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[Relic] Colony Ship

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Concerto

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CS-2282-01 "Salvation" Colony Ship


1. About the Salvation Ships

Throughout the galaxy there exist relics from the far ancient past, ships and technologies that are remarkable in their simplicity and crudeness. At the same time there are examples of feats that are incomprehensibly fantastic. The Salvation ships are one such example.



2. History and Background

Born of the earliest ages of space exploration, when traveling between the stars took decades instead of days, the few surviving Salvation ships hint at a race from the farthest reaches of the galaxy. While most modern fleets are concerned with border defense and trade, in those days the focus was on exploration and sojourn.
Built to transport vast numbers of people, the colony ships ranged far throughout the universe, sometimes being lost with everyone aboard, sometimes making it safely to habitable worlds, and sometimes disappearing altogether. Despite this their makers forged ahead, and now life flourishes in this part of the universe, heedless of its origins.

3. Dimensions and Crew Complement

Organizations Using This Vessel: Unknown, likely defunct.
Type: Colony Ship
Class: Salvation
Designer: componentry found on surviving ships indicates no one group was responsible for their construction or design.
Manufacturer: unidentified planetary system
Production: estimates indicate as many as fifty ships were made at the very least.

Crew: 800 plus dedicated robotics
Maximum Capacity: 200,000
Appearance: What remains there are to be found suggest that the ships were built along a central axis corridor 90 meters wide, which supported modular sections arranged according to their function and number. These were attached by umbilical spokes both to the central corridor and to each other, creating a lattice like structure. They are all uniformly widest towards the center, with the exception of the drive section which supports the power plants, generators, and the thrusters themselves as well as the lightspeed engines.
Each modular section is roughly fifty meters wide by 120 meters long and thirty meters high.

Length: Stem to stern, approximately five kilometers
Width: 900 meters
Height: 900 meters
Decks: each module has six decks, and a dedicated resource area that varies from module to module.
Mass: 220,000,000 tons

4. Performance Statistics

Speed (STL): 0.2c; despite having immensely powerful engines, its mass makes it a very slow-moving object.
Speed (FTL): 2.1 lightyears per year
Speed (Aerial): Not built for atmospheric flight
Speed (Water): Not built for transoceanic operation

Range (Distance): 100,000ly
Range (Support): 100,000ly
Lifespan: Until it lands or is destroyed; approximations say a thousand years at the bare minimum.
Refit Cycle: The ships cannot be upgraded. However, if one could locate an intact colony ship and decipher its systems, it could be modified with modern equipment to a degree.

5. Inside the Salvation

Bridge: The command center is comparatively small, about 20 meters on a side and laden with stations that are for the most part for the benefit of monitoring conditions.
There are of course stations for navigation, environmental control, and other essential operations; these are manned only during course corrections and while the inhabitants are awake.

Crew Quarters: The crew is housed in and near the command module, as they perform the tasks of monitoring the passengers and growing food to be stored.

Suspended Animation Modules: Each module has six decks, with all available space being used for machinery. They are given over to suspended animation chambers, and are very spartan on the interior. Row after row of 3 meter tall tanks with sleeping occupants, banks of computers and monitors, and dedicated caretaker drones. The ceilings and floors are covered by a thick metal grating, through which can be seen the piping, compressors, heat exchangers, oxygenation tanks and other vital machinery. This is also how they are accessed, as the grating is built in removable 1-meter square sections.

Resource Modules, mineral conversion: Unlike the SusAn modules, these are very spacious, and contain equipment and machinery to convert raw ore into usable material. Rock smashers, blast furnaces, spectrometers, conveyors, mold injectors, and ingot presses are all located inside these modules, though it is common for a RM to be given over to a specific part of the conversion operation. They also have bays for the work pods.

Resource Modules, food production: Unremarkable in their construction, utilizing tried-and-true methods of deep-space food production. They are for all intents and purposes hydroponic farms and greenhouses, using recycled graywater for plant nutrition. They are used to grow high-protein and vitamin-rich foods, much of which is harvested for seed content for eventual farming on the colonized planet.

Seed Modules: These are also suspended animation pods, but of a different sort. They are rudimentary medical facilities, for both the crew and passengers, as well as storage for genetic samples taken from the homeworld. These samples are, once a landing has been effected, injected into catalyst eggs and used to populate nonnative species on the colony world. In effect, Seed Modules serve as cloning facilities.

Central Spine: A network of computers, chambers, and storage rooms. This is the most durable part of the Salvation Ship, and also where the central computer is located, a veritable mother brain because the ship utilizes a true organic computer.
The launch bays are located in the central structure; additionally, the power plant and fuel cell arrays are kept here, where the majority of contiguous structure is located.


6. Ship Systems

Hull: Salvation ships have barely any armor to speak of; it is all titanium, ceramic and heat-resistant polymers.

Airlock System: The ships possess universally-adaptable airlocks as well as utilizing pressurized launch bays. It is capable of the latter through use of a primitive atmospheric containment system, which also hints at the very beginnings of energy shields, but at a level where such an advance is more or less impossible to make.

Escape Pods: In the event of an emergency each module is capable of acting as an independent support unit for several decades, seeing as the passengers will be in hibernation for most of the journey.

Environmental Systems: Oxygen monitoring, suspended animation readouts, radiation detectors, ventilation systems and water recycling plants. Biotoxin filtering is very basic and limited to pathogens known to the species which built the Salvation ships.

Suspended Animation Racks: The most advanced part of a Salvation ship. Since having a city's worth of people all moving about on a starship of any size is bound to cause supply problems, the racks keep the passengers in a state of hibernation, with periodic "thawing" to allow them to rebuild muscular strength and eyesight. It is possible for humanoids to remain in hibernation until awoken by an interloper; such is only a worst-case scenario however.

Fuel Cells: utterly unremarkable, they are simple ion-transfer batteries whose depletion results in plain water. They are used to provide electrical power and can be recharged quite easily.

Sensor and Computer Systems: Built before radically sophisticated starships, Salvations carry little besides radar, ladar, optical imaging and spectrographic imaging.

Command/Control System: Compared to the rest of the ship aside from the hibernation system and the main computer, the C/CS is a remarkably advanced piece of work. Although not a true AI it is capable of running the ship by itself for several years, and with the aid of the supply of robots of course.
Because of the complexities involved in running a ship that measures in the kilometers in size, it requires periodic maintainence. It is possible to allow the system to run indefinitely; however doing so is likely to allow instances of program instability to occur, data to fragment, and systems to break down.
Therefore the C/CS has a built in failsafe that will wake the crew every seven years for a two-week maintainence cycle. If necessary the crew can restore the system with one of many backups.

Main Computer: Deceased star pilots have their minds harvested and implanted into arcane cybernetic shells from where they are capable of tracking, through various methods, including but not limited to the C/CS, everything that goes on inside the Salvation Ship. They are conditioned against radical actions that may endanger themselves or their precious cargo, unless such an action is inescapable. Since the neural tissue is no longer acting on its own it can receive programming from an external source, and the vast number of interconnective circuits are used as an ultrapowerful supercomputer in place of rooms full of heavy and maintenance-intensive mainframes. Some semblance of their personality and memories remain, but in their altered state the harvested brains show little of this externally beyond a noticeable demeanor and behavior.

Magnetic Field Inducer: Because outfitting a kilometers-long starship with radiation shielding is next to impossible, instead the ship utilizes hundreds of giant directional electromagnets which induce an effect similar to that of a planetary field, but on a smaller scale. It can also repel missiles to some degree, as the field scrambles the guidance software beyond all usability, but a strike can still occur.
The field inducers are located at regular intervals, between modules at vital connection points to provide overlapping coverage. Externally they look like large domes indistinguishable from the radar domes dotting the colony ship's surface.

Main Reactor: The heart of a Salvation ship. It is a massive piece of equipment, a nuclear powerplant operating on recently-discovered (at time of construction) principles of cold fusion. The most efficient models of their time, they provide additional electric power to the systems throughout the vessels, and are directly responsible for the operation of the pulse lasers, magnetic field inducers, and lightspeed engines.
The reaction occurs through hydrogen fusion, material stored at temperatures sufficient to keep the hydrogen in a liquid state. The resultant deuterium is sent to auxiliary reactors which treat the deuterium as fissile material, breaking it down into the basic element where it is then supercooled and sent to the reserve tanks to await another round of fusion.

Weapons:

Pulse Laser: Crude but effective. They are purely defensive weapons, firing intense bursts of laser energy at threatening objects. They are incapable of penetrating shields, but anything else is likely to be obliterated after two or three strikes. To perform their task each laser has its own tracking and recognition equipment, capable of following any object larger than 15 meters within its sight range. The lasers are also linked to spectrographic, optical and radar equipment to determine trajectory, composition and speed, as well as size and rotational characteristics. All of this data is fed into computers which is analyzed for threat level; if deemed that an object is dangerous the computer will then calculate how much power is needed to destroy the object and act accordingly.
The computers use the optical sensors to verify what is not a naturally-occuring object; as they are not programmed to fire on constructed things such as other ships or space platforms, and a collision trajectory is still noted, the Salvation ship will broadcast a course correction to the other ship in hopes that they will listen and move out of the way.

Location: There are twenty laser emitters aligned along the dorsal and ventral spine structures. They provide sufficient coverage to annihilate astral debris.
Primary Purpose: Navigational hazard removal
Secondary Purpose: Ship-to-ship warfare
Damage: heavy; most unshielded objects will be vaporized after a few shots. The heat and energy transferred is sufficient to melt metal. Power output is estimated between 1,000 and 2,300 megajoules at very maximum.
Area of Effect: 10m circle; secondary area can be as large as five kilometers.
Range: 600,000km
Rate of Fire: 1 shot per laser per minute
Payload: infinite


7. Vehicle Complement

The Salvation class ships carry upwards of 1,000 personal mobility vehicles, mainly work pods used to repair damage and collect metals from viable asteroids.
 
I like the large magnetic field inducer idea. It's a very clever way of pushing radiation away from the ship with low technology, and maybe small heavenly bodies as well.

The lasers, while they seem a bit powerful, are fairly small in number given its size, and the power generated COULD manage it, though I wonder if such primitive targeting systems could actually hone in on a target going fast than maybe 0.5c at a distance of more than 100,000 km or so accurately. After all, they are only meant to fire upon asteroids and the like.

I would like to see further elaboration on the C/CS. How does it interface and control the robots? Is it programmed to only attack asteroids, or will it also attack approaching vessels? Will a ship's hail prevent the system from attacking? (It doesn't really matter since it can't pierce shield/deflectors, but firing on an investigating ship can be taken as a hostile act.) How does it convert the metal gathered by work pods from asteroids into a usable form? Is there an on-board refinery?

I see an inconsistency, though. You define its operational capacity as a thousand years at least, but the C/CS only runs a "few years". Does it need rebooted when it wakes up its crew?

What are its ratings for hull, shields (magnetic field) and the pulse laser? (I recommend a Hull of 2-3, a Shield of 1, and a Pulse Laser of 3, to be ignored by most shields. That would change the Pulse Laser from "Heavy" to "Very Light", though.)

I REALLY like the idea of such relics being out there, and the design of this model. It gives the Yggdrasill more to find, and I was actually planning on asking Wes about something similar. Please elaborate on the design a little more, okay?
 
I second Toshiro's comments. This is neat.
 
It'd be neat to have a plotship stumble across this. Ancient derelicts are always a fun thing to have in a science fiction plot, a classic part of sci-fi as well.
 
Yes, I'd be interested in the Yggdrasill finding one...

However, the people and the ship have to have an IC origin...you'd have to lose all computer records AND have mass amnesia to escape an origin, because you KNOW someone will ask where they came from, or check their computer systems for star charts or the vector they came from.
 
*Raises hand*

The Deoradh supposedly flew known space a century or two ago, their great Exodus taking at least decades of non-stop travel. To make such an incredibly long trip they would need colony ships of sorts... Hint hint. Maybe this could be the sort of missing link between the Deoradh and their origins in the great genepool of humanity.

Possibly one of their colony ships could have broken down in mid-trip. This would actually be in-step with their story, since they basically pushed their original ships to the point they started breaking down and leaking radiation/chemicals into the atmosphere (hence their current toxic environments). If ships are being pushed to that extremity, it would be quite likely for a few to break down en route.

The design is also actually not too far off from the current tech the Deoradh are using. Just so everyone knows, that fact Deoradh ships are also based around very-low-tech, colony-style ship designs is not because I'm copying him. It's because I'm too lazy to draw CG art and proofread the writeups I had done like last month. >.>
 
I'll address all concerns ASAP :)

Personally I would have said something to the effect of intentional amnesia due to some sort of massive event, or navigational charts being way out of date, but right away I can say that even the most durable robots need regular maintenance, so...

Yes, ASAP.

Also while I appreciate the idea, Leutre, I'd like to not connect it directly to any of the existing alien species. My idea was to try and link it back to good old Terra Firma but I don't know how well that would work out. I'm probably going to end up inventing something or other. Maybe even -gasp- connect the relics to the SMX.
 
To quote Doshii: "Saucy."

I like it a lot. The pulse lasers are... hmm. I like that they cannot penetrate shields, but I don't think they should have Level 8 or 9 power like I'm seeing beyond that. Unless they require the ship's capacitors to be drained, or something radical like that, it would be something that would immediately need to be thrown into the "Restricted Tech" (Also, are you implying that it can vape Zeusaium? Blargh!).
 
Let me be perfectly frank. Any metal, no matter how advanced, no matter how durable, has a melting temperature, and slamming 10,000 megajoules of pure photon energy into it is more than sufficient to heat it to melting point if not obliterate it entirely.

Contemporary military forces (okay, the USA) are experimenting with weapons along the same lines, that have been tested; with the laser energy they've been able to generate so far it's proven more than enough to disintegrate a missile in flight. Since it's a lightspeed weapon over a comparatively small distance of 600,000 kilometers (not even that far on an astronomical scale) the effect would be almost instantaneous. The combined force from all 20 lasers would be about 46,000 megajoules, well capable of obliterating a large asteroid.

Shields in this universe however are developed to withstand much greater force and are able to absorb a higher amount of energy and damage than armor alone is capable of sustaining.

Also, the emitters themselves are vulnerable to failure--lasers are notoriously sensitive weapons and have extremely high tolerances. After being fired they must be allowed to cool somewhat or the focusing elements which align the lasers on target face the possibility of overheating and warping significantly. As far as capacitors go, none are needed. Lasers are relatively energy-efficient; you don't require a large capacitor or a tremendously huge power source to be able to generate significant amounts of force.

And despite being an energy based weapon, pulse lasers deliver their damage in the form of heat and kinetic force rather than "oh noes a light particle is blasting us!" It's only when you focus that light, impart greater energy to it, that it becomes dangerous beyond the point of sunburn.
 
Keep in mind though, Neutronium is only a Level 6 armor, but it is matter that has been created inside a star. I believe the force of a star likely exceeds that which you speak of, and thus, this weapon should be a 5 or significantly lower.
 
Isn't neutronium also ultra-rare and exceedingly unlikely to appear in common use? As far as I know, stellar bodies remain hazardous to all vessels and equipment.
 
It isn't rare at all. The Vampire is Neutronium-based. And military ships might be able to tolerate it fine.
 
I understand your vehement(and logical!) backup of the tech, but this is Star Army, where there are catgirl orgies and indestructible, unmeltable, non-dulling, completely broken metal(Zeusaium, I'm looking at you). Oh yeah, and tentacle monsters.

Unfortunately, the tech... just isn't as powerful here as it should be in this case.
 
Well...I think the tech isn't up to specs because it's a derelict space craft, a relic of the past. It shouldn't have the same tech as Yamatai and the rest.
 
Agreed--but if I'm reading this right, this thing supposedly can melt Zeusaium and Neutronium.
 
... First off.

Please, everyone, stop using neutronium.

the density of this matter is 10,000 * 10,000 * 10,000 times the density of normal atoms. Roughly, this stuff weighs about a billion tons per cubic centimeter, about a billion tons per marble sized object.

In addition to this - if it is outside the gravity of a neutron star it will explode.
 
Toshiro said:
It isn't rare at all. The Vampire is Neutronium-based. And military ships might be able to tolerate it fine.

Given what Zakalwe just posted I think you need to review this "Vampire" of yours and rewrite it. But, yeah. EVERYTHING, and I do mean that, is capable of being melted/destroyed/whatever. Even zeusaium. Case in point, one plotship (The Sakura) coming across salvage which included chunks of processed zeusaium.

You say "MIGHT." I haven't noticed any examples of military starships spending any length of time within a star's coronosphere for any reason or purpose. Even if the ship could survive it there is no guarantee the crew would. 93 million miles away from a star and the heat is still of a level to require insulation against it.
 
The Vampire isn't mine, I just have a custom one. The Vampire is a Geshrinari Design, and has something called "Mercurite" Shielding on the hull.
 
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