I thought I'd put this into a seperate post to avoid confusion.
I noticed the problem with the Zerulium in an earlier thread and I thought it'd be a good idea to produce some sort of system whereby you can define the limits and usages of materials available in the in-game universe.
The hope of this is to avoid problems and let players work with existing materials and implementations rather than have to invent new materials and should help players balance stuff out.
I'll have time after next week to take a shot at putting some basic tables together and implementing this sort of thing if you like it.
Here's a template. Some parts aren't finished but feel free to add sections and tinker with it as you please. I'll be gone for a week so it'll be really nice to see what you guys want out of this. I hope those of you more knowledgable with physics and such know a better way of implementing this so players can return and say "I want to use that material for this part" and produce an overall value for a part. If this does well, it could be used in a different manner for technology and deciding how to cost prototypes and the like sensibly.
Or it's over-complicating things but better to share the idea with you than let it just bubble in my head pointlessly.
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Basic Information
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Name: (Full chemical name) [Production/Slang term]
Constituants: (chemical chain OR "Classified")
Sources: This material is commonly found/uncommonly found at some sort of place.
Extraction/Refinement: This material is extracted via whatever techniques.
Value: The value of this material is high/low because of whatever reason.
Civilian Applications: A list format with comments after each general term. Example: Electronics [unique electrical properties], insulation [affordable/effective thermal properties]
Military Applications: See above for example. List a minimum of two practical examples (armor for SHIP) and hotlink any names used to their respective pages at a later date if possible.
----------------------------------------------------
Statistics:
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Physical Strength(PSI): (The maximum PSI the material can widthstand at an agreed size at room temperature at an agreed density and production method)
Weight (1G): [x]kg & [y]lb (at an agreed size cubed at an agreed density)
Estimated Mass (Chemical mass or estimated if unable to produce a real number)
Melting Point : x*C, y*F
Evaporating Point : x*C, y*F
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Comparison Table
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Slow Stress: Poor (Crushing for example. Organic materials do well here, being able to slowly adapt.)
Fast Stress: Effective (A punch or physical impact for example. Synthetics do poorly here.)
Safe Area: 70% (the amount of a surface on any plate which can safely sustain a fast stress. Say, a materical can stand a punch from a power-armor but not from another ship.)
Safe Scale: (An example where physical stress would shatter or crack the material. For example, an impact from a ship smashing into a Power Armor would probably batter the armor but leave the ship unscaved)
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Weapon Table [Defence]
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<Weapon>
Small: Unaffected
Medium: Good
Large: Decent
Overall: Good
The process would be repeated with each weapon class (aether, plasma, heat, etc).
I noticed the problem with the Zerulium in an earlier thread and I thought it'd be a good idea to produce some sort of system whereby you can define the limits and usages of materials available in the in-game universe.
The hope of this is to avoid problems and let players work with existing materials and implementations rather than have to invent new materials and should help players balance stuff out.
I'll have time after next week to take a shot at putting some basic tables together and implementing this sort of thing if you like it.
Here's a template. Some parts aren't finished but feel free to add sections and tinker with it as you please. I'll be gone for a week so it'll be really nice to see what you guys want out of this. I hope those of you more knowledgable with physics and such know a better way of implementing this so players can return and say "I want to use that material for this part" and produce an overall value for a part. If this does well, it could be used in a different manner for technology and deciding how to cost prototypes and the like sensibly.
Or it's over-complicating things but better to share the idea with you than let it just bubble in my head pointlessly.
----------------------------------------------------
Basic Information
----------------------------------------------------
Name: (Full chemical name) [Production/Slang term]
Constituants: (chemical chain OR "Classified")
Sources: This material is commonly found/uncommonly found at some sort of place.
Extraction/Refinement: This material is extracted via whatever techniques.
Value: The value of this material is high/low because of whatever reason.
Civilian Applications: A list format with comments after each general term. Example: Electronics [unique electrical properties], insulation [affordable/effective thermal properties]
Military Applications: See above for example. List a minimum of two practical examples (armor for SHIP) and hotlink any names used to their respective pages at a later date if possible.
----------------------------------------------------
Statistics:
----------------------------------------------------
Physical Strength(PSI): (The maximum PSI the material can widthstand at an agreed size at room temperature at an agreed density and production method)
Weight (1G): [x]kg & [y]lb (at an agreed size cubed at an agreed density)
Estimated Mass (Chemical mass or estimated if unable to produce a real number)
Melting Point : x*C, y*F
Evaporating Point : x*C, y*F
----------------------------------------------------
Comparison Table
----------------------------------------------------
Slow Stress: Poor (Crushing for example. Organic materials do well here, being able to slowly adapt.)
Fast Stress: Effective (A punch or physical impact for example. Synthetics do poorly here.)
Safe Area: 70% (the amount of a surface on any plate which can safely sustain a fast stress. Say, a materical can stand a punch from a power-armor but not from another ship.)
Safe Scale: (An example where physical stress would shatter or crack the material. For example, an impact from a ship smashing into a Power Armor would probably batter the armor but leave the ship unscaved)
----------------------------------------------------
Weapon Table [Defence]
----------------------------------------------------
<Weapon>
Small: Unaffected
Medium: Good
Large: Decent
Overall: Good
The process would be repeated with each weapon class (aether, plasma, heat, etc).