This is the empire of the Rhyndir union. Its existence came about 1000 years ago from several village leaders; it has allowed the people to extend their advances over the whole world and created a massive industrial revolution. The people are happy with the government and the protection that it brings for them.
Political Structure: Single branch, Social Democratic Republic Strong Influence In Politics: Improvement in efficiency, Sentient Rights Popular Issue: Rights vs. Efficiency Stability: Strong Personal Freedom: Medium Foreign Relations: Mostly trade, some personal interests
Important People
Spoiler:
Copernicus Felicus The Current House speaker of the congress of Tibboh; Copernicus is very intelligent and is well learned in politics, sciences, and has a good grasp on xeno-politics. He also has a very strong ability to get resources and deals for the Kretzel race. The people are worried about his age and who will follow up such an outstanding leader. He has studied into philosophy of being well tempered and remains cool in any situation. Also, don’t verse him in chess… he will win. Devonucus Placies A speaker for rights over productivity, Devonucus has a temper. At such a young age for being in the Congress of Tibboh, he is hot headed and is almost always on end about what is right for the people. Very outspoken, he has displayed that he believes that the Kretzel are the ultimate people, but, this is unknown. Maglim Allebazi The current leader of naval forces, Maglim is a skilled tactician that values the lives of his men and the empire he protects. His IQ scores go off the charts that humans put in place normally and has a photographic memory. He will also be found among the men in his crew most of the time when he is not commanding. His preferred Sno’yarc mount has reflective materials in its skin to deflect laser fire and is capable of full vacuum and radiation survival.
Economy
Spoiler:
Main Export: Technology, Refined High Quality Products Main Import: Technology, Minerals, Resources, Organic and material specimens Technology Focus: Resource Acquisition, Mining, Ships, Travel, Networking Trade: science, computer technology, and materials Strength: Medium Wealth: Medium-High
Ecology
Spoiler:
Planets Spanned: 2 (binary planets) Preferred Climate: Plains, Cities Oceans: 5% Mountains: Few Wilderness: 10% Wild Animals: Many Natural Resources: Graphite, Silica, Deuterium, Heavy Water, Some common metals Highly Values: Productivity Known For: Symbiotic relations with Sno'yarc Popular Entertainment: Movies, Strategy games, Respected Professions: Scientists, Miners Discrimination: None
Military
Spoiler:
Tech Level: 1 Strength: Moderate Focus: Defense Main Unit: Secto-walker
This Walker Contains a Kretzel that has coupled with it inside the cockpit, it features a large laser cannon concealed above the pilot and several rail guns beneath it that can fire upon targets rapidly. It provides some computer assistance for the pilot in order to target many enemies in quick succession. This serves as a large support unit and can destroy hardened positions with a concealed top mounted laser cannon.
Soldiers: Sno'yarc Dragoons
Sno’yarc Dragoons typically have a gauss rifle and a compact fully automatic rail gun for weapons and some Lonsdaleite armor plates. They are highly trained in tactics and are always in peak physical condition. The dragoons are the first line of attack and defense. They are skilled in all parts of technology they are exposed to and can perform most tasks. The level of training these troops receive along with the expensive Secto-walker results in a smaller military with very advanced units. (Note: all Dragoons have a Kretzel coupled with the Sno’yarc) Main Use: Defense Rank: Determined by length of service, and abilities of owned Sno’yarc
Religion: None/ secular
Population Population: 1 billion Kretzel / 2 billion Sno’yarc Urban: 10% Rural/agriculture: 85% Technology Development Zones: 5% All Residence is underground to conserve space for agriculture Literacy Rate: All
Gender Ratio: 1:1 Fertility Rate: Medium Life Expectancy: Average
ACACIUS
TIBBOH
Planetary Information Sector: 19- Rydok Adjacent planets in solar system: none Moons: 0 Owner: Rhyndir Union Population: 3 billion Sno'yarc and Kretzel Resources: Agriculture, few common metals, Deuterium, Tritium, Heavy water, alot of Silica, alot of Carbon mostly in the form of graphite Strategic importance: Lots of heavy hydrogen isotopes, binary system allows for a cheap and stable location for a space station, Nearby Brown Dwarf that could feed fusion reactors for an entire empire if it can be accessed.
Spoiler:
Tibboh The planet Tibboh is actually a binary planetary system with its sister planet Acacius. Diameter: 6,752 km or 4,196 miles Environment:Tibboh is a typically tempurate world that has many grasslands with a very small arid area around the equator and a small taiga biome on its poles. It orbits a brown dwarf star relatively close and recieves almost no radiation from it. Tibboh also has no tilt resulting in a lack of seasons allowing for around the year crop yields. Planetary Level: 1 Acacius The planet Acacius is the other binary planet of its system it shares with Tibboh. Diameter: 6,329 km or 3,932 miles Acacius is similar to Tibboh except that it has slightly more greenhouse gases that make up for its smaller amount of tectonic activity Planetary Level: 1
The Kretzels now exist on both of these planets with their Sno'yarc livestock. They use the land as an extremely large area to produce food for their people. In order to save space, all residence is in subterranean cities. However a portion of the planetary surface is used for research and industrial products.
Sector: 19
The Kretzels; Sno'yarc
The Kretzels are small crustaceans that have a symbiotic relationship with the Sno'yarc. Kretzels have an extremely high metabolism and eat about 4000 calories a day for sustenance. However, genetic engineering has also allowed them to increase crop output to keep a modest population size. This high metabolism is due to the extremely active neural processes they possess. The result is a hyper intelligent race that can telecommunicate, but only with their kind. They stand at 1 foot tall and 2 feet long, but create architecture necessary for the Sno’yarc to have access to. Their main trait is their ability to couple with Sno'yarc to control their minds and bodies, they couple directly to the Sno’yarc nervous system and this ability is exclusive to the Sno’yarc. Their rare genetic structure using ions and isotopes instead of adenine, guanine, thiamine, and cytosine causes them to have an allergic reaction to ingesting DNA of other creatures that don’t share this structure. They are frail in comparison to other species; they have no shell unlike most crustaceans.
The Sno'yarc are the former intelligent race of Raleigh. With a stature of 2 meters and a centaur body consisting of 2 sets of legs, a single set of arms, and a prehensile nose, they had built the technology to colonize their sister planet. A war had started between the two planets. The result of which was the destruction of the Sno'yarc on Tibboh and the mutation of the Acacius inhabitants to being stronger yet dumber versions over the generations. The mutations on Tibboh had given the Kretzels the mutations they needed to become more intelligent. Thus, upon finding the brutish Sno’yarc on the moon when the Kretzels landed upon it, they found they could couple with them as they had generations before. They then used genetic engineering to adapt the Sno'yarc to different situations such as war and construction.
Culture
Spoiler:
Over the course of history for the Kretzels, things have gone pretty well. They were lucky enough to have gained the necessary brain power for sentience from the Sno'yarc nuclear radiation. The Kretzels also are one of the only herbivorous intelligent species due to the high energy compaction of their genetically modified crops. The current government was formed 1000 years ago by the elders of several villages, it had expanded nearly uncontested throughout the planet and is the only true government created by this species. Because of the speed that this civilization spread, there is nearly no racism or sectioning of society.
The Kretzel Naval Forces
Spoiler:
Flagship Palladio
Spoiler:
Palladio: This massive ship is the pinnacle of all of the technology the Kretzels have been able to amass. Its massive guns are designed to punch through almost any armor and shielding (that the Kretzels can conceive as of yet). It does have smaller guns as well but requires escorts for protection against swarms of ships. Its main design flaw is the size of the ammunition. The ship can only hold 15 rounds for both of its main guns at any given time. These massive rounds also require a large transport vessel for the movement of its ammunition. This ships munitions bay may hold other resources when not filled however. Palladio Stats Length: 5,120 meters. Main Engines: x4 Hyper Drives Armor: 3 layers of Lonsdaleite and aerogel Shielding: Two layers of Particle Shields Tech: Standard Scanners, Advanced Mining Equipment, uninfluenced by outside sources, Long Range Communicators, and all systems are shielded from EMP and Radiation Hangars: One hangar, containing gunships, and a small amount of Anti-fighter scouts Crew: 200 crews stationed for munitions loading for weapons, 200 engineers, 40 pilots, and a high command of 3 officers Unique Features Swiveling thrusters and angled hull to deflect all incoming fire from the front and sides, it's main gun fires 2 bolts (one to destroy the shielding and make a dent in the hull, and a second to hit all the way through
Primary Armament: Tibboh's Fury Number of Guns: 1 massive cannon Gun Range: 1 light year (only effective to 10000 km after that, it is most likely to miss) Gun Length: 12,000 ft. along the entire vessel Rate of Fire: 1 round every 2 minutes Effect: Total devastation on shields on first hit, second firing could destroy any vessel (each round is fired once from one cannon) the ion cannon first fires and upon hitting its target a bowling ball sized and very dense round is fired from the MAC cannon that is accelerated to a large fraction of the speed of light to puncture the target. Each round for both cannons is contained in one shell.
Secondary Armament: High speed rail guns Number of Guns: 100 Gun Range: 10,000 ft. Rate of Fire: 2 rounds per second Effect: Simple yet effective magnetic rounds meant to pelt enemy fighters and bombers; they are only meant for small craft and are ineffective to anything larger than a corvette
Brunelleschi Transport Quantity: 4
Spoiler:
Length: 1,607 Meters Main Engines: x3 hyper drives Secondary Engines: x6 Magnetic Drives Armor: a single layer of Lonsdaleite and aerogel Shielding: 2 Independent Particle Shields Tech: High detail scanners, Long range scanners, advanced mining equipment, real-time cargo efficiency calculations, Science lab, and electronic warfare suite Hangers: none Crew: (270 total) 40 engineers, 4 pilots and coordinators, captain, mineralogist, astrologist, 23 scientists Garrison: 100 space-capable Sno’yarc Dragoons (30 backups) Unique Features: Holds many resources in self-contained fields in the storage bays or several rounds for the Palladio, designed for transport or mining vessel for quick mining operations, can perform scientific observations, Low Energy system pathway mapping
Primary Armament: None
Berrecci - Class fighter Quantity: 12
Spoiler:
Length: 15 Meters Main Engines: 1 Magnetic Drive, 1 hyperspace drive Armor: 1 plate of Lonsdaleite, 1 layer of aerogel Shielding: One layer of Particle Shielding Tech: basic laser weaponry, basic scanners Crew: 2 Kretzel pilots, 2 Sno’yarc space walkers Primary Armament: 2 Light Rail guns, 1 light laser Number of Guns: three, integrated into hull Gun Range: 500 meters Gun Length: 5 feet Rate of Fire: 1 round per second Ammunition: 20 mm stainless steel rods Effect: Effective against un-shielded fighters and bombers.
Secondary Armament: Flak bomb Number of bombs: Five Explosive Range: Proximity detonation of 20 meters Effect: Destroy trailing fighters, Destroy trailing smart projectiles
Chitic - class corvette Quantity: 5
Spoiler:
Length: 90 Meters Main Engines: 2x Magnetic Drives Secondary Engines: Hyperspace Drive Armor: 1 layer of Lonsdaleite, 1 layer of silica aerogel Shielding: 1 layer of Particle shielding Tech: point defense network to shoot down incoming projectiles, electronic warfare suite Crew: 2 pilots, 1 engineer, 1 gunner, 1 computer operator, and 1 electronics defender
Primary Armament: x13 light laser batteries (1 front, 1 rear, 1 on belly, 5 on starboard, and 5 on port side) Weapon Range: 500 meters Rate of Fire: 1 rounds per second per battery Effect: shoots down small craft such as fighters and bombers
Secondary Armament: Point defense lasers Number of Guns: 10 Gun Range: 150 meters Gun Length: 6 feet Rate of Fire: 2 accurate bursts per second each Effect: Shoots down incoming projectiles (Missiles only) This is computer guided and may be disabled
Cimabue – Class Destroyer Quantity: 2
Spoiler:
Length: 900 Meters Main Engines: x4 Hyper Drives Armor: 1 layer of Lonsdaleite and aerogel, and one layer of electronics shielding Shielding: Two layers of Particle Shields Tech: Standard Scanners, Advanced Mining Equipment, uninfluenced by outside sources, Long Range Communicators, and all systems are shielded from EMP and Radiation Hangar: A small hanger intended to house future fighters Crew: 50 crew stationed for munitions loading for weapons, 50 engineers, 7 pilots, and a high command of 1 officer Unique Features: Electronic warfare suite, Long range communications array, short range communications
Primary Armament: Mass drivers Number of Guns: 4 Gun Range: 5 Kilometers Gun Length: 200 meters Rate of Fire: One Round every four seconds per gun Ammunition: 5-inch ferrous ball bearings Effect: Strong against medium sized craft such as frigates Secondary Armament: High speed rail guns Number of Guns: 20 Gun Range: 10,000 ft. Rate of Fire: 1 round per second (each fires once every 4 seconds) Effect: Large metallic shaped slugs are fired from the 4 fixed main guns. Designed to pierce stronger hulls.
Secondary Armament: High speed rail guns Number of Guns: 20 Gun Range: 10,000 ft. Rate of Fire: 2 rounds per second Effect: Simple yet effective magnetic rounds meant to pelt enemy fighters and bombers; they are only meant for small craft and are ineffective to anything larger than a corvette
Technology
Spoiler:
Offensive
Spoiler:
Tech Level: 1 Rail guns - Launches projectiles by using two rails with alternating magnetic currents slightly weaker than Gauss weapons, but can be fired rapidly. MAC and gauss weaponry- may fire larger projectiles than railguns at higher velocities at the cost of fire rate and energy consumption (Includes Mass Drivers)
Ion Weaponry - A weapon that fires Ions, the electrical charges of the atoms allow for effective attacks against shielding and electronics.
Lasers- a beam of visible energy that is shot at a target that usually travels at the spead of light
Beam weapons- a new but under applied technology that can fire energy over a long period of time, this can cut across an entire ship but has absolutely no effect on shields.
Defensive
Spoiler:
Tech Level: 1 Lonsdaleite hull armor- pressing and heating graphite at ridiculous speeds yields a type of diamond with a stronger face strength by about 56%
Aerogel- a layer of heat and electrical resistant material that is light weight, it is produced from silica. It protects from heat, radiation. and EMP waves. Particle Shields- Shielding that protects from energy based weapons such as lasers
Point Defense lasers- shoot down incoming projectiles (does not include lasers and some ion types), can shoot down non-exceptional projectile weapons (not too fast or small)
Sensors
Spoiler:
Tech Level: 1 Advanced scanners - Basic scanners; can scan and detect resources, minerals, and preform basic functions. Lacks stealth detection, and cannot scan nebulae or other anomalies accurately.
Mineral scanners - Find many useful materials and materials of interest
Galactic Navigation
Spoiler:
Tech Level: 1 Magnetics Drives- manipulates a magnetic field to force several magnetic points on a ship to move in a direction, this allows for maneuvering in any direction and very agile turns
Hyperspace Drive- A Slipspace rupture that brings a ship into a different dimension that shortens travel time from years to days or even hours, dependent upon the amount of energy input from its source.
Power Source
Spoiler:
Tech Level: 1 Plasma Storage cells- Energy is stored in these cells to be used in ships as an electrical source, It can output energy quickly and can store it very compactly. The ship must return to a planet to recharge it however.
Solar Absorption- These Arrays are efficient in vacuums close to stars and are efficient at collecting energy with little to no maintenance
Race Characteristics
Characteristic
Pros
Cons
Highly intelligent
research quickly
increased food consumption
Genetic Engineering
better Sno’yarc adaptations, better crop yield
None
High Quality Ships
Much better ship construction
Fewer ships from resource strain
Resource Deprived Planet
More resource efficient construction techniques (this doesn’t affect rare materials), advanced mining techniques that find even the smallest traces of valuable resources
very few resources
Citizen approval
Government is uncontested
none
Sno’yarc Coupling
environment protection, industrial manpower, advanced hand-to-hand combat, and computers that can be coupled by only Kretzels and are inaccessible to others due to differing interface
even higher food consumption, weak when uncoupled
Small Kretzel size
Small hallways that permit only beings 1.5 feet or shorter (ships have some hallways sized normally because of the need for Sno’yarc)
none
Unique genetic structure
more stable genetic structure
not familiar with typical DNA genetic engineering, All food not made by the life forms native to Tibboh produce allergic reactions upon ingestion
Last edited by cave_dweller on Wed Jan 16, 2013 11:24 am; edited 20 times in total
Judge Gambit "I am the Law"
Posts : 406 Join date : 2012-02-04
Subject: Re: Rhyndir Union Mon Jan 07, 2013 5:54 pm
Pretty neat friend. Where's the community at to comment?
cave_dweller Scrub
Posts : 43 Join date : 2012-12-11
Subject: Re: Rhyndir Union Tue Jan 08, 2013 10:09 am
Anyone, please let me know if there is any unreasonable tech or something I might be missing. If you dont understand something, I can elaborate and adjust the post accordingly. Danka
Marauder Dedicated Poster
Posts : 132 Join date : 2012-11-02
Subject: Re: Rhyndir Union Tue Jan 08, 2013 2:06 pm
Well I've got few problems and suggestions,
For the problems, I'm pretty sure you can only have one level one planet for a starting race, thats what I was told by Gambit unless he changed his mind, a moon is cool but not two planets, its just too powerful.
Second, from my understanding starter races do not have fusion and must either research or get them from other players.
Third, Aerogel doesn't stop EMP's, its an insulator and it keeps things from overheating, it does not stop an EMP from frying your equipment.
Those are my only complaints
My suggestions are as follows
Hydrogen Isotopes is a really odd thing to have, Hydrogen doesn't naturally form as a gas and forms covalent bonds on earth, and if you make hydrogen gas naturally occurring on your planet... well I would recommend not lighting any matches.
Also your power is going to be off the charts for all those weapons, that would mean your recharge time for that lightyear cannon, which by the way will be a bitch to reload, is going to be screwed. Those particle shields running full time along with other stuff are going to be a major drain on electronics, air supplies, facilities for personnel, food processors etc. Ships have a lot of systems and the last thing you want is to flicker out in the middle of a fight with a 2 hour recharge time.
Other than that I liked it, it looks interesting and will be a welcome addition to the game.
Munroe Tryhard
Posts : 602 Join date : 2012-02-06
Subject: Re: Rhyndir Union Tue Jan 08, 2013 3:54 pm
Pretty much everything Marauder said. This isn't perfect, but it's good. I like the format, especially that table. I might have to copy it.
Judge Gambit "I am the Law"
Posts : 406 Join date : 2012-02-04
Subject: Re: Rhyndir Union Tue Jan 08, 2013 4:16 pm
More than one planet on the start still only counts as one homeworld in total resources because of starter fairness.
Marauder is correct on his insulators and fusion. The hydrogen we can let slide with science fiction.
cave_dweller Scrub
Posts : 43 Join date : 2012-12-11
Subject: Re: Rhyndir Union Tue Jan 08, 2013 10:49 pm
For the EMP protection, if a ship is covered in an electronically conductive material, which aerogel is, it has the same effect as a faraday cage. I reduced the size of the planets to act as only the size of a single planet and I can treat it as one planet if you want, this also hurts the empire because of the expensive process of lifting off and landing on a planet. Ill deal with not having fusion And finally, the ship is supposedto be rediculous, i will increase the reload time though if you want
Marauder Dedicated Poster
Posts : 132 Join date : 2012-11-02
Subject: Re: Rhyndir Union Wed Jan 09, 2013 6:15 am
A faraday cage protects you from magnets and very weak things, all computers have those right now and can still be hit by emp. By being conductive material you assist the emp in moving more quickly through your system. Trust me I went through a tooth and nail battle with the GM and had to study emps.
cave_dweller Scrub
Posts : 43 Join date : 2012-12-11
Subject: Re: Rhyndir Union Wed Jan 09, 2013 8:15 am
The hydrogen I forgot to mention would be protected by a cushion of helium because of the density differences if it isn't converted into heavy water with the oxygen. If anything I wrote a redundancy, just use the heavy water as the source of hydrogen isotopes
aerogel nanocomposites can be prepared by impregnating the hydrogel with solution containing ions of a transition metal. The impregnated hydrogel is then irradiated with gamma rays, leading to precipitation of nanoparticles of the metal. Such composites can be used as catalysts, sensors, electromagnetic shielding, and in waste disposal.
I didn't have to look very far, and check the new energy storage tech I put in, i want to know if that will be ok. You are very helpful Thank You
I think that is everything if the energy storage is ok
Munroe Tryhard
Posts : 602 Join date : 2012-02-06
Subject: Re: Rhyndir Union Wed Jan 09, 2013 8:30 am
A faraday cage has to be made out of conductive material. That's how it works. However, I'm not sure how effective it would be against a nuclear or fusion explosion, since the energy output is tremendous. It's hard to find detailed and accurate information about EMP and EM shielding.
Marauder Dedicated Poster
Posts : 132 Join date : 2012-11-02
Subject: Re: Rhyndir Union Wed Jan 09, 2013 9:05 am
From what you're saying, you're no longer using Aerogel, you're using nanocomposites, which if I'm not mistaken, starter races do not have access to. Since the base Aerogel you want to use is Carbon, and shouldn't have access to nanocomposites, I've got a problem with that. In theory anyway, you could create a nanocomposite out of anything to make it EMP resistant.
cave_dweller Scrub
Posts : 43 Join date : 2012-12-11
Subject: Re: Rhyndir Union Wed Jan 09, 2013 11:04 am
Ok, conductivity in a faraday cage depends upon the size of the holes in it. If those holes are as small as the holes in aerogel, a few feet of the stuff should eliminate any possible radiation, if you don't like that ill just invent something unfair and eliminate any possibility of you winning. By putting this in the form of aerogel, i am making it more expensive than just wrapping my ships wires and computers in aluminum or something. On top of that, gases, which are what mostly make aerogel, become more coonductive the more they are exposed to radiation and electromagnetic fields especially Röntgen rays (AKA gamma and X- Rays) Because the gas fills in the gaps and reaches conductivity, the Faraday cage is perfected and all electromagnetic pulses are blocked.
Marauder Dedicated Poster
Posts : 132 Join date : 2012-11-02
Subject: Re: Rhyndir Union Wed Jan 09, 2013 11:17 am
Not really theres a so far proven way to harden shit with nukes, and you want more holes, faraday cages just don't have the power, so the Aerogel wont work against much better metals. Look up porous metals that we use for stopping EMP's.
TheGunrunner Dedicated Poster
Posts : 108 Join date : 2012-10-01 Location : Everywhere and nowhere.
Subject: Re: Rhyndir Union Wed Jan 09, 2013 11:39 am
Ask Judge. If he says it's fine, then whatev.
cave_dweller Scrub
Posts : 43 Join date : 2012-12-11
Subject: Re: Rhyndir Union Wed Jan 09, 2013 2:41 pm
Gasses still have holes in them, just nothing is gonna get through an EMP protection that uniform, there is a reason why EMP protection is wrapping cables in conductive metals and not just a cage, it's all about the size of those holes. If a hole is smaller than the wavelength of the radiation, radiation does not enter. A Faraday cage in the end is just a hollow conductor, the inside being protected by the tendency of electricity to be on the skin of a conductor (aptly named the skin effect). The aerogel conducts, it has ridiculously small pores, the gas filling those pores acts as back up the more the intense high powered rays touch it, the thickness of the layer of protection further diminishes entropic (random) rays from getting through. Fusion or fission don't have the power to punch that unless stable and that can only come from the power of an entire sun in a concentrated burst at the ship directly. Any nuclear weapon doesn't emit enough gamma rays small enough to enter between the holes to damage the wiring. The ship is inside a conductive bubble that redirects the EMP current, what is still flawed?
Obviously, the skin effect does not effect direct currents and therefore a stable magnetic fields like planets and stars, this relies on short burst EM radiation from the attacker, a sun or planet will still go right through, like a bullet through clothing that kills germs. One of the other empires has electrical weapons that would go through most likely, and the shields would also, in the case of an EMP, still go down but they are shields, they come back. Same with communications, but only temporary. Like, flicker temporary...
Many Faraday cages have holes in them for practical purposes (to see inside the cage). Cages made in this way with fencing or mesh material still have conducting surfaces that generate the necessary barriers for electric fields, but there are types of electromagnetic waves such as radio or microwave that could theoretically enter the holes. To prevent this, the cage needs to be built with holes that are sufficiently smaller than the wavelength of these different emissions.
That is an excerpt on Faraday cage construction. Read on
and this is what the skin effect basically is, and why the skies aren't full of wires from the power plant down the street. Thank you Mr. Tesla!
Last edited by cave_dweller on Wed Jan 09, 2013 3:16 pm; edited 1 time in total
TheGunrunner Dedicated Poster
Posts : 108 Join date : 2012-10-01 Location : Everywhere and nowhere.
Subject: Re: Rhyndir Union Wed Jan 09, 2013 3:15 pm
Ask. Judge. This is like watching two star trek fans arguing. It's simple, just ask him for an answer and if he says "Yes." YOU WIN. So, please, just ask him because honestly I can't see either of you backing down.
cave_dweller Scrub
Posts : 43 Join date : 2012-12-11
Subject: Re: Rhyndir Union Wed Jan 09, 2013 3:17 pm
TheGunrunner wrote:
Ask. Judge. This is like watching two star trek fans arguing. It's simple, just ask him for an answer and if he says "Yes." YOU WIN. So, please, just ask him because honestly I can't see either of you backing down.
You're right this is probably very annoying for you
Judge Gambit "I am the Law"
Posts : 406 Join date : 2012-02-04
Subject: Re: Rhyndir Union Wed Jan 09, 2013 3:56 pm
cave_dweller wrote:
if you don't like that ill just invent something unfair and eliminate any possibility of you winning.
haha oh u mak funny
cave_dweller wrote:
TheGunrunner wrote:
Ask. Judge. This is like watching two star trek fans arguing. It's simple, just ask him for an answer and if he says "Yes." YOU WIN. So, please, just ask him because honestly I can't see either of you backing down.
You're right this is probably very annoying for you
Yeah I don't appreciate new players coming in with that tone to a member with seniority.
Munroe Tryhard
Posts : 602 Join date : 2012-02-06
Subject: Re: Rhyndir Union Wed Jan 09, 2013 4:13 pm
I think cave has won the argument. I was motivated to do a little research myself and found most of what he said to be correct. Since aerogels are in use today, it's not unreasonable to assume that a science fiction empire would have them. They could plausibly be used as a form of EMP protection.
TheGunrunner Dedicated Poster
Posts : 108 Join date : 2012-10-01 Location : Everywhere and nowhere.
Subject: Re: Rhyndir Union Wed Jan 09, 2013 4:13 pm
Ok. My thing, then. I think you should put "WIP" (Work in Progress) in the description, since there's a few code things that are showing. Besides that, you have a ship type with a quantity reading 0. Ok, just don't put it in until you decide to research and build it later.
Marauder Dedicated Poster
Posts : 132 Join date : 2012-11-02
Subject: Re: Rhyndir Union Wed Jan 09, 2013 5:26 pm
Just a few problems. A faraday cage needs something thats not conductive in its circuit so it can bleed off that energy and not fry the hardware. The problem with what you're using is first, a completely conductive faraday cage, that wont work as previously described. Second, assuming the aerogel can function perfectly for a faraday cage, you face problems in its gas pockets. The reason the nano composites use metal in them is to absorb the EMP and draw it towards it. Your gas wont stop the EMP, and again one more assumption; assuming the gas inside the aerogel can block emp's, theres no way to stop air from becoming trapped in the aerogel. Because of this, the aerogel will have gaps and collapse the faraday cage you're trying to create.
Just a side note, please don't be hostile to the other players or to me when you're making posts. We're trying to help you and we all had to go in the same things making our empires, and nobody is trying to screw you out of tech, everyone has to start with nothing and begin their research at base levels. The problem with letting something small go is you could get hit by this in the middle of your fleet battle, and then be out of protection, power or arms, which I don't think I need to explain, would make you a very unhappy camper.
cave_dweller Scrub
Posts : 43 Join date : 2012-12-11
Subject: Re: Rhyndir Union Wed Jan 09, 2013 10:19 pm
cave_dweller wrote:
TheGunrunner wrote:
Ask. Judge. This is like watching two star trek fans arguing. It's simple, just ask him for an answer and if he says "Yes." YOU WIN. So, please, just ask him because honestly I can't see either of you backing down.
You're right this is probably very annoying for you
I was talking about me being annoying because I persisted without asking Gambit, it wasn't out of hostility.