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Star Wars vs Star Trek vs Battle Tech Space Battles


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Poll: Who is the Ultimate Winner? (700 member(s) have cast votes)

Who will come out on top?

  1. Star Wars (154 votes [22.00%])

    Percentage of vote: 22.00%

  2. Star Trek (118 votes [16.86%])

    Percentage of vote: 16.86%

  3. Star Craft (9 votes [1.29%])

    Percentage of vote: 1.29%

  4. Battle Star Galactica (26 votes [3.71%])

    Percentage of vote: 3.71%

  5. Battle Tech (85 votes [12.14%])

    Percentage of vote: 12.14%

  6. Macross (32 votes [4.57%])

    Percentage of vote: 4.57%

  7. Gundam (24 votes [3.43%])

    Percentage of vote: 3.43%

  8. WarHammer40k (152 votes [21.71%])

    Percentage of vote: 21.71%

  9. Star Gate (12 votes [1.71%])

    Percentage of vote: 1.71%

  10. EveOnline (53 votes [7.57%])

    Percentage of vote: 7.57%

  11. Battleship Yamato (10 votes [1.43%])

    Percentage of vote: 1.43%

  12. Legend of Galactic Heros (7 votes [1.00%])

    Percentage of vote: 1.00%

  13. Halo (18 votes [2.57%])

    Percentage of vote: 2.57%

Convert to Best space ship space battles or keep current format? Choices submissions Extended to 2/11/12

  1. Convert to only space ship naval battles, ignoring civ other traits. (116 votes [25.05%])

    Percentage of vote: 25.05%

  2. Keep current format, full universe as deciding factor. (347 votes [74.95%])

    Percentage of vote: 74.95%

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#461 Alaric Wolf Kerensky

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Posted 21 January 2012 - 11:17 PM

View Postrollermint, on 29 November 2011 - 03:33 PM, said:

The Eve Online universe, I suspect, can defeat a huge number of the other universes in that list. Their pilots/captains....CANNOT DIE. ;) Yes, other universes have cloning technology as well but nothing as widespread that tech is in Eve. The Eve universe will win by sheer attrition, alone. Their tech is pretty formidable, if not, superior than most. Their frigates alone are practically one-man fighters. (conventional one man fighter sized ships are practically obsolete, except for drones).

I would say, that Eve space fleets are the only ones (or one of the very few) that can actually rip 40k a new one pretty handily.


Excellent point! EvE would be ridiculously hard to defeat for a large number of reasons.

1 - Capitals and Super-Capitals:
The largest ships in EvE are 18km in length, with shields, armor, standard weapons, and Super-weapons all of incredible size. Considering an Erebus class Titan could likely 1-shot a Star Destroyer with the Aurora Ominate doomsday weapon, and after that is used it still retains a MASSIVE primary arsenal of blasters firing blobs of antimatter. Very few series are going to be able to match the firepower and defensive capabilities of EvE ships 1v1, but then you have to account for their numbers! EvE players have built a few hundred, if not a thousand, Titans and Super-Carriers, backed by a few thousand Dreadnought and Carrier capital ships, all of which would be capable of downing Imperial Star Destroyers, or a pathetic, shieldless Borg Cube.

2 - Attrition:
As rollermint stated, EvE pilots CANNOT be fully killed, as they always have a fresh clone rapidly grown, into which their consciousness is transferred upon death. To kill off an EvE pilot, you would have to first eliminate all of their clones, then kill the pilot. However with the pilot being able to transfer their mind to any of their clones at will, they can effectively be everywhere at any time. With a nearly endless supply of pilots, and spacecraft nearly as limitless, EvE will beat anything on attrition.

3 - Fast Travel
EvE ships can travel at 6AU per second, and there are ways to tear space to travel light years in an instant, such as Titan Bridging, where a Titan tears space in a jump, and can piggy-back hundreds of supporting Battleships with them. With their high mobility, EvE ships have a powerful force multiplier at their disposal, which could assist in pilots killed in one battle, being 'reborn', jumping into a fresh and waiting ship, and rejoin the same battle quickly.

4 - 'Tanking' and Remote Repair:
When in combat, EvE ships utilize a number of systems to harden their shields, armor, and hull against all types off attacks, mitigating the incoming damage. Other systems simultaneously rejuvenate shields and armor to keep the ship alive and fighting. While a lone ship can only 'tank' so much damage, do to rate of damage and energy consumption, a fleet can incredibly bolster tanking effectiveness through Remote Repair. Carriers and logistics ships specialize in boosting the defenses of friendly ships by transferring shields, while not harming their own. A fleet outfitted with increased shields to resist alpha damage, and with a couple hundred carriers with skilled pilots, becomes nearly unbreakable, and could effectively withstand damage for decades while returning a withering barrage of fire as long as ammunition is in supply. And laser-equipped ships only need to ensure that their capacitors remain charged to continue firing. However, because it is impossible to gauge relative damage potentials across different universes, it is hard to tell if something such as the Macross Uber-cannon brought up before could be resisted, or how weak/strong Macross shields are compared to those in EvE.

5 E-War:
As in some of the other universes, EvE ships are capable of cloaking themselves, and jamming enemy ships to break target locks and reduce weapon range and tracking. at the same time, ships can augment their own, or friendly vessel's weapon tracking, range, and damage, which I believe the combination of all abilities is exclusive to EvE ships. In addition, EvE ships carry webifiers, which ensnare a ship in energy and slow it drastically, warp disruptors which scramble warp and other FTL travel equipment, keeping enemy forces from retreating, and energy vampires/neutralizers, which steal or eliminate power supplies on the opposing ship. Add it all together, and many enemies are going to find themselves blind, disabled, and dying.

In conclusion, EvE ships can dictate the range, timing, and most likely the outcome of nearly any engagement. If they had to fight the Ubercannon of Macross, they would hot-drop a couple hundred battleships optimized for close-range combat on a cloaked ship 5 km away from the Macross fleet, and then proceed to tear it apart in a matter of seconds. Star Wars, while apparently having powerful ships, would be outnumbered by ships with comparable or superior firepower and capable of higher speeds. Star Wars weapon emplacements simply could not track EvE frigates, assault-ships, and cruisers orbiting their prey at only a few hundred meters with a speed above a thousand meters per second. I am not familiar with most of 40K technology, but from what i do know, Humans wouldn't stand a chance with their reduced technological level, even with a numerical advantage. And for the inevitable people who will still claim they have something that can win, I play my final trump card, which i withheld because it is just unfair:

CONCORDE/Jovians:
Both have technology Eons ahead of the normal population of EvE. The Jovians are few in number, but have genetically improved themselves, and their battleships alone are superior to Titans. their ships can easily withstand damage taken from fleets of hundreds of regular EvE battleships, while producing rates of damage withering enough to rapidly chew through even capital ships. The CONCORDE police are plentiful unlike the Jovians, and boast technology designed and produced by the Jovians. Concorde can insta-pop capital ships with a handful of their own battleships and frigates, and can withstand tremendous damage, if they can even be killed at all :D. Alongside the rest of EvE, these super-powers tip the scale to the breaking point.

#462 Alaskan Viking

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Posted 21 January 2012 - 11:43 PM

View PostJP Josh, on 21 January 2012 - 10:16 PM, said:

dont know why but i forgot to add my cannon folder fleet in along with this

the cannon folder being my three fleets from sins of a solar empire the visary, TEC (human), and the Advent

Advent drives your crew to insanity

visary dissinigrates your ships and phase missle pass by shields

TEC cripples your econimy

i win bitch


LOL One of my capital ship designs from Star Ruler could destroy your enitre fleet, AND every capital ship in EvE.

in Star Ruler, you can design your own ships using hundreds of subsystems, and make them any size you want, from a small drone fighter, to a ship, literally, the size of the entire galaxy.

I win.

Here is a video of one of the "small" ships.


Edited by Alaskan Viking, 21 January 2012 - 11:54 PM.


#463 Catamount

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Posted 22 January 2012 - 07:57 AM

The problem with EVE is that it's hard to figure out where to pin the absurdly low stated numbers for a lot of aspects of their ships.

I mean, let's face it, being able to engage things at a few dozen kilometers out would put EVE smack on the bottom of the list for combat ranges. The absurdly low stated power generation I might be able to look past as the devs just not thinking things through and misplacing a few orders of magnitude (besides which, those power generation figures don't fit anything else we see), but the combat ranges are pretty set in stone. They're backed by statement of maximum range, observed weapons velocity, and observed accuracy falloff (in the case of, say, projectile weapons; missiles just refuse to fire iirc).


EVE is already pretty close to the bottom for tech, I think. They have M/AM capability, but only in the sense that, say, 22nd century Trek does, and beyond their one exotic technology (the big FTL gates), they're really pretty primitive compared to a lot of these franchises. Star Wars, for instance, may not have discovered any post-fusion energetic technology that we know of, but they're definitely respectable advanced overall if you look at say, their weaponry. EVE is still firing projectile weapons. You can warhead them, and M/AM warheads are an impressive leap, but those only do as much as the kinetic energy of a solid round (so it's obviously VERY little antimatter), and they're still just dump-fired projectiles with very little range, that don't really travel that fast (and therefore, don't have much energy).


I was judging EVE early on the be pretty high up, but the more I think about it, and the more posters bring up some of the contradictory data (props to Zakatak for first pointing it out), the more I think the game, while a fantastic game, does suffer in the realm of certain story elements precisely because it's a game.

Edited by Catamount, 22 January 2012 - 07:58 AM.


#464 Strum Wealh

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Posted 22 January 2012 - 11:33 AM

View PostAlaric Wolf Kerensky, on 21 January 2012 - 11:17 PM, said:

Excellent point! EvE would be ridiculously hard to defeat for a large number of reasons.

1 - Capitals and Super-Capitals:
The largest ships in EvE are 18km in length, with shields, armor, standard weapons, and Super-weapons all of incredible size. Considering an Erebus class Titan could likely 1-shot a Star Destroyer with the Aurora Ominate doomsday weapon, and after that is used it still retains a MASSIVE primary arsenal of blasters firing blobs of antimatter. Very few series are going to be able to match the firepower and defensive capabilities of EvE ships 1v1, but then you have to account for their numbers! EvE players have built a few hundred, if not a thousand, Titans and Super-Carriers, backed by a few thousand Dreadnought and Carrier capital ships, all of which would be capable of downing Imperial Star Destroyers, or a pathetic, shieldless Borg Cube.


Bigger isn't always better. :D

While the ships may be large, they are rather slow - the interceptor frigates have a top sub-light speed in the 500 m/s range (0.000002c - or 1800kph/1116mph, about the same range as the top speeds of most modern fighter aircraft), while the top sub-light speed of a titan is on the order of 80 m/s (0.0000002c - 288kph/179mph, about half of the top speed of an average modern F1 racer).

By contrast, a High Guard XMC heavy cruiser has a top safe sublight speed of 0.40c and an acceleration of 500,000 m/(s^2), and the Starfleet ships have top sublight speeds as high as 0.80c - many orders of magnitude greater than EVE ships in both top-end and acceleration.
Even the Macross-class battlefortresses seem to be faster than EVE ships - "the Macross class can nominally achieve a maximum delta-v of 225 kps at the cruising acceleration of 0.1 gees, a maximum delta-v of 44.9 kps at the battle acceleration of 1.0 gees, and a delta-v of at most 12.6 kps at the flank acceleration of 2.5 gees".

The larger EVE ships also seem to be relatively lightly-armed for their size - the titans seem to have only 6-8 turret hardpoints (with titan-scale turrets tracking very slowly (on the order of 0.001925 rad/sec), making them pretty much useless for point-defense work or following anything that does have some speed to it; the frigate-scale turrets are a bit better about tracking speed (on the order of about 0.13 rad/sec), but they lack the damage output of the larger guns.)
Their guns also have relatively short ranges - their railguns' optimal range is on the order of 105.60km for the larger guns and 6.60km for the smaller guns, while their laser weapons have ranges on the order of 12km (frigate-scale weapons) to 88km (titan-scale weapons).
While there seem to be no canon ranges readily-available for the doomsday weapons, the fact that they're so focused as to only affect a single ship and can only be fired once every 10 minutes or so does place significant restrictions on their effectiveness.

Their missile technology (for the relatively few ships that do carry missile launchers, let alone do so in any significant numbers) doesn't seem to be much better, with missile ranges on the order of 17km (light missiles) to 85km (citadel cruise missiles) and missile flight speeds between 2200m/s (7920kph/4910mph/0.000007c for light missiles) and 4500m/s (16200kph/10044mph/0.000015c for CCMs).

With regard to drones and fighters, it seems that even the largest ships are limited by volume to ~50 fighters or 50000 light combat drones, while their bandwidth limits them to fielding/controlling on the order 500 fighters or 2500 light combat drones.
So, really, any one of the larger ships (super-carriers, to be precise) may have a substantial CAG. However, even the larger fighter-type drones are only about as fast and as durable as the average missile and have very short optimal ranges on their own weapons (on the order of 1.5km), so they can likely be outrun and/or gunned-down by point-defense fire from other franchises in short order, before they have any chance to inflict any notable damage on other franchises' ships.

I will grant that EVE ships are sturdy (one has to get through the (regenerative) shields and then the armor (which often includes nano-tech repair/regeneration systems) to even begin to damage the actual hull structure), but they are far from invulnerable to even their own (under-ranged, under-powered) weapons, let alone that can be thrown out by the likes of the High Guard (Andromeda), Starfleet (Star Trek), the Tau'ri or Goa'uld or Asgard or Replicator or Ori fleets (Stargate), or the Forerunner or UNSC or Covenant fleets (Halo).

View PostAlaric Wolf Kerensky, on 21 January 2012 - 11:17 PM, said:

2 - Attrition:
As rollermint stated, EvE pilots CANNOT be fully killed, as they always have a fresh clone rapidly grown, into which their consciousness is transferred upon death. To kill off an EvE pilot, you would have to first eliminate all of their clones, then kill the pilot. However with the pilot being able to transfer their mind to any of their clones at will, they can effectively be everywhere at any time. With a nearly endless supply of pilots, and spacecraft nearly as limitless, EvE will beat anything on attrition.


Well, the system is far from perfect or unassailable.

In The Burning Life, it is demonstrated that there is at least one organization in the EVE universe that is capable of subverting the whole capsuleer reincarnation system with but a literal handful of individuals with the right access codes.

Additionally, the actual number of capsuleers (pod pilots, which the players represent) is implied to be relatively small (with there being on the order of 350,000 subscribers as of July 2011 - this gives us an upper limit on the number of capsuleers and their ships available).

Also, according to the EVE wiki, there are only about 158 known titans at the time of this writing.

Moreover, is should be noted that the stations where the clone bodies and reincarnation systems are kept are themselves far from invulnerable...

View PostAlaric Wolf Kerensky, on 21 January 2012 - 11:17 PM, said:

3 - Fast Travel
EvE ships can travel at 6AU per second, and there are ways to tear space to travel light years in an instant, such as Titan Bridging, where a Titan tears space in a jump, and can piggy-back hundreds of supporting Battleships with them. With their high mobility, EvE ships have a powerful force multiplier at their disposal, which could assist in pilots killed in one battle, being 'reborn', jumping into a fresh and waiting ship, and rejoin the same battle quickly.


Most EVE ships with their own jump engines seem to have a jump range limited to at most 5 light years (which is rather short for an inter-system FTL system, by comparison to the other franchises).

Also, as I've noted above, the sub-light speeds of EVE ships - being on the same order as modern fighter jets or race cars - are actually very slow by comparison to other franchises.

They may be able to make in-system warp jumps at a speed of 6 AU/sec (an impressive 498.67c), but IIRC they cannot engage targets (or be engaged by opponents) while doing so (though, they are vulnerable immediately before engaging and after disengaging their warp drives).

View PostAlaric Wolf Kerensky, on 21 January 2012 - 11:17 PM, said:

4 - 'Tanking' and Remote Repair:
When in combat, EvE ships utilize a number of systems to harden their shields, armor, and hull against all types off attacks, mitigating the incoming damage. Other systems simultaneously rejuvenate shields and armor to keep the ship alive and fighting. While a lone ship can only 'tank' so much damage, do to rate of damage and energy consumption, a fleet can incredibly bolster tanking effectiveness through Remote Repair. Carriers and logistics ships specialize in boosting the defenses of friendly ships by transferring shields, while not harming their own. A fleet outfitted with increased shields to resist alpha damage, and with a couple hundred carriers with skilled pilots, becomes nearly unbreakable, and could effectively withstand damage for decades while returning a withering barrage of fire as long as ammunition is in supply. And laser-equipped ships only need to ensure that their capacitors remain charged to continue firing. However, because it is impossible to gauge relative damage potentials across different universes, it is hard to tell if something such as the Macross Uber-cannon brought up before could be resisted, or how weak/strong Macross shields are compared to those in EvE.


While the ability to execute remote repair operations is impressive, it does raise a number of issues for EVE fleets:
The ships that carry the remote repair systems often do so at the expense of a lack of offensive or defensive (or both) of their own, making them overly dependent on their non-remote-repair-capable brethren for protection.
The ships that depend on remote-repair-capable ships to sustain them generally sacrifice some degree of their own repair and redundancy systems in order to carry more or heavier armaments; should the remote-repair-capable ships fall, these other ships would be more susceptible to damage than might have otherwise been the case.
The remote repair systems are actually rather limited in their effectiveness - they have a rather short effective range (on the order of 16km for capital-scale modules), are energy intensive (activation energy requirements are in the high-gigajoule to low-terajoule range), and are limited in the degree of repair that can be done per unit time (a single cycle of a capital-scale remote repair module seems able to fully repair a cruiser or anything smaller in one cycle; anything larger would require more than one cycle following any significant damage, and the repair rate may be out-stripped by the damage rate unless multiple repair modules are used simultaneously on a single ship).
As such, I highly doubt that an EVE fleet could "effectively withstand damage for decades".

Also, as explained above, I also doubt the ability of most EVE fleets to deliver what would be considered "a withering barrage of fire" by other franchises' standards.

As for the reflex cannons used by ships from the Macross franchise, the cannon mounted on the Macross-class super-dimension fortress is described as follows:

Quote


Mk.1 Reflex cannon (Makral Ever 248):
This weapon forms the forward part of the ship. The two forward booms slide and rotate to the side, and a particle beam generation then takes place between the two booms. This weapon is the most modern, smallest and most powerful of the larger Reflex cannon.
The effects of this weapon against planets are equal to the heat and blast effects of the detonation of a fusion weapon of 65 megatons, if fired at full power.
If utilized against starships, the largest vessels can be destroyed by the leakage of the beam. A direct hit will vaporize the target vessel. The weapon can also be set to a wider dispersal. While not nearly as effective as a tight beam against warships, it is capable of clearing a wide area of fighters and other mecha.


And that's just the main cannon. The other weapons of the Macross-class include:

Quote


Mk.1 particle cannon (Makral Deim 773) (8):
As the Reflex cannon cannot be fired fast enough to be effective against multiple heavy opponents, the main anti-ship weapons are 8 heavy particle cannon. They are built as a large turret with two barrels projecting from the front, but as with the Reflex cannon and the smaller Zentraedi cannons, the beam is generated between the barrels. Eight of these weapons are mounted on the ship: one on the side and on the dorsal of each cannon boom, one on the dorsal of each leg, and one on the forward dorsal and ventral side of the main hull. As with many other Tirolian designed ships, the aft ventral segment lacked heavy firepower. The power supply to these cannons is a new design, and incorporates an accumulation system that can store sufficient power for 8 full power salvos. The accumulators can replenish at effectively six full power salvos per minute. The beam has an effective range of 300,000 km and a full power discharge of 2.5 terajoules, equivalent to 500 tons of TNT. Although the cannon could be fired at lower power settings (and commensurate increases in the rate of fire) the highest power setting was typical in combat.

Mk.2 plasma cannon (Makral Deim 869) (1):
The Macross-class mounted an unique weapon on the extreme forward edge of the center hull. This weapon was a three barreled plasma beam weapon with half the yield of the larger particle beams, but no less than three times the rate-of-fire. This weapon, which Tirolian Scientist Triumvirates hoped would replace the Mk.1 particle cannon one day, was to be field-tested on the Macross class prototypes prior to series production. However, the general stagnation of the Robotech Empire caused the project to be abandoned.
The Mk.2 particle cannon had an effective range of 300,000 km, a full power discharge of 1.25 terajoules and, while using an accumulation system in its power supply like the Mk.1 cannons, could recharge for 12 full power salvo's per minute due to improvements in beam generation and accumulator efficiency.
The refit SDF-1 never got the chance to field-test the weapon, as the cannon was destroyed during a battle with the Zentraedi near Pluto's orbit. The internals were then replaced with those of a triple-tubed, turreted torpedo launcher.
The SDF-2 mounted a standard Mk.1 particle cannon in this position.

Mk.1 heavy railgun (Gluph Tacim 56) (4):
Mass driver cannons in single turrets are mounted on the shoulders. The cannons can accelerate a 225 kg projectile to velocities approaching 140 kps. The ammunition supply for each cannon is 3,000 projectiles. The turrets can rotate in the horizontal plane through 200 degrees (140 for a Terran ship with attached carriers), and elevate 15 degrees upward. Combined with the capacity for 360 degree rotation at the shoulder joint, these weapons can be unmasked on all possible target bearings. The impact energy of one projectile is 2.2 TJ (0.44 kT), and the rate of fire is 40 shots per minute.
The available ammunition consists of KCP Kinetic Core Penetrating (hull penetration rounds), KPI Kinetic Penetrating Incendiary (plasma incendiary rounds) and MKEP Multiple Kinetic Energy Penetrator (flechette cluster rounds), the latter as anti-mecha formation weapons.
This cannon was intended to be used as a possible complement to the heavy beam weapons, but the designers turned it into an area-defense weapon against mecha as well, though it is not as effective as a main gun salvo set on wide dispersal. In addition, this accurate weapon can also be used in pin-point attacks against ground targets, though only with KCP rounds as the KPI and MKEP rounds burn up on atmospheric re-entry.

Mk.3 particle cannon (Makral Mossil 996-3) (16):
Turrets with effectively three Zentraedi standard particle beam cannons each. Two are on each of the ventral hips, one on each of the dorsal legs, dorsal and ventral center body and the upper dorsal shoulders, four are mounted on the shoulders proper and two are mounted forward of the side-mounted large particle beams on the cannon booms. Each barrel can fire 3,000 MJ of particle energy every 5 seconds, or less powerful discharges at a higher rate of fire.
The effective range is 300,000 km.
This was an improvement on the standard Zentraedi particle turret system, which suffered from no armor protection, as well as from unwanted hit dispersal on a target. The new design featured essentially three of the older cannons into one, heavily armored turret. This increased resilience and decreased hit dispersal greatly.


Mk.1 Ballistic missile launcher (12):
The Terran refit replaced the Mk.1 torpedo launcher and its alien missiles with the Terran designed Mk.1 Ballistic missile launcher, effectively the same as the Zentraedi system but wired to accept the Terran Trident F4 rocket.
The F4 was a multi warhead design, carrying 5 warheads of 300 kT yield, and a guidance system suited only for anti-ship engagements.

Mk.88 Defense missile launcher (48):
A retractable 'pepperbox' launcher based on the naval MLB-10 system, but refitted for vacuum launches. The launcher was mainly for defensive purposes.
Each launcher had 10 missiles in the launch box and another 110 rounds in the magazine, for a total of no fewer than 5,760 missiles carried. The most common missile was the Hughes Warhawk missile, later complemented by the General Dynamics/Euromissile/BAe Spacehawk. Both missiles were procured with conventional as well as nuclear warheads.

RRG-SP missile launcher (1):
A sextuple missile launch box for the same missiles as the Mk.88 fires. This is a field invention and refit using the turret of the destroyed Mk.2 particle cannon turret, each vertical pair of launch boxes firing though one of the gun ports. The turret was retrofitted to store 120 Spacehawk missiles.

Numerous additional Reflex missile installations were added in something of a slipshod fashion in the days before the attack on Dolza's fleet.
Few details of these installations have survived.


212 VF-1 Valkyrie Veritech Fighters
120 QF-3000E Ghosts
587 Destroids, including 2 HWR-00 Mk II Monsters
12 SC-27 Star Goose space shuttles
35 Cat's Eye AEW craft


As a point of reference for Macross-universe defensive systems:

Quote


XS-1 Barrier Defense System:
An advanced forcefield system which covers the full four pi steradians around the ship with a yellow-greenish forcefield (or if desired, only part of the ship). This field will stop all solids and directed energy weapons (except lasers through a narrow band). However, excess energy which cannot be shunted from the field into the monopolar heatsinks will be stored in the virtual structure of the field itself. The storage wattage is high but not infinite, and when the barrier overloads the field will discharge the stored energetic particles. This discharge will have the force of a high-yield (>45 MT) fusion bomb. However, as the discharged energetic particles' vectors will be away from the field and its generating vessel, the vessel will survive, though it will suffer severe damage to its electronics and power systems, and will not be battleworthy until repairs are made. After the SDF-1 lost her spacefold, shunting was limited to the secondary heat-sinks, increasing the liklihood of a barrier overload.

NB: The barrier system on board the Macross was heavily damaged during its crash landing on Earth, and full repairs were not completed until after the system had been reverse-engineered in 2010. However, it was partially operational in the months before its full restoration and operated as the "Pinpoint Barrier System", three (later four) movable disks of force field, conformal to the vessel's surface, that were useful in repelling light torpedo attacks, or strengthening hull sections prior to ramming actions such as the Daedalus maneuver.

-----

Planetary Capabilities: The Macross-class has atmospheric capabilities through its reaction thrusters and anti-gravity system. The hull has sufficient structural strength for the ship to make a cold landing on it. Note that the ground underneath should be as firm as possible. The ship will float in an ocean, and this is the preferred landing in the absence of landing infrastructure.


View PostAlaric Wolf Kerensky, on 21 January 2012 - 11:17 PM, said:

5 E-War:
As in some of the other universes, EvE ships are capable of cloaking themselves, and jamming enemy ships to break target locks and reduce weapon range and tracking. at the same time, ships can augment their own, or friendly vessel's weapon tracking, range, and damage, which I believe the combination of all abilities is exclusive to EvE ships. In addition, EvE ships carry webifiers, which ensnare a ship in energy and slow it drastically, warp disruptors which scramble warp and other FTL travel equipment, keeping enemy forces from retreating, and energy vampires/neutralizers, which steal or eliminate power supplies on the opposing ship. Add it all together, and many enemies are going to find themselves blind, disabled, and dying.


Cloaking and jamming (broad-spectrum ECM) are fairly common and something that many other franchises are used to - and adapted to - dealing with (ECCM and multi/hyper-spectral sensors).

Webifiers ("reduces the maximum speed of a ship by employing micro energy streams which effectively entangle the target temporarily, thereby slowing it down") are, in essence, tractor beams - another common tool/weapon that many other franchises have seen before and know how to deal with.

One issue with warp disruptors (which are described as "disrupting the target ship's navigation computer which prevents it from warping"), energy vampires ("drains energy from the target ship and adds it to your own; will not drain your target's capacitor below your own capacitor percentage level"), and energy destabilizers ("neutralizes a portion of the energy in the target ship's capacitor") is tech incompatibility - the vampires and energy destabilizers are designed to target a capacitor system that other franchises' ships may not have a direct (or any) analog for, while the warp disruptors may not be helpful if the other franchises don't let their ships' navigation systems have access to networks (as was done with the re-imagined Galactica) and/or are hardened against such intrusion attempts (highly likely for most/all High Guard, UNSC, and Forerunner ships, given the prevalence of very strong AI constructs in those franchises and the potential for said AI constructs to be opponents).

As such, I see these systems having very little (if any) substantial effect against the higher-level powers of the other franchises.

View PostAlaric Wolf Kerensky, on 21 January 2012 - 11:17 PM, said:

In conclusion, EvE ships can dictate the range, timing, and most likely the outcome of nearly any engagement. If they had to fight the Ubercannon of Macross, they would hot-drop a couple hundred battleships optimized for close-range combat on a cloaked ship 5 km away from the Macross fleet, and then proceed to tear it apart in a matter of seconds. Star Wars, while apparently having powerful ships, would be outnumbered by ships with comparable or superior firepower and capable of higher speeds. Star Wars weapon emplacements simply could not track EvE frigates, assault-ships, and cruisers orbiting their prey at only a few hundred meters with a speed above a thousand meters per second. I am not familiar with most of 40K technology, but from what i do know, Humans wouldn't stand a chance with their reduced technological level, even with a numerical advantage.


As demonstrated throughout the rest of my post, EVE ships would most definitively not be able to "dictate the range, timing, and most likely the outcome of nearly any engagement".
While they may be able to close to very close range quickly, doing so against any reasonably-sized force from most franchises would be a death sentence for all but the most absurdly large of EVE fleets - EVE ships are too slow, too lightly armed and too-lightly defended to take the beating that even single ships (let alone proper battle groups!) from some of the more advanced powers (Forerunners, High Guard, etc.) could field.

View PostAlaric Wolf Kerensky, on 21 January 2012 - 11:17 PM, said:

And for the inevitable people who will still claim they have something that can win, I play my final trump card, which i withheld because it is just unfair:

CONCORDE/Jovians:
Both have technology Eons ahead of the normal population of EvE. The Jovians are few in number, but have genetically improved themselves, and their battleships alone are superior to Titans. their ships can easily withstand damage taken from fleets of hundreds of regular EvE battleships, while producing rates of damage withering enough to rapidly chew through even capital ships. The CONCORDE police are plentiful unlike the Jovians, and boast technology designed and produced by the Jovians. Concorde can insta-pop capital ships with a handful of their own battleships and frigates, and can withstand tremendous damage, if they can even be killed at all ;). Alongside the rest of EvE, these super-powers tip the scale to the breaking point.


Really...? :P

The Jovians and Concord may be highly effective against the common ships of EVE, but looking at the specifications of the Jovian ships and those of the CONCORD ships (with the latter being even less advanced than the supposedly-impressive former), they share many of the same disadvantages of their player-controlled brethren.

They may make a difference in some engagements, especially against some of the less highly-advanced powers of the other franchises, but against a fair number of the other of the other, more highly advanced powers I suspect they'd likely be little more than additional target practice...

Your thoughts?

#465 Catamount

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Posted 22 January 2012 - 11:49 AM

Good call on EVE accelaration/velocity, Strum Wealh. I forgot about that.

#466 Zakatak

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Posted 22 January 2012 - 12:03 PM

Ya, I don't know what EVE has going for it besides numbers. Something tells me that all of those numbers should be 1 order of magnitude higher.

Have you guys ever wondered why on shows like SG/SW/ST, which all have access to gigaton weapons, they make explosions so tiny? When a 50 kiloton missile hits Galactica, the whole screen whites out. In Stargate, a 1.2GT missile strikes a Ori/Wraith warship and the observed explosion is no bigger then a MOAB (12 ton bomb, C-130 dropped). Do explosions dissipate that quickly in the vacuum of space? Observe.



Those naquadah AMRAAMs are estimated to be around 600 megatons each, and drones have been shown to vaporize house-sized asteroids. That said, I wouldn't want the screen to be nothing but blinding flashes of light as gamma rays fly everywhere.

Edited by Zakatak, 22 January 2012 - 12:09 PM.


#467 Alivda

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Posted 22 January 2012 - 12:05 PM

in the speed catagory, I would have to vote for Space marines or Eldar... Their FTL drives ustilize a second demision known as the warp, which is basicly the underpinnings of the universe where demons live... Imagne leaveing to go to a battle that in place, and ariving 30 years, or even a million, before the battle takes place. There is a situation in the Grey Knights book that basicly describes that the warp warps not only space, but time... Basicly a whole planet shows up that had gone missing, and they send Grey Knights to investigate. In real space, it's been 100 years since the planet's been gone, but for the planet, it's been a thousand.

Oh, and I think the old necrons could give the EVE pilots a run for their money in long lasting... I once had a squad of warriors (The basic soilders who can only take one unsaved hit and they die) last through the whole battle, takeing nearly 20 causlties... in a squad of 13... They simply stood back up and kept fighting. the new ones are a little less powerful as that, but...

#468 Zervziel

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Posted 22 January 2012 - 12:14 PM

View PostZakatak, on 21 January 2012 - 09:32 PM, said:

How can you forget the Prowler?

Posted Image

Halo has awesome ships, on both sides, and they certainly don't lack for size. I also like how the get rid of planets. Rather then some ridiculous super weapon, they just glass it with plasma until the oceans are gone and the land is superheated plasma.


Because I try my best to forget the canon-raping of Halo Legends as best I can. The stupidity of the booster frames made me want to punch infants. How can the weapons of a vehicle not much larger than a motorcycle pierce the Covenant's shields when the ship based MACs will bounce off on the first 2-3 hits.


One this I will say though is the fighters for both sides look awesome.

The UNSC has some awesome looking ones.

Like the highly experimental but effective YSS-1000 Sabre

Posted Image

The heavy fighter/bomber Longsword

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The covenant have the light fighter craft banshee. Like it's cousin but more mobile and bigger guns.
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Then you have the much heavier and more dangerous Seraphs which just look damn cool.

Posted Image

Not too mention the heavily armed gunboat version of the phantom.

Posted Image

Edited by Zervziel, 22 January 2012 - 12:52 PM.


#469 Ilithi Dragon

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Posted 22 January 2012 - 12:32 PM

View PostZakatak, on 22 January 2012 - 12:03 PM, said:

Have you guys ever wondered why on shows like SG/SW/ST, which all have access to gigaton weapons, they make explosions so tiny? When a 50 kiloton missile hits Galactica, the whole screen whites out. In Stargate, a 1.2GT missile strikes a Ori/Wraith warship and the observed explosion is no bigger then a MOAB (12 ton bomb, C-130 dropped). Do explosions dissipate that quickly in the vacuum of space? Observe.

Those naquadah AMRAAMs are estimated to be around 600 megatons each, and drones have been shown to vaporize house-sized asteroids. That said, I wouldn't want the screen to be nothing but blinding flashes of light as gamma rays fly everywhere.



The answer to this is yes, explosions in space are much visually smaller than they are in atmosphere. This is because there is no air around the explosion to ionize, so an explosion in space won't really give you any real fireball. The only way you're going to get a significant fireball is if you've got atmosphere or vaporized bits of ship to turn into super-heated plasma, and that will only give you so big a fireball. Realistically, any explosion in space is a blink-and-you-missed-it event. Chemical explosions, the slowest explosions, take place over a tenth of a second or so, or less. Nuclear explosions even less than that, and M/AM reactions would be the closest to instantaneous. All of that energy is going to be moving away from the point of detonation at lightspeed, and without any atmosphere in the way to slow it down and ionize and create a glowing fireball, all you're going to see is a very brief flash, plus some secondary fireballs from anything hit with enough energy from the explosion to vaporize and turn into plasma.

That's why explosions in space are actually less damaging than in atmosphere - the atmosphere contains the energy and keeps it around longer, and you also have to deal with the concussive effects of all that air that is suddenly superheated and expanding at super-sonic velocities.

#470 Zervziel

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Posted 22 January 2012 - 12:59 PM

Also one thing to point out that Halo ships and several other ships from the other universes can do that WarShips in Battletech can't: Exit slipspace/hyperspace/ludicrous speed in formation which the emergence wave from Battletech prevents them from doing so.

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#471 Strum Wealh

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Posted 22 January 2012 - 01:57 PM

View PostZakatak, on 22 January 2012 - 12:03 PM, said:

Ya, I don't know what EVE has going for it besides numbers. Something tells me that all of those numbers should be 1 order of magnitude higher.

Have you guys ever wondered why on shows like SG/SW/ST, which all have access to gigaton weapons, they make explosions so tiny? When a 50 kiloton missile hits Galactica, the whole screen whites out. In Stargate, a 1.2GT missile strikes a Ori/Wraith warship and the observed explosion is no bigger then a MOAB (12 ton bomb, C-130 dropped). Do explosions dissipate that quickly in the vacuum of space? Observe.



Those naquadah AMRAAMs are estimated to be around 600 megatons each, and drones have been shown to vaporize house-sized asteroids. That said, I wouldn't want the screen to be nothing but blinding flashes of light as gamma rays fly everywhere.


I still want to know where you're getting these weapon yields for Stargate weapons. :D

Firstly, the AIM-120 AMRAAM does not actually carry nuclear warheads.
The AIM-120 has a length of 12 feet (3.7 meters) and a diameter of 7 inches (0.18 meters), which limits the overall size (and thus yield) of any warhead that can be fitted to it.
The highest-yield small tactical nuclear weapons (warheads that might actually fit into am AMRAAM airframe) are on the order of 100 kilotons (100,000 tons of TNT) for the W70 variable yield warhead (1 to 100 kilotons).

In the Stargate wiki article on nuclear warheads, they cite the Stargate movie as explicitly stating that sending a nuke back with a shipment of Naquaadh would increase the yeild of said nuke "a hundred fold" (100x).
As such, a Naquadah-enhanced W70 would have a yield of no more than 10000 kilotons (10000000 tons of TNT, or 10 megatons).

If we assume that Naquadria would have a 100-fold increase over the effects of Naquadah, that would give a yield for a Naquadria-enhanced W70 of 1000000 kilotons (1000000000 tons of TNT, or 1.0 gigatons).
However, we don't have a canon statement for how much more potent Naquadria would be than Naquadah, only that it would be equally or more potent (which makes it sound like the potency difference would not be as dramatic as 100x, or even 60x...).

And while the W70 was the most powerful of these compact warheads, the most common (and thus most likely to be used) was the W54, with a variable yield of 1 to 10 kilotons.
Given the above numbers on Naquadah and Naquadria (the former number canon, the latter number not), the W54 would have a Naquadah-enhance yield of 1000 kilotons (1.0 megatons) and a Naquadria-enhanced yield of 100000 kilotons (100 megatons).

----------

Also, according to the BSG Wiki's page on the Galactica:

Quote

With the renewed and unexpected Cylon hostilities, Galactica is quickly brought back to combat condition and sorties several Mark IIs retrieved from her museum, engaging in her first battle with the Cylons in over 40 years (all but one last Mark VII squadron were sent to Caprica for reassignment). She survives a direct hit by a tactical nuclear missile, and later jumps successfully to Ragnar Anchorage to replenish her empty ammunition stores at this strategic depot.

-----

Galactica has five nuclear warheads as of "Bastille Day". Commander Adama uses one warhead to destroy the Cylon basestar orbiting Kobol ("Kobol's Last Gleaming, Part II"), and Dr. Baltar cannibalizes one to use in his Cylon detector. He later gives the warhead to Gina Inviere, who detonates it aboard Cloud Nine.

-----

The yield of these weapons is unknown. It is likely they are of a "dial a yield" design which is common in real-life nuclear weapons. Because the physics of nuclear weapon design is a measurable science, and based on the size of the weapons seen on screen, the yield of Galactica's weapons may lie between 5 and 150 kilotons. However, the energetic properties of tylium are so formidable that if a warhead design were to properly exploit even only 50% of the refined ore's enthalpy, a mere kilogram of it would allow for a yield of nearly 60 kilotons, and a one megaton yield warhead would require over 16.7 kg of refined tylium. The fact that the ore can also be used for explosives such as improvised mines ("The Eye of Jupiter") opens a vast field of opportunities for heavy high yield weapons, not necessarily restricted to nukes in the traditional sense. If indeed a "dial a yield" capacity were part of the stock warhead's design, then it's possible that the addition of a weapon grade level of refined tylium would allow said yield to be considerably increased. Besides, the required high levels of pressure and heat could even be achieved with mere chemical implosion phases instead of atomic ones (ref. Fat Man bomb).


So, while we do know that one warhead can be enough to destroy a basestar, we don't know the actual canon yield of either the Galactica's warheads, nor those used by the Cylons - it is estimated be a little as 50 kilotons or as much as one or more megatons if the warheads are tylium-enhanced.

(As a point of reference for larger weapons, the W76 nuclear warhead has a yield of up to 100 kilotons, the W87 nuclear warhead has a yield of up to 100 kilotons, the W88 nuclear warhead has a yield of up to 475 kilotons, the Ivy King is the most powerful fission bomb at 500 kilotons, the B83 (the most powerful device currently in service with the US) has a maximum yield of 1.2 megatons, and the Tsar Bomba prototype (the most powerful nuclear weapon detonated to date) had a yield of 50 megatons (with the proposed production model having a design yield of 100 megatons)).

Edited by Strum Wealh, 22 January 2012 - 01:59 PM.


#472 Zakatak

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Posted 22 January 2012 - 03:08 PM

They are AIM-120A slammers, but highly modified ones. How else would they be useful in space if no thrust vectoring was added? Whose to say they weren't made nuclear through these modifications (although unlikely)? The scientists behind the F-302 project are likely more competent then your average F-35 engineer, and they have an understanding of alien technologies. I have no doubt they could put a nuclear warhead in a missile that small. Besides, do you need a nuclear explosion to "unzip" Naquadah in the first place? I just think you just need enough energy to 'splode it.

The "100 times the power" figure was in Season 1 when the Tau'ri had little understanding of Naquadah or any of alien technology. Could have been some rock shoved in a capsule near the warhead for all we know. Efficiency of energy improves over time. Consider the difference between the Fat Man (fission-fusion-fission reaction, 20kt) and the Tsar (fission-fusion-fusion, 50mt). The Tsar was not exactly 2500 times larger (6 times actually), but 2500 more powerful. The difference between the Mark I Naquadah generator and the Mark II was like a 600% output, one of the scientists (Carter I think...) said it him/herself. I bet by 2007, the figure was more along the line of a 2000 times the power.

For BSG, I just vaguely remember the term "50 kiloton" being used at some point. I know a 50 megaton nuke was dropped on Caprica City, but in that DVD movie with the nudity/cockshot, it appeared more like a MIRV then a single nuke. Missiles looked kinda small to be 50 megatons anyway, if those Tyllium figures are accurate.

Lawl. Biology 20 exam tomorrow, and I am debating about weaponry on Stargate. Know your priorities, right?

Edited by Zakatak, 22 January 2012 - 03:42 PM.


#473 Ilithi Dragon

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Posted 22 January 2012 - 04:13 PM

Actually the 100x figure came from the original Stargate movie, in reference to the bomb that O'Neill had brought along, which Ra had enhanced with Naquedah to send back to Earth. It's worth noting that, based on the size of the warhead seen in the movie, it would have been approximiately comparable to a W19 artillery shell warhead, and would likely have had a yield of 15-20 kilotons. Magnified a hundred times, even at the high end, that's 'only' about 2 megatons explosive yield, which would have destroyed the Cheyenne Mountain complex, but not really done all that much to human civilization in general. Even with the naquadah in the gate enhancing the explosion, the maximum yield would only have been a few gigatons (as per the 'gate-buster' nuke used as an attempt to destroy the Ori beachhead), which would have had very noticeable effects, but still would not have done anything to wipe out human civilization on our planet. It speaks very much to how greatly Ra underestimated the extent and development of our civilization.

#474 Zakatak

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Posted 23 January 2012 - 01:04 PM

This is the closest thing we have to "spaceship" thread, and I didn't want to be the one to make it, so I will just ask here. On a scale of 1 to 10, how ridiculous is this idea for spacecraft propulsion?

And antimatter catalyzed pulse engine sounds way to risky in the universe I am creating (a semi-realistic one, starting in 2199, before FTL travel is invented). Fusion rockets aren't... cool enough, because they require like 1000 metric tons of propellant if you want to get anywhere. Inertialess drives like Cylons or the Goa'uld don't make any sense to me, so here is my idea that got from Stargate.

Here is the idea:
1. MTF fusion engine of about 12GW
2. Fusion rocket assembly connected to it
3. Matter bridge supplying propellant from another dimension

Look at the idea for Malcolm Tunney's matter bridge, same basic idea. Except instead of bridging to another reality, it bridges to another dimension. In this dimension, gravity works in the opposite fashion as it does in ours. So instead of all particles coming together, they are all an equal distance apart. Because the pressure in that spacetime is high everywhere (as oppose to a perfect vacuum in ours), the particles would move through the matter bridge to our spacetime because of diffusion. The fuel, heated to millions of degrees in the fusion chamber, would push the propellant out the back of the space craft. Your only limited by Deuterium and Helium-3 because you have unlimited propellant.

I was going for 25-30 gees of acceleration for a 250 ton craft. How ridiculous does it sound, and how flawed?
I'll just say it was a breakthrough advancement made during the second Space Race.

Edited by Zakatak, 23 January 2012 - 01:06 PM.


#475 Alaskan Viking

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Posted 23 January 2012 - 01:54 PM

Are you guys still doing this?

;)

#476 Catamount

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Posted 23 January 2012 - 01:56 PM

View PostAlaskan Viking, on 23 January 2012 - 01:54 PM, said:

Are you guys still doing this?

;)


Are you still entirely lacking in anything to do on these forums better than commenting on what other people choose to discuss?

We've asked nicely once, now let me be blunt. If you're not going to contribute, then go away. Troll someone and somewhere else.

Edited by Catamount, 23 January 2012 - 01:57 PM.


#477 Catamount

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Posted 23 January 2012 - 02:01 PM

View PostZakatak, on 23 January 2012 - 01:04 PM, said:

This is the closest thing we have to "spaceship" thread, and I didn't want to be the one to make it, so I will just ask here. On a scale of 1 to 10, how ridiculous is this idea for spacecraft propulsion?

And antimatter catalyzed pulse engine sounds way to risky in the universe I am creating (a semi-realistic one, starting in 2199, before FTL travel is invented). Fusion rockets aren't... cool enough, because they require like 1000 metric tons of propellant if you want to get anywhere. Inertialess drives like Cylons or the Goa'uld don't make any sense to me, so here is my idea that got from Stargate.

Here is the idea:
1. MTF fusion engine of about 12GW
2. Fusion rocket assembly connected to it
3. Matter bridge supplying propellant from another dimension

Look at the idea for Malcolm Tunney's matter bridge, same basic idea. Except instead of bridging to another reality, it bridges to another dimension. In this dimension, gravity works in the opposite fashion as it does in ours. So instead of all particles coming together, they are all an equal distance apart. Because the pressure in that spacetime is high everywhere (as oppose to a perfect vacuum in ours), the particles would move through the matter bridge to our spacetime because of diffusion. The fuel, heated to millions of degrees in the fusion chamber, would push the propellant out the back of the space craft. Your only limited by Deuterium and Helium-3 because you have unlimited propellant.

I was going for 25-30 gees of acceleration for a 250 ton craft. How ridiculous does it sound, and how flawed?
I'll just say it was a breakthrough advancement made during the second Space Race.


Plot-wise, you can do it, but my advice would be to stay away from anything so purely technobabble as extradimensional power sources.

Besides, with that level of technology, there's easier ways to get that magnitude of energy ;)


Sometimes it's necessary to exceed the purview of real-world science, but, imo, it's only good practice when absolutely necessary, especially if you're trying to be realistic. Antimatter, if it's required, is at least a real-world material, and a good energy storage medium if you need to cram a lot of power into a small place.

#478 Alaskan Viking

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Posted 23 January 2012 - 02:21 PM

View PostCatamount, on 23 January 2012 - 01:56 PM, said:


Are you still entirely lacking in anything to do on these forums better than commenting on what other people choose to discuss?

We've asked nicely once, now let me be blunt. If you're not going to contribute, then go away. Troll someone and somewhere else.


Naw, I like trolling in here, it's comfy.

Not on our forums you won't. -G

Edited by Garth Erlam, 23 January 2012 - 04:48 PM.


#479 Zakatak

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Posted 23 January 2012 - 02:27 PM

The problem with antimatter is that you need either alot of magnets and space to store it, or magical crystals (like dilithium).

When I put it in a long paragraph full of technobabble, it does sound pretty... ridiculous I guess. But if Trekverse can warp the universe by 2063, why can't use my technobabble thingy by 2199? ;) I'll look for a way to put it in layman's terms so I'm not inclined to make "quantum" the prefix of every technology included.

If I can't, ya. I can get by on antimatter.

Edited by Zakatak, 23 January 2012 - 02:28 PM.


#480 Catamount

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Posted 23 January 2012 - 02:34 PM

Well dilithium crystals are just for regulation, insofar as they've been discussed (which isn't much).

Trek uses magnetic containment like everyone else. Still, you need great magnetic containment for fusion anyways (one of the big problems with many present schemes). M/AM isn't inherently safe, but it's darn useful. I wouldn't be surprised if we're using it in space craft in the real world long before 2199 (provided an efficient way to produce or harvest it, something currently under investigation). Antimatter isn't a great power source, because it often takes more energy to make than you get out of it (in our case, many orders of magnitude worth), but it's a great storage medium.



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