Story mechanics

Tips, tactics, and general discussion for Evochron Legacy.
EN4CER
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Story mechanics

Post by EN4CER »

Station detonator from Manual:
It targets the fabric of a constructed station as well as disrupting the structural integrity field. Rather than using explosive technology, the SD folds the fabric of space-time within the station, disrupting the structural integrity field, disassembling the matter and shifting it into the space through which a WH would normally thread. The result is that the station disappears (though there is some residual energy production visible as a flame ball).

Station description from manual:
These come in three fundamental types; Built stations, found in charted (gated) systems only. Constructed stations have the same shell as built stations but require the inside volume for AI modules, structural integrity field generators and auto-fabricators. They have no living occupants. Deployed stations are much smaller, not permanent and have limited, specialised functionality

Constructed station description from manual:
The requirements for the equipment inside means that there is no room for "staff" - everything is automated. There is also no room for strong defensive shields - a constructed station is vulnerable to Station Detonators that disrupt the AI and the structural integrity field that hold the basic shell structure together. (See Station Detonators above). The result is that the station self destructs so as not to be a navigational danger or an attraction to undesirable and criminal elements who might use the raw materials and technology to create their own fortresses. "Sapphire Construction" is looking at the possibility of the AI modules and construction equipment being jumped back to Sapphire for refurbishment and re-use
So there's a bit of contradiction here. It seems that a station detonator warps space/time which causes insane amounts of friction and the end result is basically the station disappears and leaves behind a blast caused from tearing the fabrics of stufflingsunproven.

Then you read about constructed stations self destructing so that their parts and equipment can't be salvaged by crafty bad guys. I'm writing a short to go with my animation and I'm not sure how to write what happens inside a station when a detonator is detected.

Since it's AI the alarms would be there in case there's human presence (like a maintenance crew). So would the alarm say run like the wind because this station is about to self detonate or would it say that the station is about to destabilize? The reason I ask is because it would change how the station deals with the problem.

For instance if it self destructs you would see blast shields go over the ports and any functioning airlocks would probably jam shut in order to best contain any blast. On the other hand if it's a destabilization to the end then would the station even bother with sealing ports and airlocks?




[Edited on 9-14-2012 by EN4CER]
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Marvin
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Post by Marvin »

:o I didn't know built stations could self-destruct ... I thought only deployed stations do that. Whereas, what nanobots give, nanobots can take away.
EN4CER
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Post by EN4CER »

The wording is confusing but it confirms what you originally thought: Only player created stations ie constructed stations will self destruct. After reading it a couple of more times I decided that the self destruct is still devoid of an explosion other than the wormhole friction it mentions.

So it's consistent just the word 'destruct' threw me off.
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DaveK
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Post by DaveK »

From post: 145037, Topic: tid=9792, author=EN4CER wrote:The wording is confusing but it confirms what you originally thought: Only player created stations ie constructed stations will self destruct. After reading it a couple of more times I decided that the self destruct is still devoid of an explosion other than the wormhole friction it mentions.

So it's consistent just the word 'destruct' threw me off.
It's great to have someone looking at my ideas with a critical eye!

When I created the manual I used real physics to explain everything and there was a lot of different stuff to encompass in a consistent set of background physics processes (quantum theory, relativity etc)

I excluded staff from player built stations simply because I couldn't see a way of having thousands of people being delivered as part of a package and so quickly - even more important I couldn't see how they could be cynically disposed of! The explosion effect (which does actually shake your ship quite a bit) can be rewritten into a (smallish) residual energy dissipation burst in the visible region of the electromagnetic spectrum caused by the collapse of the integrity field . . . perhaps!

Marvin has suggested nanotechnology might be added to base mix of science available. I suspect that when the expansion arrives the manual will need a major overall and become a "proper" second edition - at the moment "new revised editions" really have had the emphasis on the revised bit - typo's - glaring inconsistencies etc.

The only request I would make is that we keep the overarching technological/scientific base self-consistent over the whole of the technology we play with.

:)

[Edited on 15-9-2012 by DaveK]
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