Sphere Technology Rules: Difference between revisions

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Technologies in Sphere deal with applications, particularly in the field of military/exploration.  'Civilian' technology is too broad and abstract to be dealt with in any detail, nor would it add meaningfully to the game.  It can be assumed to loosely parallel military abilities, though of course just because a nation lacks the ability to build worthwhile tanks doesn't mean it lacks a solid domestic groundcar industry.
Technologies in Sphere deal with applications, particularly in the field of military/exploration.  'Civilian' technology is too broad and abstract to be dealt with in any detail, nor would it add meaningfully to the game.  It can be assumed to loosely parallel military abilities, though of course just because a nation lacks the ability to build worthwhile tanks doesn't mean it lacks a solid domestic groundcar industry.


==Basics==
Electronics<br>
Fundamental Electronics increase Sensor and ECM power.
:Gear
::Missile targeting system:  Boosts sensors for missile attacks
::Enhanced Detection Grid:  Boosts sensors for stealth detection
Propulsion<br>
Fundamental Propulsion limits how many boosters or verniers you can fit on a chassis.  Every booster above this limit increases all fitting costs by 50% per level, rounded up.
:1st extra thruster costs x1.5
:2nd extra thruster costs x2
:3rd extra costs x2.5
::<font color=red>Simplify this?</font> --[[User:Shrike|Shrike]] 04:00, 4 August 2009 (UTC)
Armor<br>
Fundamental Armor limits how many levels of armor you can fit on a chassis.  Every level above this limit increases all fitting costs by 50% per level, rounded up.
Shields<br>
Fundamental Shielding limits how many levels of shielding you can fit on a chassis.  Every shield above this value increases all fitting costs by 100% per level.


==Fundamental Technologies==
==Fundamental Technologies==
Line 71: Line 91:
:'''Fission Powerplants'''
:'''Fission Powerplants'''
:'''Fusion Powerplants'''
:'''Fusion Powerplants'''
::'''Forces Fusion Powerplants'''
::'''Forced Fusion Powerplants'''
:'''Electron Matrices'''
:'''Electron Matrices'''


Line 180: Line 200:
:'''Vehicular M-T Railguns'''
:'''Vehicular M-T Railguns'''
:'''Infantry M-T Railguns'''
:'''Infantry M-T Railguns'''
===Laser Technologies===
====Standard Laser Weapons====
:'''Standard Naval Laser Cannons'''
:'''Standard Vehicular Laser Guns'''
:'''Preliminary Infantry Laser Guns'''
====Adaptive Optics====
:'''Adaptive Naval Laser Cannons'''
:'''Adaptive Vehicular Laser Guns'''
:'''Adaptive Infantry Laser Guns'''
====Heterodyne Lasers====
:'''Naval Heterodyne Laser Cannons'''
:'''Vehicular Heterodyne Laser Guns'''
:'''Infantry Heterodyne Laser Guns'''
====Optimized Photon Pulses====
:'''Optimized Naval Laser Cannons'''
:'''Optimized Vehicular Laser Guns'''
:'''Optimized Infantry Laser Guns'''


===Pulse Technologies===
===Pulse Technologies===

Latest revision as of 21:04, 3 August 2009

Technologies in Sphere deal with applications, particularly in the field of military/exploration. 'Civilian' technology is too broad and abstract to be dealt with in any detail, nor would it add meaningfully to the game. It can be assumed to loosely parallel military abilities, though of course just because a nation lacks the ability to build worthwhile tanks doesn't mean it lacks a solid domestic groundcar industry.

Basics

Electronics
Fundamental Electronics increase Sensor and ECM power.

Gear
Missile targeting system: Boosts sensors for missile attacks
Enhanced Detection Grid: Boosts sensors for stealth detection

Propulsion
Fundamental Propulsion limits how many boosters or verniers you can fit on a chassis. Every booster above this limit increases all fitting costs by 50% per level, rounded up.

1st extra thruster costs x1.5
2nd extra thruster costs x2
3rd extra costs x2.5
Simplify this? --Shrike 04:00, 4 August 2009 (UTC)

Armor
Fundamental Armor limits how many levels of armor you can fit on a chassis. Every level above this limit increases all fitting costs by 50% per level, rounded up.

Shields
Fundamental Shielding limits how many levels of shielding you can fit on a chassis. Every shield above this value increases all fitting costs by 100% per level.

Fundamental Technologies

Entropy Sinks

Entropy Sinks are a critical part of any modern warship’s heat-control system, replacing clumsy radiators and radiants with sublimely efficient heat-dissipation circuitry. Derived from posthuman technology, entropy sinks directly dissipate thermal energy into the vaccum energy. In essence, they eliminate local entropy at the cost of increasing universal entropy. A relatively old technology, the techniques to build entropy sinks is uncommon in the Rim and most ships there are stuck using older methods of thermal control. The internalization of heat control means that warships are both no longer vulnerable to strikes on unarmored cooling elements and that stealth in space becomes more than a theory.

Wealth Cost: 750
PIP Cost: 0
CIP Cost: 250
Dust Cost: 500
Starting Tech Cost: 100
Development Time: 1 Year
Requirements: None
Effects: Base stealth rating doubles, critical rate halves

Shipbuilding Technologies

Hull Construction

Improved techniques and designs can improve the effectiveness of a ship, allowing for more component space.

Wealth Cost: 750
PIP Cost: 500
CIP Cost: 250
Dust Cost: 0
Starting Tech Cost: 75
Development Time: 1 Year
Requirements: None
Effects: Adds 1 maximum hull expansion per level of Hull Expansion
Hull Expansion II
Wealth Cost: 1000
PIP Cost: 700
CIP Cost: 300
Starting Tech Cost: 100
Development Time: 1 Year
Requirements: Hull Construction
Hull Expansion III
Wealth Cost: 1250
PIP Cost: 900
CIP Cost: 350
Starting Tech Cost: 125
Development Time: 1 Year
Requirements: Hull Construction II

Advanced Hangar Integration

Hangarize (level)
Acts as a hull expansion that can only be used for Compact Hangars.
Reduced cost for both R&D and ship fitting.

Vehicular Construction Technologies

Aircraft Construction

Aircraft Construction (level)
Allows for the construction of larger, more powerful aircraft

Mecha Construction

Mecha Construction (level)
Allows for the construction of larger, more powerful mecha

AFV Construction

AFV Construction (level)
Allows for the construction of larger, more powerful AFV

Power Systems

Fission Powerplants
Fusion Powerplants
Forced Fusion Powerplants
Electron Matrices

Weapon Technologies

Electrochemical Technologies

Standard Electrochemical Weapons

Standard Naval Rifles
Standard Vehicular Guns
Standard Infantry Arms

Augmented Thermochemical Weapons

Thermochemical Naval Rifles
Thermochemical Vehicular Guns
Thermochemical Infantry Arms

Advanced Ammunitions

Feral Acquisition Targeting System
Exotic Propellants
Advanced Design Concepts
Polystage Warheads
Shield-Buster Techniques

Railgun Technologies

Standard Railguns

Conventional electromotive weapons are the bread and butter of 22nd century militaries.

Wealth Cost: 600
PIP Cost: 400
CIP Cost: 200
Dust Cost: 0
Starting Tech Cost: 25
Development Time: 1 Year
Requirements: None
Effects: Unlocks the Railgun tech tree
Standard Naval Railguns
Wealth Cost: 500
PIP Cost: 300
CIP Cost: 200
Starting Tech Cost: 25
Development Time: 1 Year
Requirements: Standard Railguns
Standard Vehicular Railguns
Wealth Cost: 400
PIP Cost: 200
CIP Cost: 200
Starting Tech Cost: 20
Development Time: 1 Year
Requirements: Standard Railguns
Standard Personal Railguns
Wealth Cost: 200
PIP Cost: 100
CIP Cost: 100
Starting Tech Cost: 10
Development Time: 1 Year
Requirements: Standard Railguns

Rhenium Integration

Advanced-materiel electromagnets can significantly improve the performance of electromotive weapons

Wealth Cost: 1000
PIP Cost: 700
CIP Cost: 300
Dust Cost: 0
Starting Tech Cost: 100
Development Time: 1 Year
Requirements: Standard Railguns
Rhenium Naval Railguns
Wealth Cost: 800
PIP Cost: 550
CIP Cost: 250
Starting Tech Cost: 75
Development Time: 1 Year
Requirements: Standard Railguns
Rhenium Vehicular Railguns
Wealth Cost: 600
PIP Cost: 400
CIP Cost: 200
Starting Tech Cost: 60
Development Time: 1 Year
Requirements: Standard Railguns
Rhenium Personal Railguns
Wealth Cost: 300
PIP Cost: 150
CIP Cost: 150
Starting Tech Cost: 30
Development Time: 1 Year
Requirements: Standard Railguns

Gauss Accelerator

Naval Gauss Rifles
Vehicular Gauss Rifles
Infantry Gauss Rifles

Momentum-Transfer Rails

Naval M-T Railguns
Vehicular M-T Railguns
Infantry M-T Railguns

Laser Technologies

Standard Laser Weapons

Standard Naval Laser Cannons
Standard Vehicular Laser Guns
Preliminary Infantry Laser Guns

Adaptive Optics

Adaptive Naval Laser Cannons
Adaptive Vehicular Laser Guns
Adaptive Infantry Laser Guns

Heterodyne Lasers

Naval Heterodyne Laser Cannons
Vehicular Heterodyne Laser Guns
Infantry Heterodyne Laser Guns

Optimized Photon Pulses

Optimized Naval Laser Cannons
Optimized Vehicular Laser Guns
Optimized Infantry Laser Guns

Pulse Technologies

Standard Pulse Weapons

Standard Naval Pulse Cannons
Standard Naval Beam Cannons
Standard Vehicular Pulse Guns
Preliminary Infantry Pulse Guns

Synchronous Acceleration

Synchronous Naval Pulse Cannons
Synchronous Naval Beam Cannons
Synchronous Vehicular Pulse Cannons
Synchronous Infantry Pulse Guns

Supercollider Augmentation

Supercollider Naval Pulse Cannons
Supercollider Naval Beam Cannons
Supercollider Vehicular Pulse Cannons
Supercollider Infantry Pulse Guns

Adapative Focus

Adaptive Naval Pulse Cannons
Adaptive Naval Beam Cannons
Adaptive Vehicular Pulse Cannons
Adaptive Infantry Pulse Guns

Mega Particle Technologies

Standard Mega Particle Weapons

Standard Naval Mega Particle Cannons
Standard Vehicular Mega Particle Guns
Preliminary Infantry Mega Particle Guns

Mega Particle Collimation

Collimated Naval Mega Particle Cannons
Collimated Vehicular Mega Particle Cannons
Collimated Infantry Mega Particle Guns

Mega Particle Compression

Compressed Naval Pulse Cannons
Compressed Vehicular Mega Particle Cannons
Compressed Infantry Mega Particle Guns

Variable Acceleration Control

Variable Naval Mega Particle Cannons
Variable Vehicular Mega Particle Cannons
Variable Infantry Mega Particle Guns

Missile Technologies

Standard Missiles

Standard Antiship Missiles
Standard Anti-Air Missiles
Standard Battlefield Missiles
Standard Strategic Missiles

Missile Upgrades

Feral Acquisition Targeting System
Exotic Propellants
Advanced Design Concepts
Polystage Warheads
Shield-Buster Techniques

Defensive Technologies

Armor Technologies

Armor Construction

Controls how many levels of armor can be placed on the appropriate unit (ship, vehicle, etc). Additional levels require increased space and cost.

Armor Compositions

These are new types of armor, such as Gundanium or Polarized armor. They have superior stats and/or additional abilities beyond basic armor compositions.

Polarized Armor
Phase Shift Armor
Bafflecladding
Dilatant Armor Core
Superconductive Grid

Shield Technologies

Shield Construction

Controls how many levels of shield can be placed on the appropriate unit. Additional levels will have reduced effects. Note that as shield technology is relatively recent and immature, developing the ability to fit truly powerful standard shields to units can be expected to be quite pricy.

Advanced Shields

These are new types of shields, such as Flash shields. These tend to reduce many of the intrinsic drawbacks of shield systems, though some may lead to new abilities.

EM Screen
Kinetic Screen
Scattering Field
Flash Field
Bubble Barrier
Pin-Point Barriers

Propulsion Technologies

Reaction Drive Technologies

Reactionless Drive Technologies

FTL Drive Technologies

Electronics Technologies

Sensor & Computer Technologies

Electronic Warfare Technologies

Stealth Technologies

Bioscience Technologies

Transgenic Technologies

These technologies are the very stuff of life. They are deep and complex understanding of human (and not-so-human) genetics, allowing for the development of new transgene templates and possibly even bio-machinery.

Cybernetic Technologies

Replacing one's body with mechanical components never achieved significant commonality in the human Sphere (beyond, of course, the Posthumans who went far beyond simple bodily replacement), but some people cannot use regeneration techniques and others seek greater ability than biology can provide. For these instances, cybernetic technologies are used.


Miscellaneous Technologies

This is a catch-all field for things that do not fit conveniently into the other categories. Something like improved life support might go here.


Advanced Upgrades

Note that these are highly preliminary.

Delta Dust Upgrade

Integrates delta dust into a piece of technology, loosely analogous to strat mats from Sphere 1. Developed for a specific application.

Theta Dust Upgrade

A more potent upgrade, this time using theta dust. May have more unusual effects.


Exotic Technologies

These are technologies that are oftentimes developed by accident, or else as a counter to a specific problem or threat. Generally speaking they have niche effects, though they will generally be very powerful at that task. They may more rarely lead to a new paradigm. A historical example would be the atom bomb, transistor electronics, energy shields and cloaking devices, though of course all of these have become (with the exception of cloaking devices) commonplace.

In some cases, the acquisition of posthuman artifacts will provide a significant leg up or be required to develop Exotic Technologies.