Author Topic: Kosmosis: The Cuuth-Guri  (Read 6515 times)

0 Members and 1 Guest are viewing this topic.

Offline Galactic-Warrior

  • Starcross Space Cadet
  • *****
  • Posts: 1976
  • Where did this fish come from?!
    • View Profile
Kosmosis: The Cuuth-Guri
« on: June 19, 2011, 11:03:13 pm »
Alien sheet: Cuuth-Guri

(Section 1 -- Biology)
Type                 :
Appearance           :
Gravity preferences  : #1.3 g
Temperature pref.    : #70 to #105 F
Atmosphere breathed  : Oxygen/Carbon Dioxide
Body cover           : Skin
Body color           : Lighter shades of tan to shades of green to darker shades of white
Hair                 : Fur on their torsos and upper parts of their limbs
Hair color           : Black to darker shades of white
Eyes                 : None, uses sonar pulses
Eyes color           : None
Body characteristics : Three tenticles instead of hands, no eyes, gill-like openings in the upper torso that connects to the lungs
Diet                 : Omnivore
Sexual reproduction  : Asexual
Reproduction method  : Eggs, born with eggs with # ranging from 2 to 4 and releases eggs during a specific time in their late lives
Limbs pair n 1 : Arms with three tenticles instead of hands
Limbs pair n 2 : Legs
Mass :  #70 to #90 kg
Size :  #190 to #230 cm

(Section 2 -- Culture)
Attributes:
  Militancy       : 13
  Determination   : 10
  Racial tolerance: 15
  Progressivness  : 15
  Loyalty         : 19
  Social cohesion : 10
  Art             : 6
  Individualism   : 11
  Body            : 12
  Mind            : 10
  Speed           : 11
  Lifespan        : #100 years
  Tech level      : (Evolution level of your race. Values Below)

(Section 3 -- Government and Religion)
Government type   : Confederated World (Pre-FTL), Confederation of Worlds (Post-FTL)
Religion          : Rational Atheism
Devotion          : 19

(Section 4 -- Extra things you should know)
Special abilities:
 -Values Below

==================================
(Section 1 Variables)
Type                 : Terrestrial

Appearance           : Mammalian, Humanoid

Body cover           : Soft-skinned, Furred

Hair                 : Fur

Eyes                 : No Eyes

Body characteristics : Tenticles

(Section 2 Variables)
 Tech level      : 6=Very Early Space

(Section 3 Variables)
Government type   : Meritocracy, Confederation

Religion          : Rational Atheism (a rejection of God on the basis of science, logic or reasoning.)

(Section 4 Variables)
Special Abllities: Blind, Combat, Heat Tolerance, Sonar, Strange appearance, Warm blooded biology


If you see anything wrong, let me know.
« Last Edit: June 21, 2011, 04:43:19 pm by Galactic-Warrior »


In space, no one can hear you scream unless your transmitting it on the right radio frequency.

Weird City: Add a inhabitant!, Add some industry!

Offline Galactic-Warrior

  • Starcross Space Cadet
  • *****
  • Posts: 1976
  • Where did this fish come from?!
    • View Profile
Re: Kosmosis: The Cuuth-Guri
« Reply #1 on: June 19, 2011, 11:04:48 pm »
-Home System Template-

To be posted.

In space, no one can hear you scream unless your transmitting it on the right radio frequency.

Weird City: Add a inhabitant!, Add some industry!

Offline Galactic-Warrior

  • Starcross Space Cadet
  • *****
  • Posts: 1976
  • Where did this fish come from?!
    • View Profile
Re: Kosmosis: The Cuuth-Guri
« Reply #2 on: June 19, 2011, 11:08:33 pm »
-Ship List-

[Pre-FTL Ships]



Stats and more ships to be posted. Note, I have little experience with ship technical terms, I.E. reaction mass.

[FTL Ships]

Ships to be posted.
« Last Edit: June 19, 2011, 11:11:12 pm by Galactic-Warrior »
In space, no one can hear you scream unless your transmitting it on the right radio frequency.

Weird City: Add a inhabitant!, Add some industry!

Offline Raz

  • Questron Serf
  • *****
  • Posts: 3449
    • View Profile
Re: Kosmosis: The Cuuth-Guri
« Reply #3 on: June 19, 2011, 11:16:09 pm »
I'm assuming these habitation pods are in fact circles around the mid section?

Offline Kitkat

  • Ultima III Time Lord
  • *****
  • Posts: 2859
  • Beep Boop.
    • View Profile
Re: Kosmosis: The Cuuth-Guri
« Reply #4 on: June 19, 2011, 11:20:19 pm »
I like your style. You use simple programs to good effect.
Goddamnit kitkat, you make me look late
Come check out The Bino and The Ni'Calls
(Or don't these are old and embarrasing)

Offline Galactic-Warrior

  • Starcross Space Cadet
  • *****
  • Posts: 1976
  • Where did this fish come from?!
    • View Profile
Re: Kosmosis: The Cuuth-Guri
« Reply #5 on: June 19, 2011, 11:30:21 pm »
The small bumps are ship-to-ship laser turrets as it says on the can. The habitation pods are not intended to be lived in, just to keep the crew occupied. The passengers remain in cyro until they reach the destination planet and if they use the hab modules, they do it in shifts. Also, the ISTs are always accompanied by two automated freighters carrying equipment and supplies needed for a extended stay in their target system.

I was thinking of adding missile launchers that will launch either kiloton nukes or disperse into smaller missiles which release metal balls which damage the target by their speed and if enough are on target, numbers. But that might be a bit much for a interstellar transport.
« Last Edit: June 19, 2011, 11:43:10 pm by Galactic-Warrior »
In space, no one can hear you scream unless your transmitting it on the right radio frequency.

Weird City: Add a inhabitant!, Add some industry!

Offline Kitkat

  • Ultima III Time Lord
  • *****
  • Posts: 2859
  • Beep Boop.
    • View Profile
Re: Kosmosis: The Cuuth-Guri
« Reply #6 on: June 19, 2011, 11:46:22 pm »
You didn't answer Raz's question. Where you labeled "Habitation Modules" are those just little pods sticking out, or are they cross sections or four rings?

Also, if you civilization is Pre-Warp I would doubt that there are hostile entities that need attacking at all. You really only need a stellar "Navy" When ships can move fast enough to get places easily without it being a big production.
Goddamnit kitkat, you make me look late
Come check out The Bino and The Ni'Calls
(Or don't these are old and embarrasing)

Offline Galactic-Warrior

  • Starcross Space Cadet
  • *****
  • Posts: 1976
  • Where did this fish come from?!
    • View Profile
Re: Kosmosis: The Cuuth-Guri
« Reply #7 on: June 20, 2011, 12:02:12 am »
The turrets are half for stray asteroids that threaten it, but now that you mention it, they may be a bit useless for what its meant to do. Also, the hab modules are just the pods, but they aren't just boxes, they actually have a arc shape, but I don't have the artistic skill to make a rear view. And what navy they do have at that period was little over a dozen ships that escort transport ships from rogue elements.
In space, no one can hear you scream unless your transmitting it on the right radio frequency.

Weird City: Add a inhabitant!, Add some industry!

Offline Kitkat

  • Ultima III Time Lord
  • *****
  • Posts: 2859
  • Beep Boop.
    • View Profile
Re: Kosmosis: The Cuuth-Guri
« Reply #8 on: June 20, 2011, 12:06:26 am »
I just thought since it said "anti-ship" they were commonly fighting things out there. But yeah, you go need a way to deal with asteroids.

For future reference, "reaction mass" is basically the stuff that you use to propel something. I.E. fuel.
Goddamnit kitkat, you make me look late
Come check out The Bino and The Ni'Calls
(Or don't these are old and embarrasing)

Offline Yuu

  • Civilization Emperor
  • *****
  • Posts: 10050
  • = )
    • View Profile
    • KOSMOSIS CHRONICLES dA Page
Re: Kosmosis: The Cuuth-Guri
« Reply #9 on: June 20, 2011, 05:05:40 am »
Where are the radiators?

Offline Galactic-Warrior

  • Starcross Space Cadet
  • *****
  • Posts: 1976
  • Where did this fish come from?!
    • View Profile
Re: Kosmosis: The Cuuth-Guri
« Reply #10 on: June 20, 2011, 08:16:16 am »
Alright, I have a idea. I clearly need to change the ship. Can one list off what you believe is required on the IST? Also, I'm thinking of changing the hab modules into a single section that rotates, would that be a good idea?

Thanks Kitkat for letting me know what reaction mass is. But where do I position the RM tank? Behind the shield cap or on the engine section? In a book series I was reading, it had positioned the RM tank in the shield cap because it, well... Best word I can come up with is blocked interstellar radiation, protecting the ship from it.

I'm planning on drawing the single class of warship my race has at that period of time. It will be what I guess would be considered a tiny amount of armament compared the the warships of other races, two or three laser turrets, a missile launcher or two, maybe a railgun, but I believe that won't be a good choice of weapon because of size constraints on the ship and once I do some editing on the race template, economic constraints.
In space, no one can hear you scream unless your transmitting it on the right radio frequency.

Weird City: Add a inhabitant!, Add some industry!

Offline Yuu

  • Civilization Emperor
  • *****
  • Posts: 10050
  • = )
    • View Profile
    • KOSMOSIS CHRONICLES dA Page
Re: Kosmosis: The Cuuth-Guri
« Reply #11 on: June 20, 2011, 09:41:18 am »
Alright, I have a idea. I clearly need to change the ship. Can one list off what you believe is required on the IST?

Radiators, which have to be facing away from the ship, as well as quite large in proportion to the whole ship.

Laser turrets can be replaced by cameras which would detect oncoming objects and inform the crew or AI so that course adjustments can be made. Space is big, so even massive asteroids can be evaded if you have enough prep time and nudge the ship ever so slightly.

Maneuvering thrusters.

Whipple shielding, in case the cap already is one.

I'll think of more when I figure it out.


Also, I'm thinking of changing the hab modules into a single section that rotates, would that be a good idea?

Just remember that if the ship's forward velocity is any large fraction of g, the normally "flat" floor will turn into a slight slope, so take that into account.

Additionally, it would be better if you divided the habitation module into multiple airtight sections, in case one of those sections accidentally springs an irreparable leak.


In a book series I was reading, it had positioned the RM tank in the shield cap because it, well... Best word I can come up with is blocked interstellar radiation, protecting the ship from it.

While good at first sight, that does bring up the problem of you losing that blocking factor once you use up you fuel. By depending on fuel for radiation shielding, you're basically exposing yourself to more and more radiation as you use it up for initial acceleration, maneuvering, etc.

Better to have a permanent rad shield and place the fuel on the back to save space.


I'm planning on drawing the single class of warship my race has at that period of time. It will be what I guess would be considered a tiny amount of armament compared the the warships of other races, two or three laser turrets, a missile launcher or two, maybe a railgun, but I believe that won't be a good choice of weapon because of size constraints on the ship and once I do some editing on the race template, economic constraints.

Good direction so far.


Assuming orbital fights where you can hide using the planet's curvature...

Lasers are obviously best speed-wise, though it is pretty energy intensive, as well as having the unfortunate implication of announcing your presence to the entire star system in case this isn't just a one-on-one battle. Basically, once you use lasers, get ready to evade like hell.

As for missiles, a "missile-laying" system works best, since it avoids the problem of the enemy tracing your location by tracing the missile's propellant trail. Basically, a launcher manually pushes a missile away and the missile fires up automatically after a set delay.


As for open space...

Lasers. They're "see and destroy weapons", so the moment they see it, they're already dead.

Missiles will only do you good when ultra-saturated, or when the enemy doesn't know where you are. The latter is unlikely while the former is a bit of a gamble compared to the laser.


Basically, lasers are best, though they are an exceptional power hog, so don't expect to have more than a couple on your ship unless you have both a powerful energy source and a really efficient capacitor.


Also, don't even bother with armor unless your ship is advanced enough to tank semi-relativistic shots. Sad thing is, any lesser than that and your ship might as well be made of paper mache. Evasion is key for low tech war vessels in space.

Offline Galactic-Warrior

  • Starcross Space Cadet
  • *****
  • Posts: 1976
  • Where did this fish come from?!
    • View Profile
Re: Kosmosis: The Cuuth-Guri
« Reply #12 on: June 20, 2011, 10:46:43 am »
Lasers are obviously best speed-wise, though it is pretty energy intensive, as well as having the unfortunate implication of announcing your presence to the entire star system in case this isn't just a one-on-one battle. Basically, once you use lasers, get ready to evade like hell.
Also, don't even bother with armor unless your ship is advanced enough to tank semi-relativistic shots. Sad thing is, any lesser than that and your ship might as well be made of paper mache. Evasion is key for low tech war vessels in space.

I have some ideas about blocking lasers, or at least partially using low tech means. You could throw up clouds of particles, maybe several tons of sand, and after going through a cloud of it, by the time it hits the target, I'm thinking it would have a lower beam strength. Placing large mirrors might work since a laser is just light, and light can be reflected, so a laser would likely do the same. At least thats how I'm thinking it works.

Another reason on why I don't want to use railguns for ship battles is because of the distances that are likely involved. True, it fires projectiles at high velocities, but the target would see that and dodge it. In the book, a ship that deployed a railgun fired it at a target that was several AUs away that was chasing a friendly ship that was heading to a outer planet in the system. The problem is, at the time the gun fired, the target wasn't even chasing the friendly. Nineteen days later, the target is chasing the friendly, and the two projectiles the railgun fired, both managed to hit the target. That doesn't seem realistic to me.

Radiators, which have to be facing away from the ship, as well as quite large in proportion to the whole ship.

I think I read/saw somewhere that a ship in it used it's solar collectors as heat radiators, would that work?

Just remember that if the ship's forward velocity is any large fraction of g, the normally "flat" floor will turn into a slight slope, so take that into account.

Additionally, it would be better if you divided the habitation module into multiple airtight sections, in case one of those sections accidentally springs an irreparable leak.

In the same book series in a later part of it, the ship in it had roughly the same hab modules as mine, but it "folded" them for acceleration. I'm not sure what that means. And a wall turning into a floor, wouldn't that happen only during the acceleration and deceleration?

While good at first sight, that does bring up the problem of you losing that blocking factor once you use up you fuel. By depending on fuel for radiation shielding, you're basically exposing yourself to more and more radiation as you use it up for initial acceleration, maneuvering, etc.

Better to have a permanent rad shield and place the fuel on the back to save space.

The ship used a combination of using the reaction mass, shield cap, and a electromagnetic field to protect it against interstellar particles and radiation. I'm thinking of using only the last two only with the inside of the shield cap constructed with radiation resistant materials.

Also, don't even bother with armor unless your ship is advanced enough to tank semi-relativistic shots. Sad thing is, any lesser than that and your ship might as well be made of paper mache. Evasion is key for low tech war vessels in space.

I first thought of using ion thrusters, but even with advance ones, I doubt they would produce enough thrust to dodge in time.

Missiles will only do you good when ultra-saturated, or when the enemy doesn't know where you are. The latter is unlikely while the former is a bit of a gamble compared to the laser.

I thought about using high velocity missiles that shoot either metal balls or sand at high velocities at a target. Theres also the concept of bomb-pumped laser warheads.
In space, no one can hear you scream unless your transmitting it on the right radio frequency.

Weird City: Add a inhabitant!, Add some industry!

Offline GroxGlitch

  • Gyruss Gyrusian
  • *****
  • Posts: 2718
  • Somehow, I've even less of a clue what's going on.
    • View Profile
Re: Kosmosis: The Cuuth-Guri
« Reply #13 on: June 20, 2011, 11:15:35 am »
While sand would disrupt a laser beam pretty effectively, it's a limited deployment option, because you can only carry so much sand.
Mirrors would reflect low power lasers, but anything even moderately powerful could melt the mirror through heat transfer, depending on the mirror.
Another thing to consider is that, In my experience, the two common space fleet weaponry (Plasma, Lasers) work like this:
Range: Laser > Plasma
Raw damage output: Plasma > Laser
I don't know if that's exactly correct, but that's how it's worked in my experience.

Offline Josasa

  • Commando Soldier
  • *****
  • Posts: 4001
    • View Profile
Re: Kosmosis: The Cuuth-Guri
« Reply #14 on: June 20, 2011, 06:57:49 pm »
I feel like Galactic Civilizations nailed the space weapons organization on the head, and I always like to use them as a reference.

But when it comes to Mass Drivers, or railguns, you have to remember that these things are being launched at massive speeds. They are probably the most effective close range weapons possible, simply because of the speed they are going and the weight they carry with each shot. And because space is a vacuum, these things will not slow down, unless they get hooked up in a gravity well, but even then that only comes into effect over a very far range.

Really, when you think about it, these projectiles would be going much faster than missiles being launched, although the missiles would be able to increase their speed over time, as well as change direction mid flight.

The way I see it when comparing the three main weapons groups are:

Power (In terms of Damage)
Mass Drivers > Missiles > Energy Weapons

Range (In terms of Accuracy)
Mass Drivers < Missiles < Energy Weapons

Whereas energy used and maintenance are different altogether:

Energy Required to Effectively Damage Target
Energy Weapons > Mass Drivers > Missiles

Cost of Maintenance and Upkeep
Energy Weapons < Mass Drivers < Missiles

Like Yuu said, energy weapons require lots of energy, and mass drivers still require a good deal to get the projectiles flying at high velocities. Missiles are pretty much set to do their own thing.

Cost of Maintenance is more iffy, and I just put it up like that because I could. I would say that Missiles require the most though, simply because they are designed from the beginning to just do their own thing. That coupled with guidance systems means that there is a lot that can go wrong and requires routine checking, etc. I put Mass Drivers ahead of Energy weapons because Mass Drivers are generally much larger constructions that have a lot of moving parts. That could be the same with energy weapons, but not so much because I've always pictured them to be much smaller than their mass driver counterparts. But it could be argued either way.

The other things to consider are size. Really mass drivers would probably be the largest weapons, just because you want a larger and denser projectile to inflict more damage. Naturally, this requires a larger gun (or at least rail/barrel) to get the projectile moving.

Size or Space Required to Mount Weapon
Mass Drivers > Energy Weapons > Missiles

Ease of Defense
Mass Drivers < Energy Weapons < Missiles

Again, this is probably really iffy, and Energy Weapons should probably be greater than missiles, but I placed it like that because missiles are designed to get around things by being able to maneuver, etc. For mass drivers, you just need to slap on some heavier armor whereas energy weapons require shielding etc. Plus, I did it that way because there's a scenario where each weapon category is in the middle.

Anyway, that's kinda the way I view things and I just thought I'd throw my two cents in because I could. It might not be very helpful, but maybe it adds another perspective to your dilemma.