Upgrade Suggestions for Elite Dangerous (The War of Comets)

21) Suggestion of composition of systems/rooms for Ships, Fleets, MEGASHIPS… (Based on the concepts developed in item 19.5 and extending to ships)

21.1) INTERNAL

21.1.1) Deflector Screen and Force Field Generator Room – Problems in this system can cause the deflector shield to fail

21.1.2) Structure Field Generator Compartment - Problems in this system cause failures in structural readings and in the identification of areas with damage

21.1.3) Array sensors Room – Problems in this system make it difficult or prevent the detection of objects, planets and ships.

21.1.4) Warp Engine Cells Room (Warp core) – Problems in this system shorten the jump distance or prevent its execution.

21.1.5) Impulse Engine Room – Problems in this system make it difficult to maintain orbits and navigate the current star system.

21.1.6) Communication Room (Subspace and internal) - Problems in this system prevent communication with external elements (reinforcement and distress requests) or internal elements (between crew members)

21.1.7) Subspace Radio Transceiver

21.1.8) Subspace Radio Machinery Room

21.1.9) Escape Pods Room – Can function as decompression and decontamination areas, if specific rooms are not created.

21.1.10) Battery compartment – Damage to batteries can spread toxic or radioactive elements throughout the ship and reduce the autonomy of emergency systems.

21.1.11) Battery Room - Problems in this system affect the duration of the ship's emergency systems

21.1.12) Life support room - Problems in this system cause lack of oxygen and temperature variations in certain areas of the ship

21.1.13) Captain's Accommodation

21.1.14) Crew accommodation

21.1.15) Restaurant – Take as an “inspection” the aircraft carrier restaurants

1.21.16) Bathrooms

1.21.17) Holodeck Support Machinery

21.1.18) Holodeck room - Problems in this system can cause problematic holograms to spread around the Ship (some that trick the player during combat and keep him shooting at nothing, or make the projection of explosive artifacts, disappear with doors, changing their projections to walls…). The only hologram that remains intact and functional will be that of the Ship's AI. (Defense always takes advantage of terrain.)

21.1.19) Medical Room – Problems in this system prevent the captain from knowing the physical state of the crew and their location. It also prevents the wounded from being healed.

21.1.20) Science Lab – Problems in this system can cause mechanical, cybernetic or biological elements to spread throughout the ship. Nobody really knows what goes through the heads of those who work there or what the AI is up to.

21.1.21) Stellar Cartography Laboratory – Problems in this system disable the visualization of the orbit lines of space objects.

21.1.22) Airlock System – Problems in this system create large areas of vacuum inside the ship.

21.1.23) Elevator – Problems in this system make it difficult to move between floors. The elevators are magnetic (they don't have support cables to move them and this makes the “Call of Duty” style movement unfeasible), but the elevator shaft doesn't have a gravity emulation system.

21.1.24) Manufacturing bay (equipped with a 3D printer for printing parts, equipment….) – Problems in this equipment prevent the manufacture of items, weapons, ammunition…

21.1.25) Astrometry Laboratory – Problems in this system prevent the identification of stellar objects in a precise way, and may completely make the warp exit in a location close to a station, for example.

21.1.26) Logistic Hangar - Storage of drones, materials, liquids, fuel… (This is the place attacked by Hatch Break Drones) - If the hangar gate is a problem, cargo, drones, machines and oxygen leak into space, as it happens in the game.

21.1.27) Servers Room (core of the computer and the systems and the Nave's AI) - Problems in this system can make it difficult for the AI to work, and may make it unfeasible, when it will take refuge in the backup room and disable all its functions in the room main. She will not be able to appear on the ship via the holograms when this occurs.

21.1.28) Backup Servers Room (distant room from the first one that stores a backup of the Servers Room – Accessible by password) – Last Refuge of AI, which starts to work in a restricted way there. The room has no atmosphere and is extremely cold (depends on cryogenic systems). It is from there that the ship's systems can be reset and read navigation logs, captain's logs...

21.1.29) Cryogenic Cooling System Room – Problems in this system result in the malfunction of the heat exchangers, which can completely stop working and cause critical failure.

21.1.30) Cryogenic fluid storage area

21.1.31) Gravitational emulation, compensation and inertial stabilization equipment room - Problems in this system can cause areas of the ship to experience weightlessness, or even the entire ship, depending on the failure. Inertial stabilization systems also stop working, making warp and thrust navigation unfeasible.

21.1.32) Decontamination and pressurization room – Enables the spacecraft to exit on planets without an atmosphere, or in places with different atmospheric pressure. It is also responsible for the contamination analysis and decontamination procedure. – I believe it would be better to keep scape pods with a dual function than to specify a space for one thing and another. This room has an independent system, no-breaks and emergency batteries to guarantee operation in any situation.

21.1.33) Weapons Room – Place where crew suits, weapons and items can be stored and modified. On red alert, this room will be password locked.

21.1.34) Brigde – Command, control and navigation area of the entire ship. As specified in item 19, it has a replica of all the ship's equipment panels:

21.1.34.1) Deflector shield systems - panel with external schematic drawing of the ship indicating total shield energy, shield status, recovery rate, average damage suffered in the last minute.

21.1.34.2) Sensor and air traffic control systems - Panel indicating the total number of landed ships, in landing procedure, in takeoff, ships that are in a radius of 7 to 30km, types of landed ships per bay, crew status ( normal, wanted, notoriety…).

21.1.34.3) Warp drive and impulse engine navigational control systems – status of warp and impulse systems, available energy and fuel, maximum jump estimate with current load.

21.1.34.4) Communication systems – selects the type of communication that will be heard in the control room (communication with external ships or crew talks about internal systems and events).

21.1.34.5) Escape Pods – quantity available and situation.

21.1.34.6) Battery and fuel level indicator system - Status of fuel systems (level and operation) and amount of energy stored in emergency systems

21.1.34.7) Life support and environmental control system - Status of the life support and environmental control system (energy needed / energy available), modules with atmospheric problems (mixture of gases different from the ideal or with contaminants of any kind -chemicals , biological, cybernetic…), modules with thermal problems, modules without life support…

21.1.34.8) Stellar Cartography and Astrometry System – Status of navigational information of the system and navigation options (the current system map).

21.1.34.9) Logistical control system - System status Number of drones available for activity and in activity (cargo, repair, defense of logistic lines) and indicative map of pressure on logistic lines (locations of lines with greater transport activity load, congestion, suspicious elements…)

21.1.34.10) Computer and AI diagnostic system - Hardware status (temperature, cooling system status...), energy (required/available power), software (firewall - intrusion attempts, unauthorized access, suspicious situations on the network, map with terminals that attempted unauthorized access…)

21.1.34.11) Cryogenic cooling systems (Mechanical system status, required/available power, spacecraft external thermal map)

21.1.35.12) Tactical Systems and Weapons

21.1.36.13) Diagnostic and damage control system (repair drones and fire extinguishing by atmospheric vacuum - uses logistic lines as a means)

In the case of Fleet Carriers, as already seen in the development of the game, it is necessary to provide elements that allow the player to monetize the ship by choosing and specializing in a type of activity:

1) areas for trade/service provision (it seems to me that this is already being done);

2) Extraction (of biological elements (animals, fossils, insects, bacteria, viruses…) and mining of asteroids and planets – for mining, be inspired by the game “Deep Rock Galactic” (you must keep the simulation style of Elite Dangerous) ;

3) Materials Refinery

4) Industrial – manufacture of equipment, vehicles and even ships.

5) Agriculture

6) High Technology (Medical Threatment, Mechanical or cybernetic implants, changes in the character's physical appearance, sex, or even the complete replacement of the body by a mechanic. Integration with man-machine (with drones, suit and titans...) etc.

7) Hospitality – Tourism / Political Conventions

8) Prison

9) Military

When thinking about the internal arrangement of equipment, it is necessary to remember that there must be an external correspondence… For example.

Fighter bay (or auxiliary craft), which can also be used for evacuation purposes (if the suggestion of independent navigation by the system is accepted), must have:
3D printer for building and repairing the fighter
Fuel tank for fueling the fighter
Fighter loading and unloading area

Other example... Kinetic gun turrets should have ammo storage areas, with panels reporting “damage status”, temperature, available energy, hit efficiency on target, type of ammunition used (whether normal or premium for example)…

21.2) EXTERNAL – access points, antennas, heat exchangers, weapon points, landing gear, windows, cargo doors (these are structural points most vulnerable to character actions)
 
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22) SUGGESTIONS FOR THE LOOP MISSION SYSTEM

22.1) The mission types for which the character can be assigned are as follows:

- Espionage / Counter-espionage

- Sabotage/Repair

- Contamination / Cleaning

- Expedition of collection/destruction of samples or information

- Theft/Recovery

- Area take/defense

- Escort / Elimination

- Rescue / Hostage taking

- Defuse explosives / plant explosives

- Demolition / Construction

- Survival

22.2) Rules:

22.2.1) The idea is that missions can be sequenced in a mixed way. For example, at the same location, (1) Area takeover, (2) repair and (3) information theft... Or... Espionage, theft and sabotage...

22.2.2) The missions can come singly or in workgroups with remuneration proportional to the number of tasks.

22.2.3) Opposing missions must not be sequenced in the same task. For example, it doesn't make sense for you to have a repair mission and a sabotage mission in the same facility. But it is essential that the character has multiple strategy options and that the difficulty is not something chosen, but typical of the type of mission and strategies available to the player. For this, we need structure and detailing of the constructions to create multiple strategies!

22.2.4) In addition, it is necessary for the character to have strategy options such as: melee combat, kill, stun, interrogate, handcuff, coerce, torture, measure vital signs, walking slowly can make it quieter/undetectable, crouch, lying down, crawling, climbing / descending structures, walking through dark areas can serve as camouflage, driving, dragging and carrying hostages / bodies and, eventually, hiding them… Get inspired by the games Splinter Cell, Metal Gear, Read or Not…

22.2.5) Contrary to what is seen in melee combat in games like “Call of Duty”, it is necessary to generate uncertainty about victory when the player chooses this path. For example, hand-to-hand combat between a jiujitsu/kravmaga graduate and an average person tends to have the graduating graduating class as the winner, even if he is taken by surprise. Thus, in melee, a chance of victory should be applied according to the character's combat skill. He can be retaliated against, disarmed, immobilized, interrogated, tortured, arrested or even killed.

DO NOT USE “CALL OF DUTY” AS A REFERENCE FOR THE DEVELOPMENT OF ANYTHING! THIS IS NOT A COMBAT GAME, IT CAN'T EVEN BE CALLED A GAME! Combat must involve care, strategy, damage assessment, ammo restriction, careful and silent movement, far away from the rush and absurd speed you see in Call of Duty. Game trash in my opinion!

YOU NEED TO CHANGE THE GAME'S WEAPON MECHANICS - TWO TYPES OF WEAPONS, ONE FOR SHIELD AND ONE FOR HULL, IN GROUND COMBAT, IT DOES NOT CORRESPOND TO A SIMULATION. THE HUMAN BODY IS VERY VULNERABLE... AS YOU SEE IN GAMES LIKE “READY OR NOT”, SHOOTINGS, EVEN WITH VESTS, DO A LOT OF DAMAGE AND, AT LEAST, A LOT OF IMPACT. A SINGLE WEAPON MUST BE CAPABLE OF KILLING THE OPPONENT IN A FEW SHOTS (IN THE SAME WAY THE OPPONENT WILL ALSO DO IT TO THE PLAYER WHO ADVENTURES LIKE CRAZY.

On the target dynamics, it is necessary to add instability as a function of breathing (balance). In addition, the trajectory of kinetic projectiles must descend as a function of gravity and distance from the target. There must also be horizontal variation of the projectile, depending on the wind and atmospheric density.

22.2.6) The character must be able to hide under or inside vehicles/buildings/fighters/ships… Plant and disarm traps/explosives, cause effects on the environment (for example, modify lighting to better see enemies or reduce it, to make it difficult to detect; cause chain effects in the environment; attack and arrest suspects who are hiding in barricades without suffering crew casualties; there will be missions that the character and crew will act as active snipers, without the obligation to obtain information or arrest anyone/ locate and rescue hostages… No need to rush, except missions with time, when in combat indoors (inspire yourself in the game Ready or Not)

22.2.7) As requested in 2.1 (More realistic injuries), enemy and hostage NPCs must also demonstrate these reactions. In addition, a player may choose to shoot a “runaway” hostage in the foot or knee to make him limp and move more slowly (the hostage hit may need medical treatment to avoid death)/or to make him cooperate/ release information.

22.2.8) The Ship's Construction / Settlement / Crew Situation affects the way NPCs react (social relationship with NPC varies the difficulty of using social tactics associated with the complexity of the environment, they create non-linear strategies to comply with the loops of mission).

- For example, between 68% and 95% of military NPCs (normal curve with 1 or 2 sigma - Characteristic behavior of the function) of the building population will be in one of these psychological states in takeover/area defense missions. Other function types will demonstrate other types of standard behavior (normal curve + 1 or 2 sigma) - Scientists may be concerned... As some individuals show satisfaction and others fear or disgust.

Situação psicológica do assentam.jpg


- This data is crossed with another normal curve of the Psychological State of the construction situation (Normal, Alert or Complicated). The behavioral pattern of movement is dictated by the psychological archetype. In the event of a landslide, rescue, accident... The settlement will have a disheartened, sad face, given that the chance of survival for those involved is low. If the chance is high, then some will be excited.

Emotional index programming makes the programmer's life easier in the construction of scenarios and optimizes the motion capture work.

22.3) As can be seen from the brief description of the mechanics of equipment and buildings, different contexts can be found in the mission scenario… And the player can act on machines and equipment to modify the environment:

- Low gravity or even no gravity (potentiates jumping, climbing, reduces fatigue and makes movements with heavy loads easier);

- High gravity (makes jumps unfeasible, makes climbing difficult, increases fatigue and makes light load movements more difficult – includes weapon movement);

- Rich atmosphere (makes movement faster and less tired)

- Poor atmosphere (makes movements slow and increases tiredness)

- No atmosphere (Only the life support time of the suit for the mission)

- Regenerative enemies (can be “Terminator” style machines or biological beings, “Resident Evil”);

- Explosive enemies (they are beings that explode when their blood contracts with the atmosphere)

- Acid enemies (they are beings that have acidic blood, they can cause a corrosion effect on the suit when they suffer damage in melee combat or very close)

- Air enemies (most enemies encountered come from the air)

- Lethal enemies (melee attacks from enemies cause more injuries and take more health)

- Elite Threat (faster, stronger and more deadly enemies)

- Parasites (Beings that try to dominate their hosts and devour them when dead… Cause the suit to leak and require medical care to be removed if the character is contaminated)

- Chemical danger areas (corrode the suit and damage the weapons, which can cause malfunctions and leaks)

- Biohazard areas (viruses and bacteria that can make the character sick, altering senses, disposition, movement speed, shooting accuracy and use of tools…)

- Magnetic danger areas (cause shield instability and electronic devices malfunction)

- Cybernetic danger areas (cause changes in the functioning of cybernetic parts of the character, suit or titan)

- Areas of radioactive/thermal danger (fire/radiation can heat the character to dangerous levels, causing sweating, slow movement and tiredness... a crew member)

- Quests with runtime – There is a time to complete otherwise, for example, people can die, equipment become totally incapable of working, data is permanently lost, hostages killed…

- Invisible type missions – Character cannot be detected

- Non-lethal type missions - Character cannot kill anyone

22.2) The mission scenarios are the interior of ships and buildings (buildings, caves… See what is described in “19.3”)

22.2.1) areas for trade/service provision (it seems to me that this is already being done);

22.2.2) Extractive Activities

22.2.2.1) Extraction of biological elements (DNA, animals, fossils, insects, bacteria, viruses, fungi, vegetables, fruits, roots…); and

22.2.2.2) Caves/Mining of large asteroids, planets (selection of collection points for ore, mineral samples, fossils, recovery/repair of equipment - drills, drones and loading machines, repair of drills, repair of pipeline connection to the extraction platforms, defense systems against hostile native organisms, insertion of extraction equipment, installation of structural reinforcements, rescue of trapped miners…)


22.2.3) Materials Refinery

22.2.4) Industrial – manufacture of weapons, suits, titans, equipment, vehicles and even ships and spatial bases... Elements that appear in the game

22.2.5) Agriculture

22.2.6) High Technology

22.2.7) Hospitality – Tourism / Political Conventions…

22.2.8) Military

22.2.9) Prison

22.3) DESCRIPTIONS OF TYPES OF MISSIONS (Settlements, ships, megaships…) - The same mission can involve different types of operations IN THE SAME BUILD, for example (Espionage + Sabotage / Espionage + Assassination…) or convert into one type, for example , Espionage can convert to Invasion if the character has a certain behavior/is detected, for example.) 22.3.1) Espionage - clandestinely gather confidential information in order to obtain a certain advantage. The mission requires choosing a strategy from:

22.3.1.1) Discreet surveillance - the spy pursues a target employee until he catches something rotten (such as sexual abuse, trafficking or drug use… Conduct considered improper), in order to blackmail him in exchange for information.

22.3.1.2) Lightning Kidnapping – Can be done directly by stunning the NPC, loading and throwing in a vehicle/location or a NPC trained by the spy, a girl/boy or program droid lures the employee into an ambush. With the intention of extortion, the person is threatened or tortured.

22.3.1.3) Social engineering - If the victim-employee is shy, the agent simulates sympathy and affection until consolidating a false friendship that encourages outbursts about the company. It's a long-term hit.

22.3.1.4) Infiltration - A scout NPC is installed by the competition through a trainee program, internship or simple admission. He meshes with the team until he gets the necessary data. Infiltration of the agent itself may also occur.

22.3.1.5) Cooptation - When it is not possible to infiltrate a spy NPC, a collaborator is used. For example, an academic, to carry out research on the company and consult its files.

22.3.1.6) Operational recruitment – Can be applied when infiltration and co-optation are not feasible. The trick is to convince an employee to betray the company, with the promise of a pompous reward.

22.3.1.7) Introduction of software - Backdoors allowed the access and manipulation of data by the spy (deactivation of firewall systems, security systems - cameras, presence sensors, facial recognition -, mirroring, simulation of failures in systems, alteration of critical systems working routines – AI, navigational control, life support, environmental control, weapon systems, shield systems, android interface…)

Diversion, sniffing, reconnaissance and Data Collection. ...

Network Scan. ...

Malicious Codes, Trojan Horse, Keylogger…

Virus. ...

Spyware. ...

Rasomware

Denial of Services (DoS and DDoS)
...
22.3.1.8) E-mail and radio communications wiretapping - It is only successful with the help of a technician (NPC), faithful to the spy, he will decode what he actually provides in the midst of all the captured content. If the captured content is in a language other than the player's native language, an NPC with translation skills/talent is required. Otherwise, the player remains without access to the information.

22.3.1.9) Environmental eavesdropping - The spy visits the site and, in a moment of distraction from the hosts, hides devices (cameras, microphones, sniffing devices or data traffic routing devices) that transmit audio, video or data in real time.

22.3.2) COUNTER-ESPIONAGE (cannot be associated with the espionage mission in the same installation) – these are missions to combat groups of criminals, traffickers, corrupt, insurgents, terrorists… Situations that aim to bring order to chaos within space bases and buildings, in the style of the game “Splinter Cell” or “Ready or Not”. They involve the search of individuals, interrogations, arrests, torture and devices/software criminally installed inside the buildings.

22.3.3) SABOTAGE - deliberate action aimed at weakening a government, effort or organization through subversion, obstruction, rupture or destruction (CANNOT BE ASSOCIATED WITH REPAIRS ON THE SAME BUILDING).

22.3.3.1) Chemical sabotage - substances are placed locally to cause intoxication, to target specific people - ANTRAX type, or in the life support systems of facilities, causing the death of people in a given area or entire building.

22.3.3.2) Biological sabotage – a pathogenic organism or animal is placed in a certain area of the facility, causing the death of an individual or several who have contact with him (film "Alien, the 8th passenger").

22.3.3.3) Physical/structural/climatic sabotage (cannot be associated with the repair operation) - it can be an explosive charge on a structural element, aiming to cause collapse/depressurization or equipment is modified to cause fire, explosion, electric shock, thermal variation or exposure to radiation, falling people or shocks (unstable rock blocks in underground mines), landslides and falling blocks; opening of air systems for exhaust/intake of gases; opening floodgates throwing the character into space. 22.3.3.4) Electronic sabotage (cannot be associated with the “electronic” cleaning operation in the same facility) – Hacking activities aimed at the dissemination of false information, destruction or loss of efficiency through the installation of software that modifies the functioning of systems, equipment , machines… Causes loss of efficiency or interruption of: communications (antenna sabotage), life support systems; of energy generation; of defense systems; of shield systems; Core of artificial intelligence; databases; alarm and defense systems; operations monitoring, logistics and storage systems…

22.3.3.5) Social sabotage – instigating people into false information, fallacies and misconceptions, so that they rebel (subversion/rupture) against the leader of the settlement or government, changing the status of the affected faction. Depending on the “social talent” of the “rebel” NPC, he can convince others and bring about a change in the status of the settlement (revolution). Substantially modifies the faction's status when successful. Missions to support rebel groups can be carried out.

22.3.3.6) Economic sabotage – causing an event that causes an abrupt price fluctuation in a certain commodity (for example, the destruction of manufacturing facilities, storage tanks, transport…).

22.3.4) REPAIR OPERATION (CANNOT BE ASSOCIATED WITH SABOTAGE IN THE SAME CONSTRUCTION)

22.3.4.1) Chemical repair – involves cleaning or inserting a chemical product into the environment capable of neutralizing the effect of another agent. It also refers to the chemical treatment of surfaces to restore their original state (sealers, glass, glue...)

22.3.4.2) Biological repair – implies the insertion of organisms that feed on hostile elements present in the environment. It also lends itself to the construction of structures from the orderly growth of biological forms (type of repair that takes time)

22.3.4.3) Physical/structural/climatic repair – repair/reinstallation of structural elements; hull repairs; in logistical elements, internal equipment...

22.3.4.4) Mechanical/electronic repair – repair or replacement of pieces of equipment, storage tanks, logistic lines, weapons, defense systems, sensors, drones, suits, ships.

22.3.4.5) System reconfiguration – repairing the operating system through the use of programs on the equipment panel (may not restore the equipment to its original efficiency).

22.3.4.6) Backup restore – type of repair that requires the shutdown of the machine and the complete interruption of its operation for reinstallation of the system. Depending on the equipment, every installation may undergo environmental modifications. Log data is lost and loopholes for intrusion and execution of other mission types are created.

22.3.4.7) Equipment/ship replenishment - connection, reconnection or repair of pipelines and logistic lines for replenishment of supplies necessary for the equipment/ship to function

22.3.5) CONTAMINATION OPERATION (Cannot be associated with a cleaning operation)

22.3.5.1) Chemical contamination – uses chemicals formulated to cause death or injury to humans and/or cybernetic organisms. It causes contamination by chemical substances (solids, liquids or gases), chemical weapons (white phosphorus, anthrax, LPG, sulfuric acid, mustard gas, sarin gas, binary weapons…), nanomachines from installations. They require special equipment for protection, analysis, identification and special cleaning and destruction procedures. They can cause the death of one, several and even all individuals in the facility.

22.3.5.2) Biological contamination - uses live pathogenic agents (viruses, fungi, bacteria, biological weapons, anthrax, etc) and/or larger living organisms (Alien movie), extremely aggressive, which are used to reach and contaminate a large number of people, animals, plants…

22.3.5.3) Biomechanical contamination – uses cybernetic beings and robotic animals and spreads in the environment and in the cybernetic environment, modifying the way these organisms act, making them more aggressive or inoperative, depending on the case.

22.3.5.4) Software contamination – uses artificial intelligence software to infest and contaminate systems and everything connected to them. It causes slowness, as part of the processing capacity is destined for the software, and it can open backdoors, install other software, paralyze equipment, use defense systems against the population of the installation or, in the most serious cases, give control of the construction to the AI .

22.3.6) CLEANING OPERATION (Cannot be associated with a contamination operation)

22.3.6.1) Chemical cleaning - implies the analysis, identification and cleaning of chemical agents in a construction (it can be associated with the installation/repair of equipment, software...)

22.3.6.2) Biological cleaning - implies the analysis, identification and cleaning of biological agents in a building (can be associated with the installation/repair of equipment, software, combating strange forms of life…)

22.3.6.3) Biomechanical cleaning - implies the analysis, identification and cleaning of the biomechanical agents of a construction (can be associated with the installation/repair of equipment, software, combating biomechanical organisms…)

22.3.6.4) Software cleaning - implies the analysis, identification and cleaning of malicious software from a construction. It is an event that takes place in cyberspace (it can be associated with the installation/repair of equipment, software…)

22.3.7) COLLECTION-RECOVERY / THEFT OPERATION – Type of operation that involves item extraction. The item varies depending on the construction scenario (RECOVERY OPERATION CANNOT BE ASSOCIATED WITH THE THEFT IN THE SAME MISSION)

22.3.7.1) areas for trade/service provision (anything that can be traded – costumes, weapons, equipment, even ships);

22.3.7.2) Extractive Activities

22.3.7.2.1) Extraction of biological elements (DNA, animals, fossils, insects, bacteria, viruses, fungi, vegetables, fruits, roots…); and

22.3.7.2.2) Caves/Mining of large asteroids, planets (ores, mineral samples, fossils, equipment, drills, drones, loading machines, drills, pipeline sections, extraction platforms, defense systems against hostile native organisms, extraction equipment…)

22.3.7.3) Materials Refinery (containers of metal alloys, refined, self-regenerating, precious materials…)

22.3.7.4) Industrial (containers loaded with manufactured items - weapons, suits, titans, equipment, vehicles and even ships and spatial bases... Elements that appear in the game)

22.3.7.5) Agriculture (containers loaded with biological elements – seeds, plants, fungi, vegetables, fruits, animals…)

22.3.7.6) High Technology (plans of all kinds… facilities, equipment, weapons, ships, software, seeds, network servers, plants, costumes, titans…)

22.3.7.7) Hospitality – Tourism / Political Conventions… (personal data, information, videos, conversations, luggage, personal equipment…)

22.3.7.8) Military - (plans of all kinds… defense system, facilities, equipment, weapons, ships, software, seeds, network servers, plants, costumes, titans…)

22.3.7.9) Prison – Escape pods containing prisoners in cryogenic state or free people

22.3.7.10) Ship/Fleet Carrier – theft of the entire ship, by turning off the transponder, surrendering the entire crew and replacing the AI. 22.3.8) ESCORT OPERATION (CANNOT BE ASSOCIATED WITH A MURDER OPERATION IN THE SAME MISSION) - operation with action to prevent hostile acts and activities, in attempts to escape or invade security areas, to safeguard equipment, vehicles and armaments.

22.3.8.1) Escort of individual/prisoner – escort of prisoner, witness, sick person or relevant individual who is threatened by an armed group/rival faction, in order to ensure safe transport, with prompt response to threats that may occur.

22.3.8.2) Group escort – group escort that is threatened. In this case, the mission may be to provide tactical support to an armed group on the move (as a sniper, observer, environment scanning… Anticipating threats, traps, ambushes, ambushes…).

22.3.8.3) Escort of equipment or high-value object – Armored car-style mission, in which an “artifact” is transported under strong security.

22.3.8.4) Ship escort - For ship escort, it would be interesting to add to the game the possibility of interconnecting navigational systems, that is, the escort ship connects to the navigation system of the protected ship, enabling the stable maintenance of the distance between the ships automatically and synchronized jumps. In an attack situation, the formation will be broken so that the ships can defend themselves.

22.3.9) ASSASSINATION (CANNOT BE ASSOCIATED WITH THE ESCORT OPERATION IN THE SAME MISSION) – causing the death of one or more individuals (humans, androids, animals, robots…), either directly or indirectly (sabotage, contamination…).

22.3.9.1) Assassination of a person/android notorious for scientific knowledge, economic/political/military power – Direct attack on a “famous” (from a distance or at close range – melee attack) or cause the death of the NPC indirectly (sabotage, contamination…);

22.3.9.2) Murder of several of a certain group/species – localized action with direct and punctual attack inside a building/ship, to eliminate individuals (responsible for the operation of equipment or scientific research, military/economic/political plans…) , or through indirect attack. If several members of the same group begin to die, it is possible that the rest will adopt protective measures.



22.3.9.3) Mass murder - use of a weapon of mass destruction in a specific vulnerable point of construction or destruction of the ship (the character must mark the precise location of the attack, it can be by orbital bombing or leaving a nuclear / chemical / biological weapon / nanomachines… and has a time to leave and reach a certain distance, under penalty of being hit by the shock wave or the effects of the weapon used)



22.3.10) HOSTAGE RESCUE (Cannot be associated with the HOSTAGE TAKING operation) - occurs in scenarios where there is a threat to the life of a person / android, normally, through the use of a weapon or other object that poses a risk of kill or injure, suggests an appealing protective feature. The hostage rescue situations can be of the most varied, from frustrated assaults on businesses, industries, high-tech facilities, residences or public transport ships. They can be generated by domestic incidents resulting from conflicts between spouses, between other family members, between neighbors. They can be the result of political and religious dissidences, prision or can also express suicide attempts that are understood as occurrences in which the individual becomes hostage to himself.


22.3.10.1) The level of visibility and confinement of those involved in the critical event tends to increase tension and make it difficult to choose the best ways of intervention, increases the risk of the hostage being subjected to ill-treatment and increases the margin of committing operational errors (mission difficulty). In crisis situations, how much are lives worth? This would be a fundamental question: who are the people involved? Are they publicly known? Are they anonymous workers? Are they children, the elderly, beggars? Are they inmates of a maximum security penitentiary? Is everyone seen as equal? Are their lives equally important? A critical factor in this scenario is the coverage of the local media on the actions of the actors, their requirements, profiles and positions (MISSIONS EXCELLENTLY PERFORMED TO RELEASE RELEVANT POLICIES COULD HAVE THE NAME OF THE CAPTAIN AND HIS SHIPS PUBLISHED EVEN ON GALNET). Every action can result in escape, arrest, rescue or death; there are no other possibilities. Even the life of the freed hostage is sequenced by testimonies, testimonies and technical/medical evaluation.

22.3.11) HOSTAGE TAKING (Occurs when the character finds himself in the inverse situation of the Hostage Rescue – It serves to obtain information on the construction/location of people/security forces… A measure of despair, when defeat or death approaches in carrying out other types of operations/or for coercing security forces – it is a way of moving and focusing the attention of military personnel, so that they fall into traps, creating windows for other crew members to have the opportunity to escape and reposition themselves – “SERIE LA CASA DE PAPEL”)

22.3.12) DESET EXPLOSIVES (Cannot be associated with the operation of planting explosives in the same building) - scenario in which the character must act to deactivate/destroy explosive devices (mines, c4, binary, chemical, biological weapons, radioactive dirty bombs and to nuclear weapons of mass destruction - requires knowledge of a “military explosivist”). A character arrives at a place of occurrence, performs a preliminary study on the location of the artifact, nearby structural points, device identification, range, approximate number of victims, installation equipment that may be affected in the event of an explosion, estimated time of explosion, if have timer, disarm feasibility (electrical circuit is the resolution of a puzzle). 22.3.13) PLANT EXPLOSIVES - (Cannot be associated with the operation to defuse explosives in the same building) scenario in which the character must act to install explosive devices (mines, c4, binary, chemical, biological weapons, radioactive dirty bombs and even weapons nuclear weapons of mass destruction - requires knowledge of a “military explosivist”). Character receives the mission and must study the place of occurrence for installation of the artifact, nearby structural points, identification of the type of device, range, approximate number of victims, equipment of the installation that can be affected in case of explosion, estimated time of explosion that enable distance and escape, if you have a timer, activation of the device (electrical circuit is the resolution of the same disarming puzzle).

22.3.14) Area take/defense – This is a type that is already in the game, but it can be improved if the “flags” are placed near the construction equipment. Gaining control allows modification of combat conditions, as detailed in item 19.6.

22.3.15) Demolition – implies the destruction of an entire building, by placing explosives at structural points, causing it to collapse by explosions.

22.3.16) Survival mission/ Put others in a survival situation - due to damage in combat or failure of the ship, it lands on a hostile planet, forcing the commander to survive in a totally strange environment (biology, cave system, internal structure of the ship must be well-developed for this), until the distress signal is answered or he succeeds in repairing the ship.


22.3.17) Construction – module for building structures, bases is something complex, which should only be developed after all the development and exploration of the possibilities already mentioned.
 
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23) VEHICLE SYSTEMS AND SMALL SHIPS - types

Today, the Elite Dangerous has a telepresence system for piloting fighters and vehicles, which is smart when considering that there is no way for the pilot to abandon the vehicle in critical situations such as: destructive attacks on the fighter and vehicle “jams”. Considering the possibility of landing, we can already offer the character:

1) Telepresence Piloting – The pilot controls a robotic unit that pilots the equipment. It is positive because it guarantees the pilot's life in case of critical problems with the ship/vehicle, but if the suggestions regarding the cyberwar are accepted, it would be subject to interference in communications and hacking (implies the interruption of communication and takeover by an enemy ); In this mode, if the character has the vehicle destroyed, it will be violently disconnected, taking damage. You may need medical treatment to make a full recovery.

logado na matrix.jpg

2) Driving the character himself - in this case the character risks his life and has the advantage of getting out of the vehicle, via an exhaust pod or on foot in case of problems. In the case of fighter jets, they become an escape tool for the pilot and crew. In the case of vehicles, going in person is interesting when the mission requires social interaction (Robos and cybernetic beings have reduced social ability).

23.1) Ships and small vehicles (such as fighters and current land vehicles) are designed and built with a very specific purpose. Today there is no possibility of making engineering changes, however, it is to be expected that at a certain point in the “development road map” this will be explored. Logically, due to the size and type of project linked to the purpose, modifications in small ships and vehicles would be much more limited than those carried out in larger ships.

23.1.1) It is interesting to add a way for the ship to establish a stable orbit around a celestial body, to enable the player without a crew, to perform missions on the ground, with the ship in safety (reference point of the last rescue)

23.1.2) It is also interesting to give the player the possibility to call the ship or ask for air support (attack). In this case, the travel time of the ship to the player's position must be considered (It cannot be instantaneous, as in No Mans Sky). Communication problems between the character and the ship must also be considered.

23.2) Considering the proposal already made previously (item 1.4), that fighters (and small ships) can travel within the current system and land on planets, I think it would not be possible to change engines, navigation, hull, structural integrity and distributor of energy, but there may be several types of equipment (vehicles and small ships), which would allow engineering in the energy generation systems, weapons, shields, sensors and cargo capacity:

23.3) About the types of small ships for the game, I propose the creation of the following classes:

23.3.1) “Fighter” Type – Ships and vehicles of this class have weapon-focused energy distributor, good speed, maneuverability, and shield. It has the ability to carry only the pilot/telepresence;

23.3.1.1) Heavy – Stronger weapons and armor, but slower

23.3.1.2) Light – Weaker weapons and armor than the Heavy, only faster.

23.3.1.3) Bomber – weak weapons, strong armor and low speed. Capable of carrying weapons of mass destruction and military land vehicle.

23.3.1.4) Military probe - with the mother ship parked in orbit, this vehicle is capable of delivering soldiers, androids, weapons, and even titans to the ground. It is discarded after delivery.

23.3.2) Type “heavy transport” - Ships and vehicles in this class have an energy distributor focused on propulsion, low speed, poor maneuverability, hull and shield and are capable of transporting the pilot, plus 3 people and 30 tons.

23.3.2.1) Heavy - 3 people and 40 tons, stronger armor, but slower (can carry ground transport vehicle);

23.3.2.2) Light – 3 people and 14 tons, weaker armor, only faster;

23.3.2.3) Transport probe - with the spacecraft parked in orbit, capable of delivering 1 people o tools and miscellaneous equipment (except military). Discarded after delivery.

23.3.3) “Space shuttle” type – Ships and vehicles in this class have a distributor focused with “super charge”, low speed, poor maneuverability, hull and shield and has the capacity to transport the pilot, plus 32 people and 3 tons.

23.3.3.1) Heavy - 615 people and 30 tons, stronger armor, only slower

23.3.3.2) Light – 350 people and 14 tons, weaker armor, only faster

23.3.3.3) Orbital Jump Probe - Orbital jump equipment that allows the character to travel thousands of kilometers by gliding in one jump from orbit. Discarded after landing.

23.3.4) “Scout” type – Ships in this class have a system-focused energy distributor, equipped with a navigational system and powerful sensors, good speed and maneuverability, with low hull and integrity, but with a hyperdrive, which allows small jumps to others solar systems (approx. 10 light years) and detailed surface scanner, pilot only and load capacity up to 2 tons.

23.3.4.1) Heavy – can carry light exploration vehicle

23.3.4.2) Light – can carry up to 3 people.

23.3.4.3) Exploration probe - With this vehicle, it is possible to launch a person or to a specific coordinate of a planet in another neighboring solar system. Discarded after use.

23.3.4.4) Clipping probe - capable of attaching itself to the hull of a ship and traveling with it for up to 90 light years. After that it is discarded. Can be removed at a Repair/Decontamination Station or Drone.

23.3.5) Mining Type - Vehicle equipped with a laser drill, which is launched amid a laser beam capable of liquefying solids. It serves as a means of direct access to underground areas (bases, caves...). The launch laser is active until the vehicle reaches the target depth (landing area).

23.3.5.1) Heavy – can carry up to 3 people, one of whom can be on a titan;

23.3.5.2) Light – It can carry only 1 person.

23.3.5.3) Mining Probe - Mining probe - vehicle equipped with a laser drill, capable of penetrating the crust of celestial bodies to a pre-programmed depth, delivering a person, weapon or equipment. Discarded after use.

23.3.6) "Approach" type - Ships in this class have a distributor focused on propulsion and are extremely fast and maneuverable, with low armor, integrity and no weapons, have thermo-adhesive claws capable of adhering to the hull of medium and large ships and making perforations in external points opening the way for the access of its crew to the logistic lines of the ship or directly to the internal compartments when gripped under points where the hull is thinner, as described in (21.2 EXTERNAL - access points, antennas, heat exchangers, air locks, weapon points, landing gear, windows, cargo doors (these are structural points most vulnerable to character actions).

23.3.6.1) Heavy – can carry up to 3 people, one of whom can be on a titan;

23.3.6.2) Light – It can carry only 1 person.

23.3.6.3) Probe - Throws a crew member into a pod that pierces the hull, similar to what happens on the meteorite probe

24) CONDITIONS FOR SHIP APPROACH

24.1) This type of approach requires that the shields of the attacked ship are down. Only large and medium ships can be boarded.

24.2) The “pilot” crew member must remain following the maneuvers of the attacked craft so that the G-force to which the boarding craft is subjected does not exceed the limit of the grip, until the opening work on the hull is completed (a procedure similar to that occurs in the interdiction); Here, the following scenarios can occur:

24.2.1) Pilot manages to accompany the ship keeping the G-force at acceptable levels - The ship will complete the hull drilling, the pilot will abandon piloting and the ship will close the crack with a resin, taking off and starting the way back to the ship mother;

24.2.2) Pilot has difficulties in following the maneuvers of the attacked ship – The ship will depressurize internally and the pilot will depend on the life support time of the suit to wait for the opening of the crack in the hull to finish. When entering the attacked Ship or the logistic line, the environment will be without oxygen; and

24.2.3) Pilot cannot follow the maneuvers – ships take off by breaking the claw and explode.

For defense of atacked Ship...

24.2.4) Battle Pods - Ship Special System that increases available space in the ship by 50%.

24.2.5) Troop Pods - Ship Special System that doubles the number defensive robots it carries. Useful for performing or defending against boarding attacks.

24.2.6) Survival Pods- that saves any Commander and crew whose ship is destroyed.

24.3) THARGOIDS APPROACH TO HUMAN SHIP

24.3.1) The best analogy of approaching a Thargoid ship to a human ship can be seen in the video below:


24.3.2) The Thargoid ship would latch onto the boarded craft (medium or large size) and would drop a contingent of crew to attack or use "alien" movie-style bioweapons.

24.3.3) The attack would be ended by the extermination of the enemy invasion crew, when the Thargoid ship would release the ship's hull and retreat... Or, the crew will be killed and the ship becomes abandoned junk (may or may not be torn apart).

Cutter crew Killed.jpg
 
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25) DEVELOPMENT OF FLEET CARRIER INTERIOR


25.1) The design is very good! The commercial tourist section is very good, but there are suggestions to consider for the BRIDGE:

25.1.1) The fleet's control room needs to look like a workspace, like an aircraft carrier's air control tower, not a relaxation chair. I suggest placing a table with a hologram of the ship in front of the commander's chair and speakers that narrate the air traffic (landing and takeoff requests and conversations with other areas of the ship). This is what is called the bridge, where the Captain of the ship is located, who is the one who gives orders to those who are at the tables and screens that are on the lower level. Right below there is the helmsman (who actually navigates the aircraft carrier), the maneuver operator (who informs the engine room of the speeds necessary to control the ship), and the service foreman (who monitors all the information about the navigation). Finally, there are also lookouts and support staff. Just below, we have the Central da Bandeira, which is a command center for the admiral in charge of the entire air group on board. Below this Central, there are several operational centers, including the deck maneuvering control, and the launch operations room - a small room, without windows, where the Maneuver Officer is, in charge of the garrison and monitoring of the entire movement of aircraft on the flight deck and in the hangars.

25.1.2) In this room stay the brain of all operation of ship. Around the commander there should be 24 people working in the control of the ship (ship functions and flight control). In addition, rooms for Capitan and other for Crew and drones, androids must do maintenance, cleaning and deliveries. Even considering that the main purpose of "Fleet Carrier" is not combat, there is a lot of interior and work routines that can be leveraged in development.


I don't think it's a good idea to leave tourist chairs near the bridge, there can be situations and problems that make passengers panic or nervous.

The ship hangar is perfect! The lighting, colors... Great

25.1.3) Another problem is the lack of internal signage for directions. It is true that, over time, players will memorize the paths, but there are always signs indicating paths, routes in "tourist or public" areas. For example, what we see at 11:30 are lockers, escape pods, weapon lockers, emergency systems, drone charging cabinets...I don´t understand???

25.1.4) The panels are pretty and decorative, but what kind of information is being displayed? And why so repetitive? What is this information that has to be seen at all times? This is a billboard... It can be used in spy missions for coded messages like advertisements and other information like: the occupation of the ship; fixed internal and floating population; fleet owner information; about the captain; prices of commodities and items sold/purchased by the ship; scheduled departures/last location before current and time spent there; alerts and situations that occur in the fleet; escape routes and devices and assist in emergency lighting. These screens would be similar to those seen by the crew on the bridge.

25.1.5) Consider adding a multi-game casino table next to the bar area, where the player can sit and win/lose money from players who are on the same fleet or telepresence. Events and championships would be announced on loudspeakers and on panels. Han Solo won Falcon Millennium in a game of Sabacc, a card game of chance. This would attract other types of players to the game. There are people addicted to card games. They could buy ARXs to convert into game money and you can study whether they allow game money to be converted into Arxs and Arxs into real money.

25.1.6) Security will be needed to kick out hooligans, cheaters and put them in detention. And maybe it's interesting surveillance by surveillance cameras and surveillance drones.


25.1.7) Finally, consider building the operational areas already described in item 21.
 
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25.1.1) The fleet's control room needs to look like a workspace,
I think it's more the Star Trek bridge vibe they went for.

25.1.2)
I don't think it's a good idea to leave tourist chairs near the bridge, there can be situations and problems that make passengers panic or nervous.
In real life, yes, but I'm not too worried being that it's a game, though it's a good point nonetheless.

25.1.3) Another problem is the lack of internal signage for directions. It is true that, over time, players will memorize the paths, but there are always signs indicating paths, routes in "tourist or public" areas. For example, what we see at 11:30 are lockers, escape pods, weapon lockers, emergency systems, drone charging cabinets...I don´t understand???
Good points.

25.1.5) Consider adding a multi-game casino table next to the bar area, where the player can sit and win/lose money from players who are on the same fleet or telepresence. Events and championships would be announced on loudspeakers and on panels. Han Solo won Falcon Millennium in a game of Sabacc, a card game of chance. This would attract other types of players to the game. There are people addicted to card games. They could buy ARXs to convert into game money and you can study whether they allow game money to be converted into Arxs and Arxs into real money.
I like this idea but a huge no to buying Arx to play, that would get Frontier into all sorts of legal trouble.
 
13.10) SUGESTION FOR NAVIGATION IN GAS GIANTS

13.10.1) A gas giant is a planet with a smooth surface and an extremely thick atmosphere. Jupiter, 300 times larger than Earth, has a day that lasts just 10 hours. The composition is rich in hydrogen and helium, similar to a star without burning. The intense magnetic field, resulting from the movement of charged gaseous particles, compressed to pressures that make them resemble metal, can cause sensor failures and internal damage. It has strong winds of over 1200 km/s. At the equator there are extreme winds and faster and more "laminar" horizontal surface flows, while at the poles vertical currents predominate. Its hundreds of hurricanes are opportunities to approach the most daring pilots. In the eye of hurricanes there are zones of low pressure and lower temperature and wind, which allow for the approach and temporary navigation, closer to the star's core. The Ship AI calculates the time and depth threshold for navigation inaccurately. Dangerous but can yield rare materials, collected by drones.

View attachment 285832

How about collecting liquid rybis and sapphires in a gas giant?

This rain would be unlike any known in the Solar System. For instance, aluminium condenses with oxygen to form the compound corundum. With impurities of chromium, iron, titanium or vanadium, we know it as ruby or sapphire. Liquid gems could therefore be raining on the nightside hemisphere of WASP-121 b.
 
@Commander_Sheppard I like your ideas. I really do. If they implemented 1/10th of what you suggested the game would be huge. I feel that I should tell you that they don't read these suggestions. Seriously I've been on this forum for the past 3 or 4 years and I have never even once witnessed a single developer comment or like anything ever posted here. Just wanted to tell you so you don't get your hopes up waiting for a response.
 
23) VEHICLE SYSTEMS AND SMALL SHIPS - types

Today, the Elite Dangerous has a telepresence system for piloting fighters and vehicles, which is smart when considering that there is no way for the pilot to abandon the vehicle in critical situations such as: destructive attacks on the fighter and vehicle “jams”. Considering the possibility of landing, we can already offer the character:

1) Telepresence Piloting – The pilot controls a robotic unit that pilots the equipment. It is positive because it guarantees the pilot's life in case of critical problems with the ship/vehicle, but if the suggestions regarding the cyberwar are accepted, it would be subject to interference in communications and hacking (implies the interruption of communication and takeover by an enemy ); In this mode, if the character has the vehicle destroyed, it will be violently disconnected, taking damage. You may need medical treatment to make a full recovery.

View attachment 292507
2) Driving the character himself - in this case the character risks his life and has the advantage of getting out of the vehicle, via an exhaust pod or on foot in case of problems. In the case of fighter jets, they become an escape tool for the pilot and crew. In the case of vehicles, going in person is interesting when the mission requires social interaction (Robos and cybernetic beings have reduced social ability).

23.1) Ships and small vehicles (such as fighters and current land vehicles) are designed and built with a very specific purpose. Today there is no possibility of making engineering changes, however, it is to be expected that at a certain point in the “development road map” this will be explored. Logically, due to the size and type of project linked to the purpose, modifications in small ships and vehicles would be much more limited than those carried out in larger ships.

23.1.1) It is interesting to add a way for the ship to establish a stable orbit around a celestial body, to enable the player without a crew, to perform missions on the ground, with the ship in safety (reference point of the last rescue)

23.1.2) It is also interesting to give the player the possibility to call the ship or ask for air support (attack). In this case, the travel time of the ship to the player's position must be considered (It cannot be instantaneous, as in No Mans Sky). Communication problems between the character and the ship must also be considered.

23.2) Considering the proposal already made previously (item 1.4), that fighters (and small ships) can travel within the current system and land on planets, I think it would not be possible to change engines, navigation, hull, structural integrity and distributor of energy, but there may be several types of equipment (vehicles and small ships), which would allow engineering in the energy generation systems, weapons, shields, sensors and cargo capacity:

23.3) About the types of small ships for the game, I propose the creation of the following classes:

23.3.1) “Fighter” Type – Ships and vehicles of this class have weapon-focused energy distributor, good speed, maneuverability, and shield. It has the ability to carry only the pilot/telepresence;

23.3.1.1) Heavy – Stronger weapons and armor, but slower

23.3.1.2) Light – Weaker weapons and armor than the Heavy, only faster.

23.3.1.3) Bomber – weak weapons, strong armor and low speed. Capable of carrying weapons of mass destruction and military land vehicle.

23.3.1.4) Military probe - with the mother ship parked in orbit, this vehicle is capable of delivering soldiers, androids, weapons, and even titans to the ground. It is discarded after delivery.

23.3.2) Type “heavy transport” - Ships and vehicles in this class have an energy distributor focused on propulsion, low speed, poor maneuverability, hull and shield and are capable of transporting the pilot, plus 3 people and 30 tons.

23.3.2.1) Heavy - 3 people and 40 tons, stronger armor, but slower (can carry ground transport vehicle);

23.3.2.2) Light – 3 people and 14 tons, weaker armor, only faster;

23.3.2.3) Transport probe - with the spacecraft parked in orbit, capable of delivering 1 people o tools and miscellaneous equipment (except military). Discarded after delivery.

23.3.3) “Space shuttle” type – Ships and vehicles in this class have a distributor focused with “super charge”, low speed, poor maneuverability, hull and shield and has the capacity to transport the pilot, plus 32 people and 3 tons.

23.3.3.1) Heavy - 615 people and 30 tons, stronger armor, only slower

23.3.3.2) Light – 350 people and 14 tons, weaker armor, only faster

23.3.3.3) Orbital Jump Probe - Orbital jump equipment that allows the character to travel thousands of kilometers by gliding in one jump from orbit. Discarded after landing.

23.3.4) “Scout” type – Ships in this class have a system-focused energy distributor, equipped with a navigational system and powerful sensors, good speed and maneuverability, with low hull and integrity, but with a hyperdrive, which allows small jumps to others solar systems (approx. 10 light years) and detailed surface scanner, pilot only and load capacity up to 2 tons.

23.3.4.1) Heavy – can carry light exploration vehicle

23.3.4.2) Light – can carry up to 3 people.

23.3.4.3) Exploration probe - With this vehicle, it is possible to launch a person or to a specific coordinate of a planet in another neighboring solar system. Discarded after use.

23.3.4.4) Clipping probe - capable of attaching itself to the hull of a ship and traveling with it for up to 90 light years. After that it is discarded. Can be removed at a Repair/Decontamination Station or Drone.

23.3.5) Mining Type - Vehicle equipped with a laser drill, which is launched amid a laser beam capable of liquefying solids. It serves as a means of direct access to underground areas (bases, caves...). The launch laser is active until the vehicle reaches the target depth (landing area).

23.3.5.1) Heavy – can carry up to 3 people, one of whom can be on a titan;

23.3.5.2) Light – It can carry only 1 person.

23.3.5.3) Mining Probe - Mining probe - vehicle equipped with a laser drill, capable of penetrating the crust of celestial bodies to a pre-programmed depth, delivering a person, weapon or equipment. Discarded after use.

23.3.6) "Approach" type - Ships in this class have a distributor focused on propulsion and are extremely fast and maneuverable, with low armor, integrity and no weapons, have thermo-adhesive claws capable of adhering to the hull of medium and large ships and making perforations in external points opening the way for the access of its crew to the logistic lines of the ship or directly to the internal compartments when gripped under points where the hull is thinner, as described in (21.2 EXTERNAL - access points, antennas, heat exchangers, air locks, weapon points, landing gear, windows, cargo doors (these are structural points most vulnerable to character actions).

23.3.6.1) Heavy – can carry up to 3 people, one of whom can be on a titan;

23.3.6.2) Light – It can carry only 1 person.

23.3.6.3) Probe - Throws a crew member into a pod that pierces the hull, similar to what happens on the meteorite probe

24) CONDITIONS FOR SHIP APPROACH

24.1) This type of approach requires that the shields of the attacked ship are down. Only large and medium ships can be boarded.

24.2) The “pilot” crew member must remain following the maneuvers of the attacked craft so that the G-force to which the boarding craft is subjected does not exceed the limit of the grip, until the opening work on the hull is completed (a procedure similar to that occurs in the interdiction); Here, the following scenarios can occur:

24.2.1) Pilot manages to accompany the ship keeping the G-force at acceptable levels - The ship will complete the hull drilling, the pilot will abandon piloting and the ship will close the crack with a resin, taking off and starting the way back to the ship mother;

24.2.2) Pilot has difficulties in following the maneuvers of the attacked ship – The ship will depressurize internally and the pilot will depend on the life support time of the suit to wait for the opening of the crack in the hull to finish. When entering the attacked Ship or the logistic line, the environment will be without oxygen; and

24.2.3) Pilot cannot follow the maneuvers – ships take off by breaking the claw and explode.

24.3) THARGOIDS APPROACH TO HUMAN SHIP

24.3.1) The best analogy of approaching a Thargoid ship to a human ship can be seen in the video below:


24.3.2) The Thargoid ship would latch onto the boarded craft (medium or large size) and would drop a contingent of crew to attack or use "alien" movie-style bioweapons.

24.3.3) The attack would be ended by the extermination of the enemy invasion crew, when the Thargoid ship would release the ship's hull and retreat... Or, the crew will be killed and the ship becomes abandoned junk (may or may not be torn apart).

View attachment 292508

Orbital Drop Pod test ... Frontier will make much better!


 
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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.

View attachment 289478
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.

View attachment 289479
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.

View attachment 289481

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)
View attachment 290469
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.

View attachment 290471View attachment 290472

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.

19.7) HOSTILE ENVIRONMENT SURVIVAL MODULES - which must be present in any construction installed in an environment that does not support life naturally (hostile planet or space). The construction with which you need this type of module will be closed. In non-hostile environments, the system can be simplified.

19.7.1) LIFE SUPPORT SYSTEM - responsible for maintaining the environmental gas mixture, protection against radiation and adequate temperature (problems in these systems cause temperature variations - freezing or heating - and lack of oxygen);

Subsystem list:

  • Atmospheric monitoring and renewal systems
  • Duct system for pressurization and atmospheric distribution (delivery and collection)
  • Viral and bacteriological control and monitoring system.
  • Temperature monitoring and management system
  • Heat conductor system for thermal energy distribution and management
  • Radiation protection system (underground bases do not need this system, except for those installed on radioactive planets)
  • Emergency systems (UPS and batteries/motors that generate energy from fuel)... This module is especific for life support system!
  • Water purification system
  • Pump and duct system for pressurization and water distribution
  • Pump system for sewage collection and monitoring
  • Sewage treatment system
Luke lixo.jpg


ENVIRONMENTAL CONTROL AREA – There will be specialized AI in enviromental control… A Computer capable of optimizing energy use and the environmental conditions necessary for the survival of unclothed humans.

Critical Accidents/ Decreased Habitual Processing Quality – Here are several problem options:

- Atmospheric Renewal and Monitoring Systems – Problems in these systems create problem areas in gas mixing, excess CO2 or other gases that make the air intoxicating , corrosive, toxic, deadly...
-Duct system for pressurization and atmospheric distribution (delivery and collection) - problems in these systems can create areas of vacuum or intense pressure, cause explosions due to excess force applied to the structure.
-Viral and bacteriological control and monitoring system – creates areas of high biological risk in the structure.
-Temperature monitoring and management system/ Heat conductor system for thermal energy distribution and management – problems with this system can cause extreme temperature variations between compartments… Areas that become overheated and areas that are in freezing temperatures.
-Radiation Protection System - Problems in this system create areas in which the character is exposed to radiation.
-Emergency systems (UPS and batteries/motors that generate energy from fuel) - problems in these systems cause environmental failures and can leave terminals and equipment completely inoperative for many time.
-Water purification system – dirty water prevents the manufacture of food and the hydration of the inhabitants of the structure… Problems in this system harm “self-cultivators” and “self-creators” and can kill developing life forms (plants and animals). All subsequent sewer systems have reduced flow and operating efficiency… Problems can occur with water pumps in the water distribution system.
-Pumps and pipelines system for pressurization and water distribution / Pump system for sewage collection and monitoring / Sewage treatment system - can create leaks, clogs, dirtying or flooding certain areas; paralyze bombs by creating areas of empty pipes; problems in this system harm “self-cultivators” and “self-creators” and can kill developing life forms (plants and animals).

Transport – cutting supply lines can decrease system capacity. Release lifeforms into the structure's environment.

Equipment failure – software or hardware problems can cause critical crash or decrease in environmental quality (temperature, toxic, atmosphere...). Or even, spend much energy to keep things working.

“Human” error – inputting wrong commands into the manual control panel can cause critical accident, biological deterioration or equipment failure.
 

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19.8) Specialized Facilities

19.8.1) Biological Laboratory (Based on the structure of a laboratory with security level 4 - Manual in Portuguese link here) - Specialized facility for design, breeding, development and genetic improvement. Ultimately, bacteria, plants and animals are chemical factories that can help the character by providing materials, which otherwise would not be found in the environment... , which helped clear the volcanic atmosphere of the land and ocean millions of years ago). They can mine/manufacture substances (fruits, bark, roots, leaves, skins, leather, meat...), clean environments, create ecosystems that keep certain resources plentiful, change microclimates...

19.8.1.1) List of Subsystems (is not an exhaustive list)

19.8.1.1.1) Build automation systems including connections to remote monitoring stations and control
19.8.1.1.2) Electronic surveillance and detection systems
19.8.1.1.3. Security locks and electronic proximity readers
19.8.1.1.4. Heating, ventilation (adduction and exhaust) and air conditioning systems
19.8.1.1.5. High efficiency particulate air (HEPA) filtration systems
19.8.1.1.6. HEPA Decontamination Systems
19.8.1.1.7. Control HVAC systems, exhaust and synchronisms
19.8.1.1.8. Inertial, gravitational stabilizers, hermetic isolating dampers
19.8.1.1.9. Laboratory cooling systems
19.8.1.1.10. Boilers and steam systems
19.8.1.1.11. Fire detection, alarm and extinguishing systems
19.8.1.1.12. Devices to prevent the backflow of domestic water
19.8.1.1.13. Water treatment systems (reversal osmosis, distilled water)
19.8.1.1.14. Liquid effluent treatment and neutralization systems
19.8.1.1.15. Elementary sewage drainage systems
19.8.1.1.16. Chemical decontamination systems
19.8.1.1.17. Gas systems for medical laboratories
19.8.1.1.18. Air breathing systems
19.8.1.1.19. Air systems for services and instruments
19.8.1.1.20. Cascade pressure differential verification in laboratories and support areas
19.8.1.1.21. Local area network (LAN) and computer data systems
19.8.1.1.22. Normal power systems (electricity grid)
19.8.1.1.23. Emergency electrical systems
19.8.1.1.24. Uninterruptible electrical systems
19.8.1.1.25. Emergency light systems
19.8.1.1.26. Seals for electrical fastenings
19.8.1.1.27. Seals for electrical and mechanical perforations
19.8.1.1.28. Communication systems
19.8.1.1.29. Vacuum passage port control synchronizers
19.8.1.1.30. Hermetic door seals
19.8.1.1.31. Window and observation panel seals
19.8.1.1.32. Coating puncture protection
19.8.1.1.33. Verification of the integrity of structures (floors, walls and ceilings)
19.8.1.1.34. Checking the protective coating (floors, walls and ceilings)
19.8.1.1.35. Biosafety Level 4 containment encompasses pressurization and isolation
19.8.1.1.36. Biological safety chambers
19.8.1.1.37. Autoclaves
19.8.1.1.38. Liquid cryogen system and alarms
19.8.1.1.39. Water detection systems (in case of flooding within the lockdown)
19.8.1.1.40. Decontamination shower systems and chemical additives
19.8.1.1.41. Cage/cages washing and neutralization systems
19.8.1.1.42. Waste treatment.
19.8.1.1.43. Therma chamber/cage - place where plants and animals can be kept in extreme temperatures (absolute zero to extreme heat)
19.8.1.1.44) Cryogenic liquid reservoirs
19.8.1.1.45) Food manufacturing system in “Self-cultivators” equipment
  • seed generation;
  • soil fertilization from sewage treatment;
  • cultivation; and
  • availability for logistical distribution.

19.8.1.1.46) Self-creation system of beings in “Self-Creator” equipment.
  • Embryo growth environment;
  • Fertilization of the embryo
  • Nutrition from nutrients extracted from sewage treatment;
  • Birth; and
  • Availability for storage in cages, boxes, cryostasis systems... Or logistical distribution
19.8.1.1.47) MEDBAY - place where the character/creature or plant lies down to heal wounds and perform medical procedures.

BIOLOGICAL CONTROL AREA – In dedicated facilities, there will be specialized AI in genetic manipulation… computer capable of creating codes from various substances, developing cells, systems, bacteria, viruses… and any living beings, according to the desired function, limited by the energy and chemicals from the environment. Computer simulations are performed and the organism can be manufactured in two ways:

1) 3D printed and activated by a breath of "nanites" that force the organism into stable functioning;
2) development can be done in an incubator, when you want to observe the development in detail.

This idea of nanites is inspired on film "Trancendence".

-Critical Accidents/ Decreased Habitual Processing Quality - Problems range from the creation of useless organisms, of lesser performance for the functions that are desired, to the undesirable creation of biological weapons.
-Transport – cutting supply lines can decrease system capacity. Release lifeforms into the structure's environment.
-Equipment failure – software or hardware problems can cause critical crash or decrease in environmental quality (temperature, toxic, atmosphere...). Biological accidents.
-“Human” error – inputting wrong commands into the manual control panel can cause critical accident, biological deterioration or equipment failure.
Veloceraptor.jpg

There are things developed in other games from Frontier that can be used here... (Jurrasic World Evolution). Or... Even...

Alien.jpg


Uses for Biological Laboratory in game (all kinds of organic editions and procedures). For example:
  • Design and development of new living beings (plants, bacteria, viruses, animals, parasites, fungi...);
  • Design and development of new ecosystems (including to assist the terraforming of planets);
  • Design and development of drugs, medicine...
  • Design, development, containment and study of biological weapons;
  • Appearance changes related to body, sex, color, rejuvenation and aging...
  • reprogramming and installation of genetic improvements;
  • installation of additional or improved organs;
  • to surgeries;
  • radiotherapy;
  • chemotherapy;
  • hormone therapy;
  • immunotherapy;
  • target therapy;
  • the transplant;
  • removal of parasites, bacteria, viruses, desease, cancer, radiation effects, unwanted mutations...;
  • replacement of members, organs...;
  • to clone cells, organisms, organs, limbs, beings... everything!
  • purchase of bodies, which are extra lives for the captain, crew or chosen body(They will be stored on the ship, in cryogenic cells (they consume space and energy. The character's consciousness is loaded into the body stored in the cryogenic cell and released for instant use);
  • Placement in temporal stasis - the victim does not age and time does not pass inside the bubble created by the equipment. Used to stop the spread of diseases and organisms that can kill quickly; e
  • Examinations of a dead body to verify the cause and how death occurred, reports, photos, investigation documents... Autopsy, necropsy... the examination of corpses, which allows to identify the exact causes of death. This function is important for solving crimes or for finding out what led that person to a natural death.
  • Funeral and crematorium; e
  • Resuscitation of the dead (procedure must be started up to 3 days after the death of the being). After 3 days, it will be necessary to use more complex equipment, very difficult to find, which involves creating a time stasis bubble and making time rewind inside it. The problem with the equipment is that, as time is rewinding locally, the bubble needs to be created at the place of death. The time bubble is interrupted as soon as the individual regains consciousness, and does not realize that he was dead, due to the alteration of the timeline.
    • Due to the need to be used locally, the equipment needs to be transported to the place of death - installed in ships and vehicles.
Of course, many of the functions expressed here only make sense if the character demonstrates the physical effect of the damage done. See Suggestion "2.1".

Critical Accidents/ Decreased Habitual Processing Quality - Produce diseases,paralysis, blindness, deaf, plagues, weapons, anomalies, injuries, deformations, amputations, lead to madness, psychosis, trauma and even irreversible death...

Transport – cutting supply lines can decrease system capacity. Loss of efficiency in procedures - things take longer / patients show pain during and after treatment / short-lived cloned beings / failures in resuscitation procedures/ relese biological weapons...

Equipment failure – software or hardware problems can cause critical crash or decrease in procedimental quality (Lots of pain during procedures). Or even, spend much energy and supplies to keep things working.

“Human” error – inputting wrong commands into the manual control panel can cause critical accident, biological deterioration or equipment failure.
 
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Se implementassero un decimo di ciò che è stato suggerito, il gioco sarebbe Star Citizen e non sarebbe mai stato rilasciato nella nostra vita mentre trascorrono i prossimi 40 anni cercando di codificarlo.
hey.. with your answer, you read my mind ;)(y)
 
26) IMPROVEMENTS IN SPACE TECHNOLOGIES OF SHIPS ARE PROPOSED TO ADDITION TO WHAT ALREADY EXISTS IN THE GAME

Today, basically, weapons and devices consider 2 types of variation (damage, distance). Likewise, mining is done visually and exploration of planets depends on the spacecraft approaching the planet's orbit. Things that do not match the space technologies developed. IT IS OBVIOUSLY THAT THE PLAYERS WILL SPECIALIZE THE SHIPS, BUT IT IS ESSENTIAL THAT THE BALANCING OF THE ENERGY CONSUMPTION OF EACH DEVICE BY THEIR IMPACT ON THE ACTIVITY, IN ORDER TO AVOID “DOPPED” SHIPS, INDESTRUCTIBLE… I´ll suggest some ship weapons that cause damage to crew...

As said before, you can increase the dynamics of space combat by adding modules that affect other aspects such as mobility. Below, I will suggest some technologies:

26.1) CREATING A SLOT FOR MODIFYING THE NAVE'S COMPUTER, WE HAVE:

Default Computer – Refers to the computer currently available on all ships, with a variable hit rate decreasing with distance.

26.1.2) TYPES

26.1.2.1) Combat computer – Associated with the type of sensors, it improves the efficiency of hits at long distances, anticipates the target's trajectory with greater efficiency. Does not change weapon range.

26.1.2.2) Mining computer – allows the character to select the type of mining to be carried out and accurately signals the best meteor to be explored with that type of mining, within the search radius of the sensors.

26.1.2.3) Exploration computer - is capable of exploring planets within a radius, defined in light seconds, without the need to leave the warp, eliminating the need to approach the planet for the launch of probes (the current equipment remains, if spacecraft with other types of computers wish to do exploration). It indicates the existence of bases, ores, biological activity, caves, atmosphere, weather, seismic activity, safe landing areas, alien activity…

26.1.3) SPECIALIZATION ENGINEERING (Computers)

26.1.3.1) Target Blocking – Interferes with the enemy computer's aiming lock, depending on the proximity (the closer, the greater the interference).

26.1.3.2) Lock Override Technology – Overrides target lock within a certain ship/building radius. It also disrupts missile target systems, drones...

26.1.3.3) Target Interference Immunity – No enemy COMPUTER technology may interfere with the ship's targeting systems.

26.1.3.4) Precision scanner – scans the target's basic structure, looking for parts uncovered by the shield, more vulnerable to structural damage, and works together with the ship's computer to increase hit efficiency. (IN THESIS, WITH THE WEAKNESS OF THE SHIELD, PARTS OF THE STRUCTURE – VESSEL OR CONSTRUCTION – WILL BE DISCOVERED AND MORE SENSITIVE TO ATTACK).

26.1.3.5) Structural Analyzer - scans the target's structure looking for vulnerable structural points, where breaches can be opened in the hull that affect the internal environment of the ship/building. It is also used for ship approach/building invasion, directing approach drones.

26.1.3.6) Advanced Damage Control Unit – an improvement on “logistic lines” technology, this equipment adds regeneration rate to the hull as long as “drone bleeding” does not occur. Another point is that this unit is installed inside the ship's cargo compartment and the hull repair rate varies depending on the structural integrity of that area

26.2) FORCE FIELD TECHNOLOGIES

26.2.1) Repulsor Beam – is a continuous beam fired from the shield systems that prevents the locked enemy from reaching a certain distance from the ship/structure. Repel strength and distance are functions of the size of the repulsor shield system, the energy available at the dispenser, the shield situation, and the size of the repelled ship.

26.2.1.2) Tractor Ray – field that attracts objects from space to the vicinity of the ship, preventing them from moving away. This field brings objects closer to be picked up by drones.

26.2.2) Thunder Shield – is a technology capable of destroying fighters, drones, missiles and torpedoes before they reach the main shield, emitting with an effect similar to lightning that surround the ship. The distance of the ray field is a function of the size of the shield system, the energy available at the distributor, the shield situation and the size of the ship and objects that come within the Thunder Shield's range.

26.2.3) Stasis Field – is a force field technology that reduces enemy mobility and maneuverability within a radius of the ship by projecting fields onto the target. The reduction in maneuverability and mobility is a function of the size of the shield system, the energy available at the distributor, the situation of the shield, and the distance from the enemy. The interference of the “Stasis Field” prevents entry into a warp within the radius of action.

26.2.4) Cloaking Device – A ship that has this device installed and has a TEMPERATURE BELOW 20% is capable of modulating its force field to become virtually invisible, both to sensors and visually. The ship becomes visible to enemy sensors for 5 seconds when it fires at the target, is impacted by an object, under the action of shock waves or if the distributor pips reach zero. It's useless if the ship's temperature is above 20%.

26.2.5) Multi-Phased Shields – a type of shields immune to the effects of phased weapons, that is, they cannot deal direct damage to the hull with a standing shield.

26.2.6) Energy Absorber – converts part of the damage dealt by the attack to shields into additional pips at the distributor

26.2.7) Reflection Field – produces a beam of energy to return part of the damage received to the attacker. This beam works like lasers…

26.2.8) Rigid Shields - are able to stand upright, even in highly particulate environments such as Nebulae and Gas Giants.

26.3) WEAPONS TECHNOLOGY

26.3.1) ORBITAL BOMBING OR SABOTAGE OF FACILITIES

26.3.1.1) Deadly spores (biological weapon) – weapon that spreads with the air/wind/tidal or water of the installation, destroying and multiplying from organic structures. Anyone who is within the zone of effect, without specific protection, or in the direction followed by the currents will suffer damage due to contamination.

26.3.1.1.1) Deadly nanomachines (technological weapon) – clouds of nanomachines, in the form of “fly-insects”, that consume any organic, synthetic being and existing infrastructure to multiply, inspired by the movie “The day the Earth stopped" starring "Keanu Reaves". They are able to completely disappear with the signs of an intelligent civilization on a planet. As in the movie, they can unite to camouflage themselves as machines, equipment, other life forms, communicate, defend themselves or perform tasks.

26.3.1.2) Doom Virus – virus intended to kill or turn the installation's organic population into a “zombie”. The individual who becomes a zombie is incessantly hungry and, by attacking others for food, kills or converts them into a “zombie”. Those who touch or breathe organic bodies, without protection, become contaminated. It also contaminates the facility's water.

26.3.1.2) Biological toxin antidote – nanite weapon that nullifies the effect of Deadly Spores and cures 50% of individuals under the effect of the Doom Virus - “zombie”. It can be administered locally, firing a “tranquilizer” kinetic weapon, or via bombing with an explosion in the atmosphere, considering the wind.

26.3.1.2.1) Antidote to deadly nanomachines – they are vulnerable to magnetic fields. Electromagnetic pulse weapon blast can exterminate large amount of this plague.

26.3.1.3) Universal Antidote - Weapons capable of curing 100% of individuals who are infected by the "Doom Virus" and making individuals immune to deadly spores.

26.3.1.4) Bioterminator – spreads extremely aggressive and intelligent parasitic organisms on the structure, similar to those from the “Alien movie”. When inside individuals, they modify their behavior (despair, pain, aggressiveness) and require a surgical procedure for extraction. When mature, they kill the host and require elimination with specialized weaponry (unspecialized weapons take longer to destroy them).

26.3.1.4.1) Terminator – Cyborgs programmed to exterminate humans or living organisms, as well as control other machines and synthetic beings.

26.3.1.5) Drone bomb - 4 km before reaching the surface, releases an immense amount of drones that are controlled by the ship's AI. They can be bomb, armed, surveillance, search, exploration drones…

26.3.2) Weapons of mass destruction – have size, weight and variable action depending on the distance of the explosion radius. They are normally used on planets, but can be used in space, to disable equipment/facilities or massive destruction of bases and ships.

26.3.2.1) MAGNETIC PULSE BOMB (EPM) – Destroys any synthetic device and completely disables structures, ships and computers within the blast radius. Organics are not affected by the attack. Cyber beings (organic+synthetic) will have their synthetic functions disabled.


*** IMAGINE AN ARTIFACT LIKE THIS EXPLODING IN THE SKY... ALL FACILITIES' LIGHTS TURNING OFF, COSTUME SHIELDS FALLING DOWN AND USEFUL WEAPONS. CYBERNETIC BEINGS FALLING TO THE GROUND OFF...

THE COSTUMES IN LIFE SUPPORT COUNTDOWN. ALLIES AND ENEMIES DISPUTING A SHIP TERMINAL TO RESET THE SUIT'S LIFESUPPORT...AND ALL OF THIS, WITH HAND-TO-HAND COMBAT, BECAUSE WEAPONS HAVE BEEN TURNED OUT OF USE

26.3.2.3) HYDROGEN BOMB or “H” Bomb – Destroys organic beings and keeps structures intact.

26.3.2.2) NUCLEAR BOMB (50 Megatons) – Damage radius: 35 km of total destruction on the surface (mountains disappear and the terrain becomes flat), 100 km of 3rd degree thermal damage; generates a detectable seismic wave (earthquake of 5 points on the Hichter scale) in every planet; the shock wave causes kinetic damage and light shock up to 900 km, considering the density of the Earth's atmosphere. The mushroom has formed about 70 km high and 95 km long.


26.3.2.4) FUSION PUMP (150 Megatons)

26.3.2.4) ANTIMATTER BOMB (450 Megatons)

26.3.2.5) OMEGA BOMB (1350 megatons) – can completely destroy the surface of a planet, leaving it almost completely flat. Even the deepest and most reinforced structures do not survive this device.

26.3.2.6) NEUTRONIUM BOMB – for converting a planet into an asteroid field.


26.4) Weapons and Space Use Elements

26.4.1) Ion Turret – Causes damage mainly to shields and reduces the efficiency of target systems, but also reinforces the signature of the hit ship, facilitating its detection, even preventing the operation of camouflage devices, displacement device.

26.4.2) Graviton Beam – Beam that causes destabilization of the ship/structure's gravitational emulation system and the change of trajectory. Unlike the phased, already existing in the game, which crosses shields and causes direct damage to the ship's hull. It also breaks through shields and inflicts structural damage, causing an earthquake-like effect on the occupants of the attacked ship and also alters its trajectory, offering a reasonable chance of being able to fire on a ship without its being able to fire back. It gets in the way of internal combat and can even injure the ship's occupants due to its effect. Inertial stabilizers and inertial nullifiers reduce the structural damage suffered by this type of weapon, in compensation for the effort, it also reduces the mobility and maneuverability of the ship.

26.4.3) Tachyon Cannon – causes energy damage to shields and hull, but makes the ship's occupants sick, headache, blurred vision… It can disable them for combat and even for piloting.

26.5.4) Microwave Turret – weapon to destroy swarms of drones. It can also destroy equipment, electrical networks, cause discomfort to people… Very short-range system, used to defend installations.

26.5.5) MISSILES MUST BE CAPABLE OF CARRYING BOMB WARMS… ADD Anti-matter Torpedo/Proton Torpedo… These weapons will be used to take down planetary shields.

26.6) PROPULSION TECHNOLOGIES

26.6.1) Inertial Stabilizers – Technology that increases the maneuverability of the ship by up to 50%. Occupants suffer light damage from collisions with other ships and celestial bodies.

26.6.2) Inertial nullification system - Technology that doubles the maneuverability of the spacecraft and prevents damage and death of the occupant by collision with other spacecraft and celestial bodies.

26.6.3) Subspace Energy Pulse – Disables all stabilization/inertial override/displacement device technology for 1 minute, deals light damage to the propulsion systems of all ships within the pulse radius and can destroy, fighters, drones, torpedoes and missiles. Ships equipped with stabilization/inertial override/displacement device systems suffer greater damage.

26.6.4) Intergalactic Star Gates – propulsion system for Fleet Carriers and larger ships. The ship creates a portal.

26.6.5) High Energy Focus – Propulsion system pips can be used to increase the range and efficiency of target systems and weapons.

26.6.6) Subspace Teleporter – Ship with this system can teleport to a distance of 1 km behind the target.

26.6.7) Sub Space Interdictor – Nullifies the teleport technology 26.4.6. Ships with "Subspace Teleporter" that try to teleport close to ships with this technology, ended up at the limit of the interdictor's radius of effect. It also prevents the loading of ships' FSDs within a radius smaller than the "Warp Sink".

26.6.8) Displacement Device – on ships with temperature up to 23%, creates a “space projection of the ship delayed in time, manipulating warp mechanisms”, that is, enemies see the ship where it was and not where it actually is , reducing the hit of enemy weapon systems by up to 70%. If the ship achieves heat signature, the enemy ship's computer will likely be able to compensate for system usage and pinpoint the ship's precise location. This technology makes the use of deflector shields unfeasible

26.6.9) Warp space sink – disables displacement device and the FSD system of ships that are “loading” within the technology's range of action.

I´M A PS4 PLAYER.... PLEEEEEEEAAAAAASSSSSSEEEE!
 
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26) IMPROVEMENTS IN SPACE TECHNOLOGIES OF SHIPS ARE PROPOSED TO ADDITION TO WHAT ALREADY EXISTS IN THE GAME

Today, basically, weapons and devices consider 2 types of variation (damage, distance). Likewise, mining is done visually and exploration of planets depends on the spacecraft approaching the planet's orbit. Things that do not match the space technologies developed. IT IS OBVIOUSLY THAT THE PLAYERS WILL SPECIALIZE THE SHIPS, BUT IT IS ESSENTIAL THAT THE BALANCING OF THE ENERGY CONSUMPTION OF EACH DEVICE BY THEIR IMPACT ON THE ACTIVITY, IN ORDER TO AVOID “DOPPED” SHIPS, INDESTRUCTIBLE… I´ll suggest some ship weapons that cause damage to crew...

As said before, you can increase the dynamics of space combat by adding modules that affect other aspects such as mobility. Below, I will suggest some technologies:

26.1) CREATING A SLOT FOR MODIFYING THE NAVE'S COMPUTER, WE HAVE:

Default Computer – Refers to the computer currently available on all ships, with a variable hit rate decreasing with distance.

26.1.2) TYPES

26.1.2.1) Combat computer – Associated with the type of sensors, it improves the efficiency of hits at long distances, anticipates the target's trajectory with greater efficiency. Does not change weapon range.

26.1.2.2) Mining computer – allows the character to select the type of mining to be carried out and accurately signals the best meteor to be explored with that type of mining, within the search radius of the sensors.

26.1.2.3) Exploration computer - is capable of exploring planets within a radius, defined in light seconds, without the need to leave the warp, eliminating the need to approach the planet for the launch of probes (the current equipment remains, if spacecraft with other types of computers wish to do exploration). It indicates the existence of bases, ores, biological activity, caves, atmosphere, weather, seismic activity, safe landing areas, alien activity…

26.1.3) SPECIALIZATION ENGINEERING (Computers)

26.1.3.1) Target Blocking – Interferes with the enemy computer's aiming lock, depending on the proximity (the closer, the greater the interference).

26.1.3.2) Lock Override Technology – Overrides target lock within a certain ship/building radius. It also disrupts missile target systems, drones...

26.1.3.3) Target Interference Immunity – No enemy COMPUTER technology may interfere with the ship's targeting systems.

26.1.3.4) Precision scanner – scans the target's basic structure, looking for parts uncovered by the shield, more vulnerable to structural damage, and works together with the ship's computer to increase hit efficiency. (IN THESIS, WITH THE WEAKNESS OF THE SHIELD, PARTS OF THE STRUCTURE – VESSEL OR CONSTRUCTION – WILL BE DISCOVERED AND MORE SENSITIVE TO ATTACK).

26.1.3.5) Structural Analyzer - scans the target's structure looking for vulnerable structural points, where breaches can be opened in the hull that affect the internal environment of the ship/building. It is also used for ship approach/building invasion, directing approach drones.

26.1.3.6) Advanced Damage Control Unit – an improvement on “logistic lines” technology, this equipment adds regeneration rate to the hull as long as “drone bleeding” does not occur. Another point is that this unit is installed inside the ship's cargo compartment and the hull repair rate varies depending on the structural integrity of that area

26.2) FORCE FIELD TECHNOLOGIES

26.2.1) Repulsor Beam – is a continuous beam fired from the shield systems that prevents the locked enemy from reaching a certain distance from the ship/structure. Repel strength and distance are functions of the size of the repulsor shield system, the energy available at the dispenser, the shield situation, and the size of the repelled ship.

26.2.1.2) Tractor Ray – field that attracts objects from space to the vicinity of the ship, preventing them from moving away. This field brings objects closer to be picked up by drones.

26.2.2) Thunder Shield – is a technology capable of destroying fighters, drones, missiles and torpedoes before they reach the main shield, emitting with an effect similar to lightning that surround the ship. The distance of the ray field is a function of the size of the shield system, the energy available at the distributor, the shield situation and the size of the ship and objects that come within the Thunder Shield's range.

26.2.3) Stasis Field – is a force field technology that reduces enemy mobility and maneuverability within a radius of the ship by projecting fields onto the target. The reduction in maneuverability and mobility is a function of the size of the shield system, the energy available at the distributor, the situation of the shield, and the distance from the enemy. The interference of the “Stasis Field” prevents entry into a warp within the radius of action.

26.2.4) Cloaking Device – A ship that has this device installed and has a TEMPERATURE BELOW 20% is capable of modulating its force field to become virtually invisible, both to sensors and visually. The ship becomes visible to enemy sensors for 5 seconds when it fires at the target, is impacted by an object, under the action of shock waves or if the distributor pips reach zero. It's useless if the ship's temperature is above 20%.

26.2.5) Multi-Phased Shields – a type of shields immune to the effects of phased weapons, that is, they cannot deal direct damage to the hull with a standing shield.

26.2.6) Energy Absorber – converts part of the damage dealt by the attack to shields into additional pips at the distributor

26.2.7) Reflection Field – produces a beam of energy to return part of the damage received to the attacker. This beam works like lasers…

26.3) WEAPONS TECHNOLOGY

26.3.1) ORBITAL BOMBING OR SABOTAGE OF FACILITIES

26.3.1.1) Deadly spores (biological weapon) – weapon that spreads with the air/wind/tidal or water of the installation, destroying and multiplying from organic structures. Anyone who is within the zone of effect, without specific protection, or in the direction followed by the currents will suffer damage due to contamination.

26.3.1.1.1) Deadly nanomachines (technological weapon) – clouds of nanomachines, in the form of “fly-insects”, that consume any organic, synthetic being and existing infrastructure to multiply, inspired by the movie “The day the Earth stopped" starring "Keanu Reaves". They are able to completely disappear with the signs of an intelligent civilization on a planet. As in the movie, they can unite to camouflage themselves as machines, equipment, other life forms, communicate, defend themselves or perform tasks.

26.3.1.2) Doom Virus – virus intended to kill or turn the installation's organic population into a “zombie”. The individual who becomes a zombie is incessantly hungry and, by attacking others for food, kills or converts them into a “zombie”. Those who touch or breathe organic bodies, without protection, become contaminated. It also contaminates the facility's water.

26.3.1.2) Biological toxin antidote – nanite weapon that nullifies the effect of Deadly Spores and cures 50% of individuals under the effect of the Doom Virus - “zombie”. It can be administered locally, firing a “tranquilizer” kinetic weapon, or via bombing with an explosion in the atmosphere, considering the wind.

26.3.1.2.1) Antidote to deadly nanomachines – they are vulnerable to magnetic fields. Electromagnetic pulse weapon blast can exterminate large amount of this plague.

26.3.1.3) Universal Antidote - Weapons capable of curing 100% of individuals who are infected by the "Doom Virus" and making individuals immune to deadly spores.

26.3.1.4) Bioterminator – spreads extremely aggressive and intelligent parasitic organisms on the structure, similar to those from the “Alien movie”. When inside individuals, they modify their behavior (despair, pain, aggressiveness) and require a surgical procedure for extraction. When mature, they kill the host and require elimination with specialized weaponry (unspecialized weapons take longer to destroy them).

26.3.1.4.1) Terminator – Cyborgs programmed to exterminate humans or living organisms, as well as control other machines and synthetic beings.

26.3.1.5) Drone bomb - 4 km before reaching the surface, releases an immense amount of drones that are controlled by the ship's AI. They can be bomb, armed, surveillance, search, exploration drones…

26.3.2) Weapons of mass destruction – have size, weight and variable action depending on the distance of the explosion radius. They are normally used on planets, but can be used in space, to disable equipment/facilities or massive destruction of bases and ships.

26.3.2.1) MAGNETIC PULSE BOMB (EPM) – Destroys any synthetic device and completely disables structures, ships and computers within the blast radius. Organics are not affected by the attack. Cyber beings (organic+synthetic) will have their synthetic functions disabled.


26.3.2.3) HYDROGEN BOMB or “H” Bomb – Destroys organic beings and keeps structures intact.

26.3.2.2) NUCLEAR BOMB (50 Megatons) – Damage radius: 35 km of total destruction on the surface (mountains disappear and the terrain becomes flat), 100 km of 3rd degree thermal damage; generates a detectable seismic wave (earthquake of 5 points on the Hichter scale) in every planet; the shock wave causes kinetic damage and light shock up to 900 km, considering the density of the Earth's atmosphere. The mushroom has formed about 70 km high and 95 km long.


26.3.2.4) FUSION PUMP (150 Megatons)

26.3.2.4) ANTIMATTER BOMB (450 Megatons)

26.3.2.5) OMEGA BOMB (1350 megatons) – can completely destroy the surface of a planet, leaving it almost completely flat. Even the deepest and most reinforced structures do not survive this device.

26.3.2.6) NEUTRONIUM BOMB – for converting a planet into an asteroid field.


26.4) Weapons and Space Use Elements

26.4.1) Ion Turret – Causes damage mainly to shields and reduces the efficiency of target systems, but also reinforces the signature of the hit ship, facilitating its detection, even preventing the operation of camouflage devices, displacement device.

26.4.2) Graviton Beam – Beam that causes destabilization of the ship/structure's gravitational emulation system and the change of trajectory. Unlike the phased, already existing in the game, which crosses shields and causes direct damage to the ship's hull. It also breaks through shields and inflicts structural damage, causing an earthquake-like effect on the occupants of the attacked ship and also alters its trajectory, offering a reasonable chance of being able to fire on a ship without its being able to fire back. It gets in the way of internal combat and can even injure the ship's occupants due to its effect. Inertial stabilizers and inertial nullifiers reduce the structural damage suffered by this type of weapon, in compensation for the effort, it also reduces the mobility and maneuverability of the ship.

26.4.3) Tachyon Cannon – causes energy damage to shields and hull, but makes the ship's occupants sick, headache, blurred vision… It can disable them for combat and even for piloting.

26.5.4) Microwave Turret – weapon to destroy swarms of drones. It can also destroy equipment, electrical networks, cause discomfort to people… Very short-range system, used to defend installations.

26.5.5) MISSILES MUST BE CAPABLE OF CARRYING BOMB WARMS… ADD Anti-matter Torpedo/Proton Torpedo… These weapons will be used to take down planetary shields.

26.6) PROPULSION TECHNOLOGIES

26.6.1) Inertial Stabilizers – Technology that increases the maneuverability of the ship by up to 50%. Occupants suffer light damage from collisions with other ships and celestial bodies.

26.6.2) Inertial nullification system - Technology that doubles the maneuverability of the spacecraft and prevents damage and death of the occupant by collision with other spacecraft and celestial bodies.

26.6.3) Subspace Energy Pulse – Disables all stabilization/inertial override/displacement device technology for 1 minute, deals light damage to the propulsion systems of all ships within the pulse radius and can destroy, fighters, drones, torpedoes and missiles. Ships equipped with stabilization/inertial override/displacement device systems suffer greater damage.

26.6.4) Intergalactic Star Gates – propulsion system for Fleet Carriers and larger ships. The ship creates a portal.

26.6.5) High Energy Focus – Propulsion system pips can be used to increase the range and efficiency of target systems and weapons.

26.6.6) Subspace Teleporter – Ship with this system can teleport to a distance of 1 km behind the target.

26.6.7) Sub Space Interdictor – Nullifies the teleport technology 26.4.6. Ships with "Subspace Teleporter" that try to teleport close to ships with this technology, ended up at the limit of the interdictor's radius of effect. It also prevents the loading of ships' FSDs within a radius smaller than the "Warp Sink".

26.6.8) Displacement Device – on ships with temperature up to 23%, creates a “space projection of the ship delayed in time, manipulating warp mechanisms”, that is, enemies see the ship where it was and not where it actually is , reducing the hit of enemy weapon systems by up to 70%. If the ship achieves heat signature, the enemy ship's computer will likely be able to compensate for system usage and pinpoint the ship's precise location.

26.6.9) Warp space sink – disables displacement device and the FSD system of ships that are “loading” within the technology's range of action.

I´M A PS4 PLAYER.... PLEEEEEEEAAAAAASSSSSSEEEE!

Read the communication for console.... the development is off.

https://forums.frontier.co.uk/threads/console-update.600233
 
It's the only game I currently have and I make it in my free time... Do you think I should stop suggesting it?

I'm hopeful that Frontier, at the very least, will provide a method of migrating from PS4 to PC, although I don't have a PC with Odyssey power. Maybe I'll buy a gaming PC in the future.

more than a suggestion, it seems to me to trolling
 
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