Star Wars Roleplay: Chaos

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Approved Tech Savitskaya-type, Repulsorfield Generator

Status
Not open for further replies.

Fiolette Fortan

Guest
F
S A V I T S K A Y A
tsestandardsharp.png

OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION

  • Manufacturer: Primo Victorian, Aurora Industries

  • Affiliation: Primo Victorian, Aurora Industries, The Sith Empire | Closed-Market

  • Model: AVT-GTRR “Savitskaya”

  • Modularity: None

  • Production: Limited

  • Material:

    Tactical Sensors

  • Spatial Body Sensors

  • Multi-Directional Sensor Arrays

  • Repulsorfield Generator Components

  • Pressor field Components

  • Amaranth Crystal Power Generator

  • Impervium Failsafe Power Containment Chamber

  • Emergency Containment Shield Components

SPECIAL FEATURES

  • Reactionary working with its own sensors and shipboard sensors the Savitskaya works to keep spatial bodies and ordinance away from ships/stations. Standard radius is one hundred meters, emergency override radius is twenty-five meters. The latter is in the case of a crew member having to override the system, if the projectile or spatial body is already within twenty-five meters, the system will not react.

  • Amaranth Power, built with the new amaranth power crystals the Savitskaya increases its overall effectiveness, and generator strength. A monitor is installed so that crews can keep an eye on the crystal and watch for degradation or signs of instability.

  • Pressor Field, a separate function that can be activated by crew if deemed necessary but is otherwise left offline by default.

  • Central Data Processing, information is fed into a single centralized data processing unit that helps the generator make the determination of what needs to be pushed away and what doesn’t.

  • Heuristic Data Processing, allows the system to adjust and adapt to new parameters as determined by sensors and crew. This helps the generator to ‘remember’ what is and isn’t friend or foe, but also have a better ‘sense’ of when something such as a spatial body is likely to hit.

  • Data Memory Access and Storage, the generator is built with its own data memory banks along with an access/retrieval function. This can also be accessed by crew members when evaluating the generator’s past interactions.

  • Onboard Sensors, built with its own set of sensors the Savitskaya can make the distinction between what is a friendly vessel and what is not. These sensors also include tracking and targeting sensors in multiple [SIZE=10pt]directions[/SIZE] but may be turned off in favor of ship board sensor arrays. However, its own sensors for targeting and tracking are severely limited when compared to combat tracking and targeting sensors. Whereas a combat system may be able to track multiple targets at once, the Savitskaya cannot.

  • Integration with ship board sensors is another key for the generator to help make a determination on whether or not to react. The generator once integrated can then [SIZE=10pt]rely[/SIZE] on or utilize the ship’s sensor arrays as a primary means of data, rather than relying on its own sensors which may be limited in comparison. Crews would need to turn off onboard sensors and fully integrate the generator’s data processing with the ship sensors.

  • Input Parameters, the generator will present parameters and information to the crew and await input from the crew member. It will also give suggested information or parameters and await input as well. So while the Savitskaya is in a permanent state of activity it is meant to wait for the crew to act before acting on its own, this is to help ensure the Savitskaya reacts to only what [SIZE=10pt]it's[/SIZE] meant to, i.e. spatial bodies or even ordinance.

  • Crew Override, by no [SIZE=10pt]means[/SIZE], is the Savitskaya simply working on its own a crew member is standing by and monitoring the Savitskaya at all times. A crew member can override the Savitskaya and revert the generator to ‘manual’ reactionary mode, in which it is then the responsibility of the crew member to react.

  • Emergency Failsafe, technology is not perfect and there may be a time where the Savitskaya reacts or fails to react, and in case of an [SIZE=10pt]emergency[/SIZE], a failsafe component can be activated by the crew to shut the system down.
Strengths:

  • Reactionary: Utilizes its own sensors in conjunction with ship sensors and crew to determine what to push away from the ship.

  • Amaranth: The Savitskaya is the first system to incorporate Aurora Industries’ Amaranth Crystals thus increasing its overall effectiveness.

  • Radius: Field radius is one hundred meters around the ship or station, with the emergency override radius being twenty-five meters.
Weaknesses:

  • Repulsor Failure: However low this may be, there is still a chance that the Savitskaya will fail at its job and thus failing to actually push objects, be they ordinance or spatial body away from the ship or station.

  • Power Hog: The Savitskaya requires its own dedicated power generator, otherwise it may become a severe drain on an engine when operating in tandem with shields and weapons.

  • Size Matters: Cannot be featured on vessels less than two thousand meters in length due to its power draw. Generally [SIZE=10pt]speaking[/SIZE], larger vessels have room to accommodate additional generators which the Savitskaya would need.

  • Physical Only: Repulses only physical elements such as spatial bodies, or physical shells such as projectiles - cannot repulse plasmatic weaponry.

  • Amaranth: While the overall effectiveness has been increased, the generator now becomes vulnerable to something it wouldn’t have otherwise; Force Light. In addition, it is also vulnerable to sonic weaponry - and the overall stability of the ship/station. Should the crystal break or become unstable, this will result in a fatal end for the crew and anything within its blast radius.

  • Cooldown: While it is able to push things away, it does take time in between to cool down and work back up to pushing things away from the ship or station. [1 Post]
DESCRIPTION

One of the first projects to include the new Amaranth Crystals as a power source, the Savitskaya-type reactionary [SIZE=10pt]repulsor field[/SIZE] generator was an evolutionary step for engineers. Moving away from antiquated systems that either did not work as intended or did not work at all. The Savitskaya’s primary role would be to keep spatial bodies away from the large and cumbersome starships, or from space stations that would otherwise not be able to push the spatial bodies away.

The secondary role would be to keep ordinance away from the ship or station, but this should be a last resort. Starfighters, anti-missile octets, and other anti-missile defensive systems are already in place to handle these, so the Savitskaya is not meant to keep them at bay at all times. While it is beneficial that the Savitskaya can perform this task, it is not the system’s primary role.

The use of the Amaranth Crystal as a power source seemed a natural fit for the new system. This would test the crystal in the field in a non-combat system. Allowing Primo Victorian engineers to feel just how far the power source could be pushed. That being said, the power crystal then meant that the system would require its own dedicated power source. While a power generator would be created with the crystal, in the meantime the Savitskaya would have its own generator or generators to draw from. This was so that it would not affect the overall combat performance of the ship or station.

Due to the necessity of having its own power source, and the size of the generator itself. It was and is not recommended to install the generator on a vessel less than two thousand meters in length. The larger vessels and space stations not only have the room to accommodate the Savitskaya, but the subsequent dedicated power generator or generators depending on composition.

The generator is monitored by [SIZE=10pt]the crew[/SIZE] at all times so that if and when the necessary crew can override or shut the system down. Sensors built into the Savitskaya and by proxy, the ship board sensors help make the distinction of friendly vessels and non-friendly vessels. As it is a repulsor field generator it is not tied to the shield system, but rather it runs independent of them. It is in a state of permanent activity unless otherwise brought down by the crew.

Onboard sensors make the determination for polarity however a crew member must accept parameters as suggested by the Savitskaya. This is ‘human’ error may begin, and while some may suggest full automation, Primo Victorian engineers do not trust the idea of complete automation. The first set of crew to monitor the generator are seasoned veterans who have been in combat and have an idea of what they’re looking for. These veterans would then [SIZE=10pt]in turn[/SIZE] become instructors on the system helping to minimize the room for error.

Like any [SIZE=10pt]system[/SIZE], the Savitskaya does have to be brought down for maintenance. This can include clearing systems memory banks, or old parameters that are no longer necessary. The crew can also download the information before wiping it. Amaranth crystals can be replaced as well, as this can degrade overtime. While offline the generator does not function and the ship or station must then rely on traditional pressor beams or other methods of keeping spatial bodies at bay.
 

Matt the Radar Tech

ꜰɪxɪɴɢ ᴛʜᴏsᴇ ʀᴀᴅᴀʀs ᴀɴᴅ sᴛᴜꜰꜰ
Hi, [member="Fiolette Raaf"], I'll be handling the review of this submission!

Good expansion on the original idea, and looks solid overall as a means of ship/station protection. There are two things I think we could consider, to balance this out just a bit more, as it still remains quite powerful (despite the human element). Initial thoughts to suggest include:

1. Strength = Make Way: The Savitskaya is essentially a more advanced particle-type shield, which uses a more finely honed deduction radius that allows physical objects deemed 'friendly' to pass through within temporarily created apertures (or controlled holes in the shield). This includes vessels, ordinance and other solid objects, with Savitskaya matching the general object shape to within several meters of accuracy. This is unlike other particle shields, which require complete and full shutdown, for the same purpose.

Weakness = Solid Mass: The Savitskaya only responds to, and protects against, physical objects - such as debris, projectiles and other solid mass - resulting in no effect on energy, sonic or other non-solid forms of damage sources."

Adding this would balance out the system, and avoid it becoming a catch-all shield generator, which exists already but also has specific limitations and weaknesses involved (particle shields require shutdown to allow objects to pass through, even friendly things - ships, missiles, etc). So the Savitskaya now becomes a more advanced particle shield which can open small gaps to allow friendly objects/units through, while having a weakness against certain types of other damage sources for balance.

2. How much damage can it withstand? Does it shut off and require recharging? Does it fail and simply remain offline for the remainder of the battle? Does it explode? I would recommend we look at expanding this aspect to the shield, as there's no specific mention beyond loose references to emergency fail safes and manual override, but no indicator as to how much it can withstand - and what could happen at that threshold.

With those suggestions considered, I think we would have more balance overall and I'd be happy to approve it.
 

Fiolette Fortan

Guest
F
[member="Thorne"]

If I wanted to make a shield, I would have.

As I only want this as a repulsor generator, to push things away from my ships or stations I have compromised by including a physical-only weakness to specify it only repulsing physical objects as there are other, more effective ways to deal with plasmatic energy. It's not a shield, it's a reactionary repulsor generator. It's an internal system and not external so it's subject to the same amount of battery as whatever ship or station it's included on.

Edit: I did make a mention in the description that it does have to be brought offline for maintenance. However this is more or less fluff and not something I would consider an actual weakness when working against it with another player. I have added a cooldown function just so it's not constantly pushing things back at every post.
 

Matt the Radar Tech

ꜰɪxɪɴɢ ᴛʜᴏsᴇ ʀᴀᴅᴀʀs ᴀɴᴅ sᴛᴜꜰꜰ
[member="Fiolette Raaf"] that's fine, the angle of approach kept mentioning fields, so the assumption was you were approaching it from a persistent radial (shield-like) effect.

If you're not, keep in mind the system uses repulsor beams to physically push things away. So instead of a field, you have a radius. Those beams activate and function within that 100m radius.

Have fun. Approved.
 
Status
Not open for further replies.

Users who are viewing this thread

Top Bottom