette
http://www.tadesigners.com/TAFF/Eyecandy/Mstar.jpg
Length: 250ft
Weapons
1 Medium laser turret
2 Light laser turrets
10 missile hardpoints with ten round magazines
Crew: 25
2 fighter docking points


IV. 'International Incident' Light corvette
http://www.tadesigners.com/TAFF/Eyecandy/Icarus.jpg
Length: 150ft
Weapons
1 Turreted light laser
2 forward lasers
4 missile hardpoints
Capable of ramming
Crew: 10

V. 'Pax' cruiser
http://www.tadesigners.com/TAFF/Eyecandy/Starburst.jpg

Length: 3,000 ft
Weapons:
3 Heavy mass drivers
10 Medium laser cannon
4 missile launch tubes
Crew: 985


VI. 'Ripper' heavy corvette
http://www.tadesigners.com/TAFF/Eyecandy/Revenge.jpg
Length: 500ft
Weapons:
1 Mass driver
4 Medium laser cannon
10 Light lasers
Crew: 50

VII. 'Discovery' Explorer ship
http://galactic-voyage.com/images/SW%20Ships/corellian%20gunship.jpg
Length: 119 Meters
Weapons:
2 Double laser cannons
4 Quad-laser cannons
2 Missile Launchers
Crew: 91
1 landing craft or 4 fighters
The Fedral Union
11-01-2004, 01:30
You should try looking in to fusion or quantem wepondry.
TheLiberator
11-01-2004, 01:32
i would like 5 'Liberator' Area defence platforms. money auto-wired when order has been confirmed.
Dontgonearthere
11-01-2004, 01:34
50 bil. THanks.
Please, no more orders until I get these up on the storefront.
TheLiberator
11-01-2004, 01:37
50 bil. THanks.
Please, no more orders until I get these up on the storefront.ok, and your welcome. I will be here VERY soon again. You can expect plenty of orders from me.
Dontgonearthere
11-01-2004, 01:43
If you like these, look here:
http://com3.runboard.com/bnationstatesforum.fmilitaryproducts
Dontgonearthere
11-01-2004, 01:47
Ok, NOW you can order :) But PLEASE PLEASE PLEASE add your own prices.
Dontgonearthere
11-01-2004, 02:07
...
TheLiberator
11-01-2004, 02:13
...AMAZING! but 50trillion.......no way i have that much, but awesome pic! where did you get it?
Dontgonearthere
11-01-2004, 04:12
You mean the Piledrivers? Well, they are 20 miles long, and have four planetbusters on them, that makes them kinda expensive :D.
Anyway, a payment plan can be worked out, say ten tril. a year or someting ;)
Sketch
11-01-2004, 04:32
Why on God's green Earth would you need to have FOUR planet busters on a single vessel for???

How'd you make your cgi? DOGA?
Dontgonearthere
11-01-2004, 07:22
Well, four very big lasers, which are capable of destroying a planet at full charge ;)
Dontgonearthere
11-01-2004, 19:33
lalala...
Dontgonearthere
12-01-2004, 00:24
Any comments on the stuff other than 'nice pix?'
The Eastern Bloc
12-01-2004, 00:50
Not to shabby on some of your stuff. Although some of your ships on that website you posted are extremely under priced for their purported capabilities. I don’t mean to be rude or elitist but your Battlecruisers are built at the same cost as roughly 5 of my Dial Class Fighters. Now either your ships are of a lower quality than mine or there is something I am missing. If your plan is to go for a cost effective approach then that’s a different story.

Another thing, I can operate a starship of the same size as yours with fewer than 1000 people and yet your ships are running with 500,000. If that is indeed the case, after building roughly 20 or so starships you would be exhausting all of the people you could possibly put in the role of “starship personnel.” Unless of course you claim to have a space force with 100 million personnel it. Not only that, the amount of space may be sufficient to hold 500,000 people but how exactly are you going to feed them for any length of time? Having that many people doesn’t leave much room for supplies. Unless of course you plan on having tours of duty that last no more than a week.

Again I’m just asking, these questions aren’t meant to be rude.
12-01-2004, 00:59
5 liberators for 50 billion
*money wired*
Dontgonearthere
12-01-2004, 01:11
Not to shabby on some of your stuff. Although some of your ships on that website you posted are extremely under priced for their purported capabilities. I don’t mean to be rude or elitist but your Battlecruisers are built at the same cost as roughly 5 of my Dial Class Fighters. Now either your ships are of a lower quality than mine or there is something I am missing. If your plan is to go for a cost effective approach then that’s a different story.

Another thing, I can operate a starship of the same size as yours with fewer than 1000 people and yet your ships are running with 500,000. If that is indeed the case, after building roughly 20 or so starships you would be exhausting all of the people you could possibly put in the role of “starship personnel.” Unless of course you claim to have a space force with 100 million personnel it. Not only that, the amount of space may be sufficient to hold 500,000 people but how exactly are you going to feed them for any length of time? Having that many people doesn’t leave much room for supplies. Unless of course you plan on having tours of duty that last no more than a week.

Again I’m just asking, these questions aren’t meant to be rude.

Yeah, most of my older ships were 'designed' the first month I got into NS, so their a little wierd, I keep telling myself to fix it, but Im to lazy :P

Items shipped, BTW.
Dontgonearthere
12-01-2004, 16:42
I went through the store and twiddled the stats...
Iuthia
12-01-2004, 16:52
I take it you don't RP with modern tech nations any more? I would hate to think that while they use normal explainable weapons you are claiming shields and lasers. There is nothing wrong with shields or powerful weapons, but I feel that if you are so future tech you shouldn't be invovled in modern tech warfare, or even politics, because you have the unfair advantage which allows you to ignore the logistical problems normal nations have to deal with (like costs, engery and simple productive capability).

On another note, people who buy things from this nation are concidered at least to be near future tech, most likely future tech and by using his technologies you are acknoledging that you will be unable to fight modern tech nations because you can't use your future tech against them (it's impossible to have them in modern times, it's why we call it future tech.) So anything you buy here cannot be used in a conventional war.
Dontgonearthere
13-01-2004, 16:37
My ground forces are MOSTLY modern tech, and I use them in the IC interest of not interfering with peoples technology in any way other than blowing it up. The only times I ignore the logistics (use of droppods from space, teleporters, whatever) is when dealing with somebody who has either an equivalent system (Some sort of super-fast magnetic rail system) or if they agree ahead of time. My space forces dont see much use on the planet itself, but I do think I blew up on nations (Darugons) satilites...
Dontgonearthere
14-01-2004, 01:56
boingity
Dontgonearthere
15-01-2004, 01:30
Added some new guns under the Golan Arms corp, check 'em out!
Dontgonearthere
16-01-2004, 02:48
...
TheLiberator
16-01-2004, 02:52
now you knoow how i feel, no purchases, no orders, no obnoxious noobs. it makes me cry that no one buys from me :cry:
Dontgonearthere
16-01-2004, 02:58
Meh, take a look at the original GLACORP storefront, I think about 3/4 of the posts are me going
'...'