Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 8 9 [10] 11 12 ... 24

Author Topic: [We] Empire Thread | Hivers | GalactiRace  (Read 25437 times)

NUKE9.13

  • Bay Watcher
    • View Profile
Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #135 on: August 22, 2018, 02:00:35 pm »

A thing about the Vigil: a Corvette is probably too small to carry full-sized versions of the QG and QW; we'd need to spend effort revising them smaller to deploy one. Whereas I think they'll just about fit on a Frigate.
Logged
Long Live United Forenia!

evictedSaint

  • Bay Watcher
  • if (ANNOYED_W_FANS==true) { KILL_CHAR(rand()); }
    • View Profile
Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #136 on: August 22, 2018, 02:24:00 pm »


Quote from: VoteBox
Tremor: (4) EvictedSaint, SC, NUKE9.13, Talion
Lemonlime:
Penance: (2): EvictedSaint, NUKE9.13
"Large Annelid": (1) RAM
Praetorian Matrix: (1) SC
Vigil: (2) SC, Talion

Amplified Credulity Lab (3): NUKE9.13, Talion, eS

Save Dice For Revisions:
1 Die: (3) SC, NUKE9.13, eS

Talion

  • Bay Watcher
    • View Profile
Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #137 on: August 22, 2018, 05:00:47 pm »

On the basis of the armour change to the Penance.

Quote from: VoteBox
Tremor: (4) EvictedSaint, SC, NUKE9.13, Talion
Lemonlime:
Penance: (3): EvictedSaint, NUKE9.13, Talion
"Large Annelid": (1) RAM
Praetorian Matrix: (1) SC
Vigil: (1) SC

Amplified Credulity Lab (3): NUKE9.13, Talion, eS

Save Dice For Revisions:
1 Die: (3) SC, NUKE9.13, eS

Logged

Draignean

  • Bay Watcher
  • Probably browsing tasteful erotic dolphin photos
    • View Profile
Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #138 on: August 23, 2018, 03:14:59 pm »

[OUR] (NAST) <Tremor> Gen A.1.0
[Time: 4 Progress: 3 Cost: 5]
The Tremor is not a challenge in concept, merely in execution. Small enough to be fired in waves, enough fuel to reach great velocity and maintain maneuvering control, a sufficient warhead to be dangerous on a near miss, and capable of being refitted for bombardment. There are some old patterns from our [History] that will likely prove sufficient, and we expect to keep costs down.

Tremor: 0/8 [2] |  30T + 80M +100E | Rushed 0 Times | Nothing Invested

Prototype
[Efficacy: 2]
The Tremor, sadly, shows the influence of its older ancestry. She's an effective nuclear torpedo, capable of meeting her mission specified acceleration and velocity. Her warhead, though old, is still effective, blasting hard radiation and showering the very near area with hyper-velocity fragments. Her primary issues are with size and her tracking/evasion. The thruster assembly used is prone to slight vibration, well within the tolerance of linear flight, but ones that seriously complicate the accurate firing of correction thrust for both evasive action and precise tracking. Her size is an issue, and one that stems from two sources. The first is her relatively old fuel formulation, requiring a considerable volume in the missile's body and lowering the burst size of the launchers due to loader calculations. The second source are the re-entry shields, which are bulky and sap the capacity of a vessel when held in storage.

[OUR] (NAST) <Tremor> Gen A.1.0:  | 30T 5O 50M 50E 0S/ 100T 10O 120M 125E 0S | Native to Small/Medium Mount | -11/-22 Capacity | -2/-5 Power | A nuclear torpedo system firing projectiles of an outdated, but reasonably effective design. Torpedoes have decent linear acceleration and speed, but have difficulty with fine tracking and have near-nil juking capability. Fires one at time from small mounts, and salvos of four from medium mounts. The large size of the torpedo complicates the loaders and firing mechanisms, and the bulky orbital bombardment reentry caps require extra internal storage space.   



[OUR] (DSS) <Penance> Gen A.1.0
[Time: 5 Progress: 4 Cost: 4]
Now that the shape of our fleet is defined by the Wrath and the Deliverance, it's time to feel in the gaps and add in the details. As a much smaller undertaking than the Wrath, or even than the Deliverance, it is expected to reach maturity much sooner than its greater brothers.

Penance: 0/9 [3] |  20O + 150M +75E | Rushed 0 Times | Nothing Invested

Prototype
[Efficacy: 3]
Speed of growth, however, isn't everything. The Penance accomplishes the goal of being an small, efficiently constructed, and easily deployed vessel. While not precisely deficient in any area, her engineering is insufficient to overcome the flaws of her size and the cheapness of her construction. There simply isn't room for the same kind of redundancy, or armor, as there was on the Wrath- and as a result she's a rather fragile vessel.

[OUR] (DSS) <Penance> Gen A.1.0 (Frigate)  | 0T 100O 350M 150E 0S | A frigate whose sole virtue is lack of expense. A bit fragile, a bit undergunned, but easily manufactured in overwhelming numbers.
Specs
3 Small Mounts
1 Medium Mount
Build-In Suicide Nuke
70 Capacity



[OUR] (ESF) <Amplified Credulity Lab> Gen B.1.0
[Time: 2 Progress: 3 Cost: 4]
It's a somewhat difficult process to design via a release of logic. Prince and Princess both are above drones, and thus there's a few key degrees  of 'thinking down' required to access the psyche and create and experience that is integrally soothing, awe inspiring, and capable of detaching a drone's already creativity-unencumbered mind from reality. While progress is made, particularly in the finer bits of integrating the belief engine, it's slow work.

Amplified Credulity Lab: 0/16 [2] |  80O +80M + 40 Synthetic | Rushed 0 Times | Nothing Invested

Prototype
[Efficacy: 2]
Slow, and not terribly fruitful. While the base concept is sound, it's hard to get the drones to actually understand the specific thing that we're trying to get them to believe is possible. Instructing them on what they're supposed to believe is possible takes a considerable amount of time, and the other option -letting a prince or princess give them a direct psychic imprint of the requisite knowledge- either blows out their tiny minds or instills the same credulity and realism of the prince/princess. There is some fruit of our labors, increasing the efficiency of our elemental synthesis facilities by about 20%, but it'll take time for that fruit to pay back the costs of the refits required to garner it in the first place.

Amplified Credulity Lab | 50T 50O 150M 25E 10S * Planet Size per rank. 5 Ranks | Costs 50O +50M + 10S * Planet size to upgrade existing Elemental Synthesis facilities. | Replaces existing Elemental Synthesis Facilities | Advanced Elemental Synthesis facilities, equipped with belief engines and temples where drones are indoctrinated to help ignore the laws of physics and help the impossible become possible. In theory.  Increases Synthetics utilization by 6% per rank.



Revision Phase of Year -1

Resources
Dice: 1
T: 12500 + 2500
O: 37500 + 7500
M: 37500 + 7500
E: 25000 + 5000
S: 2500 + 500

Spoiler: Projects (click to show/hide)

[We] Technology List
« Last Edit: August 23, 2018, 03:19:09 pm by Draignean »
Logged
I have a degree in Computer Seance, that means I'm officially qualified to tell you that the problem with your system is that it's possessed by Satan.
---
Q: "Do you have any idea what you're doing?"
A: "No, not particularly."

NUKE9.13

  • Bay Watcher
    • View Profile
Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #139 on: August 23, 2018, 03:46:23 pm »

Quote
[OUR] (NAST) <Tremor> Gen A.1.1 (Modernised Fuel)
Replace ye olde fuel with ye moderne fuel.
Logged
Long Live United Forenia!

evictedSaint

  • Bay Watcher
  • if (ANNOYED_W_FANS==true) { KILL_CHAR(rand()); }
    • View Profile
Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #140 on: August 23, 2018, 06:21:46 pm »

Quote
[OUR] (NAST) <Tremor> Gen A.1.1

The original Tremor was one of [Our] first starship weapons, used to reduce both [Our] homeworld Regalis and the homeworld of the [Interlopers] to Tombworld status.  They were cheap, basic, and would burn an enemy ship to ash.

Version 1.1 replaces the old fuels and warheads with [Our] more updated ones.  The fuel is a more energy-dense compound and burns with a greater consistency.  This allows the torpedo to be slimmed down without any appreciable loss of range or acceleration, as well as eliminating the vibration issues experienced during acceleration burns.

The warhead is still an ordinary nuclear fission explosive, but the internal structure is now more intelligently designed and allows for a more complete reaction.  This is more efficient than the previous version, which tends to scatter fissionable material before it can react fully.
« Last Edit: August 24, 2018, 01:25:53 pm by evictedSaint »
Logged

NUKE9.13

  • Bay Watcher
    • View Profile
Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #141 on: August 24, 2018, 11:39:12 am »

Quote from: Wacky Votebox Title
<Tremor> Gen A.1.1 (eS's revision): (2) evictedSaint, NUKE9.13

I checked with Draig to make sure eS's revision wasn't overreaching, and he said it's fine. Fixing just the fuel would probably be easier, but we kinda need to conserve actions and get max bang/buck.
Logged
Long Live United Forenia!

Talion

  • Bay Watcher
    • View Profile
Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #142 on: August 24, 2018, 05:35:48 pm »

Quote from: Wacky Votebox Title
<Tremor> Gen A.1.1 (eS's revision): (3) evictedSaint, NUKE9.13, Talion
Logged

Draignean

  • Bay Watcher
  • Probably browsing tasteful erotic dolphin photos
    • View Profile
Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #143 on: August 25, 2018, 07:28:43 am »

[OUR] (NAST) <Tremor> Gen A.1.1
[Efficacy: 3]
While the newer fuel does burn considerably more evenly, the older internals of the Tremor can't quite handle a pure core of the material. Engineers are able to create a workable blend that holds degradation back to acceptable levels and restores some much needed finer course correction and evasion capability, but the torpedo's actual volume and the care with which it's loaded is nearly unchanged. Modernization of the warhead goes a bit more smoothly, slightly increasing the yield and enhancing the hard radiation burst.



Design Phase of Year 0 | All contest entries are due, in the core thread, at the end of this year. See the OP of this thread for details.

Wrath has auto-completed
Deliverance has auto-completed
Queen's Directive has auto-completed

Resources
Dice: 10
T: 15000 + 2500
O: 45000 + 7500
M: 45000 + 7500
E: 30000 + 5000
S: 3000 + 500

Spoiler: Projects (click to show/hide)

[We] Technology List
Logged
I have a degree in Computer Seance, that means I'm officially qualified to tell you that the problem with your system is that it's possessed by Satan.
---
Q: "Do you have any idea what you're doing?"
A: "No, not particularly."

NUKE9.13

  • Bay Watcher
    • View Profile
Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #144 on: August 25, 2018, 09:33:28 am »

Quote
[OUR] (SF) <Relentless> Gen A.4.0
[Our] third attempt at the Relentless isn't taking any chances. We've [terminated] the princes responsible for the previous two attempts, and ensured their replacements- led by a respected princess- know the price of failure. Fortunately, we're making things easy on them. The design goals are identical to the Relentless A.3.0, and they have access to all the work their predecessors did- which should help, if only as an example of what not to do.

We can't afford to fuck this up again. By doing the exact same project, the difficulty becomes almost non-existent.
Other than that, I only want to do progress on existing projects, to ensure they're ready on time, whilst saving a bunch (4-6, depending on how scrapping the Relentless A.3.0 goes) of dice for revisions (Refitting the Deliverance and Wrath with QPs, fixing the Tremor, fixing any bugs caused by rushing, and fixing the Tremor some more if we have dice left over).

Quote from: Votebox
New Projects:
Relentless Gen A.4.0: (1) NUKE9.13

Project Progress:
Queen's Path:
  2 dice, 2 rush dice (100T, 200O,250M, 200E, 30S): (1) NUKE9.13
Sunbeam:
  1 die, 1 rush die (100T, 200M, 125E): (1) NUKE9.13
Tremor:
  1 die, 1 rush die (30T, 80M, 100E): (1) NUKE9.13

Dice to spend:
Spend 7 dice total: (1) NUKE9.13

Other:
Scrap the Relentless A.3.0: (1) NUKE9.13
Logged
Long Live United Forenia!

Shadowclaw777

  • Bay Watcher
  • Resident Wisenheimer
    • View Profile
Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #145 on: August 25, 2018, 01:28:47 pm »

Quote
OUR (EBM) <Watcher> Gen A.10:

Our Energy Blanketing Matrix Generation A, Version 1.0

The Watcher utilizes the technology of electromagnetism and fusion technology to infuse a ship with a extra layer of defense from its hull consisting of a field of energized particles that seal around any form of surface, deflecting a multitude of atomic matter forms from material projectiles to streams of directed energy. This form of energy shielding combined the usage of a Tokamak reactor inside its own guarded shield matrix emplacement to continuously push the energized particles through a stream to the outside of the hull so that it wraps around it. Therefore a layer of energized shielding surrounds the hull of a ship, so that it can take the blunt of an atomic impact and perform attempts to deflect the material or reducing the amount of damage the opposing side’s weapon can do to the hull.

Therefore the combination of the shield matrix and harvesting energy from a fusion reactor allows the continuous usage of a energized particle layer to our hulls making them more resilient and tough against opposing fire. And as the energized “blanket” withstands more and more damage, the fusion reactor can continuously pump energized particles through the streams to the hull so that the energized blanket recovers shortly after taking damage. The strength of putting a energized blanket around a ship is somewhat benefited by the logistic advantage of size for larger ships, as that the larger the ship class is, the shield matrix and streaming wires require less energy to power the overall surface area, requiring less energy for larger ship classes because of this thing known as the “square cube law”. The current model of the Watcher allows the energized atomic particles to withstand direct-energy streams of attacks much more than hardy kinetics, it’s space-consuming due to the streaming wires required, even power-hungry, but its damn effective at handling a variety of weapon attacks and taking the blunt of it.
« Last Edit: August 25, 2018, 01:46:50 pm by Shadowclaw777 »
Logged

NUKE9.13

  • Bay Watcher
    • View Profile
Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #146 on: August 26, 2018, 04:30:49 am »

Working on a thing for the event, because whilst eS's stuff is cool, I think we need to flesh out our society more if we want any chance of winning. (To be clear, this is meant to go alongside eS's proposal, not compete with it.)

Quote from: WIP
Hivers are an unusual species in many ways. One such way involves the relative intelligence of different members of a Colony. Queens and princesses are the most intelligent members of the species by far, with intellects considerably more advanced than, say, a human. Princes typically have a similar intelligence level compared to a human, although their minds are often specialised, through selective breeding, to suit whatever task they are assigned. In comparison, drones of all flavours are borderline non-sapient. They generally lack significant creativity, curiosity, or strong emotions. However, even the most skilled Queen can only micromanage so many drones, and so a degree of intelligence is required to enable independent operation. And despite the best efforts of the Queens, with intelligence comes sapience, and with sapience comes independent thought.
Squashing independent thought, then, is a major component of Hiver society. This is aided by biology, as all drones are connected to the psionic network, letting Queens detect discordance and apply their own psionic influence to smooth things out. However, since time immemorial it has been found that this is not enough, and therefore Hiver colonies have developed societal means of keeping the drones in place.

Religion, or rather, [religion], is one method. Drones are indoctrinated from birth with a simple philosophy that emphasizes the values of structure, harmony, and obedience, in a manner that humans might consider somewhat reminiscent of Confucianism. On top of that, Queens are literally deified; the [anointing] process is claimed to transform princesses from mundane Hivers into spiritually immortal beings of an infallible nature. Pre-[Council], Queens would frequently squabble over who was the superior divinity- not that they themselves believe the stuff they tell their drones, but they felt the need to reinforce their own authority, even at the expense of others. Following formation of the [Council], it was declared that all Queens (at least, all Queens approved and [anointed] by the [Council]) were divine beings, with their rank determined by seniority. Drones are even encouraged to respect the elder Queens of other Colonies, in order to bind society together more strongly- and to discourage younger Queens from defying their elders, as doing so risks causing conflict amongst their drones.

Part of the philosophy drones are taught states that drones can only find meaning through service to a Queen- indeed, that an independent drone is not actually a sapient being. [We] are sapient only through our connection to each other and [Our] Queens, the message goes. To rebel is not only to defy one's guiding philosophy, to go against a divine being, it is also to surrender what little sapience you have, and become no more than an animal. This is, in fact, true, to a degree, as drones utilise networked intelligence, sharing thoughts and information through psionics, and so to sever the connection to the psionic network will reduce the effective intelligence of a drone.

Dietary means are also used to keep drones sedated- sometimes literally. Drones are generally fed a nutrient-rich slurry that in modern times is produced in industrial vats, the chemical content carefully controlled. Drones engaged in mindless manual labour are fed a slurry that dulls their intelligence, and enhances their strength. Conversely, drones who are assigned more mentally taxing tasks (precision manufacturing, etc) have their intelligence temporarily enhanced- such drones are usually more closely monitored than others, and are cycled out to other duties (that do not involve the same feeding regime) frequently, to ensure they don't have enough time to use their increased intellect to start questioning the status quo. Drones with no assigned tasks (a rare occurrence, as typically excess drones will simply be recycled and new drones birthed when needed, but sometimes there is a temporary lull in activity which does not justify the effort of recycling/birthing) are kept in a suspended state through sedatives- a sort of hibernation (hivernation?). Combat drones are fed slurries full of stimulants that enhance their reactions, and dull their senses of pain and fear.

Princes can be the most problematic of castes. Drones are dull and relatively easy to control, princesses have the hope of one day being [anointed], but princes are both intelligent and aware of their essential lack of power. Their services are necessary, as overseers of drone activity, researchers, and of course for breeding, but the Queens are acutely aware that they can not be granted too much power, lest a spirit of republicanism infests them.
To a degree, the same [religion] that keeps the drones in line helps keep the princes placated. Princes are required to engage in rites of submission and humility, and failure to show the proper respect is grounds for [termination]. However, where drones haven't the mental capacity for deception, some princes are capable of putting on an appearance of pious contrition, whilst in the back of their minds harbouring resentment. These 'heretic princes' communicate with each other through coded messages, and have on occasion managed to organise themselves to the point where they were capable of launching somewhat successful uprisings- although all ultimately doomed to failure, as fundamentally drones are biologically programmed to follow Queens and princesses over princes, meaning a prince-run colony is quick to collapse, and easily reconquered by conformist colonies.

To counter the threat of heresy, princes are required to submit themselves to the attention of an inquisitor on a regular basis, a princess who psionically scours their mind for hints of wrongthink. Inquisitors also secretly 'tap in' to communication between princes, monitoring for signs of rebellion. Some princes are specially bred to be informers, less intellectually free than their peers (and so less useful to the Colony), posing as regular princes, ready to betray any heretic who contacts them.

Another method that reduces the risk of heresy is the aforementioned inbred specialisation that many princes are subject to. Rather than an all-purpose intelligence, their minds are tailored to suit their intended role- not only making them better workers, but also reducing the risk of rebellion, as they have less mental capacity to dedicate to questioning their lot in life. As an example, princes intended to lead infantry have an innate understanding of tactics, are excellent at making quick decisions, and are all-but fearless in the face of danger, but lack creativity and other abstract thinking skills- they would be all-but useless as researchers. In the case of princes serving as said researchers, it has been found that for optimal results, a creative and questioning mind is needed- unfortunately the very traits that also lead to heretical notions, meaning researchers are the most closely monitored class of prince, with the typical prince-to-princess ratio in labs being 8:1, as compared to that of an entire colony being closer to 20:1.

Princesses, as can be inferred, are quite rare. They are also valuable, as whilst Queens can control what manner of drones or princes they spawn, princesses happen more or less at random- at a rate of around 1 in 10000. It remains a mystery as to what triggers an embryonic Hiver to become a princess; the best theory is that it is a psionic trigger, though this only raises the further question of where the psionic trigger comes from. Regardless, this means that whilst rebellious princes may be disposed of with little concern, and drones recycled en-masse, princesses- even troublesome ones- are carefully conserved.
For their services are essential to the operation of a successful Colony, as a Queen's attention is limited, and especially in the modern era there are far too many things to take care of for one to manage them alone. Princesses oversee major construction projects, inspect factories, lead armies, and as previously mentioned keep princes and drones in line. Mentally, a princess is less capable than a Queen, but is still capable of handily micromanaging hundreds of drones at once, or tackling the most complex of challenges without being overwhelmed. They receive a comprehensive education, and each princess is, if not an expert in, at least familiar with every aspect of [We]'s collected knowledge.

Unlike princes, princesses basically never show any interest in overturning the rules of society. They are, after all, treated like... well... princesses, with access to all the luxuries, entertainment, and personal servants they could ever want. The only thing they desire is power, specifically in the form of [anointment] to Queendom. To this end, they strive to outdo each other in the hopes of being selected to found a new Colony, or even take over their current Colony when the old Queen dies. Pre-[Council], this competition would sometimes escalate to violence, with princesses engaging in open warfare against each other in order to get rid of a pesky rival, or simply to prove their skills. Since the formation of the [Council], this particular form of competition has been discouraged, with princesses encouraged to compete instead in other fields, such as science. However, the occasional assassination does still occur from time to time. 
On rare occasions, particularly ambitious princesses in the modern world will defy the [Council] and form a new Colony without permission. Such rebellions are serious, and often well-planned, with the rebel princess suddenly revealing a massive army of warrior drones she had been indoctrinating in secret, armed with weapons she may have been stockpiling for decades. Despite this, most rebellions are not successful. Some early successes may be won, but are not enough to defeat the combined might of [We]'s armies. However, every now and then, a princess's handling of her rebel army and new Colony is so skillful that the [Council] decides to retroactively approve her [anointment]. This, of course, serves to encourage future rebels, even if the chances of it happening are extremely slim. But this is by design; the [Council] knows that permanent peace would make [We] soft- putting down a rebellion is an excellent opportunity to test new weapons and train a new generation of warriors.

Queens, the highest caste of Hiver, are also the most intelligent. The spiritual and societal meaning of [anointment] aside, there is also a biological effect- a princess's body changes, as does her mind. Most notably, she will rapidly grow to a much larger size than before, to facilitate the spawning of thousands upon thousands of new Hivers. The organ that connects her to the psionic network will engorge greatly, letting her connect to far more Hivers at far greater distances. Her mental faculties will also increase, though not as much- not enough to micromanage all the Hivers she can be in contact with- no, that is what she has princes and princesses for. Her role is to oversee the whole, to monitor the psionic network, to provide the reassuring presence in the back of the mind that lets her subjects know she is there.
The intelligence level of a Queen is incomparable to that of lesser creatures. The smartest individual from any other species wouldn't come close to being able to oversee all the things she does on a daily basis, and would probably have a hard time beating her in other intellectual areas. It is fortunate, for the Hiver's enemies, that this monumental intelligence is almost solely dedicated to running her Colony.


On the subject of designs, I changed my mind, I think we should do two designs this turn- we can spend more dice on revisions next turn if need be.

Quote from: Votebox
New Projects:
Relentless Gen A.4.0: (1) NUKE9.13
(EBM) <Watcher>: (1) NUKE9.13

Project Progress:
Queen's Path:
  2 dice, 2 rush dice (100T, 200O,250M, 200E, 30S): (1) NUKE9.13
Sunbeam:
  1 die, 1 rush die (100T, 200M, 125E): (1) NUKE9.13
Tremor:
  1 die, 1 rush die (30T, 80M, 100E): (1) NUKE9.13

Dice to spend:
Spend 10 dice total: (1) NUKE9.13

Other:
Scrap the Relentless A.3.0: (1) NUKE9.13
« Last Edit: August 26, 2018, 01:48:42 pm by NUKE9.13 »
Logged
Long Live United Forenia!

Shadowclaw777

  • Bay Watcher
  • Resident Wisenheimer
    • View Profile
Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #147 on: August 26, 2018, 02:31:38 pm »

Quote from: Votebox
New Projects:
Relentless Gen A.4.0: (2) NUKE9.13, SC
(EBM) <Watcher>: (2) NUKE9.13, SC

Project Progress:
Queen's Path:
  2 dice, 2 rush dice (100T, 200O,250M, 200E, 30S): (2) NUKE9.13, SC
Sunbeam:
  1 die, 1 rush die (100T, 200M, 125E): (2) NUKE9.13, SC
Tremor:
  1 die, 1 rush die (30T, 80M, 100E): (2) NUKE9.13, SC

Dice to spend:
Spend 10 dice total: (2) NUKE9.13, SC

Other:
Scrap the Relentless A.3.0: (2) NUKE9.13, SC
« Last Edit: August 27, 2018, 08:07:54 pm by Shadowclaw777 »
Logged

evictedSaint

  • Bay Watcher
  • if (ANNOYED_W_FANS==true) { KILL_CHAR(rand()); }
    • View Profile
Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #148 on: August 26, 2018, 02:59:51 pm »

Quote from: Anomalous Transmission Log Bravo-20.A
Transmission Detected
Interception Protocol Initiated
Transmission Captured
Decryption Sequence <REDACTED>
Attempting Decrypting Now
.
..
...
....
Decryption Successful
Translation Sequence <REDACTED>
Attempting Translation Now
.
..
...
....
Translation Partially Successful
Displaying Message On-Screen

Quote from: Intercepted Transmission 00.00.00.01

Survey Log 22.32.3409-A.A.1
Ship-Integrated Captain **&@(^!%%-0023.1
Survey Stealth Ship CSS 88A-2641 "Translucency"
Lima System

CSS 88A-2641 "Translucency" transited into Lima System on <Ambiguous - Star Date? Best Estimation: N/A> as per ordered and immediately began observation procedures.  Geoscopic, Radiological, and Ionic Postprocess Analysis revealed that Lima System contained two planetary systems capable of sustaining Class-3 lifeforms.  These two planets - hereforth termed Lima 1 and Lima 3 <Note: Numerical naming scheme seems to correlate to sequential planetary placement from central star outward> - rank 0.2 and 0.05 on the 10-point %$$*#@ Habitability Ranking System, respectively.  Analysis indicates that habitability ranked at 1.5 and 6.5 respectively sometime within the past <Ambiguous - Time Measurement? Best Estimation: 114 Earth-Years>.  Indicators point towards heavy orbital nuclear bombardment, as evidenced by multiple large glowing regions of land on both planets.  Please refer to Analysis Report Lima 22.32.3409-A.A.2 for complete Lima System Analysis Data Set <Unavailable>.

Lima 1 is the most curious of those in the system, largely due to the flourishing and relatively advanced lifeforms that have taken place as the dominate species despite the low habitability ranking and nuclear devastation.  The planet itself initially appears to be without atmosphere and scoured clean by intense solar radiation due to its close proximity to the sun, only a mere <Ambiguous - Orbital Period? Best Estimation: 120 Earth-Days>.  Further analysis reveals that massive canyons lining the planet contain breathable atmosphere in the lower levels, kept safe from solar scouring.  Though the upper plateaus are barren of all and any life, these canyons contain a rich and diverse biological ecosystem.  Primary among this ecosystem is the presence of massive colonies composed of large <Ambiguous - Distance? Best Estimation: 1 - 5 meters> insectoid creatures.

We've been able to identify several distinct variations among insectiods within a single colony.  Please refer to Analysis Report Lima-1 22.32.3409-A.A.3 for complete Specimen Analysis <Unavailable>.  These colonies are entirely dedicated to their "Queen", the progenitor for each colony.  These Queens establish Queendoms in tunneled-out sections of canyon wall, forming shockingly complex and extensive systems of caverns, tunnels, and defenses, replete with production capabilities rivaling large-scale industries.  Power production in these deep, dark canyons relies heavily on nuclear power.  It is not uncommon for a small colony to support multitudes of fusion reactors to power their industrial pursuits, exceeding <Ambiguous - Power Output? Best Estimation: N/A> in even the smallest colonies.  This staggering power output is sustainable due to the large amounts of <Ambigous - Poisonous? Lethal?> heavy metals present in the planets crust, as well as a ready source of He3 in the upper atmospheres.  Evolutionary tracing and fossil analysis indicates that the insectoids were at one time scavengers, prey to a flight-capable species of predators that inhabited the upper reaches of the canyons.  Fossil records suggest the insectoids banded together and hunted the predator species to extinction <Ambiguous - Time Period? Best Estimation: 1680 Earth-Years> ago.  The ecosystem has changed drastically since then, resulting in the extinction of several <Ambiguous - Quantity? Best Estimation: 400+>  other species due to the ecological disruption.

These colonies are technologically inferior to our own capabilities by several magnitudes, but are able to support a small fleet of space-worthy starships in orbit over their planet.  We were able to witness a launch during our short observation in Lima System.  It appears the insectiods build temporary rail systems on the flat, barren surface of the planet during the long night phase.  Due to the lack of atmospheric drag, the starship is able to ride these rails for great distances and build up enough velocity to obtain orbit.  These rails are disassembled and reassembled as the planet rotates, presumable to avoid unnecessary heat stress from the night/day cycle.

Close analysis and scans of these ships suggest a potential match to the nuclear devastation present on Lima 3.  Decryption and analysis of insectiod records has proven difficult due to the alien nature of both their communications and computer architecture, but due to our stealth capabilities were were able to spend an extended period of time in-system intercepting and decrypting communications, as well as making un-seen intrusions into their archives.  The insectoid language relies heavily on telepathic communication, and to a lesser degree audio and pheromone cues for the "Lesser" castes of insectoids.  Translating this into purely text-based communications has proven to be <Ambiguous - Difficult? Laborious? Impossible?>, but we are able to recreate small portions of their communications.  Please refer to Archive Collection Report Lima-1 22.32.3409-A.A.4 for a complete collection of intercepted communications and raw archives <Unavailable>.  Text surrounded by "[ ]" indicates partial or poorly-translated expressions.

The insectiod refers to its species as [We].  This does not appear to be a formal naming convention, but rather an amalgamation of the entire insectiod collective and is indicative of an extreme <Ambiguous - Colloquialism Detected.  Best approximation: "Us Versus Them Mentality">.  The "Higher" castes of [We] exhibit a mental link to the other members of its colony, and indeed even extending out to other members of its species.  The Higher castes are by far the most cognitively aware and intelligent members of the species, handling in large part the research, development, and other <Ambiguous - Creative?> aspects of their culture.  They seem to place a high value on this mental link, even asserting that the fact that other organisms do not exhibit such a telepathic link is indicative of an absence of their [sentience|will].  In the same way we do not find bacteria to be sentient or viruses to be truly alive, so does [We] assert that all other organisms are not truly [sentient|queen-willed] or meaningfully [alive|awake].  Indeed, the best comparison they seem to have between their own species and that of other organisms is a singular Drone - the bottom member of their caste system - cut off from its colony and the rest of its species.  This disregard for all other organisms represents a dangerous absence of morality, in which they compare the act of planet-wide genocide to the moral ambiguity of wiping out a pest infestation.

Analysis of their historical records reveals surprisingly little embellishment or unnecessary description.  Their historical records appears to be primarily for bringing new princesses and queens up to date on the history of their species, as well as facilitating a rapid understanding of their technological developments thusfar.  The records are concise and brutally simple, describing defeats and victories in equal capacity without bias or justification.  Until relatively recently [We] had not exhibited anything similar to a governmental body, or even anything passing for a code of laws.  Their word for "peace" is best approximated as "self" - [Self|We] is their description of a unified side not at war, limited exclusively to members of their own species.  Until the creation of their [Council] (a coalition of all queens in the species, ranked by seniority), this description of [Self|We] did not extend past their own colony!  Colonies simply existed alongside one another, subjected to sudden and brutal invasions from another as expansion became necessary.  The [invention] of the [Council] facilitated the first formal measure of planetary peace on Lima 1, ever.  Aside from technological and strategic decisions, the [Council] also dictates the ascension of new queens, as well as adjudicating the ranking system that weighs the [voices] and allotted population size of each queen herself.  Princesses are selected to become new queens based on the merits of their technological and martial prowess; a highly selective process that sees fewer than 1% of princesses [ascended].  It's not uncommon for princesses to go "rogue" and attempt to become queens and establish a colony without being [anointed] by the [Council].  These [rebellions] are generally put down immediately and violently, although in extremely rare circumstances a rebellious queen may prove herself sufficiently for [mercy] and are welcomed into the [Council].  These rebellious queens are generally ranked similar to those who've earned their queendom through military prowess.

Further delving into their more recent historical records reveals that [We] had largely been confined to their own planet despite having interplanetary capabilities for several <Ambiguous - Time Measurement? Best Estimation: 114 Earth-Years>.  At some point in the recent past a species from Lima 3 entered the orbit of Lima 1 and attempted <Ambiguous - Colonization? Farming? Terraforming?>.  These interlopers were [destroyed|forgotten] nearly as soon as they were discovered, leading the residents of Lima 3 to launch [warships] in an attempt to take over the planet in retaliation.  [We] unified and formed their [Council], repelled the invasion, used their unified production capabilities and mineral abundance to quickly build [warships] of their own, and waged a full-scale [war|extermination|cleansing].  During the course of this [war], both Lima 1 and Lima 3 were subjected to heavy nuclear bombardment that devastated large portions of both planets, degrading them both to <Ambiguous - Tomb World?> status.  [We] survived despite the conflict and ensuing destruction.  They have since begun pouring their production potential into their primitive space program, even discovering the secrets of Borehole technology.  Their intention seems to be expansion, extermination, and pre-emptive execution of any species that represents a threat to their species.

Post-Survey Recommendation
Initiate Contact: No
Continued Observation: Yes


Quote from: Votebox
New Projects:
Relentless Gen A.4.0: (3) NUKE9.13, SC, eS
(EBM) <Watcher>: (3) NUKE9.13, SC, eS

Project Progress:
Queen's Path:
  2 dice, 2 rush dice (100T, 200O,250M, 200E, 30S): (3) NUKE9.13, SC, eS
Sunbeam:
  1 die, 1 rush die (100T, 200M, 125E): (3) NUKE9.13, SC, eS
Tremor:
  1 die, 1 rush die (30T, 80M, 100E): (3) NUKE9.13, SC, eS

Dice to spend:
Spend 10 dice total: (3) NUKE9.13, SC, eS

Other:
Scrap the Relentless A.3.0: (3) NUKE9.13, SC, eS
« Last Edit: August 27, 2018, 07:11:52 pm by evictedSaint »
Logged

Draignean

  • Bay Watcher
  • Probably browsing tasteful erotic dolphin photos
    • View Profile
Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #149 on: August 28, 2018, 11:18:06 am »

[OUR] (SF) <Relentless> Gen A.4.0
[Time: 3 Progress: 2 Cost: 5]
There is a mold that grows in deep spaces- dark places in the earth that are well hidden away from the sun and the elements. If a young hiver, carapace not yet fully formed to protect them from the harsh light, were to be infected with this mold through their too-soft carapace it would grow inside them and fester. While they might walk and act as a healthy unit, they would carry bomb inside them that would one day erupt and hurt others.

The Relentless, and its engineers, are like that mold infected youngling. It matters not whether the youngling be drone, prince, or princess, they must be [excised] for the good of the hive. Better to replace a dozen now than ten thousand in a year.

Relentless: 0/7 [2] | 40O + 80M + 55E | Rushed 0 Times | Nothing Invested

Prototype
[Efficacy: 5]
The third generation of Relentless finally gets things right. Her reaction thrusters are balanced, her structure competent, her missile systems are perfectly functional, and her lasers are capable of firing either rapid low power pulses or a heavier high-energy pulse to damage larger or hardened targets.

The psionic interlink has also been dramatically upgraded, allowing lateral psionic awareness between fighters. This shared awareness is also linked into the Relentless' computer system to provide hard numbers to distances and speeds, creating a system where fighter pilots can act as a single cohesive entity rather than individual drones. While the psychological effects are interesting to witness as the drones amalgamate psychologically, the do not appear to be deleterious.

The new generation of Relentless engineers were so eager to prove their worth that they even succeeded in optimizing her structural configuration, yielding small but significant decrease in unit cost and small but significant increases in the number of fighters that we can pack into a hangar. While these optimization benefits could be lost easily if major modifications are made, they still result in appreciable advantages.

[OUR] (SF) <Relentless> Gen A.4.0: Wing Size 7/25/80 | Wing Cost: (5O+10M+9E)*Wing Size | Capacity -6/-20/-65 | The third generation Relentless fighter, sleeker and deadlier than previous generations by a wide marge. Features a pair of fighter scale laser cannons, capable of deliver rapid low-intensity laser pulses assaulting light targets or draining its linked capacitors to fire a high-intensity pulse to assault armored targets. A pair of missile hardpoints carry an anti-fighter LRM by default, but can be refitted to carry other missile systems if available.  A psionic interlink allows drone pilots to be directly aware of the position, status, and intent of other wing members, allowing for near perfect coordination in combat.



OUR (EBM) <Watcher> Gen A.10:
[Time: 4 Progress: 3 Cost: 3]
Harnessing the light of a captive sun for power is an old achievement, and now [We] seek more- to harness its radiance to as a shield against our foes. It is no mean feat, but one that has the potential to bring us far beyond the durability of conventional protection.

Watcher: 0/15 [2] | 90T + 24O + 150M + 275E | Rushed 0 Times | Nothing Invested

Prototype
[Efficacy:2]
The Watcher is a first step towards something grand, but it's a tentative and stumbling step. The generator itself is bulkier than our standard generator owing to the necessary conduits to redirect stable reactor flow to the streaming filaments embedded in the hull, and the filamentation itself requires considerable working space. When the reactor is engaged and channeling power, the streaming filaments are capable of curving and directing the reactor flow over the hull to generate an energy envelope. This energy screen is not directional, but the filaments allow the screen to be shaped in such a manner that it won't interfere with weapon firing.

The field itself is primarily effective against radiation and highly charged light particles, but a local section can be pierced by too much power too quickly, and the entire framework can be overloaded by too much energy input over a long period of time. Kinetic impacts have no chance of overloading the shield, but can penetrate much more easily. Small projectiles, either from debris or scattershot, have a decent chance of being vaporized or deflected, but larger massed objects will likely punch through the barrier.

Punching through the barrier is a significant problem as the filaments that direct the reactor streams are fragile and direct hull impacts likely to short out an area of shielding. There's sufficient redundancy to ensure that shorting out a section doesn't bring down the entire shield, but the hole in the shield will remain until the ship is serviced. The nature of the shield is also to be somewhat 'noisy' in operation, directed reactor flow that it is, and this may cause interference on ship-board sensors and slowdown (<10%) on bore drives.

OUR (EBM) <Watcher> Gen A.10: | 80T 50O 225M 250E 0S | Capacity -40 | Power -0 |  A fusion reactor attached to a system of streaming filaments designed to direct high-energy reactor flow over a ship's hull. Best suited to redirection radiation or highly charged light particles, the shield can be penetrated by a focused energy weapon attack, and the reactor can be overloaded and the entire field destabilized by too much pressure from energy weapon fire. Kinetic attacks, unless lightly massed, will likely penetrate the shield. Attacks that penetrate the shield run a very high risk of damaging the filaments which direct the reactor flow, causing the shield to short out in the area of impact until the ship can be serviced. When engaged, the shield interferes slightly with sensors and bore drives. For full strength, a destroyer would require 1 generator, 2 for cruiser, 4 for a battleship, 8 for a dreadnought, 16 for a leviathan.



Queen's Path
Progress: 22/25 (2+2+4+5)  [Clean Rush]
Sunbeam
Progress:  14/16 (3+5) [Clean Rush]
Tremor
Progress: 7/8  (3+2)  [Bug Added, Minor]

The warrens of the engineers buzz with life and energy, a thrill of minds working towards a common goal. Some projects fall behind schedule and others rush ahead- a chaos of individuals if one fixates upon seeing a drone as an individual, but with natural order of wind and tide of one has the perspective to see the whole.

Tremor Rush Bug: Issues with new/old fuel mixture cause edge cases where fuel is not efficiently consumed in the reaction process. This results in decreasing jet velocity and decreases acceleration by a fifth, substantially increasing time-to-target. 

You have regained 2 dice from salvaging the Relentless A.3.0



Queen's Path:
  2 dice, 2 rush dice (100T, 200O,250M, 200E, 30S): (3) NUKE9.13, SC, eS
Sunbeam:
  1 die, 1 rush die (100T, 200M, 125E): (3) NUKE9.13, SC, eS
Tremor:
  1 die, 1 rush die (30T, 80M, 100E): (3) NUKE9.13, SC, eS



Revision Phase of Year 0 | All contest entries are due, in the core thread, at the end of this phase. See the OP of this thread for details.

Resources
Dice: 2
T: 14770 + 2500
O: 44800 + 7500
M: 44470 + 7500
E: 29575 + 5000
S: 2970 + 500

Spoiler: Projects (click to show/hide)

[We] Technology List
[We] Empire Planner
Logged
I have a degree in Computer Seance, that means I'm officially qualified to tell you that the problem with your system is that it's possessed by Satan.
---
Q: "Do you have any idea what you're doing?"
A: "No, not particularly."
Pages: 1 ... 8 9 [10] 11 12 ... 24