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Galactic Citizen

Vinda-Corp R&D #2 - Opticon MDS.

Name: "Opticon" Missile Defence System.

Function: Used for Planetary defence only

Length: Actual Missile Emplacement 300 meters.

Buildtime: Ten days.

Range: Designed to reach the edges of a host's planets system.



Description:

The Opticon Missile Defence system was developed to combat multiple different targets and to provide as many different solutions to as many different scenarios one might find useful in the defence of a planetary attack or siege.

To this end, ten different types of War-head was designed to provide the maximum of tactical options.

The system is designed to be fully compatible with all of VC's techs, working in tandem with such devices as the ASCA system (used to detect advancing fleets or ships, and general recon).Communication is achieved by a constantly randomly modulating signal, and can also be used to uplink up with VC-HQ's nerve center which can control nearly all of VC's defensive capablities, including this.

This also means that each system can network up with other Opticon emplacements to co-ordinate focused attacks on a specific target.

Boasting a complicated array of sensors and laser-guiding systems in each individual projectile , all designed to keep the missile completely on track. A small pathway of subroutines give the projectiles the limited amount of artificial intelligence needed to keep on target, and to avoid normal missile counter-measures, such as decoy targets.

The projectiles also have an advanced ultra sensitive light coating, which can detect if it is being targeted by laser targeting systems , if it senses this the limited onboard AI systems counter, by suddenly increasing their speed and launching into a series of seemingly random completely unpredictable evasive manouvres, whilst still focusing and gaining on its quarry. Incredibly fast and agile , each projectile is too difficult to target with standard targetting systems and weapons such as laser cannons or turbolasers.

Missiles can be programmed at the touch of a button,to detect and home in on heat traces, Ion, organic exhausts, or particular energy or particle signatures.
The missiles can be flown "fly-by-wire" by the staff controlling the system itself, or by other techs such as the ASCA system.

As a failsafe , each projectile has an "abort" mechanism designed to either;
a) self destruct the missile,
or
b) Totally deactivate it, (rendering it useless and impotent).

Each warhead has also been designed so that it does need to hit its target directly, only to detonate near it, (proximity sensor), though of course, its advanced tracking systems can pinpoint targets with ease.

The Projectiles can be fired either singulary or in salvo's , launching many pin-point accurate strikes or a massive blistering wave in one go.

The entire system itself is constructed underground , in a kind of bunker-like complex, and is completely undetectable from normal sight. Until put on-standby mode where the actual projectile emplacements themselves emerge from their underground entrenchment are exposed, ready to launch, (priming).

Because of how they are hidden, the system must be put initially onto standby mode, and primed once,(this is referred to as "priming"), before it can be used. This means , one post must be made stating that this system is primed and ready before it can fire at anything.
Once the system has been initially primed, it can fire at any time, and as many times as needed.

When the system is in this standby mode, (primed), it is vunerable to attack.


Warhead types:



1) Graviton Wave

This war-head creates a sudden Graviton pulse which is designed to send a ship (or ships), hurtling away from the area of detonation, a bit like the radiating ripples in water. Utilising the latest in Gravitational technology, instead of pulling objects to it, it repels them, in a focused burst of gravity.

Max Blast Radius: 100m

2) Pulsemass

Creates a pulsemass bubble in hyperspace, which although will not affect any ships travelling at sublight. Any Ship (or ships) that travel into the affected area whilst flying through Hyperspace will experience premature hyperspace terminus, ie: the ship will be forced rather violently to enter back into real-space. The effect lasts for about aproximately 20 minutes after the initial explosion, after which the effect dissipates.

Blast radius: 50m

3) ECM Burst

Creates a momentary surge of Electromagnetic energy rendering most scanners inoperable , and leaving most systems in haywire , and most standard communications jammed.

Max Blast Radius: 150m

4) Standard Explosive

(quite obvious) Standard explosive Proton projectile.


5) Decoy / Tracking beacon

This warhead is completely harmless, it can be used as a decoy to throw enemies off, or be used to attach a small inconspicous homing S-thread tracking beacon. (S-Thread tracking technology enables the craft it has been latched onto to be tracked whilst in Hyperspace)

6) Cluster

This warhead at the optimal moment , splits into twenty smaller explosive projectiles, which can be used to spread or flood a specific area , all detonating upon impact on whatever happens to be there. More hit ratio at the cost of weaker charges.

Can spread a blast radius of: 100m

7) Recon

This warhead, is not actually a warhead, it is instead an advanced sensor array which is used to gather intelligence quickly against an oncoming foe. Sensor scanning, Comms-traffic detection, it can pick up on thermal and most energy emissions or signatures.
It can also be used to film an enemies position. Useful for gauging tactical options or to recon possible targets. All data is transmitted fly-by-wire using a constantly modulating signal.

8 ) Particle spray

This projectile is not designed to destroy , but to instead seek out, potentially hidden enemies. Once arriving at the targetted area the projectile sprays as it goes along, a wide-ranging microscopic mist of radioactive particles, invisible to the naked eye.
The particles, (whose atomic signature is a closely guarded secret) are closely monitored both by the Missiles own tracking systems, and by the ASCA . If an object was to pass though the mist the particles would be disturbed. As to how much, and to what extent, (ie: constant movement) would be instantly recorded and ascessed. By this monitoring one would be able to gauge whereabouts a hidden or cloaked ship would be hiding in the area targetted.

(Can spray up to an area of just over five kilometres ).

9) Ion-pulse

This warhead creates a large pulse wave of ionised energy which ripples out in all directions, again a bit like the effects of throwing a stone into water.Instead of pin-pointing a specific target like a normal ion-cannon, it floods a whole area with its energy. Just stronger than a normal ship class ion-cannon, but considerabely less powerful than a planetary level class.

Max Blast Radius: 50m

10) Gravity Projector

This Warhead uses the same technology used in inertial compensators, normally these small, artificial gravity projectors are used in starships to assist a pilot in overcoming the effects of acceleration, deceleration, and maneuvering.
they allowed a pilot to put a starship through maneuvers that created intense G-forces, as the compensator kept the pilot from blacking out by adjusting the gravity surrounding the pilot.
It was discovered that the inertial compensator could also perform another duty. If the compensator's field was adjusted to extend it would actually negate the effects of Yuuzhan Vong gravity weapons.
This device works by projecting an intense gravity field upon its target, and when focused on such ships as Coral Skippers it was found the organic ships would actually implode as its onboard systems overloaded from trying to increase power to the gravity wells.

Max Blast range: 50m



EDIT: (buildtime)

SECOND EDIT: Altered the effects of the Pulse-mass Warhead from destructive to obstructive.

Comments

#40 2:36pm 31/05/03

Last I checked, I was a board mod too. :D

I don't mind if you swear at me Chadd, or point me out if I'm wrong in the rules. Just don't do both at the same time. Making me feel stupid AND calling me stupid pisses me off.

As for your veto, it sounds more aimed at "It's not fair that Lup has this" then "the R&D is unfair". It's not your place to say what is or isn't fair about canon star wars craft. If you have a problem with any ships, any at all, without a topic in the R&D forum, make a new one. Draw my attention to it (InterArmaEnim on AIM or canadiansuplexmachine on MSN) and I will be glad to discuss your problem rationally. But don't go off topic in someone elses thread to @#%$ at someone not related to it. Thats extremely, well, annoying. And rude, bluntly. Make a new topic if you are concerned, and that is well within your right. Should Lup complain, or close or delete the topic, make a topic in communications. Or talk it out, amongst your selves in any forum you see fit, with yourselves, other staff, other posters, porn stars, psychics, bearded women, bearded psychic porn stars, go nuts. We will resolve issues to our satisfaction and if possible, to yours as well.

This isn't McDonalds. We're the Burger King of roleplaying. As long as you don't want goat chesse on your whopper, you can have it your way.

By the way, this is not aimed at anyone. And I'm not saying if the staff says something bad about something you do, bitching is the answer. But the staff is not always right, and talking to them about errors is better than talking to others about their errors. One harbors resentment. The other, solutions. Try both and figure out which brings which.

#39 1:52am 31/05/03

I guess I should clarify that.

That veto is for the board staff, Gash, Omnae, Damalis, Hyfe, Lup, kal, Me. Not the R&D fellers.

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#38 7:23pm 30/05/03

[quote]Any Staff member has the ability to VETO an approval. This power will only be used when foul play is highly suspected, or in other extreme cases. [/quote

If I read this wrong then I apologize.


Kal my post was not directed[/quote]

#37 4:55am 30/05/03

Funnily enough Kas... I was thinking the same thing, lol

#36 4:39am 30/05/03

I'm still wondering when the Veto power was given...

#35 4:11am 30/05/03

So this is now approved yes?

*awaiting clarification*

#34 3:58am 30/05/03

Chadd, I will personally sppon fead you a veto from my ass if you would like.

Did I say anything about Lup? No? Then shut your @#%$ mouth, please, thank you, kthxbye.

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#33 3:36am 30/05/03

I won't accept "Lup doesn't want to give his up" as a reliable excuse for removing my veto.

Seth, that will be fine. If that's all that's being done then consider the veto lifted.

#32 9:52pm 29/05/03

I have edited it to mirror the effects of the pulse-mass technology that the Hapans use, ie: knocking a ship out from hyperspace back into Real-space. Therefore not causing any destruction to the ships involved.

Obstruction being its main purpose.

This Kosher?

#31 2:10pm 29/05/03

If you're talking pulsemass as in the pulsemass used on the Battle Dragons, I have no problems with it.

If you're referring to pulsemass as in the ones of the Abolishers, I agree with Chadd (MY GOD DID THAT JUST HAPPEN?!?). Abolisher tech is a no-no...

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#30 1:41pm 29/05/03

Like I said, if Lup uses them, then I dont see why you cant

#29 7:18am 29/05/03

Hmm...

I was under the impression that it was at least used in the EU...

...if this is not the case and it is just completely made up then I won't have any qalms about removing it...

What if it was used in the similar way that the Hapans use it?

IE: to knock out ships from hyperspace , rather than destroying them...

Though, this is all academic at the end of the day if the rules at TRF do not allow it...

So can I get a final ruling on this?

Change it

or

Lose it.


..and thy will be done.

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#28 5:59pm 28/05/03

Ack...sorry for causing all this...I'm still not too sure how Pulse-Mass Generators work...but the Pulse-Mass Mines are pretty crappy really...for a start they only work for 10 minutes when deployed and take a further 50 minutes to recharge so you would have to have 6 on your ship to use them as an effective interdiction field. Also, they don't affect a large area so you need to know where the opposition are going to go to hyperspace at so you can lay them in that path...but that's the mines and not the generators...oh and Abolisher's aren't canon, EU, or any other material, they were made up on the net...but if the admin/mods say they can be used here then that's fair enough...just thought I would comment on them...I'll go back to sleep now...

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#27 5:50am 28/05/03

You know my take on this, my veto stands as long as those pulse mass gens are on.

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#26 5:24am 28/05/03

Does anyone have a thread saying they're <B<not[/b] allowed? Both Lup and Kas have posted here, and Lup says they're okay, Kas had no comment on their status either way.

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