No, actually, I think a plasma coated round makes more sense than a pure plasma round. People talk about magnetic bottles and the like holding the plasma in - having a slug surrounding something to maintain that bottle is a good thing.
 
Plasma does interact with magnetic fields, though, so it's not completely impossible - maybe a spinning core projectile that's projecting a field powerful enough to keep the plasma coherent until it hits. Maybe have the projectile be a mini-totemak or a plasma bottle?
 
Plasma does interact with magnetic fields, though, so it's not completely impossible - maybe a spinning core projectile that's projecting a field powerful enough to keep the plasma coherent until it hits. Maybe have the projectile be a mini-totemak or a plasma bottle?

Yes. What you said. The railgun round itself is the delivery vehicle. The magnetic bottle it holds in place is the warhead. The Plasma itself is the explosive in the warhead.

That actually makes more sense than a pure plasma projectile. Which as far as anyone can figure out in the real world is terrible for weaponizing. It falls apart. Something to do with it being an over-excited ball of plasma attempting to act like normal over-excited plasma does. Namely explode..in the barrel...or close enough that it ISN'T hitting the target. The best range they really have is almost better measured in inches.

(Let's NOT talk about ball lighting. While it IS a real life thing...You might as well bring in fairy God-mothers and genies at that point because we don't understand SHIT about that stuff.)
 
To be pedantic - pure Plasma weapons sucks only if your Magnetics sucks (and real life Magnetics SUCKS :p - material science bottleneck). Simply as it.

P.S. Electrically neutral plasma is a thing - though, it neutral only as a whole.
 
That's what the Artemis weapons platform is, a railgun that fires a shell wrapped in plasma
 
That's what the Artemis weapons platform is, a railgun that fires a shell wrapped in plasma
The game never directly states that, as far as I am aware. That's just Sempai Drich's explanation for the glowing shots which, like almost everything Sempai posts, quickly ascended to PASI 'canon', such as that exists.
 
Really? I consider friction from micro-particles as well as ionic release from said same friction as my head-canon.
 
Really? I consider friction from micro-particles as well as ionic release from said same friction as my head-canon.

Plasma Shell, in theory (an old theory - Soviets were researching it), can, essentially, eliminate air resistance/friction for flying object. Which, in turn, allows hyper-sonic speeds in atmosphere without raping craft geometry and hull material composition.
 
Uhh I just came up with that after looking at the visual effects in game
 
*glances at name*. Well played, you get a funny just for that.
I...
I did not intend that. I've had that username in one form or another since 2003 or something (please don't look up my old stuff I was a n00b back then and it's embarassing and dumb.)
It's more that that was the color I chose for my Commander body and nanomachines.
 
I...
I did not intend that. I've had that username in one form or another since 2003 or something (please don't look up my old stuff I was a n00b back then and it's embarassing and dumb.)
It's more that that was the color I chose for my Commander body and nanomachines.

Don't be thinking you can get me to rescind my funny, now. :p
 
Chapter 6
Anyway, have a chapter at ya.
---------------------------------------------------------------
Chapter 6.

In a swirl of color, a hyperspace window opened up, and my hyperspace fabber fell into realspace. Not in the Sol system, however. After about an hour of pondering after looking at Goa'uld weaponry, I realized that I should be going von Neuman on nearby systems.
Dice rolls: 5d214[24 + 196 + 133 + 183 + 96]
I had sent out ten such hyperspace fabbers, because I had no clue what I was doing and the fewer people who could have seen me if I messed up, the better. This one was the first to arrive, only taking an hour to travel eleven light-years. And I didn't have an orbital/deepspace radar on it. Or a Nanite Energy Plant. Yup, I'm very skilled at this whole Commandering business.

Okay, time to use crappy sensors to find celestial bodies. Fortunately, I could do that. It would take a while, but I could do it. I killed the rotation of the craft, and waited. Eventually, I would have the data I needed. Having cameras that didn't obey refraction was great, in this circumstance. It meant I could get the resolution an astronomer would kill puppies for from something the size of a grain of rice. Of course, I still required light to hit the sensor, so I had to wait.

Actually, I was close enough that it would be faster to send another fabber with a radar and a Nanite Energy Plant to the system. And the rest of the nearby systems. But the idea is sound for the Sol system.

Once that hyperspace fabber arrived, then I got to work. One world, and… oh, I think that's a ha'tak on the surface there. Okay, going to keep everything underground. Glad I have my ball fabber design.

I brought the two fabbers to the surface of an airless moon, and plop down a mex. Hmm. There's lag. I didn't notice it when the exact timing doesn't matter, but it seems to be about ten milliseconds per light-year, each way.

I barely have enough metal for a Nanite Energy Plant going down next to the mex. With the local economy stable, I ordered a tube for a bunch of ball fabbers to go in, then the ball fabbers themselves. The ball fabbers immediately get to work, digging down and spreading out. Meanwhile, the hyperspace fabbers - okay, I need a name for these. Pioneers? Sure, good enough. Meanwhile, the Pioneers moved about the planet, digging holes and stuffing extractors in them over every bit of metal they could find. They wouldn't cover the planet quickly, it was just to give the ball fabbers more resources to work with as they went full von Neuman on the moon.

I gave them an hour to go in an approximately straight line, laying down extractors wherever possible, and then told them to do the same on another moon. And while I'm at it, why don't I have them do the rest of the moons in the system? Well, one of them is right next to the ha'tak, and I would prefer not to have to deal with it until I can flood it with c-bots, m-bots, or a sheet of death.

Okay, I'm a bad person for thinking about the sheet of death. Not every problem is a nail, and I have a lot of tools besides hammers.

--------------------------

In the second system, I noticed no energy signatures. On the other hand, I had only noticed the ha'tak in the previous system, and not the Stargate the was inevitably at least near it.

So, this place might not have a Stargate, or it might have some alien tech on it that will summon chtullu if I get too close. I'd want to build up before that happens.

So, "build_custom_366 yes yes no all -1 30." A planetary assimilation protocol of my very own. It built land factories (which could actually build air units, thanks to the fabricator arm design.) only, leaving 200 meter holes in the fill every 1500 meters. Why? Because then I was going to start building my Towers in those gaps. Once I had fabbers running off the ramps, I grabbed the Pioneers and told them to get started on the rest of the system. The moons of the Earthlike planet would be last. And then I would take a good, hard look at the planet itself.

Systems 3, 4, 5, 7 and 10 had no earthlike bodies in them. I wasted precisely zero time in spamming "build_custom_366 yes yes no all -1 15" on all the solid bodies, followed by "build_jig yes yes yes all -1" on the twenty-seven gas giants distributed between the systems.

Systems 6, 8, and 9 were like system 2: An earthlike body and no noticeable power sources. So, I left the area around the earthlike planets alone, and covered everything else in economy. I'd get to checking each planet once I had warships of my own and had a good look through the SGC's planet listing. I did want to know if they'd already looked there, and if there was a "push here to destroy universe" button I needed to avoid hitting… and also reverse-engineer.

I was halfway through waiting to get to Earth, and I needed something to do. Hopefully some progress had been on the research.

----------------------

Well, I now had a 100 kilometer Tower stack every 500 meters on every one of my planets. If I wanted to make them any taller, I would have to add gravwell generators to the sides at some point. Alright, why don't I just add a-

Hang on, hang on. Alright, depending on where I put the gravwell generator, the final radius of the planet once I built to 200 kilometers would be different. So if I made sure that I made all the gravwell generators at a radius of 100 meters, I could get a bunch of planets exactly the same size. Hmm, that should work. I would need a 60 meter generator, but that wasn't a problem.

Actually, the extra mass I had already added onto moons and planets had altered the orbits slightly. Because of this, the orbits were dropping. I'd need Halleys or something to alter the orbits.

While I was doing that, why not rearrange the star system? First, I needed an empty Research Core. As long as I had the modularized design properties for something, I could redesign it fairly well.

After snagging a core after a group of them finished, I sent it a request for a smaller Halley. The actual one, not the one in-game, was a kilometer across, and used a lot more energy. They did, after all, alter an entire planet's gravity to propel it. I didn't care about the number of them I needed to make, I just needed to be able to put them inbetween Towers.

And with that, I began the work for rearranging the system. First, what is it going to look like once I'm finished? Well, I'll stop building towers when each world has a radius of 7,500 kilometers. And since I'm planning on doing some underground modifications on each of the worlds, they'll all eventually be the same mass.

So with those parameters, I come up with a pretty nice solar system. The three gas giants are moved out to 32 AU, into the same orbit, but with 120° between each one. Then I'll have 5 orbits with 6 planets each, each one at half the distance to the star as the previous one.
Once I got the new Mini-Halley working and installed onto some of the towers, I started the move. I'd need to shepherd the gas giants into their new orbit using their own moons, so those would take probably the good part of a year.

But still, time to get moving. Gravwell generator at the 100 kilometer mark for each planet, Mini-Halley above it. Each one is mounted directly below the factories of the next Tower above it.

Barely five minutes later, I feel a rumble throughout every one of my units, even through the seismic stealth. Gravity on each world shifted, flowed, and then reduced as I drove their orbits as I wished. A twenty minute burn, then I'll stop. Apparently, actual Commanders have to worry about their Halleys taking the planet with them when they get destroyed. Something about the gravitational interference when one of the Halleys gets knocked out.

Of course, that isn't a problem when there's only one Halley. Maybe I should build a single giant Halley at the core of each planet? Tossing the idea at the Research Core that I still hadn't returned to reverse-engineering duty, I pondered it.

When it spat back that I could do it with a 500 kilometer Halley, I mentally grinned. Long-term solutions are the best.
 
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I gotta ask, how are you determining the planetary makeup of your solar systems? I still need to determine how many and what types of planets are in my starter world, and I'm wondering if I can copy your system/method, if you have one.
 
That last block of text is half the chapter.

Please break it up a bit - say, an extra space between paragraphs like you did on the first half.
 
I gotta ask, how are you determining the planetary makeup of your solar systems? I still need to determine how many and what types of planets are in my starter world, and I'm wondering if I can copy your system/method, if you have one.
I'm just using a dice roller to determine number of Gas giants, number of rocky planets, and number of moons in total. Since you don't have as advanced space and transmission capabilities you'd probably want to roll for each world's number of moons since that is important for your story.
There might be tools out there for randomly generating a solar system, but I don't know of any. Also, only a few systems will get that much screentime, the rest are just numbers.
Please break it up a bit - say, an extra space between paragraphs like you did on the first half.
Oh yea my bad. Fixing.
 
I have to ask, how do you plan on getting around the lag? 10 milliseconds per light year adds up to 100 seconds one way across the galaxy. That's 100 seconds to get the info and 100 seconds for your response to arrive. I know that 100 seconds of lag isn't much when talking about a galaxy 100,000 light years across, but that lag is enough for things to go to hell.
 
I think that Itmauve already mentioned it, by using macros to run expansions for them. Sure, it doesn't actually solve the lag issue, but it does allow for expansion without needing micro-managing.
 
I have to ask, how do you plan on getting around the lag? 10 milliseconds per light year adds up to 100 seconds one way across the galaxy. That's 100 seconds to get the info and 100 seconds for your response to arrive. I know that 100 seconds of lag isn't much when talking about a galaxy 100,000 light years across, but that lag is enough for things to go to hell.
I would presume quantum gateways, like stargates, can fix this problem... maybe.
 
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