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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

Avatar
#10 5:41am 25/05/03

Following the previously stated stipulations and edits...

<span style="font-family:georgia; color:orange;font-size:xx-large;">APPROVED</span>

#9 12:43am 02/04/03

Alright, then I shall go with the Ten day buildtime.

*edits in*



EDIT: *waits for rubber stampage*

Avatar
#8 3:38pm 31/03/03

Heh, just go the ten and i'll whack on my little approval stamp.

#7 5:53pm 30/03/03

I don't think thats unreasonable....

Could I compromise and ask for an 7 day buildtime then? lol

If not, I guess I'll opt for the Ten.

(trying to keep track of how many missiles are built is far too much hassle heh)..

Avatar
#6 4:10am 28/03/03

By the sounds of it Kas, it doesn't need any support from other missile sites as its range allows it to strike the edge of the planetary system. Granted more than one would be good, but regardless, we'll wait for Seths decision on this.

#5 4:07am 28/03/03

This isn’t a planet wide defense system! The humongously large build times for the Planetary lasers listed in the rules are for [b]planetary networks[/b] of Turbolasers.

One of these won’t cover an entire planet, we’ll need to build several per planet.

Just something to keep in mind.

Avatar
#4 3:56am 28/03/03

Well, the size can stay the same, but the buildtime would need to be bumped up, the system is too good to be built in just 3 days!

What do you think is reasonable based on the weapons parameters?

I'm thinking either:

- 10 day flat buildtime

OR

- 5 days to build, plus missiles @ 1m (meaning 100 per day). This way is more realistic, as well as limiting your system to safe levels.

#3 7:14am 27/03/03

hmm... is 400m better?...

How much of an increase did you have in mind?

Avatar
#2 7:28am 26/03/03

A kickass system i must admit, and fairly well rounded in all aspects, although i think its size could be bumped up a little...

#1 6:25pm 25/03/03

Got burried quick... bump

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