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Yaichiro Tactics Manual

Toshiro

Inactive Member
(Edited Feb 1st, 8:51 PM EST)


I'm requesting approval for this...a manual Yaichiro compiles which will have tactics meant to make optimal use of standard and existing SA technology. The tactics, however, will need approved...and he may ICly have to run tests at Gemini for this, perhaps with the Asuka.

These need not be approved in their entirety, bits and pieces may be approved and other parts not.

Concepts of Unconventional Ship System Applications:
Theoretical Uses of Optimization of Existing Vessel Technology
Version 29A

Compiled by: Santo Juni Kage Yaichiro


The following are theories which may optimize or assist in the operation of vessels, with minimal upgrade or enhancement. These are merely concepts to be used in various situations.


Concept One: Stealth Mode

Many Mishhuvurthyar vessels track and attack vessels using psionics. The AND, and later the PSC, also allow this to be somewhat counteracted...but our ships still output heat and energy, both of which are also actively tracked by even the most basic Mishhu sensors. While this is a necessary thing, risk of detection can be reduced.

By evacuating key areas of the vessel and powering down key systems, as well as life support in non-critical and unoccupied areas of the vessel, the ship not only can lessen the likelihood of energy detection, but also reduce its heat signature, as the disengaged rooms will drop substantially in temperature.

A ship in Stealth Mode will likely operate in the following ways:

--Subspace silence, and generally communicate in light-speed communications; like weak radio broadcasts, laser, or other point-to-point systems.

--STL speeds reduced to 40%.

--FTL speeds reduced to 20%.

--Avoidance of sharp or semi-sharp turns that can't be accounted for by gravitational fluctuation. This means that the vessel's MEGAMI should computer a course that makes the ship appear to succumb to gravitational forces to reach its destination rather than shift momentum under its own power. This also applies to acceleration and deceleration changes.

--If possible, the vessel will be preconfigured to appear damaged and adrift, perhaps with superficial blast patterns on the hull, randomized values of pitch and rotation, preferably multi-axis, and the flickering of visible lights.

--Reroute all nodal devices away from areas freezing and lower, unless they are needed for repairs or maintenance.

--Personnel should be as far inside the vessel as possible, so that basic scans are less likely to detect life.

If the ship is found out, stealth mode can be altered to attain Overdrive Mode.


Concept Two: Overdrive Mode


Using the lowered thermal attributes in stealth mode, though in a more regulated fashion, it is possible to further cool the coolant fluid and act as a liquid coolant system. By making the coolant lines run even colder than normal, a higher theoretical maximum power output can be attained by most of the ship's systems.

This is accomplished by running the coolant through an area where the thermal aspect of Life Support has been dramatically reduced. The almost freezing coolant becomes more effective, and certain types of coolant that lack nucleation sites can actually be supercooled...though the latter method needs finer monitoring.

The increased thermal protection allows systems to be pushed beyond conventional tolerances.

--WARNING!!!: While the power of the vessel can be increased, the likelihood of component failure is increased, especially if Overdrive Mode is maintained for an extended amount of time. Worst case scenario, the overload will cause main Engineering to explode if left unmonitored and unattended. This will destroy the ship, and all hands.

These power boosts can be applied to various systems, but are most often used to fire main weapons while at maximum FTL speeds. Sometimes they can be used to briefly enhance shields, weapon power, or propulsion of widely varying types and generations.

All use of overdrive mode stresses the power system, so at least one technician must be actively manning Engineering when this method is used. Potential bottlenecks should be explored and watched closely, to be repaired at a moment's notice.

This can be assisted by engaging additional capacitors, or emergency Aether generators, which can take the load off of the main power system, and are already installed on some vessels.



Additional Notes on Concept Two: Safely Using Overdrive Mode--Pushing Systems Past Tolerances

-- WARNING!!!: This is not recommended unless all other possibilities are exhausted. The vessel is not meant to be pushed beyond the tolerances listed in the Star Army Technical Manual or the Star Army Technical Database. If you require more power for your vessel's systems, or a specific one, it is possible to briefly push your system beyond the typical ratings, but it is NOT GUARANTEED! This should only be performed after the Commanding Officer has decided that the risk is acceptable, and that it is the single best chance for the continued safety of the vessel and crew.

It is possible to use Concept Two to boost a ship's systems past their rated level for a brief period of time, but how long it can be managed, and how much damage is caused, depend upon taking the proper measures during the Overdrive Boost.

The most likely needs of boosting power would be for one of three things: FTL speed, Shielding, and Weapons Power. In addition to maintaining the health of the power system, the system being pushed beyond norms must also be monitored carefully. Here are methods for boosting the ship's systems briefly and with as much safety as possible.


-- Use the nodal system. Not all failures in overdrive will be the major components, but merely the power pathways between them carrying too much power and burning out. It is possible to use the nodal system to make limited repairs or reinforcements in real time if necessary. This is good practice for whenever Overdrive mode is engaged.

-- Have at least one technician or engineer assigned to every area which has components to be pushed past 100%, ready to make repairs at a moment's notice, as the system runs if necessary.

-- Recalibrate the coolant and flow pathways automatically as the energy consumption changes in the ship's system for optimal cooling levels.

-- Instead of overcharging the main gun if you want more weapon power, increase the firing rate instead. Your main weapon's charging capacity has not changed, and firing more often when additional coolant is available is FAR less likely to harm the weapon. If it is absolutely necessary to increase the output of the main gun, then redirect energy from the ship's capacitors to assist the main gun's charging system. This, however, increases the risk of critically damaging the main gun, and perhaps making the front half of your vessel explode. It is a gambit at best.

-- When increasing shield strength, try to alternate which shielding emitters put out over 100%. Used in conjunction with the next Concept, the gain could be great, and the risk to the shielding emitter system minimized.

-- If pushing the engines beyond maximums to attain high FTL speeds, pacing is important. It is plausible to push the system to its absolute limit on a Sakura-class Gunship for several critical minutes. However, it is possible to, for about twenty minutes, to push the engines of a gunship to 110% if the system is carefully maintained. Of course, when going beyond tolerances, the gain attained can vary widely between ships, even in the same class. It all depends on the Engineering practices used, and the quality and status of the components of the vessel.




Concept Three: WARMS CFS Integration: Dynamic Shielding


It is conventional practice to reroute CFS energy away from the paths of outgoing attacks and exhaust, or to allow ally Power Armors to enter through the resulting holes in the shields. It is not a large jump to go the other way, to reroute shield energy to the point of impact of an attack on the shields and concentrate shield energy there.

Doing this is remarkably simple: Merely connect the CFS to a WARMS system via MEGAMI (or your variant of the ship control system), and write code to have WARMS' attack extrapolation data be used to predict shielding impact points. The ship can easily do the rest, making a smarter shield. After the attack, the concentrated energy can easily be replaced across the shield evenly.
 
While I don't think the CFS in made to do this, I don't see why you couldn't just go and create an optional shield generator type which would be able to achieve what you think.

My argument is that I don't think the type of barrier the CFS creates would be able to achieve that sort of effect due to the concept behind its composition. I'm not adverse to you making some sort of frontal-corkscrew maneuver compatible equivalent to the Spike, though.

Since Yamatai has been dabbling in layered shield technology to try to blunt the shield-piercing effect of tunneling positron cannon, I don't see why an alternate field of research to give ships a temporary maneuvering boost and enhancing the frontal shield to make the said maneuver would be unfeasible. Go for it and have Yaichiro make it! It was his idea after all.
 
Hmm...perhaps it would be possible to make a second generation Spike this way...at least the first half of the tactics work, and that alone is worth checking out. Add to that the 29L and this new Spike type, and Yaichiro will be a busy guy. XD

Unfortunately, I still have to put some thought into how to boost engine speed 20-30% in short bursts...maybe that could just be lumped into the HCSC cooling, making the ship able to tolerate more juice in short bursts...



Edit: I believe I can replace both of the questioned sections that involve rotating shields.

To replace the rotating sheilding, the CFS control system could simply be coupled with WARMS or another program to predict impact points, how powerful the attack will be, increase shielding energy at that point or points as needed, and then rebalance the remaining shield energy so that it is equal at all point after that specific attack is complete. It would be similar to making holes for exhaust and weapons, except you'd be making a surplus at one point rather than a field strength defficiency, and it could be done VERY quickly. It'd just be a slightly smarter shield, and no added hardware would be necessary.

The speed boost can be accomplished by just using the already outlined HSCS coolant to access Overdrive mode, and applying it to the engines in a regulated manner. The Sakura used this method once when Yaichiro was the Chief Engineer there, though she was fully red-lined rather than using a regulated boost.


Edit 2: MAJOR edit to implement new ideas above. Reread second half of submission please.
 
I still don't like the idea of using the repair system as coolant. Use the coolant system.
 
Hmm...well, the HSCS would have suplemented the coolant, but I suppose supercooling the coolant to just above freezing would assist as well...

Edit: Done.
 
The problem with this is that pretty much each GM has his own interpretation of how space combat should work and what sort of tricks people can pull off. I don't exactly disagree with that stuff if you'd want to have it see use on the Yggdrasil, for example (or any plot you manage) - but other game masters might have other takes on it which is why I myself haven't gone and approved it; but I haven't shared them because, frankly, I don't think I've managed enough space battles so far to really be able to come up with something complete and concise.

So, seeing that I feel it's unfair for you to stew like that, I'm approving this. However, the actual worth of the material contained within the tactical manual and the maneuvers and techniques within is up to the GM using it.
 
Thanks, Fred. ^^

These specific concepts view the technical angle almost exclusively, by the way. How one would USE these attributes, even if they choose to do so, it up to them.
 
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