Personally, I'd be more interested in one of the Red Alert games. It would definitely continue Faith's trend of schitzo tech.

Edit: ooh! I didn't realize Fallout was on the list! Do that, do that! That'd be hilariously weird. Though if you do roll Fallout, maybe wait and see how that new robot-focused DLC is when it comes out on the 22nd?
 
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Ooh, I like the wind-up. Let's see how Faith does at actual ship description.

Where's my popcorn? And I feel like I'm gonna need a cigarette too, cause I got a feeling this is gonna be gooood. ;)

(I don't actually smoke though.)
Oh god, pressure! My crippling social anxiety has not prepared me for this!
*runs away screaming*


An extra shield layer for everyone! (Assuming you can fit both shield generators inside things of course.)
Sure, why not. There's plenty of room on board the [REDACTED]


Settings are at the whims of the dice. I don't know if Faith even rolled for the next one (I think she has, considering were back at the hub world).
Yes, I have.


Personally, I'd be more interested in one of the Red Alert games. It would definitely continue Faith's trend of schitzo tech.
Red Alert 2 is on the list (I think - it should be, at any rate) so we'll see. Personally I was never a fan of the Generals and Red Alert timelines. Gimme some crazy green space rocks any day.

Edit: ooh! I didn't realize Fallout was on the list! Do that, do that! That'd be hilariously weird. Though if you do roll Fallout, maybe wait and see how that new robot-focused DLC is when it comes out on the 22nd?
The Fallout on the list refers to Fallout 3 (Fallout 4 not being out when I began writing, obviously) and I haven't put enough hours into Fallout 4 (Had it since Christmas, < 8 hours played) to know much about it. I should probably get back to that.

*looks at 4 page long word document titled 'shit to get done'*

Ehh, maybe later.
 
Eh. Well, if you are deciding to do Fallout, honestly, Fallout 3 has more hope to it than 4. 4 basically took a steaming dump over any chance of the East-Coast BoS being a force for good.

If you do use Fallout 3, do me a favor, adopt that Artie Mason kid. Make sure he doesn't turn into a a douche.
 
Honestly? I consider Fallout 3 to be the weakest of every single Fallout game I've played. I've yet to play Fallout 4,Tactics,or Brotherhood of Steel. In my opinion,New Vegas is the shining jewel of the franchise. So much more going on,both narratively and mechanically.
 
Gotta agree there. I've played enough of 4 to realize I hated the direction it was going, and 3's plot was a bit too railroady.

(that, and the typical idiot design choice of sacrifice the main character to radiation, instead of sending in the radiation immune follower)
 
So since no one has done it yet I shall do the honors!
"Yo Dawg I heard you like shields, so I put a shield on your shield.."
 
So I'm intrigued by the lead up, and somewhat pissed I have a camp out I have to go to so I can't read it immediately after it is posted, but I have one question.

Will it be have the necessary energy on any set of weaponry to overcome the gravitational binding energy of Sol? Because if so I'm impressed, the hundred meter meteor cannons are only 3/4 of that energy, though not explosive so it doesn't do anything other than surface deformation
 
Honestly? I consider Fallout 3 to be the weakest of every single Fallout game I've played. I've yet to play Fallout 4,Tactics,or Brotherhood of Steel. In my opinion,New Vegas is the shining jewel of the franchise. So much more going on,both narratively and mechanically.

If Faith ever goes to New Vegas, she should get her hands on Yes Man's source code. It's one thing to be a dimension hopping self-replicating machine of war... it's another thing entirely to have underlings who aren't copies of yourself.

I mean, look at this guy:



How can you say no to that face?
 
65 - Shipyards
Well it's kind of terrifying, which would definitely help in my complete rejection of everything it says.

Now, also, some fair warning. After I release Chapter 66 (ie, afternoon/evening Wednesday, Aussie time) I will be putting this story on a temporary hiatus. I will continue writing as the muse strikes me, but for the most part I'll be working on an alternate project, not publishing the chapters for this. As for what alternate project I'll be working on... well, I'll explain more about that when the time comes.


65 - Shipyard

"Well, you did tell me to build spaceships. I've even been updating the designs as we go, so it's already up to date with our new Red Faction tech. Here, come on up. I'll show you around."

A few nanoseconds later I received a ping on the Command Network, and following it to the source I found an exact replica of my Captain Drake NeoAvatar, bomber jacket and all, emerging from one of the infantry creation pods.

Hopping 'inside' the NeoAvatar, I sat up, and looked around. The pod was in some kind of alcove in a corridor, and I stepped out into the walkway proper, glancing to each side. Both ways were lined with smooth white tiled floor and walls, barring the wall directly across from the alcove, which consisted largely of glass. Multiple layers, I hoped.

Leaning against one of the windows was a near-exact replica of my own NeoAvatar, the only difference being that she wore a white lab coat as opposed to my grey bomber jacket. That was Hope's, I assumed. Although the lab coat was a curious touch.

Looking out of the windows, I set my eyes upon the same great vessel I'd been so awestruck by when I first came through the portal. It was immense, dwarfing the thousands of Pilgrims and Migrants that flocked around it, spraying torrential rains of nanites onto its hull.

Hope turned to face me, her eyes scanning my face for any hint of emotion.

"Hope."

"Yeeeeesssss?"

"Please explain."

She chuckled, sighed, and gestured at the ship. "Well, you see…"

---

The starship measured in at about thirteen kilometres long, five wide, and four tall, all smooth curves and sleek lines. The general look reminded me a little of Halo's Covenant vessels, only with the sweeping arcs occasionally interrupted by the sharp lines of some protruding component.

Not only was it, in my opinion, rather pretty, but it was roughly as durable as a small planetoid. The entire interior was built around a thick lattice of supporting beams, meaning the ship was unlikely to ever shake itself apart, and every piece of equipment within was so heavily bolted in place - and in some cases, further contained in some sort of roll cage, - that I was fairly certain they wouldn't budge even if the ship hit a planet.

And that was only the relatively squishy interior. The entire thing was, of course, covered in armour. One hundred and fifty metres of near-solid Progenitor plating, only broken by small shielding modules embedded about halfway between the outer hull and the interior, and spaced every six hundred metres or so apart in a giant grid of triangles.

Each shield module consisted of three parts. Firstly, a regular FTLverse Phase Shield, configured to generate a single flat surface about two dozen meters from the hull, and capable of projecting about two hundred layers at once. It served as the ship's primary defence - capable of blocking both physical and energy-based projectiles and regenerating at an incredibly rapid rate. In FTL, a crew member would manually watch and adjust the power flow to maximise the shield's efficiency. That role was replaced by a specialist CPU, granting an even greater bonus to the regeneration rate than even a master crewman could.

Next up was a fifty-layer Zoltan Phase Shield, configured much the same way. Due to a bit of clever engineering, I was able to place the Zoltan shield, which required the exotic bullshit of Phase Space to recharge, beneath the regular recharging Phase Shields, about ten metres from the hull, which meant that they would in theory be able to block exotic energies without wasting charge on mundane attacks. Unfortunately there was no real easy way for those to regenerate without jumping to FTL, beyond the ludicrously expensive and impractical method the Rebel Flagship had used, but Hope was still working on that.

Finally, I had Marauder energy shield technology. It was actually fairly powerful, in terms of size-to-shield-strength, and scaling up the emitters only made them better. Unlike the Phase Shields, these didn't generate a shield surface separate from the ship. Instead, each Marauder Shield added to a single defensive field that 'hugged' the surface of the ship's hull. Even with the huge number of shield emitters adding to the shield, the ship's size meant that the shield was, by necessity, not as powerful as the others - however, it did boast a faster recharge time, and, most importantly, it was an absolute last-ditch in case something managed to bypass two hundred and fifty layers of shield faster than they could regenerate. And if anything was throwing that kind of firepower at me, the Marauder Shield probably would have failed anyway.

Now - what was all that armour and shielding protecting? Well, there was the first, and by far most important component - the Resource Core cluster. One thousand Resource Cores, an immensely powerful resource generation system that fed the ship's millions of onboard Fabricators. The resource cores were linked to four huge storage units, two each of metal and energy, which helped prevent resource wastage… to a degree, anyway.

Of course, such a relatively meagre energy supply would hardly be sufficient to power the entire ship, what with all the high-power systems about - the engines, shields, FTL drive, cloaking device, weapons, teleporters and fabricators being the main offenders. To supplement the Resource Cores, the ship contained ten massively-upscaled Energy Generators, of which only three were required to run the ship in 'normal' combat operations. Using some of the point defence… well, I'll get to that later.

The ship was of course capable of going beyond lightspeed, with a huge variety of engines of both upscaled Progenitor, Bright Foundation and Galactic Federation designs providing it with excellent sub-light maneuverability. A frankly enormous FTL Phase Drive, making up almost six percent of the ship's volume, provided it the same ability to selectively ignore physics that all FTLverse ships possessed in some form, at the cost of removing it reality for the duration of the jump. Despite it's size, the thing was no slouch, capable of a breezy twenty three light years per second.

Once again, FTLverse tech OP. Please don't nerf.

The ship was also fitted with a number of relatively minor utility systems. A good eighty one million cubic metres of space was occupied with a necessarily huge Stealth Drive, capable of slipping the entire ship into Phase space to evade both enemy sensors and enemy attacks. Meanwhile, a huge array of its own sensors, from every techbase we'd looted this far, gave the ship a huge amount of knowledge about its surroundings - I'd go so far to say that it was limited omniscience, of a sort.

Of the remaining internal space, it was split about four to one factories to 'livable' space. And the livable space only got as much room as it did because of how wasteful it was. Seriously, do you have any idea how much space a corridor wastes? A room? It's a lot, relatively speaking.
The factories were, for the most, simply banks and banks of Fabricators lining a number of huge bays, - a hundred metres long, and half that wide and deep. In addition, each bay was lined with Phase Teleporter pads and Teleporter Gates, allowing for any units constructed inside to rapidly relocate anywhere they might be needed on demand.

The ship also had five larger bays, big enough to produce the 340-metre Voyager-class frigates with room to spare, because the ship clearly wasn't powerful enough without the ability to produce five Wayfarers every four minutes.

The livable space was probably the most boring part of the ship, honestly. Living space for eighteen thousand, each person having their own small room and en-suite. Two dozen gyms. A hundred dining hall areas. Recreation lounges full of couches, bean bags, and TVs. Six medical facilities, with teleporters for emergencies. Countless dozens of parks, each one with a different kind of plant life growing within. Some from Loek III, some from the various planets of FTL, one kind that looked vaguely and worryingly reminiscent of the Martian Plague…

---

"Are they safe?" I worriedly asked, indicating the plants in question.

Hope waved her hand dismissively and laughed.

"Pfft, they're fine.Ish."

---

Of course, for all that I'd focused on the interior, there was something rather crucial I'd neglected to mention until now. The outside. Or rather, the objects covering the outside.

Those objects being guns.

The primary weapons were a pair of spinal railguns, each running the entire length of the ship. Nestled between and slightly below them was an enormous energy weapon, a highly-upscaled version of Sanctum's Focus Tower. The longer it fired, the more intense the laser became. I was certain it would have little difficulty even against my own not-insignificant defensive abilities, given time to ramp up. A dome-shaped lensing array at the end of the barrel provided it an enormous cone of fire, meaning the ship didn't even have to line up exactly with the target to totally kill it. Finally, above the HyperFocus Laser, completing the diamond-shaped array of death, was another upscaled weapon, this time a Marauder Singularity Cannon. I was dubious, given that Hope and I had yet to test it, but it would likely be woefully disappointing or incredibly effective (or create an actual black hole and kill us all) so it promised to be… interesting, to say the least.

The ship's secondary weapons were no less impressive. Over twenty six thousand deck-gun style turrets on each side, of three different varieties - trios of high power laser emitters, pairs of heavy plasma cannons, or snub-nose railguns.

Whilst the lasers and the plasma cannons seemed obvious, I didn't understand the point of the snub-noses, since the drastically reduced barrel meant a massive decrease in power. Hope was quick to explain her reasoning.

Teleporters. The snub-nose railguns had a teleporter gate at each end of the barrel. When it fired, the shell actually passed the forty metre length of the barrel several hundred times, before the teleporter gates shut down and the shell was launched for real.

All the advantages of a long-barrel railgun, in the convenience of an incredibly small size. Relatively speaking. It was still about as big as a vanilla Planetary Annihilation artillery turret, but given the scale we were working with, that was acceptable.

It was admittedly a novel design - something I personally hadn't really considered (except maybe I had, since Hope was a near-exact copy of me…?), - but I couldn't help but feel it must have had some problems. Otherwise more people would have been using them, surely.

Ah well. Not like we cared.

Besides those direct-fire heavy weapons, there were torpedo slash rocket pods concealed beneath armour plates, that could rise out of the ship's hull when needed. There was a great number of them (that number being around about four thousand), each large enough to fire anti-capital ship torpedoes by the dozen. Converted instead into firing smaller, anti-fighter warheads, the count was somewhere in the hundreds, per missile tube, and each launcher had twelve, allowing for maximum volleys of around twenty eight point eight million rockets per volley.

The pre-designed missiles included nanite warheads, napalm warheads, plasma warheads, nuclear warheads, singularity warheads, magnet warheads, and cluster warheads, with an alternative 'mine-layer' option available, opening up even more possibilities, such as slow-field mines, singularity mines, anti-bio mines…

And, if something somehow survived against all that ridiculous firepower long enough to deploy fighters, and the fighters survived long enough to near the hull, they had to fight some other fun little toys. Close to a million of them, in fact.

The first type of point-defence was a rapid-fire, quad-barrelled railgun, designed to focus on volume of fire, as opposed to damage potential like their larger relatives. Each was capable of putting out a dozen shots a second, and there were about four hundred thousand, around the entirety of the ship. Mounted on highly sensitive ball mounts, they would be able to quickly and accurately track even reasonably fast-moving targets.

And as for why the ship needed so many power generators? Well, that had to do with the second kind of point-defence turrets…

Friendship Lasers. They were only the small ones, not the larger twenty-metre diameter ones mounted on the Wayfarer, but they were still ridiculously overpowered for their required role. Hope had jokingly named the weapons Super Awesome Friendship Emitter Lasers, or SAFE Lasers, and I had to admit that I enjoyed the irony. One was powerful. Five were very powerful. A hundred? Capable of levelling a city. A thousand? Well, I'd carved a peace sign into the moon with the equivalent firepower of less.

This ship had six. Hundred. Thousand.

And because of their spread across the ship's hull, and the ability for them to chain indefinitely… if I wanted, I could effectively have all six hundred thousand firing at the same target. The thing had no blind spots and the amount of overlap in the fields of fire was 'yes'. It would pretty much take the entire side of the ship being slagged before I became incapable of firing in that direction.

All things said and done, it was about forty Galactic Federation fleets worth of fuck you.

And it was mine to command.

"Fuck me," I said in awe. "This thing is insane."

Hope stuck her tongue out at me and giggled. "No thanks, and thanks. I call it the Mercury."

"After the God?"

"Nah, the planet. Because it's the smallest and most insignificant. Besides Pluto, that is, but no one counts Pluto."

I looked between Hope's avatar and the enormous vessel before me.

"S-smallest and... most.... insignificant?"

"Yup," Hope said, with a demonic grin stretching across her face.





...

"Oh."

"So… wanna see my other projects?"
 
Teleporters. The snub-nose railguns had a teleporter gate at each end of the barrel. When it fired, the shell actually passed the forty metre length of the barrel several hundred times, before the teleporter gates shut down and the shell was launched for real.
Sweet baby Jesus, that's bull-
"Nah, the planet. Because it's the smallest and most insignificant.
BULLSHIIIIIIIIIIT!
 
Well that proved that Faith, or in this case a fork of Faith, is an SVer. First chance she got she went and made a ship that can go "Fuck that fleet and any planetary bodies that they happen to be near."
 
*clears throat*

We have here the prime example of what an SVer can accomplish given sufficient time, resources and total lack of any oversight.

Let us bask in the glory...


BASK IN THE GLORY!!!!
 
I can see this ship and the fleet of her bigger sisters reaching the 40K verse...

Ork: Yeah, that might have sufficient Dakka
 
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