Mini Miehms Bastard Tech reference.
Mini Miehm
15-09-2005, 01:20
Space Navy:
Starting with the Capitol Ships and their weapons:
FLAGSHIP:
Massive beyond normal reckoning, there will be only one of these behemoths built. Where the Metal Militia II defined a new age of ship to ship combat, focusing on the destruction of enemy ISDs and other heavier models, and disregarding the multi-role stance that has commonly been made a part of Capitol Ships for so long, the Metal Militia III will be a reversion to more common precepts simply because its size permits it to be so. Eschewing the traditional focus on Yamato Cannon Clusters and Burst Lasers, the Metal Militia III will focus more on a fusion of Terran and Protoss devices.
Metal Militia III: The largest ship in the Terran Fleets, it will be the first and last of its kind.
Number Currently Commissioned: 1, The Unforgiven II
Length: 10 Miles
Width: 7 Miles
Height: 5 Miles
Armament:
20 Yamato Cannon Clusters
40 Particle Disruption Cannon
400 Grasers
Interceptor Bays
120 Burst Laser Batteries
Chase Armament:
7 30cm Grasers
14 HALO Missile Batteries
21 Plasma Gatling Cannon
7 Burst Laser Batteries
Armor and Shields:
20 Foot Neo-Steel Plate
10 Foot Chromsten Plate
Gravitic Impeller Wedge and Sidewalls.
Metal Militia II Class SuperDreadnought: Number currently commissioned: 6, Pestilence, Famine, War, Metal Militia II, The Four Horsemen, and Attitude.
Length: 6 Miles
Width: 4 Miles
Height: 2 Miles
Armament:
20 Triple-Yamato Cannon Clusters
150 Quad-Burst Laser Batteries
50 KEW Launchers
Armor And Shields:
20 foot Neo-Steel Mono-molecular Plate
Variable Phase Gravitic Shielding
Metal Militia Class Dreadnought: Number currently commissioned: 21, Master of Puppets, Orion, Monster, Justice, Lightning, Sanitarium, Cure, Saint Anger, King Nothing, - Human, Sandman, Fixxxer, Unforgiven, Ktulu, Hero, Low Man, Outlaw Torn, Thorn Within, Sandman, Bad Seed, and Prince Charming.
Length: 4 Miles
Width: 2 Miles
Height: 1 mile
Armament:
3 Yamato Cannon
20 Quad-Burst Laser Batteries
18 KEW Launchers
Armor And Shields:
7 foot Neo-Steel Mono-molecular Plate
Variable Phase Gravitic Shields
Leviathan Class Battlecruiser: Number Currently Commissioned: 500.
Length: 2 miles
Width: 1 1\2 miles
Height: 1\2 mile
Armament:
1 Yamato Cannon
10 Quad Burst Laser Batteries
6 KEW launchers
Armor And Shields:
3 foot Neo-Steel Mono-molecular plate
Variable Phase Gravitic Shields
Protoss Ganthiror Class Carrier: Number Currently Commissioned: 1000
Length: 1 Mile
Height: 1\2 Mile
Width: 1\2 Mile
Armament:
2 Phase Disruption Cannon
8 Robot Interceptor Bays, 100 Interceptors each
Sub-Armament:
Robot Interceptor:
2 Light Plasma Guns
Armor And Shields:
3 foot Protoss Chromsten Compressed Tungsten armor
Heavy Protoss Shielding, Carrier Strength(duh!)
Protoss Strike Cruiser: Number Currently Commissioned: 2,000
Length: .75 Miles
Width: .5 Miles
Height: .3 Miles
Armament:
4 Particle Disruption Cannon
10 Gatling Lasers
10 Plasma Gatlings
6 Plasma Missile Launchers
4 Warp Torpedo Tubes
1 30cm Spinal Mount Graser
Armor and Shields:
Heavy Protoss Shields
2 foot Chromsten Plating
Terran Heavy Cruiser: Number Currently Commissioned: 6,000
Length: .75 Miles
Width: .5 Miles
Height: .3 Miles
Armament:
8 Dual Burst Lasers
6 Hellfire Missile Launchers
5 HALO missile batteries
1 30cm Spinal Mount Graser
Armor and Shields:
3 foot Neo-Steel Plate
Medium Protoss Shields
Terran\Protoss Destroyer: Number Currently Commissioned: 12,000
Length: .5 Miles
Width: .5 miles
Height: .25 miles
Armament:
1 Particle Disruption Cannon
1 30cm Spinal Mount Graser
4 Dual Burst Lasers
2 HALO Missile Batteries
4 Hellfire Missile Launchers
Armor and Shields
3 Foot Neo-Steel Plate
Medium Protoss Shielding
786529
OOC: comments are welcome.
More items will appear periodically, as I get them completed.
Mini Miehm
15-09-2005, 01:34
Heavy Fighters and Gunships:
Grizzly Class Terran Gunship: Number Currently Comissioned: 10,000
Length: 100 Yards
Height: 20 Yards
Width: 50 Yards
Armament:
2 Hellfire missile launchers
4 heavy Grav-cannon
8 medium Grav-cannon
1 Linear gun
Armor and Shields:
Trilayer Neo-Steel armor
Light Ship Shields
Legion Class Gunship: Number Currently Comissioned: 5,000
Length: 300 Yards
Height: 60 Yards
Width: 150 Yards
Armament:
2 Warp Missile launchers
4 Anti-Ship Grav-Cannon
8 medium Grav-cannon
2 Quad-Burst laser batteries
1 80cm Hellbore
Armor and Shields:
Tri-layer Protoss Chromsten Armor
Medium Ship Shielding
Genesis Heavy Interceptor: Number Currently Comissioned: 100,000
Length: 10 Yards
Height: 5 Yards
Width: 20 Yards
Armament:
8 Interchangeable Energy Hardpoints
4 Missile Hardpoints
1 Special Heavy Weapon Hardpoint
Armor and Shields:
Trilayer Neo-Steel Light Ship Plating
Heavy Electro-shields
Medium Gravitonic Shielding
Mini Miehm
17-09-2005, 14:00
Medium Fighters and Bombers:
Wraith Interceptor:
Length: 5 Yards
Height: 10 Yards
Width: 10 Yards
Armament:
2 Hellstorm Missile Launchers
1 Dual-Burst Laser Battery
Armor:
Medium Fighter Plating
Protoss Scout Fighter:
Length: 10 Yards
Width: 5 Yards
Height: 3 Yards
Armament:
2 Twin Photon Gatlings
2 Dual-Photon Missile Launchers
Armor and Shields:
Medium Fighter Chromsten Plating
Protoss Scout Shielding
Valkyrie Light Missile Frigate:
Length: 20 Yards
Width: 40 Yards
Height: 5 Yards
Armament:
2 HALO missile launchers
2 Medusa Bomb Bays
Armor and Shields:
Medium Neo-Steel Fighter Plating
Protoss Scout Shielding
Corsair Defender Interceptor:
Length: 10 Yards
Width: 10 Yards
Height: 5 Yards
Armament:
2 Twin Neutron Flares
1 Disruption web generator
Armor and Shields:
Medium Fighter Chromsten Plating
Protoss Interceptor Shielding
Mini Miehm
17-09-2005, 14:53
Light Fighters and Bombers:
Bloodbath Interceptor: Declared OBSOLETE. No longer in front line units.
Length: 10 Yards
Height: 5 Yards
Width: 15 Yards
Armament:
4 Energy Weapon Hardpoints
4 Missile Hardpoints
Armor and Shields:
Trilayer Neo-Steel Light Ship Plating
Heavy Electro-shields
Medium Gravitonic Shielding
Mini Miehm
17-09-2005, 14:56
Special Space Combat Units:
TBA
Mini Miehm
17-09-2005, 14:57
Strike: Heavy Assault units, 101st Mobile Infantry Regiment, 82nd Mobile Infantry Regiment, 10th Mobile infantry Regiment
See Entry, Fleet Strike, ACS, for details on all Strike units
Fleet Strike: Planetary Assault Forces, ACS, 555th Mobile Infantry Regiment, 11th Mobile Infantry Division, Bolos SOL-0003, LAZ-179
ACS “Marauder” Suit: Standard Armored Combat Suit of Fleet Strike, Strike, and the Blood Lords
Heavy 3mm Grav-gun
2 Integral Auto-mortars and Grenade launchers, shoulder mounted
Armored Combat Suit with integral AID (reference General Tech section for AID specifications)
Personal Defense Screen
72 hour Fusion Battery
ACS “Scout” Suit: Lighter and faster than the Marauder, but also less heavily armed and armored, used by Strike and Fleet Strike
Heavy 3mm Grav-gun
Medium Armored Combat Suit with integral AID
Personal Defense Screen
96 hour Fusion Battery
ACS “Grim Reaper” Heavy Support Suit: Heavily Armed and Armored, with 4 interchangeable weapons Hardpoints, capable of running through onboard munitions of any weapon in under 6 minutes of continuous fire, used by Strike, Fleet Strike, and the Blood Lords
4 Heavy Flechette cannons
4 Heavy AA Grav-Cannon
4 Multiple repeating HVM Launchers
4 Auto-Shotguns
4 Auto-Mortars
4 Gigawatt laser cannon
1 Quad-Mount Terawatt laser system
Grim Reaper ACS Suit with integral AID
Personal Defense Screen
72 hour Fusion Battery
Mini Miehm
17-09-2005, 14:58
Line: Elite forces, comprised of 4 units, the 10,000(or The Immortals), the 600(or The Spartans), the 11th Infantry (or Old Guard), and the Blood Lords.
Immortal Trooper:
Heavy 3mm Railgun
10 clips of 3mm ammunition(80 rounds each)
Medium un-powered combat armor
Chameleon Camouflage Suit
Personal Defense Screen
Spartan Trooper:
Light Grav-gun
Backpack ammo box
Medium un-powered combat armor
Chameleon Camouflage suit
Personal Defense Screen
Old Guard Trooper:
Punch gun
5 Power Cartridges
Heavy Un-powered Combat Armor with integral Chameleon function
Blood Lord:
See ACS Entry under Fleet Strike
Immortal Support Trooper:
Heavy ground effect saucer
Pintle mounted heavy weapon, Plasma cannon or multiple repeating HVM launcher
Grenade Packs
Light powered armor
Chameleon Camouflage Suit
Personal Defense Screen
Spartan Support Trooper:
Medium ground effect saucer
Pintle mounted heavy weapon, gigawatt laser or light HVM launcher
Grenade Packs
Light powered combat armor
Chameleon Camouflage Suit
Personal Defense Screen
Mini Miehm
17-09-2005, 14:58
Guard: The basic Infantry and armor of the Terran Dominion, grunts.
Marine:
Medium 8mm “Impaler” Gauss rifle
Marine Combat Armor
Personal Defense Screen
Firebat:
Heavy “Incinerator” Flamethrowers, Plasma based
Firebat Combat Armor, fire proof
Personal Defense Screen
Goliath Walker Urban Assault Mech:
2 30mm “Devastator” Gauss Cannon
2 Hellfire missile launchers, 60 missiles each
Medium Vehicle Plating
Hellmaker Walker Heavy Support Mech:
2 Heavy “Annihilator” Flamethrowers, Plasma Based
2 Inferno rocket launchers, 60 rockets each
Heavy Vehicle Plating
Arclite Siege Tank:
2 80mm Shot Cannons
OR
1 170mm Siege Cannon
Heavy Vehicle Plating
Siege Mode
Combat Engineer:
Punch Gun
5 Power Cartridges
Chameleon Camouflage Suit
Various Explosives and Mines, Primarily C-9, atomic catalyst explosive
Personal Defense Screen
Mini Miehm
17-09-2005, 14:59
*Reserved for Special Ground Forces and Weapons*
Mini Miehm
17-09-2005, 15:00
Physics and General Technology:
Naval Armors:
Chromsten: Compressed Chromium-Tungsten Armor, high weight and density make this armor most suited to heavy Capitol ships though some of the more powerful Protoss fighters also mount this extremely durable armor in very thin plating.
Neo-Steel Battleplate: Compressed Steel-Titanium alloy, not as tough as Chromsten, but also lighter, the main armor of the Terran Marine Fleets and Colonial Militias.
Naval Shielding:
Protoss Shielding: Based on Protoss Psionic disciplines, they require at least one Psion to begin their operation, after which they feed off of the Psionic energy of the crew, who suffer no adverse affects from this.
Variable Phase Gravitic Shields: Double as the drive source, form a pair of focused Gravitic planes a meter thick, within that meter Gravity goes from 0 to over 100,000 Gees in less than 1mm, impenetrable from above or below, but open on either end and along the sides. The Fore opening is larger than the aft opening by nearly an order of magnitude.
Ground Forces Weapons:
Boma Blade:
A Monomolecular Vibroblade, capable of cutting almost any material, up to and including most Starship Armors.
Grav-Saber:
A focused plane of Gravitic Force, capable of cutting through any material known to man, though it is generally balked by shields, as well as other Gravitic weapons.
Grav-Gun:
Uses Anti-Matter to accelerate a Depleted Uranium pellet to .3c, causes KE explosions on impact.
Punch Gun:
A light, man-portable, short ranged, high powered Plasma Gun
Reaper Systems:
Flechette Guns: Fires approximately 1,000 monomolecular steel flechettes every second.
Heavy AA Grav-Cannon: Much like a regular Grav-Gun, only with multiple firing chambers for greater muzzle velocity and firepower, top velocity of nearly .6c.
Multiple repeating HVM Launchers: Fires large Slugs of Tungsten at relativistic speeds, low rate of fire, and high ammo bulk per shot, but extremely powerful on impact.
Auto-Shotguns: Fires 1 gauge slugs or shells at hypersonic velocities, mediocre rate of fire, and low ammo bulk.
Auto-Mortars: Fire 120mm Anti-Matter explosives at high rate of fire, relatively accurate with a 200 meter footprint.
Gigawatt laser cannon: Has infinite ammo, fires bolts of coherent light, effectively a light speed weapon, strikes are generally very damaging, though limited in scope compared to the larger Quad-Mount System.
Quad-Mount Terawatt laser system: Heavy weapon, fires bolts of Coherent Light, effectively a light speed weapon, prone to explosions if overused, useful as an anti-armor, anti-personnel(on a squad level damage scale), or anti-Lander\anti-ship role.
Space Navy and Fighter Weapons:
Burst Laser:
Fires a Terawatt range laser burst, comes in Dual, Triple, and Quad mounts.
Yamato Cannon:
Fires a concentrated burst of energy, derived from a nuclear reaction, extremely damaging, 10 shots are generally more than capable of destroying an SSD outright.
Particle Disruption Cannon:
Protoss Capitol Ship weapon, weak against shields, but has great damaging ability against armor.
KEW:
A Kinetic Energy Weapon, capable of dealing out incredible amounts of damage, also used for orbital bombardments.
Light Plasma Gun:
Medium powered ship weapon, mounted on Protoss Robot Interceptors, good against both Armor and Shields.
Hellfire missile launchers:
Powerful anti-fighter\light anti-ship missile, carries either an Antimatter explosive warhead, or a light Bomb-pumped Laser Warhead.
Heavy Grav-cannon:
Anti-Transport weapon, more powerful than the Grav-Cannon wielded by the Reapers.
Medium Grav-cannon:
Anti-fighter weapon, extremely rapid fire, and about as powerful as the ones used by the Reapers
Linear gun:
Fires large Nickel-Iron Slugs, shots are accelerated to approximately .6c, and are capable of punching holes through Dreadnoughts, the long way.
Warp Missile launchers:
Fires missiles with warheads that open holes in the hyperspace wall, dragging portions of its target into hyperspace.
Anti-Ship Grav-Cannon:
A Grav-Cannon designed for anti-capitol ship operations, fires slugs of 50cm in diameter at over .6c.
Hellbore:
A directed nuclear energy weapon, capable of breaking Cruisers and Heavy Cruisers with repeated strikes.
Interceptor Energy Weapons:
Gatling Laser: High rate of fire, medium energy weapon, 6 shots per second.
Heavy Laser: Very low rate of fire, insane damage, 1 shot every ten seconds.
Phase Cannon: Very effective against shields, without losing effectiveness against armor, medium rate of fire.
Tracking Tracer Cannon: Follows any target in line of sight, fires a continuous stream of low power laser energy, does low but continuous damage, damage accrues quickly.
Interceptor Missile Weapons:
Elerium Torpedo: High rate of fire, as long as lock is maintained 1 may be fired every second, mediocre speed maneuverability and damage.
Enveloping Fusion Torpedo: Does damage to the entirety of a fighter with a single hit, limited utility against capitol ships.
Fusion Missile: Best for engaging large slow moving targets, like capitol ships, massive damage, horrendous speed.
Parallax Missile: Creates 2 illusory warheads to confuse Anti-Missile Systems, does decent damage, has reasonable speed, and reasonable rate of fire.
Passive Cloaking Torpedo: After firing it becomes invisible, until a ship strays within 9km of it, then it engages its drive and chases after the target, if the target is destroyed before it runs out of fuel, and it hasn’t detonated, it resumes cloak and waits for another target.
Sidestep Missile: Fast, maneuverable, and almost impossible to evade due to vector control thrusters, does respectable damage.
Permeator Missile: Has a warhead that allows it to partially breach most forms of shielding, does approximately half of its damage to shields and half to the ships hull, less effective against Capitol Ships.
Ghost Rider Missile: Advanced laser warhead missile, extremely accurate, with amazing ECM, relatively fast.
APOLLO Missile System:
Missile pods that use FTL controls to defeat most ECM and anti-missile systems, APOLLO allows effective real-time control over the missile in each pod. Multiplies a ships throw-weight by a factor of 8.
Mini Miehm
28-10-2005, 00:52
Templar Units: The Zealot, the Dragoon, the High Templar, the Grand Templar, the Dark Templar, the Archon, and the Dark Archon are all Templar caste fighters, the mainstays of the Protoss ground army.
Zealot:
2 Psionic Blades, known as Psy-Blades
Zealot Armor with Cybernetic enhancements
Personal Energy Shield
Dragoon:
1 Particle Disruption Cannon
Medium Vehicle Armor
Dragoon Cybernetic Life Support Skeleton
Personal Energy Shield
High Templar:
Unarmed
Psionic Skills: Psionic Storm, Hallucination
Templar Armor with Cybernetic Enhancement
Personal Energy Shield
Grand Templar:
Psy-Bolt
Psionic Skills: Psionic Storm, Hallucination
Templar Armor with Cybernetic Enhancement
Personal Energy Shield
Dark Templar:
1 Psy-Lash
Dark Templar Armor
Permanent Cloaking Effect, Thermal and Visual, not UV or most other sensors relying on non-visual detection
Personal Energy Shield
Archon: Can be formed under battlefield conditions by merging two High Templar
1 Psy-Wave
Biological Electro-reactive Armor
Heavy Personal Shield
Dark Archon: Can be formed under battlefield conditions by merging two Dark Templar
Unarmed
Psionic Skills: Maelstrom, Feedback, Mind Control
Biological Electro-reactive Armor
Heavy Personal Shield
Mini Miehm
16-12-2005, 22:00
Order of Battle and Terran Systems:
Controlled Systems:
Tarsonis: Terran Dominion capitol system, host to a Terminus of the Terran Wormhole Junction.
Aiur: Protoss Home world, host to a Terminus of the Terran Wormhole Junction.
Shakuras: Dark Templar Home world. Temporarily lost.
Manticore Binary: Fleet Base, Host to the Primary of the Terran Wormhole Junction.
Korhal V: Desert planet, major Army Facility.
Divisions and Task Fleets:
Carrier Group:
50 Carriers
30 Arbiters
Task Fleet 1, Pestilence:
Metal Militia II SuperDreadnought Pestilence
Metal Militia Dreadnoughts Cure, Fixxxer, - Human
30 Leviathan Battlecruisers
120 Podlayers
1,000 Genesis Interceptors
1,000 Scouts
1,000 Corsairs
10,000 Wraiths
500 Valkyries
300 Legion Gunships
500 Grizzly Gunships
1 Carrier Group
30 Arbiters
Task Fleet 2, Famine
Metal Militia II SuperDreadnought Famine
Metal Militia Dreadnoughts King Nothing, Thorn Within, Sandman
30 Leviathan Battlecruisers
120 Podlayers
1,000 Genesis Interceptors
1,000 Scouts
1,000 Corsairs
10,000 Wraiths
500 Valkyries
300 Legion Gunships
500 Grizzly Gunships
1 Carrier Group
30 Arbiters
Task Fleet 3, War:
Metal Militia II SuperDreadnought War
Metal Militia Dreadnoughts Saint Anger, Monster, Ktulu
30 Leviathan Battlecruisers
120 Podlayers
1,000 Genesis Interceptors
1,000 Scouts
1,000 Corsairs
10,000 Wraiths
500 Valkyries
300 Legion Gunships
500 Grizzly Gunships
1 Carrier Group
30 Arbiters
Task Fleet 4, Death:
Metal Militia II SuperDreadnought Morte
Metal Militia Dreadnoughts Justice, Lightning, Hero
30 Leviathan Battlecruisers
120 Podlayers
1,000 Genesis Interceptors
1,000 Scouts
1,000 Corsairs
10,000 Wraiths
500 Valkyries
300 Legion Gunships
500 Grizzly Gunships
1 Carrier Group
30 Arbiters
Task Fleet 5, Metal Militia II
Metal Militia II SuperDreadnought Metal Militia II
Metal Militia Dreadnoughts Sanitarium, Unforgiven, Orion
30 Leviathan Battlecruisers
120 Podlayers
1,000 Genesis Interceptors
1,000 Scouts
1,000 Corsairs
10,000 Wraiths
500 Valkyries
300 Legion Gunships
500 Grizzly Gunships
1 Carrier Group
30 Arbiters
Task Fleet 6, Four Horsemen
Metal Militia II SuperDreadnought Four Horsemen
Metal Militia Dreadnoughts Master of Puppets, Low Man, Devils Dance
30 Leviathan Battlecruisers
120 Podlayers
1,000 Genesis Interceptors
1,000 Scouts
1,000 Corsairs
10,000 Wraiths
500 Valkyries
300 Legion Gunships
500 Grizzly Gunships
1 Carrier Group
30 Arbiters
Task Fleet 7, Attitude
Metal Militia II SuperDreadnought Attitude
Metal Militia Dreadnoughts Outlaw Torn, Bad Seed, Prince Charming
30 Leviathan Battlecruisers
120 Podlayers
1,000 Genesis Interceptors
1,000 Scouts
1,000 Corsairs
10,000 Wraiths
500 Valkyries
300 Legion Gunships
500 Grizzly Gunships
1 Carrier Group
30 Arbiters
Mini Miehm
22-12-2005, 01:23
Bump for input.
Czechotova
22-12-2005, 01:30
this has unrealistic written all over it. otherwise nice work:)
Mini Miehm
22-12-2005, 21:08
this has unrealistic written all over it. otherwise nice work:)
Well duh! Thank you captain obvious! It's Future Tech, it's not supposed to be realistic!!!
any chance you can put the size of your stuff in meters (even if you put it in brackets next to what you currently have), its a bastard trying to compare the stuff with mine.
Tho its really really good, now atlest i have some where to look when trying to find the stuff.
Mini Miehm
25-12-2005, 03:55
any chance you can put the size of your stuff in meters (even if you put it in brackets next to what you currently have), its a bastard trying to compare the stuff with mine.
Tho its really really good, now atlest i have some where to look when trying to find the stuff.
If I really have too...
Honestly, the only reason I don't is because I'm a lazy american, who grew up with a sensible system of measurement...:p
SeaQuest
25-12-2005, 04:20
If I really have too...
Honestly, the only reason I don't is because I'm a lazy american, who grew up with a sensible system of measurement...:p
OOC: Hey, I'm an American and I find metrics much simpler and easier to use.
Mini Miehm
16-01-2006, 22:37
Bump for more comments.
Mini Miehm
02-02-2006, 16:34
Bumpariffic.
Braxis VI
09-02-2006, 00:09
<OOC: Excellent! A Protoss/Terran player! Entaro Adun! Shame you had to go and improve on the already outstanding protoss technology with your own stuff, but otherwise a nice sturdy army. I think the number of ships might be a bit huge for the fleets, but the thought of a thousand corsair pilots zipping through the air is fun. We'll have to do a roleplay sometime - Specially as I stole a Terran planet name for my nation!>
Mini Miehm
09-02-2006, 00:52
<OOC: Excellent! A Protoss/Terran player! Entaro Adun! Shame you had to go and improve on the already outstanding protoss technology with your own stuff, but otherwise a nice sturdy army. I think the number of ships might be a bit huge for the fleets, but the thought of a thousand corsair pilots zipping through the air is fun. We'll have to do a roleplay sometime - Specially as I stole a Terran planet name for my nation!>
Indeed. Entaro Tassadar! I felt that upgrades were in order to deal with the other tech bases commonly used on here. As for the numbers, they were reached after doing some careful math, and reading the books repeatedly. I determined that the crews for Terran ships were EXTREMELY small for their stated size. As for 'toss units, based on the scenes in the final video, wherein Tassadar dies, I have determined that Protoss ships are crewed by one 'tosseach, making them much more plentiful than their Terran counterparts.
Most of the "new" stuff is taken from Honorverse or John Ringo, because ACS beat Marines any day.
You detonate nuclear reactions inside your ships?
Dear God, I'd hate to see the maintainence bills on those suckers.
Mini Miehm
09-02-2006, 21:38
You detonate nuclear reactions inside your ships?
Dear God, I'd hate to see the maintainence bills on those suckers.
It's the only way to get a Yamato reaction without going Waveform Cannon, and using the entire reactor output on it. The detonations are carefully contained and, unless the con tainment fields are damaged, there is no damage to any parts. If they ARE damaged the Yamato is supposed to shut down, and refuse to fire.
Nova Boozia
18-02-2006, 17:49
Very good, but couldn't you state the capital ships hangar capacity? Also, there is no Arbitor profile.
Mini Miehm
18-02-2006, 22:32
Very good, but couldn't you state the capital ships hangar capacity? Also, there is no Arbitor profile.
Only carriers have any hangars at all, and each carrier holds 800 Interceptors, the rest of the Dominions fighters are brought through Protoss Warp Gates.
Nova Boozia
19-02-2006, 20:22
Forgive my nit-picking, but in the Emergance of the Protectorate rp, I was advised to land a fair sized boat in a hangar on "the largest vessel" which was, I presume, Attitude.
If I really have too...
Honestly, the only reason I don't is because I'm a lazy american, who grew up with a sensible system of measurement...:p
Using the metric system is the lazy way actually. All sorts of unit conversions, going from feet to miles, inches to yards....
Metric system all you have to do is move the decimal towards the right or left by an "X" number of spaces.
Example:
1 meter = 10 decimeters
1 meter = .1 DECAmeters (capitalized as to not get the two confused)
1 meter = 100 Centimeters
1 meter = .01 Hectometers (i think that's right)
1 meter = 1000 millimeters
1 meter = .001 kilometers
so on and so forth. I find to just move that tiny decimal to be so much more convenient.
Even the lazy, dumb people in my science and math classes find them to be easier to use.
Amazonian Beasts
19-02-2006, 20:34
Using the metric system is the lazy way actually. All sorts of unit conversions, going from feet to miles, inches to yards....
Metric system all you have to do is move the decimal towards the right or left by an "X" number of spaces.
Example:
1 meter = 10 decimeters
1 meter = .1 DECAmeters (capitalized as to not get the two confused)
1 meter = 100 Centimeters
1 meter = .01 Hectometers (i think that's right)
1 meter = 1000 millimeters
1 meter = .001 kilometers
so on and so forth. I find to just move that tiny decimal to be so much more convenient.
Even the lazy, dumb people in my science and math classes find them to be easier to use.
Metrics are easier for the rest of us...
Metrics are easier for the rest of us...
That's why I can't wait for the U.S. to fully convert to the Metrics.
BTW M.M., I don't think I mentioned that the list looks fiarly formidable.
Waterhelper
19-02-2006, 21:13
I think metric is easier but if i have to convert i just multiply the yards ky three then twelve (to get inches) the by 2.65 (something like that) to get CM then devife by 10 to get meters
Mini Miehm
19-02-2006, 22:46
Forgive my nit-picking, but in the Emergance of the Protectorate rp, I was advised to land a fair sized boat in a hangar on "the largest vessel" which was, I presume, Attitude.
Attitude was the largest ship in the system. It has BOAT BAYS. There are no Fighter Hangars on any capitol ships except Carriers, and the MMIII. Boat Bays are decent sized, biut are better suited to handle the larger Terran Dropships and Shuttles, as opposed to the comparatively tiny Wraiths and Scouts of the fighter complements.
@Huntaer:
Thank you. It's been noted that even large nations respect the Terran Space Navy... Since I've only got a single Division and change of TRUE Infantry, as opposed to the Colonial Militias and Line Troopers of the Colonial Guard, I can have a comparatively large and powerful navy.
The Contract Agency
19-02-2006, 23:20
There's no actual proof as to the crew compliment of either terran or protoss ships, so that fleet comp seems a little cheeky.
Mini Miehm
19-02-2006, 23:31
There's no actual proof as to the crew compliment of either terran or protoss ships, so that fleet comp seems a little cheeky.
There IS proof of the Protoss. Watch the final cutscene, a Carrier is piloted by ONE Templar. That's concrete evidence right there.
The Terran ships are shown in the books to have mostly Marines in their crew complements. The crews are VERY small. But, since there's no concrete evidence, you can't really argue with my numbers, can you?
The Contract Agency
19-02-2006, 23:34
One templar who happens to be incredibly powerful. And we don't know if that's the entire of the ship.
Mini Miehm
19-02-2006, 23:46
One templar who happens to be incredibly powerful. And we don't know if that's the entire of the ship.
We do know, because the Scourges are seen to fly into the ship, and the only person in the entire ship is Tassadar, who happens to be no more powerful than any other Templar, what he is is DIFFERENT. He uses BOTH sides of the Templar abilities, that is all that makes him special. There are at least 3 other Templar capable of that. Artanis for example... Now, since that's the only argument you can muster, and since I've defeated it several times, I think we're done here.
The Contract Agency
19-02-2006, 23:50
Ah-huh... So, because some monsters are seen in the ship it must be the entire thing you see... How does that work?
Mini Miehm
20-02-2006, 00:08
Ah-huh... So, because some monsters are seen in the ship it must be the entire thing you see... How does that work?
The ship is seen to be very large, and HOLLOW. Since it's effectively a hull, engines, shields, and hangars. It's got a single central platform, from which the entire ship is controlled. If you paid attention better, you might have noticed that. Now, quit using space in my thread, let someone with a real argument put it here. My thread, my rules. The issue you raised has been raised several times, and addressed every time, the same way, so go away.
Nova Boozia
20-02-2006, 08:17
Personally, I think the fleet list has an exagerated amount of large vessels backed by scimpy fighter-cover, so it (for someone with that many posts anyway) balances out. But I think there would have to, for most operations, be maintenance crew, air-marshalls to direct the robots, and perhaps marines. Also,
if Protoss shielding is powered by their natural psionics, then a high strength ship would need at least a medium crew for it's size. And it's quite possible to control most modern vessels with one man, but not truly operate them.
Mini Miehm
20-02-2006, 16:52
Personally, I think the fleet list has an exagerated amount of large vessels backed by scimpy fighter-cover, so it (for someone with that many posts anyway) balances out. But I think there would have to, for most operations, be maintenance crew, air-marshalls to direct the robots, and perhaps marines. Also,
if Protoss shielding is powered by their natural psionics, then a high strength ship would need at least a medium crew for it's size. And it's quite possible to control most modern vessels with one man, but not truly operate them.
I use the amplification abilities of Khaydarin crystals to make the shielding possible. Where once it would have taken many decently powerful Protoss, it can be done now with one that is simply "above average". Trust me guys, I planned all of this out when I started, and yes, the fighter cover is intentionally skimpy. Stopping fighters is what Destroyers and Gunships are for. My Fighters are usually used to swarm under lighter enemy ships.
Also, Protoss Shielding is generally relatively light. Think of them more as Corsairs or Raiders than as front-line Wall of Battle Combatants. They're faster, more agile, and more lightly defended, in return they get all the best gadgets and abilities.
Tannelorn
02-04-2006, 10:31
ooc Mini...you have more ships then your population can support. nations of 7 billion cant support 10 000 awesome ships. Your stuff is all cardboard till you drop your fleet numbers under 500 total vessels, since your size cant support the creation and maintenance of such a fleet.
Same rules we all followed way back when. Lots and Lots and LOts of ships = carboard. Especially when you havent done alot of development [or any] threads for your technology. I would seriously edit all this for the next draft of your Nations tech thread.
Also destroyers and frigates are so not for killing fighters, maybe yours are but let me just let out a simple fact. Fighters can easily carry weaponry or payloads capable of hurting big cap ships..they can swarm and obliterate the destroyers [lightest cap ship by the way] and frigates with ease. Since many can do it to larger ships. No matter what defense weapons you have, the fighters come too fast, and are too small for a big ship to really nail. Even with anti fighter systems.
You need fighters to kill fighters.
Chronosia
02-04-2006, 13:55
I have a thousand ships in relation to each billion of my population; I have no tech reference threads, except what I can and will link you too if you want to know about 40k tech, and I concentrate entirely on Rp; half of what makes all this tech-wanking nonsense is the fact that you rely so heavily on stats that ultimately mean nothing.
Tannelorn
02-04-2006, 14:38
Not tech wanking, habit actually. These habits tend to come from seeing people tech wank all the time, and watching them try to tech wank out of RP, normally i do a development thread, which is a scientific RP, is what i mean by it. A group of researchers go through a series of misadventures until they stumble upon the secret.
Personally i wish we could be in a world where everyone would just put an IC effect and go by it, alas we dont. Trust me <.<. [note mini tried pulling a tech wank on me in the Cluster, by stating that my megaton weapons, ie lasers that used a big badass nuke as the catalyst for a graser, were weaker then his shields when i fired warning shots.]
I try to go for effect, a massive holding chamber filling with a blossoming explosion dancing along the guide rails as it was directed through the monstrous focusing lense, sending the seering ray of light towards the enemy.
But alot of people in the past, have tech wanked. And 1000 ships per bil a good ratio, i tend to have 1700 ships in my navy at any given time at 5.9.
All i am saying is, a tech research RP or two gives alot more credibility then a tech info thread, when it comes to RPing. Do one or two, they can be quite fun actually, and humorous. Research threads give units "hero points". [ or Villain points depending on who you are.] So why not do them haha.
Chronosia
02-04-2006, 14:40
Nah, I prefer to just RP; too much pointless effort in making countless research threads and stat threads and factbooks. Nah, just point me in the direction of RP, and let the creative juices flow and I'll craft some pretty wicked images :D
Tannelorn
02-04-2006, 14:54
For me its a tad different actually, because one whole caste, 15% of the population are scientists. So its an aspect of my countries culture. We have a caste system where each caste is trained from birth to do their duties. Knight, or Warrior [two names]. Scientist And civilian, the civilian caste has many sub castes. So Tannelornian's always have very refined and excellent technology, and are always researching. Its part of my RP and any high tech nation should enjoy that sort of thing!
I dont normally add numbers except to satisfy tech wankers heh, i add effects however as i said earlier. I think up a neat weapon, my scientists get to work! heh. Thats what i am really saying on that issue. If your a high tech nation, that claims to be very very high tech, you should have the sub culture within your nation firmly displayed, as it is a part of your nation.
Otherwise you shouldnt really pull the tech card, after all people have their faults and their specialties. Rp is the most important thing most of all, and background is an important part of RP!
Chronosia
02-04-2006, 15:04
See, we don't exactly research, so much as venerate technology. A big part of my nation is the tech Priests; the Adeptus Mechanicus; who worship the Machine God, and see all technology as being derived from him (All human technology anyway, though blasphemous Xeno-tech has its uses...)
Mini Miehm
02-04-2006, 15:14
I can't get onto NS to check my TGs, but I assume you responded, now, I know that I said in MY TG that my tech thread were out of date. WHY you would bother posting in a thread that you KNOW is no longer active simply boggles the mind. Now, since you seem to be so concerned with RP over anything else, why waste time with research thread and your so-called(and rather useless) "Hero Points" and other similar BS. Also, using my size as a way to say my tech sucks is rather questionable, especially when you seem to know effectively nothing about it.