Banshee (SCE R&D)
Name: BansheeManufacturer: IDTech
Designation: Anti-Capital Ship Destroyer
Length: 1,000 meters
Crew: 1,000 (650 Crew, 350 Techs)
Cargo Capacity: 150 metric tons
Comsumables: 1 year
Hyperdrive Multiplier: x1
Hyperdrive Backup: x10
Speed: 25 MGLT
Troops: 750 ship occupation troops
Hull: 1,200 RU
Shields: 4,500 SBD
Weapons:
45 Fusion Beam Cannons
35 Ion Cannons
1 Screamer System
1 Dark Matter Gravitator
Special:
Refractive Shield Matrix
Ablative Armor Matrix
Ghost Sensor Stealth System
Gravimetric Engine
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In an age of massed fleets of capital sized ships, a solution to fleeting actions was accepted upon by IDTechs command comitee. Most ships being designed with multi task roles in mind are lacking in certain areas a singularly tasked ship could surpass in. Thus the Banshee was born. Designed to surpass other medium sized ships in anti capital ship abilities, Its IDTechs solution to the SD and Carrack. Due to its smaller role, it carries less crew accomidations as well as stock, intended to be used seldomly and only in fleet engagements, thus the Banshee isnt designed for long term space flight.
Gravimetric Engine
Zero Point Field's (ZPF) have been explained as being a three dimensional representation of the dimensional objects known as superstrings, believed to be the key building blocks of both matter and energy in our universe. Zero Point Energy is essentially a 'leakage', on the quantum scale, of energy in process of being translated into this reality. Normally, this leakage involves the creation and dissipation of energy such that the result is an almost zero increase of energy. However, it is possible to use the potential of the ZPF as a power source of enormous implications. As Cal Tech physicist Richard Feynman once noted, the energy inherent in the space defined by a single coffee cup- anywhere in the universe- is enough to boil all of the oceans on planet Earth.
There are other implications of the ZPF fields and superstrings, in addition to that of an enormous power source. It has been discovered that inertia - the propensity of an object when at rest to stay at rest, and when in motion to in motion - is a manifestation of that objects electromagnetic interaction with the ZPF. Thus gravity and a lowering of inertia are both capable of being manipulated through the use of controlled electric interaction with the ZPF produced by superstrings.
By manipulating and "bending" these superstrings, advanced ships are able to create distortions in space/time that can be used to push and pull a ship in any given direction. An important byproduct of this means of propulsion is that the effect of inertia is also negated, allowing ships to accelerate, stop and maneuver at velocities that would crush a person using conventional ion propulsion.
Fusion Beam Cannon
This weapon is used in slicing and piercing of ships armor as well as anything else in the path of the beam. The beam is composed of directed neutrons and effects matter on a molecular level. In operation, a fired FBC will appear as a green line across the space between the target and the cannon itself, depending on its intended use. Firing time usually lasts around 5-7 seconds before the cannon itself overheats and automaticly enters a 6 second cooldown period. Volume vaporized is approximately 50 meters in diameter in contrast to the 8 meter diameter of the beam itself. 1,400,000 Terawatts are needed to operate at full strength.
Ablative Armor Matrix
This layer of armor over the hull and vital areas of the ship is meant to absorb energy from weapon as it is disintegrated. Unlike deuranium/tritanium alloys, this version employs a neutronium/tritanium based protection. Highly experimental, neutronium it is not used in this form by itself, but offers enough that ablative plates do not have to be replaced as often. This is because it includes neutronium reinforcement filaments and is able to enhance energy absorption at a lower dissipation rate. It gives complete ship coverage, and for this reason a ship with this armor does not have windows.
Ghost Sensor Stealth System
A ship equipped with an ghost sensor stealth system is capable of reducing sensor detection and lock to near zero. A new sensor array which actually "ghosts" the ship, but unlike a cloaking device which wraps space around the vessel, the ships ghosting array actually produces ripples in the space around the ship. This causes the sensors of enemy ships to misjudge the location of the ship, making targeting solutions all but impossible. The drawback to this device is that it consumes vast amounts of energy and emits high levels of radiation. For these reasons, the array was left up front away from engineering and cannot be powered up in conjunction with a cloaking system.
Screamer
in its simplest form is basically nothing more than a sensor jammer, except far more powerful. The Screamer is hooked up to 4 massive capacitors, which take 30 minutes to charge fully. The Screamer is wired into the hull of the ship its installed in and when fired utilizes the entire ship as a massive antenna to broadcast an immense power spike which would initially damage only active sensor suites. Passive sensors or powered down ones are safe. This damage quickly sets up a feedback loop devastating unshielded systems, if a group of ships is flying in close formation the energy can arc from one to the next inflicting more damage. The Screamer itself is extremely maintence intensive, requiring replacement of all cables connecting it to the ships hull after every shot, a complete rebuild of its cooling systems every two, and replacement of the capacitors every 5 as to utilize the Screamer effectively with its long carge time, they muct be powered at all times. Due to these limitations the Screamer can only be fired once during even the most extensive fleet engagements. However, often one shot is all thats needed to turn the tide.
Dark Matter Gravitator
The Dark Matter Gravitator Achieves a effect similar to the Gravity Wells onboard Interdictors but without the limitations of that technology as demonstraded by Luke Skywalkers escape from one. The Dark Matter Gravitator operates by attracting dark matter, which is an abundant quantity being that it makes up 80% of the universe, and directing large quantites towards the target surrounding it and rendering it unable to move.
The Gravitator is hardwired into the Hyperradio array and works by broadcasting a High energy High frequency pulse through this array. This pulse polarizes the WIMPs, (Weakly interacting massive particles) which comprise a portion of the "dark Matter", the pulse's effective broadcast range is about half a parsec. The WIMPs will remain polarized for exactly 25 min, during that time the array emits a second positively charged wave which draws in the newly polarized Dark Matter. When the wimps have enveloped the ship armed with the Gravitator, temorarily rendering it unable to move, A third and fourth pulse is emitted. The third is a negative omni-directional wave, which forces the dark matter away from the hull of the ship equipped with the Gravitator, and the Fourth is another positively charged wave directed at the Opposing ship which causes the Dark Matter to envelope it. The Sheer volume of WIMPs (dark matter) directed to surround the ship takes up space around it. forming a sort of cocoon. The Process from initial pulse to opposition immobilization takes 5 minutes, which leaves them stranded unable to maneuver or jump to Hyperspace for 20 minutes, at which time the WIMPs lose their charge and disperse. Weapons, of ray or particle types, have no effect on the "WIMP cocoon" the same is true of shields. Due to the fact that the generator projects a cloud of the WIMPs and not a rigidly defined bubble, it is possible for very small objects to pass through it, such as weapons fire. Whereas larger items, escape pods, starfighters and up are contained within this netlike cocoon. Thereby trapping the ship while not granting it temporary invulnerability
The Gravitator must remain on during the entire process and generates a tremendous amount of heat energy. It requires 30 minutes of cool down time between operations, even with advanced cryocooling tubes surrounding it. While this process is going on the opposing ship has no clue anything is amiss untill they are unable to move, since the pulses from the Gravitator are broadcast through the hyperradio array like so many other messages during battle.
Refractive Shields
Refractive Shields decreases overall effectiveness of Energy-Class weapons used against the ship. A series of crystalized outputs project a three dimensional shield angular system around the ship. Energy weapons hiting the shield are fragmented into smaller blasts, spreading the total damage out over a wider area on the ships hull, reducing the total amount of damage taken on any one part of the hull.
EDIT: Lowered Sheild rating along with reduced weapons
Comments
#29 12:41am 02/04/03
As the owner of SCE, I am voiding this R&D project.
#28 12:55am 29/03/03
I didnt say the ship, I ment the beam weapon
#27 9:33pm 28/03/03
LFX Industrial never devloped anything like this, Raktus.
#26 9:30pm 28/03/03
ttt
#25 7:15am 25/03/03
I think that the second this things activates, its entire power core is going to overload.
Also Gue, take down those @#%$ shields. Thats what they were before, saying you did it means i'll only not notice if i'm retarded, which i'm not.
#24 1:45am 25/03/03
Ok, I guess I've made my point. We'll see what the R&D mods think.
#23 11:13pm 24/03/03
2. They are plates embeded into the hull, they are replaceable and aid in disapaiting.
3. They seperate the blast into a wider range, weakinging the blast by spreading it out over a larger area.
#22 10:07pm 24/03/03
2) Huh? Do these “plates” [b]aid in dissipating[/b] or actually do the dissipating. Are these plates imbedded in the hull, or are they the actual hull. Do you mean a hull, but broken up into sections? Like forward left, forward right, back left, back right?
3) Consider standard shields. The deflect blaster bolts. When they get too much force at once, the generators buckle, and the shield goes down.
With yours, the shield simply breaks the blaster bolt up. No blaster energy is lost here; you simply divert the blaster shot, spreading the damage. This really isn’t needed, because the hull already absorbs the energy buy dissipation. So the hull receives just as much energy coming in anyhow, with or without the shields.
I just see it as overkill.
5) Overload circuitry would be fine. Main power conduit can’t take the energy transfer rate.
#21 9:34pm 24/03/03
1. Becuase they may be strings in nature, they resonate the fabric of the universe and thats what we interact with.
2. No, they are plates of added dissapating hull all over the ship, not one huge absorbtion panel.
3. Consider a rainstorm and a solid patch of dirt. A rain storm comes down on the patch of dirt, makes it muddy, might wear it down over time, but nothing too substantial too fast. Now consider a section of the ocean, drop that huge cut of ocean from the sky at the slab of dirt all at once and the turrent of water force would rip it to pieces. The same amount of force, just applied in two different fashions.
4. No, just one ship
5. No, I said cant use Ghost system, thats diff than Cloak. How about this, while this ship does have limitless energy, it cant run all its systems lest it overload itself, like overcharging a battery...
#20 9:03pm 24/03/03
1)
a) I see. But bending space/time is at heart a time machine. What you do is move through space by [i]warping[/i] the space fabric, right? At the same time, you warp the time fabric as well, so the travel doesn’t take a long time.
I’m simply curious as to how a ship will move its self while interacting with things that have length, but no width. Somehow, you have to “grab” them in order to be pulled, or to pull, right?
b) Energy doesn’t just dissipate, it simply goes into another form. Since the beginning of time, nothing has been gained or lost from the universe. We’re still drinking the same water Noah floated on during the flood.
There has to be cost, one, you have to store the energy. Two, you have to transfer the energy to your systems, three, you have to be able to tap into the energy, and once more, you have to dissipate exhaust. Everything leaves behind residue of some sort, in some way.
I guess the energy source is fine, no qualms about it. It’s just that you’ll need to harvest your energy constantly, instead of just generating it.
2) So the hull dissipates the energy along the hull of the entire vessel? Hmm… that would mean that firing repeatedly on one spot would have no effect until the entire hull is overloaded with energy.
I’d like to see a rating on how much energy the hull can absorb before it buckles, a rating in how much Turbolaser fire it can take. More on this later…
3) What happens to the shields when they overload? Do they fracture, do sections go down, or do the generators burn out? Basically, these shields do absolutely [b]nothing[/b] because the same amount of energy hits the hull anyhow. Because your hull just spreads the energy out, nothing is really gained with these shields.
4) Does the gravitator effect more than one ship at a time?
5) Your description says that because of the large amount of energy drawn by this thing, you can’t cloak. I didn’t see a cloak on this ship. That would mean that you can’t fire weapons while this is on, right? It’s going to draw a huge supply of energy, so something will have to be down.
However, this brings up some conflicts. If your energy source is “Creating a limitless source of energy at zero cost.”, then you could run every system at once without any drawbacks.
So you’re going to have to put a cap on the energy you can draw with the quantum leakage.
#19 8:42pm 24/03/03
1. Engines
Its not a time machine, the mechanics of the beast keep the engines working at sublight, this is not a hyperspace engine system. The controled electric interaction with the strings should be noted as to interact on a WIMP scale, keeping the gravity onboard the vessel seperated from the universe outside by using the same gravity feilds the ship uses itself for propulsion.
As for the energy issuie, what we do is tap into the said quantum leakage, fuling our capicitors with the constantly newly forming energies on the quantum level and storing it before it disapates into nothing. Creating a limitless source of energy at zero cost.
2. Armor
I know what your thinking, its wrong, but wow, thanks for the next new idea for me to work on :-)
What the hull armor actually is is a set layer of added armor plating, designed to absorb the impact of energy weapons and vaporize away slowly under the impact. It doesnt absorb the energy blast, just slows down the weapons trek to the actual hull of the vessel.
3. Sheilds
Correct
4. Dark Matter Gravitator
That it would draw alot of energy, I have to concede on this one. In simpler terms, this system wraps a ship in the ambient particles of the universe, rendering it immobile. Its not quite the same as an interdictor type weapon, though in the end they have the same effects of immobility, just the DMG prevents even sublight movement. The downside would be huge energy consumtion and the fact the system has to remain active the entire time, this system being on, spraying hyper radio all over would cancel the effects of the Ghost system if it were activated.
5. Ghost Sensor Stealth System
and as for the Ghost system, its as temporary as cloak is if not more. Consider it a combat cloak, unless you like radiation...
#18 7:46pm 24/03/03
Hmmm… reading this over, I have a few concerns…
It can avoid sensor lock
It moves quite quickly
Lots of shields there
Can break sensors on other ships
Has a phaser type weapon system
Superstrings... um, yeah...
Oh, and btw, it’s an inderector.
I don’t have a problem with the engines, but it sounds like they use no energy at all. Every reaction gives an equal and opposite reaction. There has to be some sort of reaction to using superstrings and ZPE.
It may not be an obvious reaction, but there must be something.
You say there is no effect to the passengers because you are simply “bending space and time” to reach your destination. I have a few questions then...
To what extent can space and time be bent? Your ship doesn’t move very fast for something that’s basically a time machine.
If there is no effect on the passenger, that would be because the ship is just “warping” its destination, right?
If so, what kind of “trial” are your engines going to leave? ION engines leave an ION trail, so using a dummied down form of time travel is got to leave something readable.
Also, you’ve got to be using a lot of energy to not only contain whatever system you’re using to warp the superstrings, but you’ve got to effect these strings in some way. Not only do you have to effect them, but you have to effect them in a positive way; so you go forward, instead of lopsided to give an example. So saying that your engines don’t use any energy at all is kida… farfetched.
On your armor.
You say that it is able to enhance energy absorption at a lower dissipation rate. This means that once I get through your shields, firing repeatedly on your armor will “overload” it because it can’t dissipate the energy fast enough, right? Where does this absorbed energy bleed off?
About the shields.
[quote]Energy weapons hiting the shield are fragmented into smaller blasts, spreading the total damage out over a wider area on the ships hull, reducing the total amount of damage taken on any one part of the hull.[/quote]
So... your shields don’t actually block energy, they just break the beam up, and allow the energy to hit the hull. So, firing on one spot will allow the weapons to go straight through the shields in a fragmented form, and onto your slow dissipation hull. Correct?
The pseudo inderector is weird. Exactly what is the downside to this weapon? It's got to draw a lot of energy too, what can you use in conjunction with this... thing?
#17 9:01am 24/03/03
Comprimise:
Ill take off all the ion cannons
and you might wanna reread the engines, I have plenty of energy
#16 5:59am 24/03/03
Thats freaking great, and surprise surprise i don't give a @#%$.
You might not want it to carry them, but coupled with the screamer, FBCs would be too much of a drain and unrealistically powerful. Hence you not having them. Its either the screamer or the FBCs.
#15 8:11pm 23/03/03
Umm no, Im not adding turbolasers to a ship I never intended to carry them. All this thing is is a bigger buffer Ghost, with added improvements and Information (Such as the knowledge Istaal R&D'd something exactly like my FBC's before and put as many of them on his ships as one might ion cannons, and Kanbal approved them)
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