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
#25 5:23am 28/05/03
Considering Lup has Pulsemass capable ships and absolutly refuses to get rid of them, then Pulse-mass generators will be allowed again. Wanna know why? Ask Lup
#24 5:17am 28/05/03
I'm just vetoing the approval until the pulse mass generators are removed.
The R&D as a whole is good except for those.
If those things are removed I'll drop the veto.
#23 5:16am 28/05/03
Before you go vetoing anything, please note that no VC member has responded to your demands as of yet.
You're responding to eachother.
Is the pulsmass generator the only thing wrong?
#22 4:45am 28/05/03
I was pretty certain I saw one when I first came back to TRF *shrug*
Either way, no R&Ds with the said technology will be approved. Until such is done I'm going to have to use my ability to <font color=green size=3>veto</font> this R&D (Sorry).
Simply because the masses of TRF have shown that know one can handle the way these are used. I misused them, TNA misused them, even TNO misused them.
#21 2:43am 28/05/03
I never saw one either, Gue. I think due to some fighting that arose over them in the last round, it's an assumed thing. But Lup is the only one I've seen comment on it, so...
#20 2:37am 28/05/03
With all due respect to Lup, Hes a Mod and doesnt make descions for the entire community. If Pulse-Mass generators are outlawed here, they are for everyone, regardless of position.
Though Id still like to see this thread where it was agreed that they were outlawed, as Im in disagreement to it as well.
#19 2:32am 28/05/03
Actually, Lup, if I read the EGTVV correctly, those are Pulse Mass [b]Mines[/b]. And they're like interdictors, not like Abolishers.
And Chadd, Lupercus is on the staff. If he says Abolsihers are legit, you're in no position to contradict him.
#18 6:38am 27/05/03
Indeed. Hapan Battle Dragons do indeed have Pulsemass Generators...
And as soon as the majority of TRF is prepared to play them as they were written, I'll be fine with passing the technology on other R&D submissions. Or, as soon as the Staff tells me that is not my choice to make...
Either way.
#17 5:45am 27/05/03
[quote]
You ain't taking them off me.
[/quote]
#16 4:54am 27/05/03
Pulse-mass generators aren't allowed at TRF any more.
#15 4:48am 27/05/03
BDs have pulsemass generators as standard, and they are canon ships.
You ain't taking them off me.
#14 8:11pm 25/05/03
Right, I was just looking over this, those pulse-mass generators have gotta' go.
#13 10:50am 25/05/03
I'm not quite sure how I missed that but, we will indeed have to review that.
Mods?
#12 6:45am 25/05/03
I thought I read in another R&D that Pulsemass's weren't allowed on TRF...sorry 2 b a bother jus thought I would c if I was right or not...
#11 5:46am 25/05/03
Likewise, APPROVED
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