ULTRA Mini-Contest #8: May 15 to May 29 [Closed]

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ULTRA Mini-Contest #8: May 15 to May 29 [Closed]

Postby Cralis on Sun 15 May 2011 22:00

Greetings everyone, welcome to contest #8 of the ULTRA mini-contest series. This contest will run from May 15th to May 29th.

This contest is: BEST NEW DEFENSIVE TECH CONCEPT

Similar to our other contests, this one asks a question while looking into the future. What new shield, armor, or other defensive technologies might be possible? We are mostly looking for a concept, but with enough pseudo-science and rule ruminations to figure out how it might work. And this is not limited to just starships, you can include defenses for PDC, smcft, LRW, planetary populations, whatever.

We aren't looking for specific technologies as much as concepts...

Parameters:
1. Must contain some pseudo-science assumptions, a description of the concept, and some idea of what kinds of rules might be included.
2. A concept of the tree or branch is a plus, although not necessary.
3. Unique technologies to other game systems will have to be disqualified, unless they are generic and obvious. (like "deflector shield".... nope, that one is now disqualified!)
4. Each submission must be in a separate post.

Good luck!

If we need to make clarifications we will update this post.
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Re: ULTRA Mini-Contest #8: May 15 to May 29

Postby Club on Mon 16 May 2011 00:33

Directional Shields

By limiting the coverage of a shield, designers can use smaller generators for the same power. The cut-down generators create either a disk to the fore or aft, or a band around the middle of the ship.

Directional shields have same cost as normal shields, but require only as many HS as the shields of a generation higher (eg, S4+ take up 1/5 HS, and cost 12MC.) They only absorb damage if the enemy ship is in the appropriate arc, per restricted arc weapons (D2.01.04). Recorded before normal shields on the system line, with a +, >, or ~ designation as appropriate.

Once the directional shield project (EL20-something, in the shield tree) is researched, they become available immediately as each new generation of shields is researched. Only one type of directional shield may be mounted on a single ship, though they are compatible with normal shields of the same generation
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Re: ULTRA Mini-Contest #8: May 15 to May 29

Postby Club on Mon 16 May 2011 00:42

XO point defense
Each point of XO-D takes 2 XO slots. Each point may engage a single inbound, at a kill-spread equal to that of the best internal (Non-capital) PD researched. XO-D suffers from all penalties applicable to normal point defense, but may not double or triple up shots. Each point of XO-D may be used once and is then expended. May be used INSTEAD of internal D/Dc systems for any given inbound. No BASV values; useless against smcrft. May only defend the craft mounting them or escorted craft, as they are not data-linked PD.
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Re: ULTRA Mini-Contest #8: May 15 to May 29

Postby Club on Mon 16 May 2011 00:58

Anti small craft mod for D

This modification to the D system optimizes it to the anti-smallcraft role, at the expense of the ability to engage missiles. It is the same size as the standard D system, and is not compatible with the Z mod. It uses the Ds code

It has the same BASV as a Dc system of two generations lower, eg, a Dse has a BASV of 7/6/6, same as a Dca, but engages missiles as a D system of two generations lower, eg, the Dse engages missiles with 3 shots at 3, but can double or triple up, same as Da

The -s mod cannot be applied to a D system of less than e generation.

Commentary – Re-posted. Without a z mod the Ds anti-smcrft ships would have to engage smcrft separately, but even so, might be too effective. But it's a reason to go after the D tree at higher levels, which I view as a lame duck compared to high level Dc. In no way defensive, but is related to a defensive system.
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Re: ULTRA Mini-Contest #8: May 15 to May 29

Postby procyon on Tue 17 May 2011 03:54

Defense Tech Contest

Multiplex defense upgrade
This system allows the multiplex system on a ship to use multiple low powered discharges from a ship's offensive weapons to target inbound weapons or smcft, much like standard point defense.

Multiplex defense upgrade
Elec SL5
Requires D SL3 or better
(c) 5 (Md) +10MC (+1HS) -Allows use of SRW as D.

The (-d) upgrade to multiplex allows a ship to use its inherent multiplex targetting system to employ its offensive weapons in a defensive mode. A number of SRWs may be employed up to the number of the multiplex system (ie, a ship with (Md2) may use 2 of its Le in a defensive mode). The system is not compatible with the G SRW tree or any capital or heavy SRWs.
The SRWs so used may function as a D equal in generation to either one less than the weapon's generation (Fb may be used as a Da) or the highest level of D the empire possess, whichever is lower in generation. Weapons so designated may not be used in any offensive mode for the turn and may only be used to intercept inbound salvos. In all other respects they may operate as a normal D of its generation, to include use in escort formation to protect other units. The conversion adds one HS to the (M) system and 10MC to the cost. Multiple (Md) on a ship may be used to convert multiple SRWs to D, so a ship with two (Md2) can use four SRWs as D. Each SRW used as a D reduces the number of targets the (M) system can handle by one. So a ship with (Md2) which uses one Eb as a D, can only target 2 ships without penalty instead of the normal 3.
Alpha generation SRWs (ie La, Fa, Ea, Pga) are not capable of being used as D with this system.
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Re: ULTRA Mini-Contest #8: May 15 to May 29

Postby procyon on Tue 17 May 2011 03:55

Defense Tech Contest

Multiplex defense upgrade
This system allows the multiplex system on a ship to use multiple low powered discharges from a ship's offensive weapons to target inbound weapons or smcft, much like standard point defense.

Multiplex captial defense upgrade
Elec SL9
Requires (Md) and Dc SL6 or better
(c) 9 (Mdc) +40MC (+2HS) -Allows use of captial SRW as Dc.

The (-dc) upgrade to multiplex allows a ship to use its inherent multiplex targetting system to employ its offensive weapons in a defensive mode. A number of capital SRWs may be employed up to the number of the multiplex system (ie, a ship with (Mdc2) may use 2 of its Lcb in a defensive mode). The system is not compatible with the Gc SRW tree or any standard or heavy SRWs.
The SRWs so used may function as a Dc equal in generation to either one less than the weapon's generation (Fcb may be used as a Dca) or the highest level of Dc the empire possess, whichever is lower in generation. Weapons so designated may only be used to intercept inbound salvos or attack smcft. In all other respects they may operate as a normal Dc of its generation, to include use in escort formation to protect other units. The conversion adds two HS to the (M) system and 40MC to the cost. Multiple (Mdc) on a ship may be used to convert multiple SRWs to D, so a ship with two (Mdc2) can use four SRWs as D. Each SRW used as a Dc reduces the number of targets the (M) system can handle by one. So a ship with (Mdc2) which uses one Ecb as a D, can only target 2 ships without penalty instead of the normal 3.
Alpha generation captital SRWs (ie La, Fa, Ea, Pga) are not capable of being used as Dc with this system.
The (-d) and (-dc) upgrades to multiplex can NOT be placed on the same multiplex system, but multiple (M) systems on the same ship may use both the (-d) and (-dc) on the same ship (ie, a ship can not have (Md/dc2), but could have two multiplex systems with (Md1) and (Mdc1) on the same ship).

PDCs on a planet are considered to have inherent (-d) and (-dc) equivalent to the highest level of multiplex system the empire has developed, it the (-d) and (-dc) systems have been developed.

(-d) and (-dc) can be used through a datalink, but must abide by the total number of weapons limitation. So a group of three ships with Zb and with one ship equipped with (Md2) can employ two SRWs on any combination of the three ships as a D. One ship may have two SRWs as a D, or two ships may use one each. As with standard datalink, only the lead ship's multiplex systems may be used to control the groups weapons. So a group with one ship having (Md2) and another with (M3) can only use one system per turn. If the (M3 is used to control the group's fire, the (Md2) system can not be used.
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Re: ULTRA Mini-Contest #8: May 15 to May 29

Postby Cralis on Tue 24 May 2011 00:28

Based on re-entries we've decided that re-entering the same submissions from a previous contest will not earn points unless it is rated better than it was previous. Thus, if you entered a submission and got 2 points for it because we didn't use it, but now we've decided to use it, you'll gain 2 points. If you win, you'd gain 6 points.

This is unless we've specifically suggested you resubmit a submission to another contest, as we didn't score the item we suggested you move.

I hope that clears up the questions :)
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Re: ULTRA Mini-Contest #8: May 15 to May 29

Postby PracticalM on Sat 28 May 2011 16:17

Force Sphere Generator
(FSG)
SL 50
25 HS
1500 MCr

The Force Sphere Generator is based on improvements on shield generators designed to make them impenetrable. It was a success but the resulting shield is impenetrable from both inside and outside. It also has a tendency to collapse and require a reset period if excessive damage hits the ship it is installed on.

The FSG system creates an impenetrable sphere that rapidly cycles on and off. The rapid cycling of the force shield reduces all damage inflicted on the vessel by 10%. However all to hit rolls are -1 and all point defense intercepts are -1 as the FSG sphere can prevent some attacking fire by the ship.

If a ship with an active FSG is hit with more than 1000 points of damage in a single volley, there is a percentage chance equal to the total damage done in a volley (before FSG reduction but after interception by D and EDM) /100 that the system fill fail after absorbing the damage from the current volley. (e.g. If the ship takes 1500 points of damage there is a 15% of failure for the rest of this turn.)
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Re: ULTRA Mini-Contest #8: May 15 to May 29

Postby PracticalM on Sat 28 May 2011 16:26

Small Craft Defense Module

SL14 Level 1
SL19 Level 2
SL26 Level 3

This system can replace the internal weapon of any small craft that can accept internal weapons (FQ and GB currently)
Instead of being able to attack with this weapon, the DP of the small craft equipped is increased by the level of the Defense Module x10%. A Level 1 defense module increases the DP of a small craft by 10%.

The Defense Module requires ? SL level 11+
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Re: ULTRA Mini-Contest #8: May 15 to May 29

Postby Club on Sat 28 May 2011 17:51

Decoy Launch System

If a unit has the ability to launch decoy drones (Needing a at least one boat bay and a (Blx) system, decoy drones are defined as drones with the decoy AP module) it may mount DLS, which makes a launched drone indistinguishable from the launching ship. On the turn it is launched, the launching ship may even fire weapons without giving up the ruse, so long as they are still in the same hex.

Enemy fire against this ship while it is in the same hex as the decoy must declare which contact is targeted for the entire salvo (ie, entire ROF) before firing. If a hit is generated, the identity of the target is revealed (IE, randomly determined by dice roll, or hidden note revealed for the marker). The turn it is launched, the drone counts as being in the launching ship's datagroup for PD purposes, and PD use does not reveal the identity of the real ship.

The decoy drone follows standard drone rules, and follows a preset course. Of course, there is no reason for the drone to only have the AP module; other equipment is allowed. DECOY1 is distinguishable a Q detection range.

Each (DLSa) only allows a single decoy launch a turn, while higher generations allow more launches per turn. Frankly, the drones are so bloody expensive that I doubt that anyone would be able to afford using in large amounts. Branch off the AP tree.

(DLSa)
SL: ~15 or so
HS:1
MC:25
Note: One Decoy drone launch allowed/Turn


Commentary
This thing relies on having a lot of other equipment installed, but could be a real headache to counter. Encourages HH style podnaughts. Gives carriers in particular a good defensive trick for a few HS and lot of MC.

More importantly, there are absolutely no rules I can see for what happens to a decoy drone engaged at beyond 9 Th range. Or even within 9 Th, though that's easier for players to improvise a rule for. SDS might want to address this gap in the rules.
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