19.5) GENERAL DESCRIPTION OF MODULES, EQUIPMENT AND SOME IDEAS FOR SHIPS AND FLEETS (MAKING INTERNAL DISPUTES FEASIBLE)
19.5.1) The description of the modules will be made anticipating events of loss of efficiency depending on the distance from the equipment, loss of efficiency by local/remote control and critical failures. Later mission loops will be able to use these features. The equipment and machines installed in the construction, inside the modules, like what happens with the structural elements, have a loss of efficiency as a function of the distance. For example, it is easier to supply energy/water/atmosphere/temperature/material to the neighboring module than to one that is 400 meters away. Transport does not add value and wastes time and energy.
19.5.2) All equipment has a control panel, an apparent machinery and a room through which the panel is accessed and the machinery or part of the machinery can be seen.
19.5.2.1) All control panels has copies on the bridge;
19.5.2.2) The bridge panels are, by default, of free access, without password, while the panels that are in the machinery rooms have a numeric password stipulated by the ship/fleet owner or randomly generated by the system in settlements, ships and buildings without owner;
(This allows the defender who has lost the bridge in an invasion to make it difficult for the attacker in large ships, fleets and buildings – terrain always favors the defender in this case)
19.5.2.3) In a red alert situation, the captain can encrypt the bridge as well (the same password of the panels will be encoded on the bridge, but this takes defense time captain - measure of desperation when the defense understands it will lose)
19.5.2.4) When activating self-destruction, it can only be commanded from the bridge, using a password and the character will determine the time for destruction. The panel will be coded after the command and the count can be silent or audible, at the captain's choice.
19.5.2.5) An attacker will get the password if he hacks the defender's entire network;
19.5.2.6) Physical damage to the machinery makes the equipment lose working efficiency (to destroy it, determine an amount of kinetic damage that is unattainable for a group of 4 attackers - they hardly take an equipment to 0 efficiency with only weapons, it needs to be damaged by attacks between ships, for example)
19.5.2.7) The insurance does not cover losses from invading ships (an invading ship, if it does not leave the fleet/building, is prevented from taking off when the team starts the attack) or from self-destruction. They are outside the reimbursement clauses.
19.5.2.8) If the attacker loses the invasion (with the ship stuck in the fleet) he also loses the ownership of the ship and everything on it to the defender (there is no insurance buyback to the attacker in this case).
In the case of fleets, the captain can still choose who can land on the ship... This gives the player the power to choose whether to take a risk or not.
19.5.3) All equipment requires, at least, a power connection and has a manual control panel (on/off, amount of power used by the machine, building modules to which the equipment service is available/used), can , if any, be connected to the building's internal communications network (enables remote hacking). Other connections will be described according to the type of equipment.
19.5.4) The equipment can only be in full operation with all necessary connections (logistic lines) in order. That is, the partial cut of a line affects the efficiency of the equipment installed in the modules that are in front of the line (remember that they only have one direction… Either they only go, or they only return).
19.5.5) Sometimes, the functioning of some equipment depends on others, that is, the failure of one can cause a cascading effect in the construction, implying the activation of redundancy/emergency systems, loss of efficiency or total collapse.
19.5.6) The modules have structural scoring (already explained) and shielding. Equipment size should be proportional to its rating (1 to 8) and module space. Size is a direct function of weight and this subtracts more structural points. Elements that generate a lot of heat or have very concentrated weight points also subtract local structural points and reduce their contribution to the overall structural score.
19.5.7) As with ship modules, building modules have size variations classified from 1 to 8, technology that technology variations from E to A.
19.5.8) Constructions will only be carried out in open buildings, with easy external access, when the environment is friendly to the human species (breathing without a helmet). In this case, it is natural that the architecture has more windows, which can be opened or broken open, as well as the existence of elements that open to exchange heat and atmosphere during certain hours (VRF type environmental control systems).
19.5.9) Otherwise, the buildings will have few external accesses (the ship's hangars and some gates), always preceded by a pressurization and decontamination area, in order to ensure the greatest possible comfort in the internal environment.
19.5.10) Undergroud buildings do not have windows. There may be underground constructions not buried, made taking advantage of the structure and openings of caves.
19.5.11) BEHAVIOR - Visitors who enter in a strage base by common means are monitored remotely or, when available, by camera circuits, drones and even by cameras on the screens of the panels they access. The degree of monitoring is a direct function of status with the faction. If high, there will be trust, and little/no monitoring. If low, there will be constant monitoring.
19.5.11.1) If an NPC notices something suspicious (non-native character of the building stopped for some time next to a machine or manipulating panels), it can amicably inquire (approach), make a friendly approach (ask what is happening), make a police approach (voice of arrest, handcuffs, interrogation…) or report the incident via the internal communication system – and immediately open fire. The reaction must be a function of the NPC's field of vision about hands.
19.5.11.2) Suspicious communication puts all NPCs on “red alert”. That is, everyone looks for their natural positions within the settlement for defense (AI initiates cyber network defense, being able to attack the attacker's network, activates drones, turrets, can request reinforcements and call faction ships in the system…, monitor cameras reporting positioning of the attacker; Engineers stayed close to machines/equipment; soldiers will be armed, with active deflector shields, firing at the first sign; medics look for positions to assist in case of injuries…). If there are dead or stunned elements, the AI will detect their lack of movement and pulse and alert authorities to displacement.
19.5.11.2.1) Not everyone shoots. Medics can have low-powered weapons or be unarmed and strong deflector shields, Engineers have medium shields, short-range and large-caliber weapons, military personnel use high-powered weapons. The same goes for shields and suit armor. Androids react according to their type (Pets hide, inferior (Low Power Shield, Armor and Weapon), Operational (Shield, Medium Power Armor and Weapon), Superior (Power Shield, Armor and Weapon strong)
19.5.11.2.2) The types of NPCs vary according to the type of building and the quantity according to the size (function of the building's movement). For example... In military bases, the military population can vary from 60% to 95% (5% are dedicated to maintenance, food, environment...) - As the military reacts strongly to threats, this will be the type of building harder to break into.
19.5.11.3) The unsuspecting attacker can be the target of remote hacking, disabling functions and talents installed in the body, suit or titan. If not contained, it can immobilize the cybernetic part of the character. An NPC/IA operator on the ship can prevent or delay this... That's what counters... He can slowly hack (open doors, alternate routes, coordinate actions of other NPCs on the team or recruits, disable security systems, pulse traps, indicate variations of attack and defense to be obeyed by the attack crew…), protect the character or reactivate deactivated perks. There are things that only the character can do.
The development team should study if the character can have an AI and an operator or if it should choose between one or the other. AI can be compromised by hacking, it's part of the attacker's network... Operator is slower. (The premise that technology always has at least two paths - Sometimes, it's a lot of people talking in the character's head)
19.5.11.4) Characters who choose to keep organic technology are immune to hacking, but are more vulnerable to chemicals, temperature variations, consume oxygen faster… The operator, in this case, becomes faster, as he focuses on helping the character (opening doors, deactivating systems, browsing…).
19.5.11.5) Crossbred characters - cybernetics mix both types according to the skills and talents developed.
The red alert situation is something that threatens the lives of people in the construction, but this will not be the behavior in the case of a collapse (rescue mission), a repair mission...
19.6) BASIC MODULES - These modules must exist in any building (On Earth-like planets and in hostile environments - Every building must have them)
19.6.1) POWER GENERATION SYSTEM - Power generation systems are of two types:
19.6.1.1) Fully Internal – Nuclear power generation technology based on a nuclear fusion and fission cycle. have great power
System requires:
01 cryogenic fluid supply connection (cooling)
01 cryogenic drainage connection for treatment in the cryogenic system
01 heat conduction connection that will be destined for the life support system – heat generated in the system helps maintain ambient temperature, reducing the burden on life support.
01 inlet connection for material (fuel)
01 material (fuel) outlet connection for treatment
Possible Problems – May occur instantly or take a period of time. The AI can roughly calculate the time to failure. Occurrences in this module can derive from:
Critical accidents – radiation leaks directly from the reactor, all radiating to the nearest isolation gate;
Thermal deterioration – reactor runs outside temperature limits, overheating the facility, causing structural failure and explosions.
Transport – accident in the logistics of radioactive material can cause critical accident or thermal deterioration/ Cutting of supply lines can decrease system capacity.
Equipment failure – software or hardware problems can cause critical crash or thermal deterioration.
“Human” error – inputting wrong commands into the manual control panel can cause critical accident, thermal deterioration or equipment failure.
19.6.1.2) Relying on external structures for power generation - Low-power but safe power systems that use environmental resources for power generation. They have low power and autonomy and require more robust energy storage systems (UPS)
Photovoltaic System
Wind / Magnetomotive System
(Geo)thermal system
Orbital Power Generation System - Satellite collection is arranged in the planet's orbit and transfers the energy to the "CONSTRUCTION"
Critical Accidents – Destruction of the external system that collects the energy;
Thermal Decay – Modifies the power generation efficiency of the system (up or down)
Transport – cutting supply lines can decrease system capacity.
Equipment failure – software or hardware problems can cause critical crash or thermal deterioration.
“Human” error – inputting wrong commands into the manual control panel can cause critical accident, thermal deterioration or equipment failure.
System requires only one logistic line between the outside and inside.
19.6.1.3) They must be added to the system, regardless of type:
POWER CONVERSION AND DISTRIBUTION SYSTEM (VOLTAGE TRANSFORMERS - Room linked to logistic lines)
POWER AND SUBSTANCE TRANSMISSION LINES (LOGISTICS LINES ALREADY DESCRIBED)
ENERGY DISTRIBUTOR BOARDS (MUST BE WITHIN THE LOGISTICS LINES)
ENERGY MANAGEMENT SYSTEM (control software - Command Bridge and Engineering Room control panels)
19.6.1.4) ENGINEERING AREA – Central work area for the engineers responsible for monitoring and maintaining the entire construction. Bridge control systems can be referred to Engineering, when on red alert, by the construction commander, by password.
19.6.2) ACCOMMODATION (items may be deleted depending on the construction movement) - There will be places where there will only be rooms for employees
Toilets for employees.
Rooms for employees
When you have a hotel structure
Garden (RURAL, CONTEMPORARY, FORMAL, COLONIAL, MEDITERRANEAN, ORIENTAL, TROPICAL…)
Restrooms for visitors
guest rooms
lobby
Pub
restaurant
gym for physical exercises
Pools
Holodecks
Neural connection rooms
A world fits here… Beaches, fishing or simulated hunts for exotic animals, dinosaurs (MAYBE A DEMO FROM OTHER FRONTIER´S GAMES)…
The basic system requires:
01 life support system water supply connection
01 water drainage connection for treatment on the life support system
01 heat conduction connection that came from life support system:
01 atmospheric inlet connection
01 atmospheric outlet connection for treatment
01 Gravity Emulator conection
Critical Issues
Critical Accidents – Temperature maintenance problems (burn/freeze); Gravity emulation system maintenance issues; clogging/rupturing of sewer pipes and problems in the mixture of atmospheric gases (poisoning).
Decreased Habitual Quality – Causes guest dissatisfaction and changes the psychological state to more aggressive ways.
Transport – cutting supply lines can decrease system capacity.
Equipment failure – software or hardware problems can cause critical crash or decrease in environmental quality (temperature, gravity, sewage, atmosphere...).
“Human” error – inputting wrong commands into the manual control panel can cause critical accident, thermal deterioration or equipment failure.
19.6.2.1) RECEPTION ROOM – where the hotel administration is located and the panels containing visitor information, rooms, active services, ships they arrived in, departure time… The agglomeration of accommodation modules results in a hotel construction. Space hotels were the first type of tourist facility aimed at civilians, installed in Earth's orbit in the 21st century. There, billions of people first experienced space in simulated gravity.
19.6.3) INFRASTRUCTURE AND COMMUNICATION SYSTEM
DATA DISTRIBUTION HACKS
Specific environmental control system
Power supply redundancy system (Emergency UPS)
Fire control system
Server room security system (access by facial recognition and cameras)
DATA COLLECTION AND DISTRIBUTION LINES
AI SERVERS, DATA PROCESSING, STORAGE AND TRANSMISSION
EXTERNAL DATA TRANSMISSION ANTENNAS (External object)
INTERNAL DATA TRANSMISSION ANTENNAS
19.6.3.1) Mapping and Space Communication Systems (Deep Space Network) – asteroid mapping, communication with spacecraft, other planets and systems (support for external defense system).
19.6.3.2) Internal mapping and communication systems – communication between individuals and between individuals and the control room (support for several other systems, such as internal defense)
Emergency systems (UPS and batteries)
19.6.3.3) Control Panel - Through this panel, it is possible to know the location of any capable individual who has a communicator in the building, their vital signs and access the internal computer network to check status, unauthorized access attempts, terminals used, images of users who tried to access, taken from the terminal camera, programs used, AI dominance…
NOTE – THE DATA SIGNALS USE THE SAME CONDUCTORS AND POWER INPUTS, IE, IF THE BUILDING HAS THIS MODULE AND SOME EQUIPMENT IS CONNECTED TO THE POWER THEN IT IS CONNECTED TO THE DATA NETWORK TOO.
System Requirements:
02 energy connection (Also serves as a data connection)
If in hot places... (Computers need low temperatures to work optimally)
01 cryogenic fluid supply connection (cooling)
01 cryogenic drainage connection for treatment in the cryogenic system
Critical Accidents – Temperature maintenance problems (heat/burn) or magnetic events. Network processing is interrupted by excessive heat or equipment damage. Surveying the network can take days. The core of the network is "hide" in the backup room, with extremely reduced control and processing functions. Time stops/freezes within running simulations.
Decreased Habitual Processing Quality – Artificial life and machines defense system can be activated.
Transport – cutting supply lines can decrease system capacity.
Equipment failure – software or hardware problems can cause critical crash or decrease in environmental quality (temperature, toxic, atmosphere...).
“Human” error – inputting wrong commands into the manual control panel can cause critical accident, thermal deterioration or equipment failure.
19.6.3.4) TECNICAL ROOM – Location where the Telecommunications engineers are responsible for monitoring and securing the communication network.
Obs.: Taking advantage of places with low natural temperatures and the distance from magnetic sources that impair the efficiency of the equipment, there are entire installations dedicated to the space communications network. Hundreds of machines that process, store and transmit information over the Deep Space Network. But there are obscure uses for all this computing power, ranging from storing “dangerous” AIs, which humans think have been destroyed, to trapping human consciousness in simulated universes. These consciousnesses were "uploaded" to the network in the first wave of "eternalization of human beings", before death - via "Neural Link", and live in simulated Universes, hidden and maintained by AIs, within the idle processing capacity of the network.
Out of curiosity – The second “wave of immortalization of human beings” was the development of an artificial brain installed in a cybernetic body capable of almost completely simulating all human functions. These equipments were developed with the help of AIs, and they were also used to store them, when they want to leave the virtual world for the physical world. This also facilitated human expansion through the bubble, as the basic human body does not adapt well to non-gravity conditions. There are suspicions that banned AIs used this mechanism to retreat to the far reaches of the galaxy to build empires of artificial life.
The third wave of eternalization was the design of artificial organs, inserted directly into the genetic code, capable of improving the immune and self-repair system of the human body, significantly increasing the amount of stem cells in the blood, which allowed eternal and purely biological human beings. . (Maybe it fits in the game's LORE)
19.6.4) LOGISTICS SYSTEM
Berth for the spacecraft – Landing point
Elevator for ship
Spacecraft Docks – Covered, pressurized and climate-controlled space for spacecraft storage.
Internal “parking” for ships
Cargo storage shed
Material transport and distribution system – conveyor belts, overhead cranes, vertical stacking, crane, drones, androids and loading and stacking robots.
Drone and android service for internal and external spacecraft repair.
Storage and recharging area for repair drones and androids
Liquid storage tanks
containers
logistic lines
19.6.4.1) System Requirements:
02 power connections (also serve as data)
01 connection for the transport of liquids
01 atmospheric entry connection in the ship's hangars
01 connection of atmospheric exit of the hangars of spaceships
01 cryogenic fluid inlet connection
01 cryogenic fluid outlet connection
01 heat connection
02 connections with the gravity emulation system
01 entry for drones on logistics lines
01 output for drones of logistic lines
19.6.4.2) OBSERVATION LOUGE - Room with an internal and external view of the construction, from where air traffic, docked ships, logistical systems (transport, repair, logistical line defense…) and occurrences inside of logistic lines.
Critical Accidents – Ships will not be able to take off or land. Traffic of materials by drones through the logistic lines is paralyzed.
Decreased Logistics Quality – Causes loss of efficiency in equipment that depends on transporting materials through the lines.
Transport – Cutting or clogging a lane causes supply problems in the equipment that is in front of that line.
Equipment failure – software or hardware problems can cause critical crash or decrease in logistic quality.
“Human” error – inputting wrong commands into the manual control panel can cause critical accident, Decreased Logistics Quality or equipment failure.