A Little Fish in a Big Ocean [SupCom ACU - Multicross SI]

I'd say that you're probably looking for the word omniscient, which means all-seeing (and all-knowing).
Close, but not quite.

QAI was able to establish communications for the Cybrans across the entire galaxy, and when it worked for the Seraphim when they invaded, it was also one of the single greatest forces in their (the Seraphim) arsenal. it could control armies and ACUs, and in the meantime, hacked and got access to the Experimentals of other factions, just so it could stockpile them at it's central mainframe.

Omniscient implies knowledge, but I need a word that also means existing everywhere. And I'm hesitant to use Omnipotent, which is kinda god-like.
 
om·ni·pres·ent
ˌämnəˈpreznt/
adjective
  1. (of God) present everywhere at the same time.
    • widely or constantly encountered; common or widespread.
 
Um... isn't researching naquada in the blood a little silly when you've captured a goa'ulds capital world? He's bound to have naquada reserves around.
 
Um... isn't researching naquada in the blood a little silly when you've captured a goa'ulds capital world? He's bound to have naquada reserves around.

That would require having actually... you know capturing a Goa'uld capital world instead of raiding one and taking the loot to a closer staging ground.

Least Devotee is correct, I haven't actually captured any Goauld planets beyond the two that I've claimed.

But Beyogi, you have a point in that I do indeed have other sources of Naquadah, such as the liquid stuff in the staffs, and the stuff used in the Ha'taks (from engineering to the stuff in storage), but I focused on the blood naquadah because there's not much else I can do with that particular source. And I'm stubborn and really wanted to be done with that particular research topic...
It does let me figure out Naquadah's properties and energy signature (so I can find more), and the blood version will give me an idea on how to power and control the various personal tools that the Goauld have.
 
But Beyogi, you have a point in that I do indeed have other sources of Naquadah, such as the liquid stuff in the staffs, and the stuff used in the Ha'taks (from engineering to the stuff in storage), but I focused on the blood naquadah because there's not much else I can do with that particular source. And I'm stubborn and really wanted to be done with that particular research topic...
Heh lol. Yeah, pride makes sense, I guess. You haven't been born as an optimiser after all :D
 
Haven't caught up yet, but I was surprised you'd even MENTION using Earth Eaters for resources after three days, even if it was just to say you had enough Mass to not need them. I dunno about how you play SupCom, but in almost every one of my games I move to Mass Fabricators as soon as possible, and then just fill vast tracts of land with power plants. The Mass Extractors become obsolete very, very quickly.

You even have two ways to do that. In SupCom 1, you have the Mass Fabricator building which changes your economy, giving 1 mass for 40 energy. Pretty costly, but steady and automatic and you don't need an extraction node.

The SupCom 2 tech tree, on the other hand, has a much better alternative. A one-time conversion (from a Mass Conversion building for UEF or Aeon, or just at the power plant for Cybran), 1000 energy for... 100 mass, according to the wiki. But, this being a fic involving an AI main character, you could automate that process at the default 10:1 ratio, MUCH better than the old 40:1 ratio.

Anyway. Point being, you can have literally infinite resources from nothing, using only your basic technology (from all three factions, even!), and I'm disappointed that you haven't taken advantage of that. Or, if you have, you haven't made mention of it yet.

Actually, I'm kind of disappointed that there hasn't been much SupCom 2 tech at all so far. Even though SupCom 1 made things bigger and more powerful with the tier system, which does give large advantages since more powerful == better, the SupCom 2 tech is much more streamlined and efficient. Like, you don't see the units increase in size at all or get a new module when you add forcefields (and you do get new visual modules for most other upgrades on units), but you added 10% to the length of your spacecraft to fit a forcefield module on. Why? Just that dedicated to keeping the SupCom 1 tech base instead of using the more advanced stuff?

Anywho. I'll keep reading to catch up. Only a couple chapters behind, so it won't take too long.

Edit- Hmm. I suppose I take the resources comment back, since in the very next chapter you mentioned multiple Paragons. Still disappointed you didn't start your economy on a smaller scale infinite resource method, but whatever.
 
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@Phant0m5 ooh, I like you. Constructive and insightful feedback, I love it!

You are correct, I have indeed been focusing on SupCom1/FA tech. It's partly because it makes more sense to me, and partly because I spent much more time playing that game compared to SupCom2.
In addition, I guess it's because I've also been nerfing myself a bit. If I based every mech on the SupCom2 bots, they'd all have teleportation, shields, and probably jumpjets too. But that's a little OP for most cases, unless I need a commando-type design.
I have intentions on expanding on some of the personal upgrades (hell, I only just created a combined stealth/cloak unit, and I love playing Cybran), but it's just one more thing on a long too-do list.

That being said, I think once I process the goodies I'm getting from the Ha'taks (it's a scifi spaceship, there's a lot), I'll try to put in some time to look at and/or improve some SupCom2 tech.

Lastly, I appreciate the idea of how I can improve my mass to energy ratio. As of right now though, I'm trying to avoid giving my character too much infinite resources. It may sound like a great idea, but it can kill some of the suspense/tension in a story.

Oh, and the Earth Eaters weren't actually meant to give me too much mass, but to give me some way of landscaping and/or getting rid of the sand, and as a segue into burrowing digging units (which I haven't used much recently). They're just another tool in a very large (and growing) toolbox.
 
Yeah, well, one thing to keep in mind is that in SupCom 2, you can't build Hydrocarbon generators or reclaim trees and rocks for mass. The manual explains the first as all previously viable hydrocarbon deposits being either depleted to the point of non-viability, fully emptied, or outright destroyed, so not really an issue for you. The reclaiming, on the other hand... The manual mentions that rocks and trees no longer give enough mass to make it worthwhile, which tells me that one unit of mass from SupCom 1/FA is not the same as one unit of mass from SupCom 2, and energy is likely the same way. (Of course, the real reason for both of these removals being simplified game mechanics.)

So, make it a balance thing: SupCom 2 units are very useful and do everything, but you pay out the nose for them.
 
@Phant0m5...
Lastly, I appreciate the idea of how I can improve my mass to energy ratio. As of right now though, I'm trying to avoid giving my character too much infinite resources. It may sound like a great idea, but it can kill some of the suspense/tension in a story.
...

I've been thinking (for a supcom ME cross) that Paragons and Command Units get resources from other planets. Tactically very useful, strategically not so much...
 
Just found out this story.I love it ! Finally another SupCom story !
You are stalked watched my friend
 
Just found out this story.I love it ! Finally another SupCom story !
You are stalked watched my friend
Hahaha. Well, in response, I guess I should give a (news) update.

So, I've got a seriously intense schedule for the past week and for this one. I'm taking classes for a particular license, gotta pass the school and state exams, then try to be able to use the license to make some money.

As a result, while this certainly isn't dead, I don't necessarily have the time to dedicate to making the next update. I really wish I had the time, but I don't. No worries though, I still have all my brainstorming notes.

Slight spoiler for you! I have my next target to hit, and it's a Goauld with tasty tasty tech, and its not Anubis. No clue when I'll be able to do it cause it'll have to be my next "attack Goauld" roll, but it's a start.
 
Hahaha. Well, in response, I guess I should give a (news) update.

So, I've got a seriously intense schedule for the past week and for this one. I'm taking classes for a particular license, gotta pass the school and state exams, then try to be able to use the license to make some money.

As a result, while this certainly isn't dead, I don't necessarily have the time to dedicate to making the next update. I really wish I had the time, but I don't. No worries though, I still have all my brainstorming notes.

Slight spoiler for you! I have my next target to hit, and it's a Goauld with tasty tasty tech, and its not Anubis. No clue when I'll be able to do it cause it'll have to be my next "attack Goauld" roll, but it's a start.
Nirriti? or is it Bal?
 
Nope! ;)

I'd considered Nirrti before, but most of her toys are biologically focused. And she hasn't had a great run of successes for her super-host project, so that'd be a dead end for me, or at least not worth going for right now. I might consider going after her once I had "fresh" Alteran genetic material. But for now, nope.

And I consider Ba'al to be a potential hornet's nest I don't want to mess with (again, "yet" being the keyword). And he's great at co-opting other people's tech, but not necessarily his own (as of this time period).
 
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I go to check the list of Gouald tech, and I suddenly run into a slow-down. Ugh.
You need to install AddBlock.
Wiki pages are notorious for having ridiculous amounts of banners, and flash/moving banners that eat up resources like its nobody's business
Also you need to scroll them to the bottom of the page before leaving them- most of them have a hidden part that needs to load when viewed, until you do it gets saved up in your RAM slowing you down.
 
Chapter 12: Ha'tak Dissection and Application
Chapter 12: Ha'tak Dissection and Application


After all that though, my two Ha'taks finally arrived in orbit of Wheaties. And boy, do they stink!

No, I'm being literal. Remember the glorious failure of my stealth strategy when I tried to board the things? And as a result, my bots had to kill everyone on-board? Well, when I was quickly rewriting the protocols for my bots so that they would successfully fly the Ha'taks to me, I forgot to empty the ships of atmosphere. As a result, I have fetid bloated carcasses and rotting meat everywhere. I don't even wanna try extracting the naquadah from their blood, cause most of it is just…chunky jello? Ugh, thank ROB I don't have a stomach, or a nose. All CS Engineers, reclaim all organic material!

While that mess is being broken down into its constituent particles, I start scanning everything, and check the databases. The escort ship has lower quality components when compared to the flagship, but the flagship itself is one of the best of the best that Cronus has available, so the escort really doesn't suffer much by being called "lower quality". The escort ship was used for more far reaching duties, such as patrolling Cronus' space, checking up on his various planets, moving around Jaffa armies and resources, that kind of thing. The flagship was used to ferry Cronus himself around, and thus has information on almost all of his most valuable planets and assets. The flagship itself also has several Sarcophagi, a couple of Kara'kesh, and even some handheld Goauld healing devices.

The nicest thing though, is that the Ha'taks have several systems that plug up several areas where I was previously inadequate. These areas are engines, communications, sensors, FTL, and even the weapons (somewhat). The shields and Deathglider complements are just sprinkles on top.

The typical engine used by the Goauld is an inertial propulsion system. It doesn't really have an exhaust to worry about, and is only reliant on having sufficient power, and there's no fuel involved (necessarily). It works just fine in both atmosphere and void, and deathgliders can even use it underwater. And there's also an inertial dampener system tied into the engine, allowing for less stress on the frame of the ship, and also making sure any organics onboard aren't instantly turned into jello. Even better, the drive doesn't need any sort of assistance to move in gravity, so I can take away any wings in a design if I so choose. I plan on installing the drive system into any and everything I have that can fly. It would allow all my air forces to leave a planets gravity, if I so choose. It also means all of my space vessels could also go into a planets atmosphere, which I personally love the concept of, cause nothing says power like a great big honking space ship hovering over your enemies' homes.

Next on the list is communications. The Goauld have several types of communications devices, and I have access to them all. One is a short range type that's meant to go from surface to orbit, and the other is a long range device meant for inter-system communications. The first is fairly simple, and operates off of similar principles to technology I already have. The second, on the other hand, utilizes subspace communications to establish real-time data transfers, with no noticeable lag, even to the enhanced perceptions of an AI. This means I'm much less reliant on my Wormhole Generators for keeping command of my far-flung forces. I'll implement subspace comms, but I'll keep the Wormhole Gens as a backup system. Plus, the Wormhole Gens are still great for resource transmission/sharing.

The communications also go hand-in-hand with sensors (at least in my mind). Ha'tak sensors might not be the most powerful thing in this universe, but they do work faster-than-light, allowing me to ignore lag due to the immense distances being covered. However, I do know that the system has its blind spots, so I'll definitely be integrating my Omni-sensors into the systems. As a nice side benefit though, it does allow my ground radar installations to both have much longer range, but also start keeping track of space targets as well (depending on tech/tier level).

The best gain I've acquired is definitely the FTL system. ROB above, a viable FTL is just so damn useful. However, I was right. Goauld build quality is…not quite catastrophically bad, but definitely not good. My ability to create pure materials is much better, and because I'm not reliant on slave- and/or uneducated labor to put these vital systems together, I can eliminate most of the flaws and thus get a more powerful and efficient engine.

For those of you unfamiliar with the Hyperdrive engines of the Stargate universe, let me explain what they actually do. While there are examples of drives that do allow the equipped vessel to accelerate faster than the speed of light in Real Space, they are exceedingly rare, and off the top of my head, I can only think of one notable and positively ancient design. Most everyone else uses another dimension to travel faster than light, where the rules are different and Faster-Than-Light speeds are indeed possible. The locals call this dimension Hyperspace or Subspace. This dimension is separate enough that phenomena in real-space don't affect objects in Sub-space. Real-Space phenomena can affect the entrance or exit of a craft from Hyperspace, but anything already using it. It's how SG1 once used a cargo-ship to cause an impending asteroid to avoid hitting Earth, by activating a huge hyperspace window to bring the asteroid into hyperspace shortly before it could impact Earth, and then exiting from it a few seconds later, with the rock on the other side of the planet.

I quickly add FTL systems to my current space vessel designs, and make a note to make more designs now that I can actually send them places other than my own systems. Hello Capital Ships!

But wait! There's more! Ha'taks use giant sized staff cannons as their main ship-to-ship weapons, and smaller ones for anti-fighter work. The anti-fighter designs are crap as they are, so I make a note of it as a design weakness, and move onto the big guns. These are a bit more impressive, but not by much. They fire big bolts of plasma and can wear away at the shields of enemy Ha'taks fairly quickly. They can also be used for orbital bombardment. However, for a weapon employed by a capital ship, they have some distinct weak points, and the most distinct of which is that its literally the only weapon type used by the Goauld. Great Big Cannons might sound cool, but these Staff versions are fairly short ranged when compared to other weapon types. They are not guided, so have to be aimed and can't be corrected after the shot leaves the cannon. They travel slower than light, so they can be predicted and dodged. Finally, because they are based off of plasma weapons, they will eventually start to spread out and diffuse, making them impractically for truly long-distance fighting. The shots are also very very obvious, so trying to make a sneak attack with them would be next to pointless. Overall, while it doesn't mean they are useless, it just means I'll have to design any ship that uses them as close-range combatants, able to both receive and give out large amounts of punishment.

Last on the list is Shields. While I do already have shields in my arsenal, most of them are up-scaled from planet-side versions. Goauld Shields give me the capability to handle background radiation, hold in atmosphere, and help survive travel in Hyperspace. I already have shields that can be in both bubble (area) and hugging (personal) varieties, so that aspect is less useful to me. But shield upgrades are shield upgrades.



Like I said, the Ha'taks (or most examples of Standard Scifi Ships) help fill in many areas that I was previously under/unequipped in. With this, I can greatly expand my space forces, and how far and how much I can control at once. You know what? Let's start cranking out some ship designs! But first, I need to upgrade my current ship classes. See? This is why I didn't make more designs yet, because I knew I'd have to go back and upgrade them.

For my "Sliver" Corvette, "Spearhead" Frigate and Fleet Command Carrier designs, I expand their hulls a bit and use the added space to retrofit the engines, sensors, comms, and shields. I also give them all hyperdrive systems. For the Spearhead, I also use the added external surface to add a variable Staff Cannon to each side, for a total of 3. I also use the added space to add more CIWS systems between the old turrets and the new, but that's minor, and really is mostly to appeal to my inner OCD tendencies.


And now, for the new stuff.

(Break) (Break) (Break)

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Author's Note: My apologies for the significant delay. I've had RL things taking all my energy and focus for the past few weeks. I figured I'd try to make a longer chapter to reward your patience, but after making 3 distinct capital ship designs in one sitting, then figuring out their names in another. I tried to write the next section, but I couldn't get it where I wanted AKA not a bare-bones tech dump.
...And then my laptop decided to black out on me, forcing a restart, and I didn't save my progress before Microsoft Word shut down again before I could save it from the backup. Don't worry, the only loss was the part I wasn't satisfied with.
So, I thought, screw it, I'll post something to show I'm still alive and thinking of this.

But the next section will be chapter 12.5, not 13.
 
Chapter 12.5: Capital(s)!
Chapter 12.5: Capital(s)!

But before I go into the new ship designs, I should clarify some things, particularly about my thoughts and choices on my weapons. Let's start with my primary weapons.

While most people may scoff at the idea of using cannons in space, when an enemy vessel has a non-restricted FTL and can pop out of hyperspace at any range, it's best to plan for short range engagements, especially when your enemy's primary vessel of choice is also a fairly short ranged capital ship. As a result, most of my current (already mentioned) ships have some sort of cannons for offensive purposes. Missiles are a perfectly viable weapon (depending on payload), but they are slightly trickier to use, what with travel times in space and point defense systems. As a result, most of my space vessels' primary weapons will be based on cannons. And as I've already shown in my Spearhead frigate, I prefer to use a mix of available weapons technologies when making a ship's weapon complements. The primary reason for this is that I try to future-proof my designs as much as I can, and I'm already planning for future enemies, especially those who are hyper-adaptable or have a defensive bonus against certain weapon types. For example, two hyper-adaptable enemies would be the Replicators from this universe (Stargate) and the Borg from Star Trek. While I hold no illusions that they wouldn't adapt to my weapons eventually, it would happen slower than if I relied on weapons of only one type. As a result of this, I prefer to use a mix of Aeon Oblivion, UEF Gauss, Cybran Proton, and now, thanks to the Goauld, Staff cannons. The inclusion of the Staff cannons might surprise some, but their primary characteristic is plasma based, and while I do have some large plasma cannons in my inventory, Staff cannons have a proven record against Goauld shields. I might eventually mix and match some of the related technologies, and make my own version of a plasma cannon. UEF had a lot of designs for them, I could improve what I've got.

But that's just the cannons. I also have a wide variety of missile designs. Now, what I've got doesn't really stack up to Ancient Drones, but beyond that, most races in this universe simply don't use missiles. I do. And what I do have can be improved.

I've already mentioned one improvement I've made, that allows Cybran Nanodarts to be used reliably as an anti ground weapon, as well as anti-air. I've also upscaled them for bigger launchers. But a missile design based on a Surface-to-Air missile doesn't really help me with an anti-ship missile. So, lets start with a heavier missile, like the ones used by tactical missile launchers. Speaking of which, I should really start calling them cruise missiles. It's just a name change, but it does fit the role.

Anyways, an idea I've had for longer than I've been a Commander was to standardize the bigger missile launchers, make them able to fire similarly-massed self-propelled weapons, and thus open up the capabilities of my bigger units. However, due to the limitations imposed by size restrictions, I'm limited to bigger launchers, like torpedoes, cruise missiles (tactical missiles), and strategic nukes. Some modifications to the missile fabrication suites, and I can pull out cluster missiles filled with micro missiles, torpedoes, or small SAMs. Or, powerful single weapons, like oversized torpedoes or SAMs.

However, those size restrictions only really apply to planet-based units. On every capital ship I design, most missiles are going to start at cruise missiles and go up. And thanks to my upgrade idea, which I think I'll call Variable Missile Launchers, I'll be able to standardize most of them to one size. The exceptions would be dedicated missile boats, of which…I haven't gotten around to designing yet. I probably won't ever design one, not unless or until I get my hands on Ancient Drone missiles.



Now that I've covered the weapons, time to introduce the new ships. I'm implementing 4; a destroyer, a cruiser, a battleship, and a mobile shipyard.


As I I've already mentioned, I already possess a corvette design and a frigate design. Now, admittedly, when it comes to ship types, I'm probably stuck in the Supreme Commander mindset. But that's the tech-tree I have available, and thus, the next biggest ship type (from frigate) is the Destroyer.

I've always interpreted the Destroyer ship type to be the direct fire ships that slug it out with brutal cannons and armor. And where my Spearhead Frigates are meant to gang up on Ha'taks 3-on-1 and win, my Destroyer is ideally meant to go one-on-one and win. As a result, I need a powerful weapon system, and thanks to my newly acquired Hyperspace FTL, the range of that weapon system doesn't really enter into the equation. So, let's give it the Phason Laser off of the Galactic Colossus. In fact, let's put that same laser into a ball turret, so that it can aim in just about any direction. I like ball turrets, can you tell? Carrying on, I need some sort of chassis to carry my Phason Eye of Doom. Ummm, gimme a sec…

Ooh! That'll work. Instead of giving my destroyer 1 Eye of Doom, let's give it two! And thanks to the Inertial Propulsion systems off of the Ha'taks, I don't need to have any sort of classic thrusters or have it be any sort of aero/naval dynamic. So, take two big Eyes of Doom ball turrets, connect them with a rectangular hull spar, cover the hull in armor, shields, and Variable Missile Launcher tubes, and I have my Destroyer. And even better, with this hull arrangement I have an area where both Phasons can focus fire on a single target. The flight characteristics of the ship will be weird (it could fly like a dumbbell, or lead with one turret leading and the other trailing behind), but it will be able to maneuver in whichever way is needed to bring targets into range for the Phasons. Tactically speaking, I'm visualizing the Destroyer as a shotgunner-equivalent, meant to rush up to targets with FTL or sublights, and tear their faces off. I'll call it the "Oculi" Destroyer, as a plural form of Oculus, the Latin word for eye.



The other SupCom ship type (of this tech level) is the Cruiser. In the games, Cruisers have a variety of weapons other than direct fire cannons, from tactical missiles to anti-air to tactical missile defenses. Now, since most of my ships already have CIWS systems to handle strike craft or ordinance, and my VMLs already cover the cruise missile role, I was honestly considering not implementing a Cruiser design. However, it then occurred to me that Cruisers are also support units. So, let's make it a science ship or a mage-type, one that specializes in buffing my forces and debuffing my enemies. Let's start with a rectangular hull like my Fleet Command Carriers. Add in a ton of sensors (both Goauld and Omni), an almost insane amount of computing power for target analysis purposes, and powerful communications systems to coordinate with allied units. I'd put in ECM, but most of my current ECM techniques don't work on Goauld sensors. If I get access to holographic or solid-light projectors, I could spoof them. For weapons, each side will have 3 mid-strength dual-cannon turrets (gauss, omni, proton) for a total of 12. At the front and back of each side, put a laser CIWS, for a total of 8. It also has a repair suite on each side for some repair work. But as much weapons as the thing has, it is not meant for front-line work, just to defend itself. It's primary purpose is acquiring targets and analyzing them for weaknesses to exploit, and then to share that info with the rest of its fleet elements. I'll name it the "Prophet" Cruiser.


Now, it's time to make a battleship. It needs to be armored out the wazoo, carry hard hitting weapons, and ideally be effective at long range. And while I just mentioned that long range isn't really a valid strategy in Stargate, long-range bombardment is still valid on stationary targets. Let's take an 8-sided tube for a hull/chassis, and put an aperture at the front with a receding barrier, or maybe even an iris like the SGC's. In that aperture is an over-sized version of a CZAR's Quantum Beam Generator. That'll be the primary cause of pain for enemies if they get in close, or if they have a lot of hull strength that needs to be chewed through. It could also be used for surface precision attacks. The "secondary" weapons, and the ones meant for long range bombardment are 5 high-power dual-barreled turrets on every side, with the first and last being Gauss cannons, and the middle three being Proton-Oblivion-Staff in that order. The idea is that if/when I start using variable warhead shells, I can have two gauss's working. Oh, and 8 sides with 5 turrets each is 40 turrets. However, this design doesn't use any missile launchers, to prevent any of the weapons from interfering with each other.

To complement the Quantum Beam Generator, I'm using the Inertia Propulsion system to allow for lateral movement, allowing for the battleship to keep the QBG on target without having to realign the hull. In addition to the propulsion systems, I put a serious amount of armor on the chassis, and reinforce that with a dual-shield system, with one barrier being an area shield, and the other being a hull-hugging barrier. The idea is that if the outer fails, the inner can stay up long enough for the outer to recharge and take over, which in turn allows the inner to recharge. Oh, and of course add in a hyperdrive.

Tactically speaking, a battleship is going to be performing long-range strikes when it can, or get in the middle of an engagement and hit targets hard with every available weapon. I've engineered it to take on at least 5 Ha'taks at minimum, but personally expect it to take on at least 8 and win. And because of the big-ass central beam laser, I'll call it a "Cyclops" Battleship. As a side note, at one point I was thinking of calling it a Zeus or a Jupiter after the lightning slinging god, but I'd rather avoid any implied connections to the Goauld. Plus, I'm pretty sure there's a Planetary Annihilation Titan with that name, and I'd rather avoid the confusion if/when I go there.


And lastly, my shipyard. To clarify, the mobile shipyard that I intend to have going around with my fleets, expanding them as needed, and/or replacing my losses. Now, Supreme Commander did indeed have a version of this in the Aeon Tempest Experimental Battleship, but that only built up to T2 units and a T3 engineer. In this case, I'm taking the concept more from Homeworld 2, in that this thing will be able to build any capital ship up to and including itself. Well, kinda.

Unlike my other ship designs which are mostly shape-based, the shipyard is going to be a multi-part ship made up of identical parts. This design will usually consist of four separate struts. When it isn't building a ship, the four struts collapse together to reduce their target profile. When they are building a long-term project, the struts separate far enough to encompass the project, then seal the sides with flash-fabricated hull sections. This allows for ship construction to progress while the mobile shipyard is moving, and can still occur during Hyperspace travel. If it's a short term project that can be accomplished quickly, the struts skip putting up the hull sections, and focus on building the project. The struts each have their own dedicated shield generators. If the worst happens, each strut can actually build a copy of themselves. The normal operation is 4 struts, but if needed, more struts can be added to theoretically any amount. Each strut has an integrated Resource Allocation System, though they are meant to work with Econ Ships, or work off a planetary resource network. Lastly, I'm naming it "Volcano", because Vulcan is the Roman god of the forge, and the term Volcano comes from his name.


Hmm. I said I was only making 4 designs, but I guess I should throw together an Econ ship since I just mentioned one. The good news is that it wouldn't take much. Let's go with a classic. Let's take an arrowhead hull a la the Star Destroyer from Star Wars, then add 4 globes around the hull, each containing a Paragon Resource Generator. Put heavy armor around the globes, install a multi-layered shield system, and let's stick a cloak/stealth system on to make it less likely to be found. Put in a Resource Network broadcasting unit so it can transmit resources, and 4 integrated wormhole generators so that it can link up with planets if its ever idling. That's basically it, cause I don't really need to make it too fancy, at least until I get other defensive systems. It basically looks like a Immobilizer 418 from Star Wars, just without the conning tower. I'll call it a "Cornucopia" Econ Ship.


Well, that's my list of new assets. Let's queue up some build orders for at least a fleet's worth of ships. Oh, and a couple of Space Q-Gates to start expanding my C&C coverage of the galaxy. I'll probably start by expanding in between Portuno and Wheaties.


I wonder what I should do next? I've got a couple of options. Decisions, decisions…

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Author's Notes: So, yeah, here's the end of chapter 12. Sorry for the wait. I actually had the first 4 ships already designed for a while and sitting on my computer, though the 5th kinda just sprung into being while I was typing this up.
So, yeah. I've got a couple ways I can go from here, and even I don't know what will be next, I haven't rolled for it yet. Tok'a, Tollan, the (non-Anubis) Goauld with the tech that makes me drool, maybe even something else. Who knows? :D
 
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The flight characteristics of the ship will be weird (it could fly like a dumbbell, or lead with one turret leading and the other trailing behind)
I'd suggest an extended or trailing probe extending from between the turrets. A trailing shaft would probably work best, as you could keep both turrets up front and ready to engage.
 
I'd suggest an extended or trailing probe extending from between the turrets. A trailing shaft would probably work best, as you could keep both turrets up front and ready to engage.

...why? I'm not being prideful or trying to be offensive, but I literally can't think of a reason why that'd be needed. It's meant to rotate however is needed. It's definitely not meant to be seen as a classic sci-fi ship hull.

If I wanted to make a classic hull look and focus the fire power in the forward arc, I'd have just made a dagger hull with one eye one each side.

My arrangement gives the turrets the ability to fire in nearly every direction, except directly behind them (cause the hulls in that direction). That was my primary focus when designing it.
 
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