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Post by Durandal on Nov 14, 2016 20:03:55 GMT
Or perhaps an Orions Arm mod, for some more speculative weapons and technology, Combat in the Orions Arm mod: Captain takes a sip of goop from a food nipple and thinks really hard. Everyone on the enemy ship spontaneously dies from supercancer due to nanites placed in their bodies years ago. Somewhere, an Archailect giggles.
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Post by jonen on Nov 14, 2016 22:14:01 GMT
I kinda want to see an Eclipse Phase mod, or a general Transhuman kinda mod, with Artificially Intelligent ships and perhaps some exotic weapons. The Eclipse Phase factions could also be interesting in a campaign. In practice, what would that bring? Antimatter thrusters? Honestly, the main thing I can think of is it would ease crew logistics - you man your ships with militarized morphs, and egocast them around for duty tours. (Or, if you're evil and in a manpower crunch, fork them, or load them from database and convince them it's their last tour (for the umptieth time).
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Post by thorneel on Nov 14, 2016 22:15:46 GMT
For more hypothetical mods, Black Box weapons should have a Neutron Beam option.
While we're at it, a Black Box Nozzle would be nice: not a pure Black Box engine, but a nozzle who takes energy (or not), propellant and heat it up to arbitrary temperature, with editable geometry and a plume similar to exiting engines. I am only asking because I want one of those multi-million kelvin exhausts...
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Post by someusername6 on Nov 14, 2016 23:39:40 GMT
While we are talking about black box modules: I'd like the black box modules to be able (optionally) to consume fuel, produce thrust, and produce or consume energy. This might let us do things like lasers that require consumption of coolants, and fuel-based engines (just because).
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Post by subunit on Nov 15, 2016 5:25:29 GMT
Is it possible to make a black box weapon that just irradiates enemy crew? I'm thinking a Traveller meson gun. If it has to be physically plausible and the mesons can only go a couple of meters before decaying and killing the enemy crew, I'm ok with that. My crews just need to listen to Kenny Loggins on the merge.
e: actually a bomb pumped x-ray laser might work? Is there a way to make a bomb a power source?
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acatalepsy
Junior Member
Not Currently In Space
Posts: 97
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Post by acatalepsy on Nov 15, 2016 21:00:26 GMT
In practice, what would that bring? Antimatter thrusters? As an RPG in a mostly-hard science fiction universe, Eclipse Phase doesn't concern itself with the details of space combat. Player characters are assumed to be more concerned with making a stealthy approach to insert teammates onto a space habitat rather than mixing it up with enemy gun platforms. The game describes space combat thusly: "There is no such thing as space combat: there is dying in space or not dying in space". That said, Eclipse Phase brings a couple of different things, some easier to simulate in Children of a Dead Earth, some less so. Eclipse Phase's main conventional thrust is metallic hydrogen. While containing the stuff is incredibly hazardous, MH has an energy density of something like thirty five times TNT, and a very high exhaust velocity. It has a specific impulse of 17 km/s, and craft with a MH engine are capable of SSTO on Earth (not that one wants to land on Earth, in CoaDE or Eclipse Phase, for good reason). It doesn't seem to use NTR rockets as much, as far as I can tell, but rather makes use of lower thrust fusion rockets for interplanetary maneuvers. Fusion rockets are described as having an acceleration of 0.05g, usually, and even conservative estimates of their exhaust velocity give them pretty impressive d/V. And, of course, military spacecraft often include antimatter rockets. It uses a lot of speculative materials. Metamaterials can be used in the game for cloaks, but for space combat purposes they're more likely to be used for creating laser optics. Eclipse Phase also makes use of room temperature superconductors and very efficient high density power supplies. It's not clear to me at a glance how much this differs from some of the "stock" materials of CoaDE - the Eclipse Phase "materials" page mentions aerogels and metallic glasses, both of which are present in CoaDE, but as Eclipse Phase possesses full blown molecular manufacturing, it may have more optimistic or speculative materials available - I'd have to check with EP's creators and some other fans to be sure. Some of these properties are as easy as adding new custom materials, others enable revolutions in design that don't fit in with CoaDE's module maker. The weapon differences include the superconducting materials available for electromagnetic weaponry, metamaterials available for conventional laser armament, particle beam weaponry, exotic lasers (gamma ray and x-ray lasers), micro/mini missiles (micro scramjets are a common infantry weapon), and antimatter bombs. Some of these are easy, but others would be very hard to include in CoaDE as-is. Another large capability differences - widespread molecular manufacturing (along with smart materials and nanorobotics) makes it possible for Eclipse Phase spacecraft to build their own armaments and even crew. Lore-wise, Eclipse Phase is a fully realized setting in a post-apocalyptic, transhuman space. There's a lot going on, and potentially a lot to base a campaign around. Space is intensely populated; every planet and moon, and many major asteroids have something going on, and all of the spaces in between are filled with habitats and spacecraft. In addition to planetary habitats, there are large torus and cylinder habitats with millions of people, ruined habitats and leftovers from the last war, cageworks for building spacecraft, migratory barges and cyclers filled with nomadic "scum", bioconservative armadas around Jupiter (and renegade bioconservatives with parts of that fleet), a cold war simmering between the autonomist belt and corporate inner system, fragile alliances within each 'block'...and extinction-causing posthuman artificial intelligence waiting in the background for the moment to act.
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Post by irenaeus on Nov 16, 2016 21:29:11 GMT
In practice, what would that bring? Antimatter thrusters? As an RPG in a mostly-hard science fiction universe, Eclipse Phase doesn't concern itself with the details of space combat. Player characters are assumed to be more concerned with making a stealthy approach to insert teammates onto a space habitat rather than mixing it up with enemy gun platforms. The game describes space combat thusly: "There is no such thing as space combat: there is dying in space or not dying in space". That said, Eclipse Phase brings a couple of different things, some easier to simulate in Children of a Dead Earth, some less so. Eclipse Phase's main conventional thrust is metallic hydrogen. While containing the stuff is incredibly hazardous, MH has an energy density of something like thirty five times TNT, and a very high exhaust velocity. It has a specific impulse of 17 km/s, and craft with a MH engine are capable of SSTO on Earth (not that one wants to land on Earth, in CoaDE or Eclipse Phase, for good reason). It doesn't seem to use NTR rockets as much, as far as I can tell, but rather makes use of lower thrust fusion rockets for interplanetary maneuvers. Fusion rockets are described as having an acceleration of 0.05g, usually, and even conservative estimates of their exhaust velocity give them pretty impressive d/V. And, of course, military spacecraft often include antimatter rockets. It uses a lot of speculative materials. Metamaterials can be used in the game for cloaks, but for space combat purposes they're more likely to be used for creating laser optics. Eclipse Phase also makes use of room temperature superconductors and very efficient high density power supplies. It's not clear to me at a glance how much this differs from some of the "stock" materials of CoaDE - the Eclipse Phase "materials" page mentions aerogels and metallic glasses, both of which are present in CoaDE, but as Eclipse Phase possesses full blown molecular manufacturing, it may have more optimistic or speculative materials available - I'd have to check with EP's creators and some other fans to be sure. Some of these properties are as easy as adding new custom materials, others enable revolutions in design that don't fit in with CoaDE's module maker. The weapon differences include the superconducting materials available for electromagnetic weaponry, metamaterials available for conventional laser armament, particle beam weaponry, exotic lasers (gamma ray and x-ray lasers), micro/mini missiles (micro scramjets are a common infantry weapon), and antimatter bombs. Some of these are easy, but others would be very hard to include in CoaDE as-is. Another large capability differences - widespread molecular manufacturing (along with smart materials and nanorobotics) makes it possible for Eclipse Phase spacecraft to build their own armaments and even crew. Lore-wise, Eclipse Phase is a fully realized setting in a post-apocalyptic, transhuman space. There's a lot going on, and potentially a lot to base a campaign around. Space is intensely populated; every planet and moon, and many major asteroids have something going on, and all of the spaces in between are filled with habitats and spacecraft. In addition to planetary habitats, there are large torus and cylinder habitats with millions of people, ruined habitats and leftovers from the last war, cageworks for building spacecraft, migratory barges and cyclers filled with nomadic "scum", bioconservative armadas around Jupiter (and renegade bioconservatives with parts of that fleet), a cold war simmering between the autonomist belt and corporate inner system, fragile alliances within each 'block'...and extinction-causing posthuman artificial intelligence waiting in the background for the moment to act. I just realized your AV is a Slitheroid. And yeah, Eclipse Phase or the GURPS line Transhuman Space would both be interesting to me. They aren't radically different from COADE, but neither would they require extensive modding, more like tweaking.
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Post by beta on Nov 17, 2016 3:18:53 GMT
I'd say a quick and easy mod (I guess?) would be to make an Em drive. Having free really low thrust would make for some interesting design changes. Plausibility of the drive aside, would be neat to see how spacecraft design would change to take advantage of propulsion that doesn't require propellant.
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Post by dragonkid11 on Nov 17, 2016 4:14:59 GMT
EM drive is actually terrible.
Even worse than MPD actually.
Yes they probably have a far higher efficient but you won't be getting anyway soon with an EM drive.
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Post by Pttg on Nov 17, 2016 4:23:28 GMT
I'd say a quick and easy mod (I guess?) would be to make an Em drive. Having free really low thrust would make for some interesting design changes. Plausibility of the drive aside, would be neat to see how spacecraft design would change to take advantage of propulsion that doesn't require propellant. You can build one currently with a black box engine module.
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Post by Guy on Mar 14, 2018 15:03:47 GMT
Hello, Does anyone remember Nexus: The Jupiter Incident? If we could a boarding mechanic in this game like that one that would be awesome!
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