quote:Original post by Wavinator
I have a space for something weird like this in the form of ancient artifacts. This is interesting.
This type of thing wouldnt really fit into the game as anything else. It would be a very mixed bag to obtain this type of technology. While it can offer much, stealth is
not its middle name.
quote:That must take ALOT of power. Maybe powered by feeding a singularity? And do ships just fly through things to attack? I can''t imagine munitions or even lasers doing that well inside. And what happens when two ships collide?
The wedge/sidewalls arent directly powered by the ship. Impeller nodes generate a region of space which is quasi-hyperspace, and in Honorverse hyperspace, there exist massively powerful gravity waves. The nodes basicly pull down a very tame gravity wave into real space.
Since the wedge/sidewalls are gravitational in nature, forget about KE attacks against them. Gravitational attacks can induce feedback in the generates themselves can cause the generaters to fail, but this is even more exotic.
When a sidewall/wedge runs into normal matter, the normal matter goes poof into a cloud of rapidly expanding plasma and is chucked away from the sidewall/wedge by the gravitational shear(if you have tech which allows you to land on the surface of a neutron star, you might be able to bypass a sidewall easy).
When a wedge hits another wedge, the lesser wedge (and attached ship), get turning into plasma. When 2 wedges of equal strength collide, both ships are reduced to their atomic compoents. Needless to say, loosing 2 8 million ton ships due to a slight navigation error while in formation is not a happy sight.
The common weapon is a very powerful gamma ray laser focused by exterme gravitational lensing (similar effect to a sidewall/wedge). Since a laser is mass-less, it isnt effected like matter is when it passes through an extreme gravity field.
They use bomb pumped version which are mounted on missiles to deliver them to the target, and the ship''s have a broadside armaments which are composed of more powerful versions than the missile''s energy armaments. However, if your in range of the enemy with your energy weapons, the enemy is aready firing.
Closing to energy range is the equivelent of getting into a H2H fight with a grizzly bear, but with the ability to bailout at any time by rotating the wedge to face the enemy.
The wedge can provide as much acceleration as your inertia dampeners(and ship structure) can handle. Going from relative 0 m/s to +0.9c in less than a second isnt much good if you turn the interior bulkheads to plasma from the sudden acceleration. Also inertia dampeners in Honorverse have a really nasty property, the only warning you have of them failing si the crew turning to a not so chunk paste. Thus pushing the inertia dampeners beyond the operational safty parameters is tangent to a very mess death.
quote:Yeah, I have to admit that lasers and missiles are the elves and dwarves of the science fiction world. Unfortunately, Star Trek and Star Wars have gotten us into the habit of thinking of space warfare as akin to World War II. What it really should be is deadly, instant, and the strict province of well-funded governments. But that would be boring.
Yup. Thats how it would be, now onto how to make it interesting.
quote:This stuff is for people who play Terrans, who I''m going to (for the sake of workload and art) make dominant.
That is a very reasonable move. The number of different technologies isnt very important. Its the
number of interactions between the different technologies.
If I have a Inertia dampeners #1, and Inertia dampeners #2 there should be more thena just their capacity to act as Inertia dampeners.
Inertia dampener #1 might have a low max acceleration, but within that domain it is near 100% effective.
Inertia dampener #2 might have a much high acceleration, but only in a limited direction.
Then alien inertia dampener #1234 might be
only being effecive at high acceleration. Drop below it minium acceleration, and the inertia dampener might as well not be there.
Thus combining the use of alien inertia dampener #1234 & Inertia dampener #2 should be posible, but would require computer upgrades to allow you to switch between them while on the fly and more energy to power them. Then you need to find engines which actually need this type of setup. If your using chemical rockets(aka modern rocket technology), that combo is a complete waste of time.
Then someone might just use Inertia dampener #1, and fill the thing with missiles which use drive system #4321 which can out run the ship with inertia dampener #1234 & Inertia dampener #2.
quote:But how up for understanding strange alien play styles would you be? A gravity wedge isn''t really all that different from shields that do damage on contact, AFAICT.
The wedge is actually a honorverse''s primary STL & FTL drive system
The fact that it can be used as a defense and a weapon is just a bonus.
quote:Really different defenses would be a liquid hull that can split into globs to avoid fire and wrap around ships when it hits (David Brin''s Uplift series), but that would be a UI evil. The more exotic the weapon or defense, the more likely it''ll be hard to understand and balance.
Perfect balance is evil. You dont want it to be perfectly balanced. A perfecly balanced system is inherently very stable and generally has very low levels of dynamics to the interactions.
Emergent properties are near imposible to achieve in a system with perfect balance, and just as hard to achive in a system without any balance.
And that is boring.