Galactic domination the game of space strategy made in australia



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LIVE’ SYSTEMS

QTY

VOLUME

Mass Mult

MASS

SCREEN GENERATORS [ Light ]

4,000

80,000

x 2




HULL (VOL = 1/20 SA)

‘1’

14,400

x 2




ARMOR [Medium ]

‘1’

77,760

x 3




POWER ROOMS

1,600

160,000

x 2




TURBOLIFTS/CORRIDORS

‘1’

200,000

x 0

0

CONDUITS/WAVEGUIDES

‘1’




x 1




LANDING SYSTEM

‘1’




x 2




LIFE SUPPORT SYSTEM

‘1’




x 1




EMERGENCY SYSTEM/SPARES

‘1’




x 1




AUTO REPAIR

‘1’




x 1




COMPUTERS, ETC.

‘1’




x 1




MISSILE SYSTEMS

‘1’

101,864

special




MISSILE RELOADS

‘1’

‘0’

special




BEAM SYSTEMS

‘1’

144,000

special




AMM SYSTEMS

‘1’

10,000

special




AMM RELOADS

‘1’

10,000

special




CREW QUARTERS

100

5,000

5 x QTY




CREW FACILITIES




4,000

x 1




BRIDGE

‘1’

400

x ½




FLAG BRIDGE




NA

x ½




SHUTTLE BAY [ ]







x 0

0

SHUTTLES IN BAY [ ]




‘0’

special

+ S

LIFEPODS

30

3,000

x 2



















ARMORIES







x 1




PINNACE HANGARS







‘0’

0

PINNACES




‘0’

10 x QTY




FIGHTER (OR SHIP) HANGARS




NA

x 0

0

FIGHTERS [ ]




‘0’

special

+ F

MI TRANSPORT CHAMBERS




NA

x 0

0

MI UNITS




‘0’

100 x QTY

+ M

MISCELLANEOUS STORAGE

‘1’




special

+ X
















TOTAL ‘LIVE’










+FMSX

TOTAL










+FMSX

+ Crew




‘0’

QTY x 0.2




SG = mass / volume =




SG with max qty of Fighters =

THE GD BIBLE




  1. No time travel. ‡

  2. No psionic abilities ◊

  3. No pure energy beings ◊

  4. No wussy kids

‡ Can give appearance of this by trickery – such as in an old Mission Impossible episode.


◊ Unless can simulate with technology.
PSIONICS IN GD

There are no ‘mind powers’ as such in GD, but some can be simulated with advanced technology. For example, minds can be read by putting a network in brain of subject – this has primarily been used to find out how animals think.


TIME TRAVEL IN GD

Does GD have time travel technology? [TTT]

Yes, however it can not be used in GD universe as time travel is absolutely impossible in GD universe.

Then how and why does it have TTT?

Because GD scientists have been able to simulate what a universe that does allow TT is like, and hence create tech to utilize TT in such a universe.
One of GD’s major innovations is RAD – Reality Adaptive Device [an ultra computational matrix].

This is fitted to all GD ships.

It enables being immediately able to adapt to conditions of different reality in other universes.

So if a GD ship that can not travel through planets is transferred into a universe whose natural laws do allow such – then GD ship can do this.

Similarly with universes that enable easy teleportation or invisibility or time travel, etc.

SOME SPECIFIC POINTS ABOUT GD TECH NOT COVERED ELSEWHERE

GD ships can also go deep underwater or into Jupiterlike atmospheres.

GD hulls are extremely pressure resistant. So they can withstand fantastic pressures – whether it be the shockwave from an explosion, the depths of deepest ocean or the atmosphere of a gas giant. Therefore also has high partial resistance versus “ripper” effects eg SFB TR beam, tractor-pressor beam weapons.

Also, highly resistent to heat, very low temperatures, radiation.
Hull Armor is treated as being Beam Resistant Armor for purposes of battles vs lower tech universe (standard races of B5 and ST).
In GD an enemy can not create a duplicate of a ship of yours and pretend it is yours – IFF would give it away – all legitimate signals are Time Coded.
In GD log records can be instantly attached to emergency com signals – so receiving authorised people know what has happened.
GD PROFILE – A DRAFT VERSION FOR SPACEBATTLES FORCE CHART
General Rank:
Primary Strengths:


  • SG (Stargate) Technology

  • well-rounded tech

  • high productivity

  • MIs (Mobile Infantry)

  • large fighters

  • availability of ready supplies of otherwise expensive Hull Metal and ship fuel

  • higher TL hull armor

  • variety of specialised units and GP units

  • big & powerful & smart missiles

  • powerful energy weapons

  • anti-missile shields & strong AM measures

  • ships highly maneuverable for their size

  • antigrav & artificial grav tech

  • anti-inertia tech

  • advanced methodologies & operational procedures

  • bio-machine interfacing pervasive

  • very tough ships

  • very advanced computer systems

Secondary Strengths:



  • reasonably fast FTL

  • stealth tech

  • invisible ship tech

  • advanced genetic engineering

  • each race has 1 or more specialties where it is above other empires [so if combined their sciences would leap ahead 100 years]

  • each empire has Homeworld super defense system

  • advanced ships continuously being developed, as dynamic empires

  • lots of combat experience (due to fighting each other & pirates & neutral worlds)

  • strategic & tactical (doctrine) superiority

  • access to higher level tech devices & ships

  • Mobile Battlestations

  • Hyper Bomb tech

  • Battlelinking

  • Superior C3I

Weaknesses:



  • ‘only’ 22nd (23rd) century tech ***

*** as explained in more detail elsewhere although set in late 22nd century, the technology of GD is actually equivalent to that of 24th or 25th century of most SF universes – reasons for this include faster R&D in GD, and some outside assistance from a far more advanced race that provided some extra resources.


GD PROFILE – DRAFT VERSION FOR A WIKIPEDIA ENTRY
TO BE DONE

GD PROFILE – DRAFT VERSION FOR A BGG ENTRY


TO BE DONE

GD SHIP DESIGN FORM REFORMATTED DESIGN 23 NOVEMBER 2005 COMPUTER USE



SHIP TYPE: RA

TOTAL VOLUME: 210,000

MASS: 255,000

‘DEAD’ VOLUME: 89,250

‘LIVE’ VOLUME: 120,750

SPEED: 3

ATT: 6 + 6

DEF: 5

TAC SPEED: 5

SIZE: 6

COST: 8

Ftrs can carry: 0

MIs can carry: 2

DEAD SYSTEMS

VOLUME %

VOLUME

MASS MULTIPLIER

MASS

IDE

10

21,000

x 2

42,000

MDE

15

31,500

x 2

63,000

FUEL

17.5

36,750

x ½

18,375

RESERVE FUEL

0

0

x ½




TOTAL ‘DEAD’

42.5

89,250

-------

123,375




LIVE’ SYSTEMS

QTY

VOLUME

Mass Mult

MASS

SCREEN GENERATORS [Light-x 1]

210

4,200

x 2

8,400

HULL (VOL = 1/20 SA)

‘1’

1,100

x 2

2,200

ARMOR [Light = x .18]

‘1’

4,000

x 3

12,000

POWER ROOMS

84

8,400

x 2

16,800

TURBOLIFTS/CORRIDORS

‘1’

10,500

x 0

0

CONDUITS/WAVEGUIDES

‘1’

210

x 1

210

LANDING SYSTEM

‘1’

2,100

x 2

4,200

LIFE SUPPORT SYSTEM

‘1’ ‘C’

20

x 1

20

EMERGENCY SYSTEM/SPARES

‘1’

2,100

x 1

2,100

AUTO REPAIR

‘1’

210

x 1

210

COMPUTERS, ETC.

‘1’

630

x 1

630

MISSILE SYSTEMS

‘1’

44,088

special

38,000

MISSILE RELOADS

‘1’

‘0’

special

10,120

BEAM SYSTEMS

‘1’

15,600

special

27,600

AMM SYSTEMS

‘1’

2,880

special

3,240

AMM RELOADS – [1 LOT ONLY]

‘1’

2,160

special

2,400

CREW QUARTERS

40

1,200

3 x QTY

120

CREW FACILITIES




800

x 1

800

BRIDGE

‘1’

160

x ½

80

FLAG BRIDGE

0

0

x ½

0

SHUTTLE BAY [Large]

2

8,000

x 0

0

SHUTTLES IN BAY [Large]

(2)

‘0’

special

+ S

LIFEPODS

13

520

x 2

1,040
















ARMORIES

4

40

x 1

40

PINNACE HANGARS

6

600

‘0’

0

PINNACES

6

‘0’

10 x QTY

60

FIGHTER (OR SHIP) HANGARS

0

0

x 0

NA

FIGHTERS [ ]

0

0

special

NA

MI TRANSPORT CHAMBERS

2

10,000

x 0

0

MI UNITS

(2)

‘0’

100 x QTY

+ M

MISCELLANEOUS STORAGE

‘1’

1,232

special

+ X
















TOTAL ‘LIVE’




120,750




130,270+msx

TOTAL




210,000




253,645

+ Crew

40

‘0’

QTY x 0.2

8

SG = mass / volume = 253,650/210,000

= 1.21

SG with 2 ‘L’ shuttles + 2 MIs = 1.22

GD SHIP DESIGN FORM REFORMATTED DESIGN 23 NOVEMBER 2005 COMPUTER USE



SHIP TYPE: GS

TOTAL VOLUME: 160,000

MASS: 215,000

‘DEAD’ VOLUME: 52,000

‘LIVE’ VOLUME: 108,000

SPEED: 2

ATT: 6

DEF: 8

TAC SPEED: 5

SIZE: 5

COST: 7

Ftrs can carry: 0

MIs can carry: 2

DEAD SYSTEMS

VOLUME %

VOLUME

MASS MULTIPLIER

MASS

IDE

5

8,000

x 2

16,000

MDE

15

24,000

x 2

48,000

FUEL

12.5

20,000

x ½

10,000

RESERVE FUEL

0

0

x ½

0

TOTAL ‘DEAD’

32.5

52,000

-------

74,000


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