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 World Guardian Shield

Status
Not open for further replies.
WORLD GUARDIAN SHIELD
4259015-shield1.jpg
Image Source: Here
Intent: To Create a hilarious Planetary Shield

PRODUCTION INFORMATION
Development Thread:
  • As needed
Manufacturer: ArmaTech Industries
Model: Mk1
Affiliation: Select Buyers
Modularity: Yes
  • Aesthetics
Production: Limited
Material: Duraplast, Durasteel, Electronics, Shield Emitters

TECHNICAL SPECIFICATIONS
Classification: Planetary Shield
Size: Ground-Based Only

DESCRIPTION
The World Guardian Shield is a fresh new take on an ancient technology. ArmaTech, expanding in the field of Planetary Defense, has designed a Planetary Shield in order to protect its interests and defend worlds from attackers.

While hiding remains the most effect means of planetary defense, the second most has always been Planetary Shields. The down fall of planetary shields has always been that once only a shield remains, it is only a matter of time before it is broken through, disabled, or forced to recycle, and while active, there is little the defenders can do to the enemy force.

The World Guardian solves many of these issues by combining several technologies. First, the shield is based on old Planetary Shields, being massive in size and scale, and requiring immense power to activate. The World Guardian is able to run actively, assuming it is not being bombarded, for twenty four hours before it is forced to recycle for forty eight hours. This prevents it from being an ever present feature on a planet, as it can only be active one third of the time. It requires thirty minutes to fully activate, but the first sections are able to activate within five minutes of being powered on.

Secondly, the shield uses a sectional approach, allowing parts of the shield to be raised and lowered, allowing ships to enter, exit, and anti-orbital fire to retort to enemy firepower. This comes at the cost of true defense. Each section can be activated and deactivated independently, but the total shield is not as strong as an encasing shield. This also allowed for multiple sections to be overlapped, in the case of use of unguided projectiles (Such as Asteroids), numerous sections could be overlapped to increase the resilience of a smaller area of shielding, but exposing other areas.

Thirdly, the World Guardian is an upscaled Retribution Feedback Deflector Shield. When damaged the shield builds up an energy feedback which lashes out at the ships damaging it. The energy feedback is unguided, and follows the weapons fire's path, allowing small agile vessels at long range time to maneuver and attempt to escape it. Because of this, the World Guardian is only about eighty percent as powerful as a standard Planetary Shutter Shield would be, but is able to lash out at enemy ships. The feedback dissipates over distance, and under perfect circumstances the feedback is roughly one third (30%) of the damage the shield absorbs at half standard turbolaser range (Close Range). As it is forced to cover more space, the feedback begins to dissipate, roughly one fifth (20%) at standard turbolaser range (Standard Range). At extended ranges (Long Range) the feedback can be as little as one tenth (10%) the damage it absorbs. As a note, the energy feedback "Targets" for lack of a better word, the ship or ships damaging it proportionately to the amount of damage being done to it by that particular ship. The down side of this is, missiles, warheads, and asteroids for that matter, are unable to be reacted to, the energy feedback rapidly dissipating without being able to be properly angled. This allows missile ships to bombard it without worry, so long as they are not at close range. Additionally energy leech and shield bleeders, along with use of mines against the shield are able to circumvent the energy feedback.

Strengths:
  • Shutter: Each Section may be Activated and Deactivated swiftly once brought online, allowing ships to leave and weapons to fire out.
  • Energy Feedback: When damaged by a weapon, the shield lashes out with an energy feedback at the ship that has struck it.
Weaknesses:
  • Moderate Defense: The World Guardian Shield is a powerfully, planetary grade deflector shield, but due to its energy feedback and Shutter abilities, is only moderately strong in terms of Planetary Shields.
  • Activation Time: The World Guardian Shield takes time, normally about thirty minutes to full activate, leaving parts of the planet vulnerable during its activation as the sections come online.
  • Warheads: The feedback system, while more than capable against Mass Drivers, has issues lashing out when struck by warheads, and is unable to, that energy that would, dissipating out through space.
Special Features:
  • Shutter Shield
  • Energy Feedback
REFERENCES
 
RESEARCH REVIEW
-----
Star Wars Canon:
Pending initial review
------
Starwars Chaos:
Pending initial review
------
WITHOUT DEV THREADS
Pending initial review
------
WITH DEV THREADS
Pending Initial review
------
SUGGESTIONS
Pending Inital review
 
[member="Draco Vereen"]

*opens mouth*

*closes it*

Um.

Well, I'm not sure whether to ask for fifty posts of dev or just stamp it. I think for now I'll settle for asking for every precedent that's relevant to shield retaliation technology.
 
[member="Draco Vereen"]

On a technical level, molecular shields probably have nothing to do with the tech stub you're trying to expand. That said, you're right: in terms of ship balance, there are some striking similarities between molecular shields and retaliation shields. Frankly, I would even say that molecular shields are better in most ways: you can choose the timing of the return strike, you can put that power into other things like engines, etc. We resisted molecular shields for a long while around here. Cat's out of the bag, and has been for months, so the best I can do is compare this tech to some of the approved examples and the dev that went into them. Twelve posts for a semi-unique generator, thirty-four posts for a very comprehensive minor-production ship...

Then I look at your limitations here. Groundside emplacements only, that's a huge one. Reduced overall power, and very minimal percentages of power sent back, scaling well by distance. Plus the ability for ships to get out of the way, especially at longer ranges.

Most of your other precedents have pretty much nothing to do with this, but I appreciate the effort.

I'm going to ponder this for a bit, maybe consult, and get back to you.
 
[member="Draco Vereen"]

I'm going to stamp this as is.
  • It's a straightforward and creative extrapolation of ancient canon tech.
  • The extremely low percentages, dodgeability, no-ships-allowed, and other concrete limitations strike me as a good faith demonstration that your main objective here is to build something cool and fun, rather than something broken.
  • I was concerned about this as a precedent, but anything that gets submitted in future will obviously need its own evaluation and judgment, so that's less of a concern -- and even then, I agree that in a shipboard setting, molecular shields are comparable or have the edge, and some people are already turning them into common practice.
Far as I'm concerned, this is good to go.
 
Status
Not open for further replies.

Users who are viewing this thread

Top Bottom