Post by jo on Aug 17, 2005 16:24:28 GMT -5
BACKGROUND INFORMATION
Star Charts:
This is the galaxy where this board war will be located; it is a spiral galaxy with two arms, as you can cleary notice on the picture. The Shakti is the name that the natives gave to the core, which is loaded with bigger stars and blackholes, making it an unnavigable area to faster-than-light travel due to the subspace interference.
The areas showed in red with green outlines are unavigable areas to the hyperspace systems, thus they are unreachable. The core is due to the blackholes and stars.
The other blotches are ship graveyards, random anomalies, nebulae and etc.
The blue area is the ship graveyard.
The stars mark the Capital Worlds; the Rings are the Hypergates (see hyperspace)
This map shows the current subdivisions on the galaxy, there are 3 major empires which formed trough the eras, here is a brief description of each one:
The Ilra Republic: The Ilra Republic is a mildly imperialistic empire, while under the Republic system, most atrocities made by the government have serious repercussions on the media and people, thus the empire’s expansionist stage by invading other empires has ceased, mostly of it’s current expansion is due to the annexation of new systems.
Yet, the Empire has a large military, to defend itself from the ever-watchful Djazna.
Flagship: The People’s Voice
Capital world: Vector
Customs and Diplomatic Status:
Djazna: Blockade/neutral
Free Worlds: Open / ally
Fist: Controlled Entrance / neutral
Inner Rim: Free / Colony
Djazna Star Empire: The Djazna are a violent race of space raiders which recently formed an empire, united under the hand of the Khan’s rulership. Yet some Clans aren’t united with the empire, and currently the powerful military is focused on retaking the Quaritical Fist region, where many resource-rich systems and planets exist. Djaznans are known for raiding trader convoys, and currently they are on a military race with the Ilrans, a galactic cold war for short….
Flagship: El-Merak-Nok
Capital World: Merak
Custtoms and Diplomatic Status:
Ilra: Blockade/neutral
Free Worlds: Controlled / Peace
Fist: Only Diplomats / War
Inner Rim: Controlled / Colony
Free Worlds Confederation: The Free Worlds Confederation was formed on the downfall of many smaller empires during the Great Ilra war, when Ilra became a republic after a revolution, ceasing the expansionism, 500 years ago. These worlds and smaller empires united under the same flag so they can impose their interests to the other empires more easily, and went trough a massive expansionism on the western outer rim. That region is full of terraforming stations, space stations, shipyards, new worlds being discovered everyday and a general economic boom, which leads to intense supply trades on those regions. Earth is there, but pays a smaller role as the capital of the Terran domains.
Flagship: Unity
Capital world: Kerah
Customs and Diplomatic Status:
Ilra: Open / Ally
Djazna: Open / Peace
Fist: Open / Peace
Inner Rim: Open / Ally
TheQuaritical Fist: Is a region of the galaxy full of archeological sites, it is believed that an ancient empire once existed on those lands, but nowadays only ruins of their culture, architecture, technology remain. Although the area had been declared a free territory, the Djazna Star Empire is slowly taking over the territories, arguing that they must be incorporated to the Imperial Unity since some smaller Djaznan clans exist there.
Flagship: ---
Capital World: Not Applicable
Customs and Diplomatic Status:
Ilra: Controlled / Neutral
Djazna: Closed / War
Free Worlds: Open / Peace
Inner Rim: Controlled / Neutral
Shakti: Shakti is the core of the galaxy; this region had never been fatherly explored due to the massive concentration of subspace interferences, gravity wells and large stars. The overall radiation on the area makes it impossible for low-shielded ships to investigate the area, and hyperspace is impossible. Much of it has been mapped trough observation, yet most of the planets there are unknown due to the radio interference.
Flagship: --
Capital World: Shakti (a black hole actually)
Inner Rim: The Inner rim is another resource-rich region, due to the older and dieing stars, and shattered planets. The extraction of such resources, such as hyper-heavy neutron pellets used on the hyperspace modules, minerals from the remaining belts of supernovas and etc is a profitable business, and relatively easy since everything already had been crunched by the galactic forces. Most of the planets on these regions are inhabited due to the age of their mother stars or lowly inhabited, yet the area has many large colony stations with populations of over 3 million people. The economic boom here is the same as the one in the outer rim. This area is often raided by non-official Djaznans military elements.
Flagship and Capital World: Freespace 56-A-3 (A space station, population is over 5 million, it is mobile trough hyperspace)
Customs and Diplomatic Status:
Ilra: Open / Colonial Master
Djazna: Controlled / Peace
Fist: Open / Peace
Free Worlds: Open / Ally
Uncharted Territories Gamma, Beta and Alpha: These Quadrants of the galaxy are unknown and never were charted, who knows which secrets may lie there…
(Out of Storyline: This is where you can meet non-aligned NPCs and explore)
Spaceships 101:
There are different kinds and classes of starships, this will be covered here:
Classes:
The spaceship class defines what can it do and what it can’t do, which weapons it can mount and which it can’t, how fast it is and how maneuverable it can be on battle. The class of a ship can be defined by its size, which goes on this sequence according to the mass and crew:
Fighter; Corvette; Frigate; Capital; Super-Capital; Shipyard; Mothership
Here is a brief explanation of all the classes:
Fighter: As the name suggests… it fights. The fighter class is a one or two people crewed ship with high maneuverability, but it is very small and can’t deliver much punch alone, yet a squadron can do some damage. They can’t engage hyperspace by themselves
Corvette: The Corvette class is a mildly maneuverable ship with a crew up to 7 people, which have to stay in their cockpits though. Mostly it is made of several gunners for the multiple weapons corvettes often carry and a pilot. The corvette is less maneuverable than a fighter, but has a stronger armor. Yet it can’t engage hyperspace unless docked to a bigger ship
Frigate: The ships that fit on the Frigate class are relatively big and have a crew of up to 50 people, between the captain, gunners, specialists, etc. The frigates are often specialized in a single kind of weaponry, trade ships are classified as frigates and up.
Frigates can engage hyperspace but with a lower range.
Capital: Capital class ships are very large, holding up to 100 or more people, the capital ships are often multi-functional. with docking ports for a small group of strike craft, weapons of several kinds and etc.
Super-Capital: The Super-Capital class is reserved for the carriers and battle cruisers.
The Carriers are multi-functional ships which can build fighters, corvettes and frigates, plus they act as docking centers for such ships. Their crew is of up to 300 people
The battle cruisers are large ships with all kinds of weaponry and thus can be devastating; their crews are of up to 200 people
Shipyard class ships are one of a kind. This class applies to any large-scale low mobility facility whose purpose is mainly to support a fleet or act as a docking point in new areas. starbases, space stations, military shipyards and space colonies are classified as shipyard-class. They don’t carry many weapons, only point-defense kinetic cannons and rail guns. Crew: 500 people and up
Mothership: The Mothership class is applied to any ship which is larger than the shipyards and has effective weaponry systems. The mothership class is applied to flagships, large-scale space colonies and stations. Motherships (or Flagships) require a great deal of resources and work to be assembled, so it is a bit hard to see more than one at a time. The motherships have full military facilities for supporting a large-scale detachment from the military bases and act as a central node on the hierarchy of such fleets. These gigantic ships have powerful hyperdrive modules and extensive docking and building/repairing and resourcing facilities, plus they also have relatively strong armor and offensive capabilities, yet they aren’t very mobile due to their tremendous mass, but their hyperdrives often compensate for that.
Note: Players should not have ships larger than super-capital.
Hyperspace
So far, the only known way of surpassing the limits of the light speed is the trans-dimensional hyperspace module, which transports a ship to another brane-world, allowing it to move greater distances easily. The process requires a hypermodule to charge up and create a “crack” on our brane-world, allowing it to slip to hyperspace.
The problem with this is that the module requires a constant energy input to be able to keep the ship on the secondary brane, thus the effective range is limited. Here is more or less the possible ranges for the classes of hypermodules (if there is more than one module on the fleet, the highest-capability one is used)
Capital Class module: up to 500 light-years per jump, charge time: 10 hours per full jump
Super-Capital and Shipyard: up to 2000 light-years per jump. Charge time: 1 day
Mothership: Up to 5000 light-years per jump. Charge time: 1 day (efficient charge-up)
The short jump, which can be of just a couple thousand kilometers takes just a few minutes to charge up for any kind of module.
Limitations:
Other than the range limitation, the hyperjump, which always goes on a straight line from A to B, can not cross a gravity well from a large planet or a star, thus the longest jumps aren’t always applicable since they may always cross a gravity well, leading to a “crash” from the hyperspace, damaging the module and placing the ship on highly inconvenient places such as the core of a star, the middle of a supernova or a blackhole, or surrounded by junkyard vermin
Disturbances on the space-time such as random anomalies render some areas of the galaxy unavigable. The great ship graveyard also blocks hyperspace due to decayed modules, which emit quantum waves that disrupt any travel there.
Supernovas can render the area nearby them unnavigable for several weeks due to the radiation discharge they cause
The rings on the political map indicate the locations of the Hypergates
These gates, which are extremely time-costly and expensive to assemble, use a co-coordinated quantum wave effect to open a hyperspace window between themselves, what allow the ships to instantly move between those gates. However if one side turns off the gate, anything that is moving trough it gets towed back to the origin gate. Invasions trough the gates are quite hard to do due to the fact that it is easy to turn the gate off, all you need to do is ram a missile in one of those four mini cores and the whole thing crashes. This system that uses to ends is the only known way to exceed the limit of 5 thousand light years per jump (the record is of 5145.12586 light years)
Basic Weapons Systems:
Most (known) weapons classify in these kinds:
Kinetic: These weapons rely on projectiles which are propelled in high speeds, they aren’t very accurate, but allow a fast recharge rate, often used in fighters.
Larger-sized mass drivers mounted on cannons in ships can deal quite some damage though, yet they can’t recharge so often.
Small-sized mass drivers are loaded all around the hull of larger ships to server as anti-swarmer equipment.
Bombs which carry a heated warhead are used in larger-sized mass drivers to deliver more damage since they are combined with the explosive capabilities of a warhead and not the pure punch of depleted uranium.
Beam:
Beam weapons deliver much more damage since they are energy-based; these weapons produce a beam of particles and energy, what is extremely accurate depending on the way it is mounted. They subdivide into three kinds:
Lasers: Lasers are beams of pure energy, which can’t last very long though, their main feature is being able to cripple a ship trough their precision aiming and, if used with low energy and a high refire rate, can take down a swarm of fighters very quickly. (Lasers also can be called phasers; they are almost the same thing)
Beams: Beams are a constant flow of particles which can cause much damage since they last for a long time. Unfortunately the beam weapon has a major drawback. First of all unless it’s accelerator can be mounted on a spiral layout (which requires the space of a capital ship or bigger) the beam can’t be directed to turrets, and must be on the nozzle of a frigate class or bigger.
Secondarily, there is no known way of efficiently dissipate the heat created by the beams, what means that even if there is a large amount of energy, they must stop firing to cool down.
Some of the most well known beam weapons are the ion beams, which were the main weapon during the Great Ilra war, and still are very common. The designs for the legendary Multi-Beam-Frigate are lost, and the only exemplars that may exist probably reside on the ship graveyards…
Pulses: The pulse beams are the only kind of beam weapons which can be mounted on corvettes, since they don’t require a big accelerator. They basically behave just like their “big brothers” the frigate beams, but they last just a couple of seconds, to avoid damage to the corvette’s structure. These beams, though, are strong enough to take down another corvette on a single shot. Larger ships are outfitted with such weapons to compensate their lack of hull-defense coverage.
There are other weapons classes which don’t fit here, such as missiles, but these don’t require much explanation.
The Great Ship Graveyard
This region of space on the Quaritical Fist is the reminiscent of great battles of the past. It is not known why, but much of the “trash” of the space, like dead ships, megalithic ancient structures, and etc, ends towed up here, on the depths of the Graveyard Dust Field. This place would be a gold mine for scrap metal sellers if it wasn’t by the so called junkyard vermin.
These ships which are controlled by artificial intelligence seem to be automaton maintenance bots whose program deteriorated, they “tend” to the derelicts here, and build more copies of themselves out of the scrap metal, they are extremely violent and have great numbers, although their ships aren’t very strong, they can easily overwhelm the largest of the fleets in number and speed. There are several kinds of ships, such as small drones which swarm the ships like hell, bigger but slower corvette-ships which attach themselves to the hull and drill holes, hacking into the ship’s systems, and the so called “Guardians”, Destroyer-class ships which are extremely dangerous due to their powerful ion beams. Without life-support, these ships seem to be able to dissipate heat more easily, and they fire their beams almost non-stopping…
That area seems to also have hyperspace anomalies, perhaps a normal “bend” on the space due to dark matter and other unknown substances, that’s possibly why the trash ends there…
Since the area is a great junkyard where useless things go and the bot-ships never fly out of the perimeter, most governments aren’t taking any action over the place, leaving it as the galaxy’s dump. Yet the area MUST be avoided at all costs…
Out Of Context Info
Just some information to add some culture sense to the game.
First of all, think that earth is on the game, I actually placed a dot where it is on the political map, it is the green dot on the Free Worlds Confederation, I added earth since otherwise the culture will be more or less “lost” since it is a totally alien environment.
Please do not select only capital ships (the largest possible) since the game won’t be very fun if everyone is a commander of a mini-carrier. You can have some NPC “allies”, if you are a fighter your strike group can be of up to 10 other ships, 5 for corvettes, one additional frigate for frigates, and a strike craft of 5 ships for capitals.
I believe most of the stuff are covered here, my PM inbox is open to any questions, also, don’t mind the plot holes, as long as the thing flows
Biggest first post ever huh? ;D
I guess that's it, I'm going to post my profile as soon as possible, but that may take more than 20 hours (probably MUCH more) since I got tests tommorow and blah blah blah....
Star Charts:
This is the galaxy where this board war will be located; it is a spiral galaxy with two arms, as you can cleary notice on the picture. The Shakti is the name that the natives gave to the core, which is loaded with bigger stars and blackholes, making it an unnavigable area to faster-than-light travel due to the subspace interference.
The areas showed in red with green outlines are unavigable areas to the hyperspace systems, thus they are unreachable. The core is due to the blackholes and stars.
The other blotches are ship graveyards, random anomalies, nebulae and etc.
The blue area is the ship graveyard.
The stars mark the Capital Worlds; the Rings are the Hypergates (see hyperspace)
This map shows the current subdivisions on the galaxy, there are 3 major empires which formed trough the eras, here is a brief description of each one:
The Ilra Republic: The Ilra Republic is a mildly imperialistic empire, while under the Republic system, most atrocities made by the government have serious repercussions on the media and people, thus the empire’s expansionist stage by invading other empires has ceased, mostly of it’s current expansion is due to the annexation of new systems.
Yet, the Empire has a large military, to defend itself from the ever-watchful Djazna.
Flagship: The People’s Voice
Capital world: Vector
Customs and Diplomatic Status:
Djazna: Blockade/neutral
Free Worlds: Open / ally
Fist: Controlled Entrance / neutral
Inner Rim: Free / Colony
Djazna Star Empire: The Djazna are a violent race of space raiders which recently formed an empire, united under the hand of the Khan’s rulership. Yet some Clans aren’t united with the empire, and currently the powerful military is focused on retaking the Quaritical Fist region, where many resource-rich systems and planets exist. Djaznans are known for raiding trader convoys, and currently they are on a military race with the Ilrans, a galactic cold war for short….
Flagship: El-Merak-Nok
Capital World: Merak
Custtoms and Diplomatic Status:
Ilra: Blockade/neutral
Free Worlds: Controlled / Peace
Fist: Only Diplomats / War
Inner Rim: Controlled / Colony
Free Worlds Confederation: The Free Worlds Confederation was formed on the downfall of many smaller empires during the Great Ilra war, when Ilra became a republic after a revolution, ceasing the expansionism, 500 years ago. These worlds and smaller empires united under the same flag so they can impose their interests to the other empires more easily, and went trough a massive expansionism on the western outer rim. That region is full of terraforming stations, space stations, shipyards, new worlds being discovered everyday and a general economic boom, which leads to intense supply trades on those regions. Earth is there, but pays a smaller role as the capital of the Terran domains.
Flagship: Unity
Capital world: Kerah
Customs and Diplomatic Status:
Ilra: Open / Ally
Djazna: Open / Peace
Fist: Open / Peace
Inner Rim: Open / Ally
TheQuaritical Fist: Is a region of the galaxy full of archeological sites, it is believed that an ancient empire once existed on those lands, but nowadays only ruins of their culture, architecture, technology remain. Although the area had been declared a free territory, the Djazna Star Empire is slowly taking over the territories, arguing that they must be incorporated to the Imperial Unity since some smaller Djaznan clans exist there.
Flagship: ---
Capital World: Not Applicable
Customs and Diplomatic Status:
Ilra: Controlled / Neutral
Djazna: Closed / War
Free Worlds: Open / Peace
Inner Rim: Controlled / Neutral
Shakti: Shakti is the core of the galaxy; this region had never been fatherly explored due to the massive concentration of subspace interferences, gravity wells and large stars. The overall radiation on the area makes it impossible for low-shielded ships to investigate the area, and hyperspace is impossible. Much of it has been mapped trough observation, yet most of the planets there are unknown due to the radio interference.
Flagship: --
Capital World: Shakti (a black hole actually)
Inner Rim: The Inner rim is another resource-rich region, due to the older and dieing stars, and shattered planets. The extraction of such resources, such as hyper-heavy neutron pellets used on the hyperspace modules, minerals from the remaining belts of supernovas and etc is a profitable business, and relatively easy since everything already had been crunched by the galactic forces. Most of the planets on these regions are inhabited due to the age of their mother stars or lowly inhabited, yet the area has many large colony stations with populations of over 3 million people. The economic boom here is the same as the one in the outer rim. This area is often raided by non-official Djaznans military elements.
Flagship and Capital World: Freespace 56-A-3 (A space station, population is over 5 million, it is mobile trough hyperspace)
Customs and Diplomatic Status:
Ilra: Open / Colonial Master
Djazna: Controlled / Peace
Fist: Open / Peace
Free Worlds: Open / Ally
Uncharted Territories Gamma, Beta and Alpha: These Quadrants of the galaxy are unknown and never were charted, who knows which secrets may lie there…
(Out of Storyline: This is where you can meet non-aligned NPCs and explore)
Spaceships 101:
There are different kinds and classes of starships, this will be covered here:
Classes:
The spaceship class defines what can it do and what it can’t do, which weapons it can mount and which it can’t, how fast it is and how maneuverable it can be on battle. The class of a ship can be defined by its size, which goes on this sequence according to the mass and crew:
Fighter; Corvette; Frigate; Capital; Super-Capital; Shipyard; Mothership
Here is a brief explanation of all the classes:
Fighter: As the name suggests… it fights. The fighter class is a one or two people crewed ship with high maneuverability, but it is very small and can’t deliver much punch alone, yet a squadron can do some damage. They can’t engage hyperspace by themselves
Corvette: The Corvette class is a mildly maneuverable ship with a crew up to 7 people, which have to stay in their cockpits though. Mostly it is made of several gunners for the multiple weapons corvettes often carry and a pilot. The corvette is less maneuverable than a fighter, but has a stronger armor. Yet it can’t engage hyperspace unless docked to a bigger ship
Frigate: The ships that fit on the Frigate class are relatively big and have a crew of up to 50 people, between the captain, gunners, specialists, etc. The frigates are often specialized in a single kind of weaponry, trade ships are classified as frigates and up.
Frigates can engage hyperspace but with a lower range.
Capital: Capital class ships are very large, holding up to 100 or more people, the capital ships are often multi-functional. with docking ports for a small group of strike craft, weapons of several kinds and etc.
Super-Capital: The Super-Capital class is reserved for the carriers and battle cruisers.
The Carriers are multi-functional ships which can build fighters, corvettes and frigates, plus they act as docking centers for such ships. Their crew is of up to 300 people
The battle cruisers are large ships with all kinds of weaponry and thus can be devastating; their crews are of up to 200 people
Shipyard class ships are one of a kind. This class applies to any large-scale low mobility facility whose purpose is mainly to support a fleet or act as a docking point in new areas. starbases, space stations, military shipyards and space colonies are classified as shipyard-class. They don’t carry many weapons, only point-defense kinetic cannons and rail guns. Crew: 500 people and up
Mothership: The Mothership class is applied to any ship which is larger than the shipyards and has effective weaponry systems. The mothership class is applied to flagships, large-scale space colonies and stations. Motherships (or Flagships) require a great deal of resources and work to be assembled, so it is a bit hard to see more than one at a time. The motherships have full military facilities for supporting a large-scale detachment from the military bases and act as a central node on the hierarchy of such fleets. These gigantic ships have powerful hyperdrive modules and extensive docking and building/repairing and resourcing facilities, plus they also have relatively strong armor and offensive capabilities, yet they aren’t very mobile due to their tremendous mass, but their hyperdrives often compensate for that.
Note: Players should not have ships larger than super-capital.
Hyperspace
So far, the only known way of surpassing the limits of the light speed is the trans-dimensional hyperspace module, which transports a ship to another brane-world, allowing it to move greater distances easily. The process requires a hypermodule to charge up and create a “crack” on our brane-world, allowing it to slip to hyperspace.
The problem with this is that the module requires a constant energy input to be able to keep the ship on the secondary brane, thus the effective range is limited. Here is more or less the possible ranges for the classes of hypermodules (if there is more than one module on the fleet, the highest-capability one is used)
Capital Class module: up to 500 light-years per jump, charge time: 10 hours per full jump
Super-Capital and Shipyard: up to 2000 light-years per jump. Charge time: 1 day
Mothership: Up to 5000 light-years per jump. Charge time: 1 day (efficient charge-up)
The short jump, which can be of just a couple thousand kilometers takes just a few minutes to charge up for any kind of module.
Limitations:
Other than the range limitation, the hyperjump, which always goes on a straight line from A to B, can not cross a gravity well from a large planet or a star, thus the longest jumps aren’t always applicable since they may always cross a gravity well, leading to a “crash” from the hyperspace, damaging the module and placing the ship on highly inconvenient places such as the core of a star, the middle of a supernova or a blackhole, or surrounded by junkyard vermin
Disturbances on the space-time such as random anomalies render some areas of the galaxy unavigable. The great ship graveyard also blocks hyperspace due to decayed modules, which emit quantum waves that disrupt any travel there.
Supernovas can render the area nearby them unnavigable for several weeks due to the radiation discharge they cause
The rings on the political map indicate the locations of the Hypergates
These gates, which are extremely time-costly and expensive to assemble, use a co-coordinated quantum wave effect to open a hyperspace window between themselves, what allow the ships to instantly move between those gates. However if one side turns off the gate, anything that is moving trough it gets towed back to the origin gate. Invasions trough the gates are quite hard to do due to the fact that it is easy to turn the gate off, all you need to do is ram a missile in one of those four mini cores and the whole thing crashes. This system that uses to ends is the only known way to exceed the limit of 5 thousand light years per jump (the record is of 5145.12586 light years)
Basic Weapons Systems:
Most (known) weapons classify in these kinds:
Kinetic: These weapons rely on projectiles which are propelled in high speeds, they aren’t very accurate, but allow a fast recharge rate, often used in fighters.
Larger-sized mass drivers mounted on cannons in ships can deal quite some damage though, yet they can’t recharge so often.
Small-sized mass drivers are loaded all around the hull of larger ships to server as anti-swarmer equipment.
Bombs which carry a heated warhead are used in larger-sized mass drivers to deliver more damage since they are combined with the explosive capabilities of a warhead and not the pure punch of depleted uranium.
Beam:
Beam weapons deliver much more damage since they are energy-based; these weapons produce a beam of particles and energy, what is extremely accurate depending on the way it is mounted. They subdivide into three kinds:
Lasers: Lasers are beams of pure energy, which can’t last very long though, their main feature is being able to cripple a ship trough their precision aiming and, if used with low energy and a high refire rate, can take down a swarm of fighters very quickly. (Lasers also can be called phasers; they are almost the same thing)
Beams: Beams are a constant flow of particles which can cause much damage since they last for a long time. Unfortunately the beam weapon has a major drawback. First of all unless it’s accelerator can be mounted on a spiral layout (which requires the space of a capital ship or bigger) the beam can’t be directed to turrets, and must be on the nozzle of a frigate class or bigger.
Secondarily, there is no known way of efficiently dissipate the heat created by the beams, what means that even if there is a large amount of energy, they must stop firing to cool down.
Some of the most well known beam weapons are the ion beams, which were the main weapon during the Great Ilra war, and still are very common. The designs for the legendary Multi-Beam-Frigate are lost, and the only exemplars that may exist probably reside on the ship graveyards…
Pulses: The pulse beams are the only kind of beam weapons which can be mounted on corvettes, since they don’t require a big accelerator. They basically behave just like their “big brothers” the frigate beams, but they last just a couple of seconds, to avoid damage to the corvette’s structure. These beams, though, are strong enough to take down another corvette on a single shot. Larger ships are outfitted with such weapons to compensate their lack of hull-defense coverage.
There are other weapons classes which don’t fit here, such as missiles, but these don’t require much explanation.
The Great Ship Graveyard
This region of space on the Quaritical Fist is the reminiscent of great battles of the past. It is not known why, but much of the “trash” of the space, like dead ships, megalithic ancient structures, and etc, ends towed up here, on the depths of the Graveyard Dust Field. This place would be a gold mine for scrap metal sellers if it wasn’t by the so called junkyard vermin.
These ships which are controlled by artificial intelligence seem to be automaton maintenance bots whose program deteriorated, they “tend” to the derelicts here, and build more copies of themselves out of the scrap metal, they are extremely violent and have great numbers, although their ships aren’t very strong, they can easily overwhelm the largest of the fleets in number and speed. There are several kinds of ships, such as small drones which swarm the ships like hell, bigger but slower corvette-ships which attach themselves to the hull and drill holes, hacking into the ship’s systems, and the so called “Guardians”, Destroyer-class ships which are extremely dangerous due to their powerful ion beams. Without life-support, these ships seem to be able to dissipate heat more easily, and they fire their beams almost non-stopping…
That area seems to also have hyperspace anomalies, perhaps a normal “bend” on the space due to dark matter and other unknown substances, that’s possibly why the trash ends there…
Since the area is a great junkyard where useless things go and the bot-ships never fly out of the perimeter, most governments aren’t taking any action over the place, leaving it as the galaxy’s dump. Yet the area MUST be avoided at all costs…
Out Of Context Info
Just some information to add some culture sense to the game.
First of all, think that earth is on the game, I actually placed a dot where it is on the political map, it is the green dot on the Free Worlds Confederation, I added earth since otherwise the culture will be more or less “lost” since it is a totally alien environment.
Please do not select only capital ships (the largest possible) since the game won’t be very fun if everyone is a commander of a mini-carrier. You can have some NPC “allies”, if you are a fighter your strike group can be of up to 10 other ships, 5 for corvettes, one additional frigate for frigates, and a strike craft of 5 ships for capitals.
I believe most of the stuff are covered here, my PM inbox is open to any questions, also, don’t mind the plot holes, as long as the thing flows
Biggest first post ever huh? ;D
I guess that's it, I'm going to post my profile as soon as possible, but that may take more than 20 hours (probably MUCH more) since I got tests tommorow and blah blah blah....