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== | ||
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:'''Fission Powerplants''' | :'''Fission Powerplants''' | ||
:'''Fusion Powerplants''' | :'''Fusion Powerplants''' | ||
::''' | ::'''Forced Fusion Powerplants''' | ||
:'''Electron Matrices''' | :'''Electron Matrices''' | ||
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:'''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
- 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
- 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.