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Approved Tech Saotome Regulator

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Sala'dine

Admiral of the Ghost Fleet
OUT OF CHARACTER INFORMATION
  • Intent: To create a system for starships
  • Image Source: N/A
  • Canon Link: (Please link the canon link if applicable canon item.)
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Saotome Foundry
  • Affiliation: Closed-Market (Any character can use this if they have explicit permission through, for example, a marketplace purchase)
  • Model: Power Regulator
  • Modularity: Designed to go on ships

  • Production: Mass-Produced. (Anyone.)
  • Material:
    Duraplast
  • Internal Components

SPECIAL FEATURES
  • Advanced Power Distribution
Strengths:
  • Focused Power Output: Designed to provide three fields, shields, weapons and performance with increased output at the expense of the other two. THe strong you make it the weaker the other two can get but it allows some customization.
    Reinforced Shield: At the expense of weapons and speed, the shields of armor or ships can become exceptionally stronger usually keeping it from being able to move aside from inertia
  • Heavy Weapon: With increases to the power fo the weapons being used as the expense of defensive shields and movement. The weapons can fire with shots that are heavier and stronger.
  • Movement: Without weapons or shields but able to dash around in power armor or to have that extra engine performance with a ship.

Weaknesses:
  • Time Delay: Shifting power between areas is not fast, the more jarring the redistribution the more of a time delay as it safely works to not overload the system.
  • Focused Output: A major downside to the output is the more increased in one area the rest suffers from it. THis can leave the armor, vehicles, ships vulnerable.
    Reinforced Shield: At the expense of weapons and speed, the shields of armor or ships can become exceptionally stronger usually keeping it from being able to move or fire back.
    Defense goes +3, Armament/Speed goes -3

[*]Heavy Weapon: With increases to the power fo the weapons being used as the expense of defensive shields and movement. THe weapons can fire with shots that are heavier and stronger.
  • Armament goes +3, Defense/Speed goes -3

[*]Movement: Without weapons or shields but able to have that extra engine performance and thrust with a ship.
  • Speed goes +3, Armament/Defense goes -3


DESCRIPTION
Designed by Saotome to be a power system within their products. Allowing the users to customize the power systems more to their liking or even on the fly without a full team and lots of mechanical work being done. The Power Regulator has three fields and areas in between for what you want to do. THe higher one system's output the lower the other ones become. With the regulation grid they can also balance the power or divide it between two to make them stronger but not as strong as being the sole focus of the power systems. Saotome engineers using it in some of their older ships. and weapons. The benefits of having it means that ships can adapt more to a situation while the drawbacks are that the ship can be made more vulnerable while the power itself regulates and goes to a different area. To not risk damaging the components.
 

Sala'dine said:
The Power Regulator has three fields and areas in between for what you want to do.

This and a few other parts of the description have a bit of an awkward wording.

If possible, I'd appreciate a little more specificity in the strengths and weaknesses. I'm following you with the whole 'this area gets stronger at the cost of these areas', but how are we measuring how much stronger or weaker these fields become? What's the comparison to?

[member="Sala'dine"]
 

Sala'dine

Admiral of the Ghost Fleet
[member="Cairyn Midore"]

well one of the things that has been requested in previous subs was a similar weakness.
http://starwarsrp.net/topic/118412-saotome-war-droid/
http://starwarsrp.net/topic/125242-saotome-jade-class-nanny-droid/
http://starwarsrp.net/topic/128314-omnipotence-class-dreadnought/

This is kind of a have it there now by default in case I get more ambitious.

Though I am not fully certain how to make it more specific. Is it just the wording that can be touched up or do you want like hard numbers?
 
[member="Sala'dine"] Mostly wording, to get a better idea of how much an area is increasing in comparison to it's usual state. Or on the other side of the spectrum, how big of a cost losing the other two areas is.
 

Sala'dine

Admiral of the Ghost Fleet
[member="Cairyn Midore"]

alright edited it to have a better breakdown of the benefit/cost with some fo the ratings as well as a time delay so you wouldn't be able to just throw all power to weapons fire off a salvo and then all power to shields within a second
 
[member="Sala'dine"], variable stat-trading technology subs are pretty well established in the factory. This, however, looks like it's taking it to the next level. This doesn't mean that it's impossible, but the variety of types of items that we're applying this to makes this very difficult. The needs of a personal armor are very different from those of a starship. As an example of this, most armors don't have really extensive engines.

I'd recommend breaking this up into a submission for each scale of item (one for personal armor, one for vehicles/starfighters, one for capital ships, etc).

This should help with some of this awkward wording as well.

As you work on this, consider not only balance, but the physical mechanics as well. As an example, you may have extra power to provide to weapons, but are the weapons capable of using this extra power (can they take the heat, can the power actually be increased if it's already at its max, etc).
 
[member="Sala'dine"], I'd probably lump in the typical humanoid, battle droid with personal armor. If it's a pretty big droid (vehicle sized), I'd use something like a vehicle/starfighter-scale version.
 
[member="Sala'dine"], rather than giving specific ratings, I think that this should give a number of ratings that is increased, such as +2, or -2. This is because not all ships have the same, average stat set. In other words, a ship with a "very low" defense rating getting boosted wouldn't like have the same effect as a ship of similar size that has a "average" defense rating getting boosted shields. Does that make sense?
 
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