Sphere Technology Rules: Difference between revisions
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:'''Advanced Design Concepts''' | :'''Advanced Design Concepts''' | ||
:'''Polystage Warheads''' | :'''Polystage Warheads''' | ||
==Defensive Technologies== | ==Defensive Technologies== | ||
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====Advanced Shields==== | ====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. | 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. | ||
==Propulsion Technologies== | ==Propulsion Technologies== | ||
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===Stealth 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== | ==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. | 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== | ==Advanced Upgrades== | ||
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===Theta Dust Upgrade=== | ===Theta Dust Upgrade=== | ||
A more potent upgrade, this time using theta dust. May have more unusual effects. | A more potent upgrade, this time using theta dust. May have more unusual effects. | ||
==Exotic Technologies== | ==Exotic Technologies== |
Revision as of 01:04, 29 July 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.
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
Weapon Technologies
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
Pulse Technologies
Standard Pulse Weapons
- Standard Naval Pulse Cannons
- Standard Naval Beam Cannons
- Standard Vehicular Pulse Guns
- Preliminary 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
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.
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.
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.