Design Monologue 19: Tech Talk

Being a listing of primary and secondary ship systems.

Primary Systems

Helm
Drives the ship. Dependencies:
  • CCS
  • RCS
  • MDS
Weapons
For shooting down bad guys. Dependencies:
  • AMMO
  • CCS
  • TAARS
Shields
For shielding. Dependencies:
  • CAP
  • SES
  • IAWS
Screen
Network of weapons and countermeasures: Dependencies:
  • IAWS
  • AMMO

Secondary Systems

Command and Control System (CCS)
This software allows the captain and crew to command the vessel. It is a distributed application with complex and robust security protocols. Each CCS cluster is connected to others by secure wireless or conventional wire link. Any CCS cluster can become the primary, with the right authorization.
Reaction Control System (RCS)
A network of thrusters, supported by a fuel distribution system, which allow the helmsman to alter the attitude of the vessel, and make minor adjustments to velocity.
Main Drive System (MDS)
The engines and thrusters which provide the motive force for major velocity adjustments.
Ammunition supply subsystem (AMMO)
Supplies ammunition to the various weapons on the ship.
Tactical Analysis, Acquisition and Response System (TAARS)
The software which tracks all ships and hazards in the battlefield, allowing for target acquisition and retaliatory response.
Capacitor (CAP)
Most ships have a much higher peak power usage than their reactors can output, so they use a capacitor. Shields put a steady drain on the capacitor when at full power, limiting the amount of time they can be fully raised. Energy weapons and some high-energy projectile launchers (such as railguns and plasma cannons) sometimes use this system, though they usually also have their own capacitors.
Shield Emission System (SES)
This is a network of condensers and distribution channels which enable the shield system. This system is usually divided geometrically; a small ship might have 3-6 shield segments, while a capital ship could have dozens or hundreds.
Imminent Attack Warning System (IAWS)
This software analyzes spectrum data to identify incoming projectiles and imminent high-speed (at or near light speed) attacks. It is essential for guiding the weapons screen and shield systems.
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  • A Player's Primer
  • Abstract
  • Aeon Korr
  • Aisling Teague
  • An Adventurer's Guide
  • Attributes
  • Character Creation
  • Design Monologue 10: The Reality of Colonization: Lessons from Cowboy Bebop
  • Design Monologue 11: What to do, what to do
  • Design Monologue 12: Adaptation
  • Design Monologue 13: Human Potential
  • Design Monologue 14: Homeworlds Trek
  • Design Monologue 15: Brave New Homeworlds
  • Design Monologue 16: Second Life
  • Design Monologue 17: Founding the Foundation
  • Design Monologue 18: Classes and Roles
  • Design Monologue 19: Tech Talk
  • Design Monologue 1: Creating a Game
  • Design Monologue 20: Diaspora
  • Design Monologue 21: History of the World, Part 2
  • Design Monologue 22: The Not-so-long Arm of the Law
  • Design Monologue 23: EVE Offline
  • Design Monologue 24: Faces of Man
  • Design Monologue 25: Character Advancement
  • Design Monologue 26: 95 Theses
  • Design Monologue 27: The Powers That Be
  • Design Monologue 28: The History of Warfare
  • Design Monologue 29: Let's Talk Politics
  • Design Monologue 2: Basics of the Setting
  • Design Monologue 30: Sufficiently Advanced Technology
  • Design Monologue 3: Technology
  • Design Monologue 4: Objects of Value
  • Design Monologue 5: Adventures...in Spaaaaaaace!
  • Design Monologue 6: Protocols and Designations
  • Design Monologue 7: What's in a Name
  • Design Monologue 8: Spaceships and Other Cool Shit
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  • Session 2, Monologue 11: Trees In Space, or One Hell of a Fungal Infection
  • Session 2, Monologue 13: Home Worlds
  • Session 2, Monologue 14: Braver New Homeworlds
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  • Session 2, Monologue 3: Homeworlds' Home Worlds
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