Nuclear technologies: Adventures in the Confederation

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travbm
Miner
Miner
Posts: 25
Joined: Sat Feb 19, 2011 3:52 pm
Location: [email protected]

This is may be to big to implement, I doubt if anyone would want to as it is basicly designed as a stand alone game idea. It may have to be made as as new universe while starting a new Transcendence game if the stars are implemented to scale being large and vast. But if anyone wants to add the system to transcencence or make it a univese mod you can use whatever ideas you can implement or more of your own to even adding backstories or stories to play.

A. Introduction:

Welcome to the Confederation in the Utipita system. Where you will encouter aliens and pirates. An extreemly vast binary star system you explore the system, help the confederated shipping and confederation military stop a maulis invasion. It may be hard and difficult to get your ship upgraded but it may be well worth helping this lost colony sent from Earth ages ago. The anomoly is where the invasion fleet is; defeat the large Maulis Capital Ship and you may close the anomoly and prevent the Utipita system from being invaded. Only having older Earth technolgies to build from they worked their way up to a powerful empire from trade of thier rare fuels with powerful nuclear and fission based technologies. With a few space mines the Utipita system is rich in thorium ore that can be refined into thorium fuel rods. The asteroids in the near by star are rich in uranium ore. The abundance of these two ores has prevented the further development of heium 3 type reactors by the Confederation. An old ringer station can be found in the system but for some reason they never colonized the planet Terra. It seems to have suffered some heavy damage. When the Common wealth found them They worked closely together to repair the station and gave help and aid to the injured ringers aboard the space station. Thanks to ringer technology the Confederation developed advanced nuclear technologies from the old earth technology that the Confederation already had. Note that each star has a vast and wide area of space for orbiting planets, gas giants and minable asteroid fields. That just means that each start is as big as the biggest solay system in Tanscendence to as big as the solar system to scale mod.

Nuclear Technologies:

B. Reactors:


0: Hydrogen fuel cells: 10MW of power holds 10,000 fuel it is 100% efficient and cost 1000 credits. It can be fueled by hydrogen gas in a tank for 2000 fuel or a hydrogen fuel rod. It is treated like most reactor. This old fashioned fuel cell is cheap and efficient takinging hydrogen gas in and cycling it around in a loop it is a bit more advanced than the old earth fuel cells that reacted hydrogen with oxygen to make water. Unfortunately the technology to make it more powerful does not exist due to limits for hydrogen pumping with compressors and that the special membrane only allow a certain constant rate of hydrogen to pass through. But a 20,000 fuel tank version up to 50,000 fuel tank versions are available.

1. Antique solar battery: Works with Antique solar armor makes 25MW of power holds 1,000,000 MW of energy. Cost 2000 credits. This old battery
works like a reactor in that it make 25 mw but with 1,000,000 MW of fuel storage it can only be recharged by antique solar armor and electric fuel rods. It is 60% efficient. Makes 1 fuel near a star for solar recharge. It may be coded as a regular reactor but using level 0 fuel rods with solar recharge or using solar armor to recharge and to refuel or by solar arrays.

2. Solar Battery: Produces 30MW of power with 5,000,000MW of energy storage. cost 3,000 credits. It is 80% efficient and uses electric fuel rods to recharge. Makes 2 fuel near a sun.

3. Advanced solar battery: 40MW produce with 10,000,000MW of energy storage. Cost 4,000 credits. Note that all solar batteries can be recharged at any
space station. Can not use any fuel as they only store electric or use electric fuel rods. This solar battery is not only 90% efficient but will produce 5 fuel near a star.

4. Molten Salt reactor: Makes 50MW of power cost 5000 credits. Burns Uranium,
Thorium and Plutonium and Rare Curium rods. Holds 500,000 fuel. It is 50% efficient.

5. Molten Salt Breeder Reactor: This reactors turns thorium or thorium cobalt rods into
uranium rods instead of making wastes, Then it breeds Uranium into plutonium
and breeds plutonium into curium. The fuels appear in inventory for refueling. It
also makes 100MW of power but cost 6000 credits. Holds 600,000 fuel. This reactor is 60% effeicient. If breeding can not be added; fuel breeder converters could be addon on latter. Breeding could be counted as a waste porgram instead of nuclear waste it makes 1 breed a rod of the next level instead.

6. Thorium fuel cell: This is a type of plasma power cell, it makes power by ionizing
a gas from hydrogen, to helium 3 and helium 4. The gas and the fuel is not
consumed easily. Uses one thorium fuel rod. Makes 120MW of power. Cost 7000 credits.
Holds one fuel. But one thorium rod or cobalt thorium rod is consumed one for every 100,000 minutes. Efficiency does not apply is a type of battery. That is if you use a new fuel rod to rest timmer and produce power thorium fuel cells cannot be consumed.

7. Promethium battery: This consumes promethium in a cell and can not
contaminate ship or engines as it is a battery not a reactor. Works like a reactor, making 150MW of power cost
8000 credits. It does not burn fuel but holds ten fuel that is consumed one per every ten minutes. Batteries are not like reactors but consume one unit of fuel after a unit of time instead.

8. Plasma Reactor: One of the most advanced of the old reactors. It uses a ceramic
cylinder and coils.and burns hydrogen gas. The coils induce high energy electric
fields into the hydrogen that makes ionic fields that causes mutual resonate
induction to make 200MW of power cost 10,000 credits. Also breeds hydrogen
into helium3 and he3 to helium 4, it can also make heliotrope fuel. Holds 999,999 fuel. It is 80% efficient.

9. Advanced Plasma reactor: makes 300MW of power cost 15,000 credits. It burns helium 3, hydrogen and helium 4, lithium and heliotrope fuels. It also breeds fuel in stages also. Will hold 800,000 fuel. Highly efficient and economical. It is popular by the merchants found on Confederated Shipping Stations. This reactor is 90% efficient.

10. Vitrium reactor: Found sometimes on wrecks of Maulis destroyers or capital ships. This reactor breeds Curium into Curium crystals. It holds 1,000,000 fuel but makes 500MW of power and is worth 50,000 credits. Oddly it does not consume curium crystals but puts them into your inventory. This reactor is 85% efficient.

11. Crystal power cell: This rare reactor for ships is rare if ever found anywhere in the Utipita system. It uses only Curium crystals to make 1GW of power.
It holds, 5,000 fuel as it will consume one crystal every five minute of game time. Cost 200,000 credits it is a design imported from the Ringers. May be found on the old ringer outpost. A type reactor that is 99% efficient. Bases on Ringer Vacuum Hadron Reactor.

12. Small Americium Reactor: Makes .140MW weighes 10 tons. Fuel efficientcy is 90% Cost 14000 credits. Holds 1,000 fuel USed in drone fighters.

13. Medium americum Reactor: Makes 10MW weights 100 tons. Fuel efficientcy is 100% cost 20,000 credits. hold 10,000 fuel

14.Heavy Americium Reactor: Makes 200MW weights 200 tons. Fuel efficientcy is 100% cost 40,000 credits. Holds 20,000 fuel

15. Advanced Americium reactor 500MW weights 300 tons. Fuel efficientcy iw 100% and holds 100,000 fuel. Cost 100,000 credits. Though the most advanced and efficient technology it is expensive compared to other types of energy. Fission power plants for ships have advanced to convert fission ions in waste directly to electricity.


C. Engines:


0. Retro rocket: An old rocket made back on earth in the 21st century they did get to be more powerful but at only .05 light speed they are the slowest engine in the game. But do have a good thrust of 500 tons. They are so cheap at 100 credits some poor Confederat Citizen will buy an old ship equip one just to trade with powered by a small fuel cell it uses .0 watts of power due to a small MHD power generator. That converts ions in the exhaust into energy.But is too primitive except to run the rocket.

1. Ion Rocket: Old MHD engine that used ions for the era of solar batteries. Cost 700 credits. With a top speed of .10c 1000 tons of thrust uses 1MW of power made before the solar storm dissater they are a rare engine found only on older space craft and some light fighters.

2. Electric engine: A special microwave engine that uses no fuel but power. Cost 1200 credits. Has a thrust power of 2300 tons. Max speed is .12 of light speed. This was a special engine developed for solar battery powered space craft. These engines were made before the great solar stome disaster. This light cheap engine uses 2MW of power and is still found on some light fighters and old light frieghters. Oddly it is popular due to upgrades.

3. Nuclear engine: Works with all nuclear reactors. Uses 1MW of power for a speed
of .16c. This low power engine is not fast as it was an early design that was
discontinued but still used in freighters as it had 20,000 thrust capacity.
and cost 1000 credits. Capital ships may use this type of engine.

4. Hybrid nuclear engine: Faster but less powerful it had a thrust capacity of
18,000 and a top speed .18c. It combined plasma rocket technology with ions from
a reactor. cost 2,000 credits Uses 5MW of power. Popular among Confederation Destroyers.

5. Efficient Nuclear Rocket: This engine was able to take helium 3 fuel.
Makes 10MW of power also. Economical costing 3,000 credits,
but not much faster at .20c it also had low thrust power of 15,000 found on some confederation heavy fighter and freighters.

6. Plasma Rocket: The fastest rocket technology it has a speed of .25c cost 4,000
credits. Has a thrust capacity of 10,000. USes MHD technolgy to make 20MW of power. Uses on newer more advanced Confederation Gunboats. It is used on Confederated shipping frieghters also.

7. Plasma fuel diverter upgrade to plasma rockets makes 3 units of fuel every minute. Cost 8,000 boost
plasma rocket speed to .30 due to MHD hall effect accelerators. Uses 20MW of power. More of an enhancemet that works
only for plasma rockets.

8. Enhanced Retrorocket uses no power and makes .1MW used in fighter drones. Cost 100 credits weighs .5ton

D. Armor:

0. Metal alloy Armor: cost 10 credits has 25 armor points Commonly found on star drifters the light freighters that poor Confederation star traders use. Theare are lots of poor star traders just trying to mine fuel to sell to upgrade ships, or send money back home to the family.

1. Light lead armor: is radation immune but has only 40 armor points it is heavy
1,000 tons. 1,000 credits

2. Lead armor: 2,000 ton armor has 80 armor points cost 2,000 credits and has
radatation immune.

3. Heavy lead armor: 160 amor point weight 5000 tons. cost 5,000 credits. This
radation immune armor is the heaviest armor of old earth.

4. Composit lead armor: This armor was good for it's time it weighs 1,000 tons.
has 320 armor points but cost 10,000 credits and it is radation immune.

5. Old Ringer Solar Organic armor: 400 armor points. It regenerates 40 ap near a star and has an ability to refuel a ship 10 units per second near a star. Cost 500 rin. 5 tons per segment.

6. Antique Earth Solar armor: Makes 10MW of power per armor segment. Cost 500 credits per segment. Each segment has 800 armor points. It is emp immune and laser immune. Power drops off far from a star. This does have one other advantage in that it regenerates 10 ap near a star. 10 tons

7. V1000 armor: Powered armor cost 1,000 credtis and 1000 armor points regains ate 50 ap a second uses 5MW per segment. Weak against emp. 2 tons per segment.

8. V5000 armor: Powered armor cost 5,000 credits, and with 5k armor points. It recovers 100 ap a second. Uses ten MW per armor segment weak against emp. 5 tons per segment wight.

9. V10,000 powered armor. Regenerates 200 units at a time, uses 25 MW of power for each unit. Has 10k points of armor. It is found at the ringer station,
it is weak against emp weapons but strong against most other forms of weapons. Cost, 10,000. 10 ton wieght.

10. Ithalium sulfate armor: 3,000 points droped by corsican ships sometimes and by Maulis faction ships. Worth 100,000 rin. Immune to radation and positron. 99% protection from all other damage except fission. This armor is oddly light weighing only one ton. This is weak against fission damage this is a new damage type found only in Confederation weapons.

11. Curium Armor also called Suicide Armor: Put on some drones or insane pirate ships this Curium Armor will detonate like a large nuclear bomb if hit with neutron beams, or other fission weapons. It has 100 ap but has nearly immune to everything except fission damage as it is extreemly week and some radationation weapons cause it to detonate such as neutron beam.

12.Carbon composit armor. Weight is .5ton, used in some scouts and drones cost 100 credits has 10-50ap. depending on variant.


SHIELDS:


0. Ferromagnetodynamic Shield: 100 credits has 100 points of armor uses on MW of power regains 10 points. Commonly used by miners and poor star traders.

1. Magnetohydrodynamic (MHD) for short) shield: This shield has 1000 points at 10MW
of power and is enhance with thorium, uranium or plutonium and Curium fuel rods.
Thorium it has 1,000 shield points, Uranium gives it 5,000 shield points,
Plutonium gives it 10,000 shield points, and Curium it gets 20,000 shield points
the only down side is if you use fuel to enhance you also have to use it to
recharge your shield. Advaced and is a lost technology from earth. Cost 4,000 weight of 5 tons.

2. Quantum shield: Is the most advanced shield you can hope to find. It is also
extreemly rare. IT uses 20Mw of power cost 10,000 credits and has 4,000 shield
points. But that goes up with fuel enhancement but also uses fuel rods to recharge
the shield. It uses helium 3 fuel rod for 10,000 and helium fuel assembly
for 20,000 shield points. But on top of that heliotrope fuel rod gives it an
astounding 100,000 shield points. The only down side is it is week against
antimatter weapons, but nearly immune to all things but radation. 10 ton weight.

3. Nuclear shield
immune to all forms of damage except radation and fission. It is a cheap shield cost 1,000
credits. Has 500 points and uses 1mw of power works when nuclear reactor or other
nuclear tech is installed. 1 ton weight.

4. Neutron shield: Radation immune and positron immune. It has 10,000 shield points and cost 100,000 credits
uses only 5MW of power with a regain rate of 100. Provides 90% protectection from all other damage. It will also instantly regain all points
if you use a uranium crystal. Fission damage immune. Found only at military stations. Also using uranium crystal enhances shield generator by 100%
more shield points only applies once. 20 ton weight.

5. Curium shield: It uses no power, but only provides 99% protection from all weapons. While it has 10,000 shield points with curium rods, with a curium crystal it has a large 100,000 shield points. While it may cost 1,000,000 credits in the odd shipping statation or dropped by Maulis cappital carrier ships; that launch ten heavy fighters at a time. Fortunately they are only found near the anomoly far from the two stars of the Utipita system. Note that this shield is recharged by curium rods or crystals. It had 150% protecton on all types of damage except emp and radation. 100 ton shield.

6. Drone shield: Cost 100 credits 100 shield points and regenates 2 points. It is also .5 tons.


F. Weapons and ammo:


0. Advanced mining laser: Cost 100 credits: fires an omni directional beam of laser light of a red colored beam. It does 4 damage per shot and fires 4 shots per second. Uses only 1 MW of power.

1. Neutron beam: The only leagal nuclear weapon in the game and does not even
require a military license. It cost 2,400 credits does 50 damage per second in
a beam that uses a capacitor for a counter using 1 point of charge out of 100 It
does take 30 seconds to recharge. Due to the radation sink having to be cleared
before firing again. It uses 50MW of power also. This may cause radation
contamination over time to enemy ships. 50 ton weight.

2. Heavy metal ammo: This ammo comes in three types, thorium, uranium and plutonium.
Each round does different damage in order they are 20, 30, and 60. And may
cost 100 for ten thorium, 200, for uranium tipped, and 500 for plutonium tiped
rounds. The weight of this ammo is as much as it cost.

3. Heavy metal machine gun: It fires heavy metal ammo reload time is .5 seconds
cost 2,000 credits may cause radatation contamination. Illegal in some sectors.
It has an auto feed system and will shoot any rounds you have in inventory. USes 2
MW power 10 ton.

4. Curium Cannon: Highly illegal in all sectors unless you have military license. It
shots currium ammo at a rate of one per second. It cost 10,000 credits. 550 tons.

5. Curium cannon shell: This highly illegal ammo does 10,000 damage and causes a
large radation clould. It for all purposes fires a mini atomic bomb as the curium
reaches critical mass on impact. Causes radation contamination. Cost 15,000
credits. USes 1MW of power does fission damage. 50 tons

6. Curium bomb launcher: Illegal most everywhere fires a large Curium nuke at a
target and causes massive radation plume, contaminating ships in an area. Fire
rate is one per second. uses 1MW of power 60 tons.

7. Curium bomb missile: Illegal bomb does 20,000 damage it is also expensive cost
25,000 credits. It causes a large blast wave of contaminating radation. Enemies
and friends fear this deadly weapon. Does fission damage. 20 tons

8. Persistant actinide cannon: An advanced radation weapon. It firess a cloud of
radation that does not disipate over time. IT lingers for ten minutes on the map.
It does 50 damage persecond, but radation cloulds do build up many rounds
doing lots of damage and causing lots of contamination. This weapon was
banned and is illegal in all systems by the peace treaty of 2108.Uses 100MW
of power fires 3 rounds per second. 80 tons.

9. Fission Howitzer: Rare military grade cannon fires one round every 5 seconds. Uses 100MW of power cost 1,000,000 credits.
Does 150,000 points of damage. Fires a large shot of highly contaminating radtation that fissions on implact breeding Promethium into putonium gas and exploding in a vast radious of persistant radation that an enemy ship is unable to escape from lasting five minutes due to an emp shock wave that most pirate ships and Maulis ships are weak against. The emp effect is so stong that you have to go to a military ship yard to install an emp immune rom. One of the few weapons that does high fission damage. 300 ton gun.

10. Drone Hellfire beam: Cost 100 credits. uses .1 megawatt of power, but does 4 damage, and fires 3 shots persecond. weight is .5ton.

G. Faction:

1. Confederation, Lost earth colony that developed nuclear technology. They are
a friendly peaceful faction that defend thier territory from aliens and space
pirates. Their nuclear technologies have keep their enemies in check. Became
independent from Earth when the star of the Utipita system made solar flares.
Causing massive emp damage they since developed shielding immune to such storms.
Emp damage severed ties with Earth and are now only recovering
communications.Note that confederation all nuclear technologies are leagal in the sector or system but you may need Confederation military license to
buy them. In addition to selling nuclear technolgoy, decontamination gel, radation immune coatings they use radation field emitters around star gates, that
contaminate ships entering a system. Friendly ships have to stop at nearby space station to pay for radation decontamination to enter the system. They
are not leathal clould unless you can't dock at the nearby space station for decontamination. This has prevented alien fleets and hostiles from entering
the system.

2. ConFederated shipping: They hire ships to escort shipments for high prices and you may work your way up in rank offeres constant missions. They breed curium fuel rods that are worth 100,000 credits; and are rich from this high energy fuel. A must have of some other races and will pay lots of their
own form of currency for it as it is also worth 100,000 rin from ringers.

3. Confederation Military: A starbase in orbit of Terra the confederation homeworld, they hire you to take out minor pirate and alien bases at the start. Make sure your are ready before taking on the Invasion fleet.

4. Maulis: Hostile alien faction that use clean nuclear technologies that
oddly use helotrope fuel. Hostile they don't use many nuclear technolgies.
An odd eccentric race they live near the second star of the Utipita system.
Killing these ships will drop plasma reactors and heliotrope fuels. They are the only known
friends with heliotropes. They also use emp weapons and heavy ion cannons.
While they use a strange form of armor made of a Ithalium sulfate. It may not
be as strong as ithalium armor it is however immune to most forms of radation, laser,
and positron weapons. At 3,000 ap they have sturdy ships with a good punch. It is also rummored they have found a cashe of Iocrym weapons mounted on the new invasion fleet.

5. Corsicons: A dangerous pirate faction they use some nuclear weapons technologies
and some alien technolgies scavenged from ships. They only care about profit.
The main weapons they use are older actinide cannons and other illegal missiles;
having the same weapons as sapains, the two groups are similar. Although
thier armor may be large world plates to other rare armors taken from alien races.
This large pirate groups is far mor powerful than sapians and the Dons that run the
black market. It seems that they have raided many ringer supply shipments. Taking
them out will insure that the Ringers can build a ship yard and larger stations in the sector.

6. Confederated mining company: The only legal legit mining operation in Utipita system. They also sell the mining gear you need to mine uranium and
thorium ores.

7. Ringers: They are a minor presence in the Utipita system. They have some good upgrades but due to the pirate and Maulis presence in the system they were unable to build up a large rinnger shipyard just a small trading out post of high quality goods with the survivers from a previous invasion of the Maulis is all that exist of the ringers. Ringers are important to the survival of the Confederation, it was due to their help that they developed the emp immune rom to protect and rebuild thier civilization from a severe solar storm that ruined many space stations in the sector. The Corsicons and Maulis took advantage of this to destroy the last ringer shipyard in the system But due to the attacks Ringers and the Confederation allied in the first Maulis war. But things look bleak as a new invasion fleet approaches.

8. Jik: Lost alien race found in an asteroid they make rare and common gems. Only a few traders know of the Jik. The Jik helped the Confederation and ringers against the Maulis Invasion with their advanced gem technologies. Although the Jik are technologicly advanced they prefer farming on ice asteroids in the outer rims of solar systems. Rarely will they colonize a small planetoid such as pluto to develope lovely gems. It is on a few small exoplanets that you may still find a Jik Gem maker. It should be noted the Jik still trade in a old currency called GC or gold credits. They are more valuabl than rin or credits. The Jik are also expert bankers. They pay some interest on money you leave with them. They make increadable amounts of GC from their gem trade. They even have a currency exchange. Gold ore and gold bars are always bought by Jik as well if you want to earn GC.

H. Fuels:

0. Electric Fuel Rod: Level 0 fuel, used to recharge solar batteries. Can be used to recharge 10,000MW of fuel for a solar battery.
Cost 1 credit for the electric fuel rod.

1. Hydrogen: basic fuel rod used by plasma reactors. 2000 fuel points. cost 10 credits. lv 1 fuel

2 Heium 4 : basic fuel rod used by plasma reactors can be bred into heliotrope fuel if you have lithium rods. he4 cost 100 credits has 6,000 fuel points. lv3 fuel.

3. Heium 3 fuel rods and assemblies remain the same as the original game.

4. Lithium rods: used in a plasma reactor to make heliotrope fuel. In Li rod and one he4 make one heliotrope fuel. Li rods cost 200 credits and have 12,000
fuel points. level 4 fuel.

5. Thorium Rods: cost 6000 rin or 6000 credits, it has a fuel value of 15,000. Thorium is flourinated in a molten salt reactor or breeder to make power. It is easily bred into uranium rods. level 2 fuel.

6. Promethium fuel rod: level 3 fuel used by promethium battery. cost 4000 rin valuel ate 10,000 fuel.

7. Promethium assembly: fuel rod worth 20,000 fuel cost 8,000 rin. also used in promethium battery. level 5 fuel.

8. Plutonium fuel rods, makes energy in some reactors. Has a fuel value of 30,000 while costing 12,000 credits or 12,000 rin. level 6 fuel.

9. Curium fuel rods. Rare fuel worth, 100,000 credits to 100,000 rin it has a fuel value of 60,000. This highly fissile istope of curium 247 is valued for
making rare green curium crystal highly prized for thier appearnce as a reactor fuel. level seven fuel.

10. Curium Crystal. A rare gem high prized by all races worth 1,000,000 rin. Also a level 8 fuel with a 110,000 fuel valuel Curium crystals are made in some tetron factories or by a rare Vitrium reactor found on the odd Maulis destroyer.

11. Americium 242 rod: cost 100,000 credits. weight is .5ton. It is the most efficient fissile fuel known. It makes 1 promethium refuse for each rod consumed and one nuclear waste.. IT is bred from plutonium rods. Has a fuel value of 100,000 significantly more than curium rods.

12.Nuclear waste converter: This turns 8 nuclear waste into 1 promethium refuse and one nuclear waste and one Mox fuel rod. cost 10,000 credits.

13. Mox fuel rod: has a mix of fissile fuel elements. Cost 1000 credits. ruel rate is 10,000 Works in most all fission reactor cores.



I. Misc items and upgrades:

0. Hydrogen Extractor: Flying near or over a gas giant in the solar system will fill your hydrogen tanks used by older ships. But hydrogen is common by product of porcessing ores into metal ingots or fuel rods. Used by star traders as the system has a gas giant near the outer rim of each star in the system. It is convient as it makes travel between systems practical for older ships. Or mining the large asteroid belts between the two stars. An older technology costing 100 cedits it puts 10 fuel in you tank per second over gas giant planets.

1. Uranium Crystal: trade good with ringers, fuel, and will instantly refill shield points of neutron shield.

2. Emp Immune Rom, This rom makes your ship immune to emp blast. found only at military bases. As this rom is also a hardware upgrade it protects any and all installed hardware from emp blast. Cost 3,000 credits.

3. Fuel refinery: turns uranium and thorium ores into fuel rods. Cost 100 credits. Found on mining stations.

4. Fuel breeder level one: Turns thorium into uranium rods. Found on mining stations. 200 credits.

5. Level 2 fuel breeder: breeds uranium into plutonium rods. 300 credits

6. Level 3 breeder: turns plutonium into curium rods. 500 credits.

7. Confederation micro fabricator: turns 5 curium rods into curium crystal. Will make solar array from supper conducting coils found on pirate bases. And
all the other things found in the micro factory mod maybe. 1000 credits.

8. Solar battery charger: Cost 4,000 credits. Adds 100,000 fuel or MW electric to solar batteries. Collects solar energy near a star. I think this may be a divergent with ancient solar technology.

9. Microwave injector: An upgrade to electric engine it adds 1Mw of power and boost speed to .16 light speed. 350 credits

10. Berryium array: Adds 1MW to electric engine but increases speed by .4c. Works with microwave injector. 480 credits. Note if you can not have stackable upgrades to a ships engine to make them faster then let microwave injector upgrade to .25c.

11. Old Earth Mining Laser: Just an old mining laser does 10 damage fires one shot every .5 seconds. It uses 5MW cost 1400 credits. Used to mine asteroids.

12. Old earth miners cargo hold: Holes 2000 tons. Cost 1800 credits. Needed to mine ore.

13. Mox refinery: USes 10MW converts 10 Mox fuel rods into 2 Uranium fuel rods, 1 plutonium rods, and 1 curium rod and 1 Americium rods. It makes one 5 nuclear waste. Cost 100,000 credits. Weight is 100 tons.


J. Special armor:

1. Null armor: Has a weight of 1 ton, one crystal or fuel rod slot, cost ten credits. Put in a uranium crystal into the slot and it has 10,000 armor points, Add a currium crystal and it 100,000 armor points. Damage is fix by replacing the crystal in a slot. This may be a bit of a reach. Found on some ancient light earth fighters found in the confederation ship wrecks good place to look for old items. Curium crystals tend to explode from neutron beams, and fission weapons. Plutonium crystals simply start emiting radation cloulds when hit by neutron beams and laser weapons. Note this armor has a heavy blast plate for 400ap of extra protection if a gem should break. The idea behind this armor is if your gem or fuel rod breaks you are still left with the blast plate and the broken slot item can be replaced. Prirates for some reason took a liking to this type of armor.

2. Gem armor: It weighs 2 tons. Has a slot for 2 crystal and the amount is the same for null armor but add from the second crystal for armor total. Cost 20 credits found on some confederation fighters. Other gems may add more points or add immunites. Found on some pirate wrecks and ships, Moste confederation pilots know better than to equip radioactive materials.

3. Fuel armor: Found on pirate ships it weight 5 tons and has 4 slots for fuel rods. Thorium rods add 100 ap, Uranium rods add 150ap, and plutonium rods add 200 ap, then curium rods add 1000 ap. This armor is radation immune. cost 50 credits Promethium adds 400 ap, and promethium assembly adds 600 ap. Note fuels can be ignited to make large reactive wave that explodes outward killing some enemy ships. Especially curium fuel rods and plutonium, uranium only fissions and starts making radation cloulds of contamination and doing damage. While thorium fuel rods may breed into uranium rods from neutron beams, and fission weapons and some actinide waste cannons. This makes the radioactive fuel rods very dangerous and are even designed to blast outward to protect a ship and it conponents. Promethium is not fissile so it only breaks and leaks a radation clould of contamination. The armor then has a blast plate underneath for 200 extra ap of protection.

4. Slot Armor: This armor only uses clean fuel rods for armor points and has 4 fuel rod slots. Hydrogen fuel rod adds ten ap, helium 3 adds 50ap, helium fuel assembly adds 100 ap. And he4 adds 120 ap, while lithium adds 150 ap then heliotrope adds 500 ap. each type has a diffent armor type Damaged fuel rods are replaced to repair armor. Cost 100 credits. weight is 10 tons. Found on some older confederation freighters and light fighters. Note: only fuel rods break on this armor so you can replace any broken rods.

5. Junk rack: weight is 30 tons, cost 230 credits per segment. It can hold barrels for armor. Each barrel adds an immunity to the armor while armor points is equal to the weight of the barrel. Holds 2 barrels. Found only on older pirate ships. Hitting the barrel of radioactive waste is no fun. As it makes a plume of radation that slowly damages your ship if you fly though it or even causes contamination. Corsicans love to use these as they kill some weaker enmies and makes them easy to loot.

6. Supper Conduction coil armor: has 6 slot for supper conducting coils each coil adds 100 ap while powered they add 2000 ap while drawing 1MW per coil it cost 600 credits per segment weight is same as coils installed. If damaged the coil is only replaced. Sold by ringers and found on the common pirate ships as pirates prefer supper conducting shields and make solar arrays from time to time from savenged coils but this powered armor is the best they have to use. But mainly found on ringer ships.

7. Shield rack: Different shields have used different items to regenerate thier shields. This rack uses the more advaced items use to regerate shields but for armor. It has 8 slots and each unit gives a total ap per 1/2 unit cost. Then each item draws 1 MW per unit level. Green etherium crystal and such things are mount on a shield rack type of armor. Ringers found a use for all those special shield crystals.

8. Powered Gem Armor has 7 slots uses 25MW per gem. clear gem gives 1000 ap, red 500, orange 4oo, yellow 300, green 200, blue 100 indigo 600, violet 800 ap. cost 100 credits. Unlike the regular armor powered gem armor allows radioactive gems to be used without spontaneous fission or nuclear blast. Used on old confederation Destroyers found mainly in the great wreck of the Maulis Wars.

9. Shield slot Armor: unlike other armors you put a shield generator on this armor, it is safer than most and adds 4 shield to a ship after your shields go down though you have just 300 ap of armor. Each shield uses its own amount of power and has its own shield points. Used on the Ultima Confederation battle ship found only in the great wreck from the Maulis wars. Though it can not equip shields that use rods or fuel to regain points, more like monopole deflectors and r1 deflectors and things of that type. It is worth only 2000 credits but the shield mounted on the armor can be more or less.

Notes: all items give bonus protection by level. 0 is emp immune, 1, laser by 50%, 2, impact 30%, 3, howitzer 20% , 4 radtation 25%, 5 positron by 50% so on and so forth as fuels range from level 0 to level 10 or what ever floats your boat on defense atributes. The same applies to level of items used or by weight class or item class. As most radioactive item give atleast some radation protection by 20% minimum. Crystal give some immunities mainly radaton and some positron.

K. Special Lasers:


1. Gem laser, has one slot for one gem. the type of gem affects the color of the beam. Ruby is 2 damage per second refire rate is .5. Corite does 8 damage and refire is .5. Mercurite makes Xray lasers and does about 20 or higher damage. , Thorium Gem makes turbo lasers. Plutonium makes positron laser. Does 30 damage fires one shot per second. Curium fires a rare antimatter laser does 50 damage per second. Power draw of the gem laser is 10MW per gem. Cost is 3000 per slot. Orange, makes thermo laser beam at 60. And indigo makes Fission laser beam at 80. White laser does 100 damage and as atributes of all laser types. All gem lasers work with laser colminators. Fortunately they found a way to prevent fission of some radioactive crystals.

2. Advanced Gem laser: Has two slots same as above.

3. Heavy Gem Laser: has 3 slots same as above. Mixing gems will result in a rainbow type laser.

4. Rainbow Gem Laser has a slot for every color of the rainbow. but can be fitted to make extreemly powerful lasers instead. 7slots 21,000 credits

L. Gems:

1. Ruby: Cheap basic gem used for lasers. 500 credits

2. Corite: crystal clear gem gives off bright white laser beam. 11,000 GC

3. Mercurite: Rare Violt Gem made of some kind of black mercury. 10,000 credits

4. Thorium Gem: a uncommon green gem that may be used for fuel or trade with aliens with odd currency. 4,000 credits

5. Urananium Gem: Orange metioned above but also used in Gem Laser. MAy appear red but makes organge in gem devices same as original game.

5. Plutonium Gem: Yellow gem used in upgradig Gem type lasers rare trade good. 3,000 credits

7. Curium Gem: Blue GemAlso metioned above but also used in upgrading Gem type lasers. 100,000 credits

8. Desite Gem: Indigo gem very rare and found on the odd ancient ship wreck of lost alien race. 7000 GC

M. Gem Shield:

1. Basic gem shield: It cost 1500 per slot it come in 1-4 slots.

2. 7 gem shield: same as above each gem adds x shield points. And are as follows RoyGBiv and are 1000 ap red, orange 2k, yellow 3k ap, green is 4k, blue is 5k, indigo is 6k ap, and violet is 7k ap. crystals are internal so they do not explode atleast.

Gem launcher:

Special missile that takes gems to indicate powe of the missile: Gem weapons are only used in the Confederation. This missile has tracking comes in 1-7 slots and cost 100 per slot.

Gem missile launcher: Special misile that launches gem sloted misile that does multiple types of damage or strong damage of a gem type. 100 credits

N. Extremly Rare Reactor:

0. 7 Sloted gem reactor: This reactor does not consume gems and does not make power cost 30,000 credits. It makes 100Mw for every red gem, 200MW for orange, and 300MW for every yellow gem, green Green gems make 400MW, Blue make 500MW each and indigo makes 700MW per gem, and Violet make one Gigawatt per gem. This gem reactor does not consume fuel, it seems to make power from crystals from some kind of zero point energy or space enery flux that exist everywhere in the universe. Found only on a Jik home base as this is the only power sourc of the Jik they may have smaller version of their stations. Clear gem corite adds 2Gw.

Note on all gem armor you can add and remove gems as well as iems on slotted items.

O. Player starting ships:

0. Star drifter: This old ship is in the shape of an egg. With a small rocket engine out the narrow end and a cockpit on the wider end, equiped with retro rocket olf FerroMagnetodynamic shield. Along with an advanced mining laser and a miners cargo hold it has a 10MW fuel cell and hydrogen extractor along with 100 hydrogen fuel canisters. Holds 50,000 fuel while max can be 1,000,000 it can haul 2000 tons and 4000 max. But bewarned if you get to heavey the Retro rocket may not make enhough thrust. It weighs 5 tons for maybe 495 max recomended load. It has four metal alloy armor plates as well. You start out with 0 credits and is the most difficult to start out with. Some ship yards are still selling this antique space craft left behing when the Confederation Carrier ship gave the order to evacuate, many star drifters were refitted as cheap light frieghters a long time ago.

1. Solar Fighter: This craft is in the shape of a twin cylinder with four solar armor and tri winged design, a solar battery, a mining laser and miners cargo hold along with 50 electric fuel rods you start out with 5,000 credits. It is equiped with an ion engine and basic FMD shield.Propelled by ion rocket.

2. Riu: This ships has a chopped off like pitch fork that extends from the cencter of a hexagon. It has composit lead armor and a good Quantum shield along with a molten salt reactor and nuclear rocket engine. It also has an omnidirectional light neutron beam and has starts you out with 1000 uranium rods. An easy ship to start out with you also start with 10 platinum cash cards.

3. Jik Tug: This heavy freighter is a long rectangle like ship with a cylinder that over streaches the front with 3 rocket engins in the back. Nuclear rocket in the back It has 2 miners cargo holds for 4000 tons. It has the same armor and reactors as the Riu but it uses an advance mining laser. And has a disposable rocket launcher. 5 platinnum cash cards in your hold as well.

4. Riger Heavy Gunship: This light fighter is a Ringer design shaped more like a flying saucer but with a cockpit coming out the side and a short trapezoidal front. It is equiped with Slot armor that has helium 3 fuel rods and a large solar battery along with 1000 elctric fuel rods, it has a solar recharger as well. Equiped with a omnidirectional light fission howitzer and has a disposable rocket launcher.The ship is also able to hole 500 cargo and 4000 max. Propelled by electic engine. You also start out wit 20,000 credits in platinum cash cards.

5. Scout: This is basicly a small ship with a retro rocket, fuel cell, and a mining laser and one armor of Carbonfiber armor that has 20ap but is coated in a laser immune, and radation immune coating. It has a small miner's cargo hold of 100 tons max 500. It has a small deflector shield of 50 shield points and a regain of 5. It is a hard craft to start with and with no credits just a 10 fuel. It is a stange ship in the shape of a small cone with a large rocket protruding out the back. This was one of the few scout craft that the Confederation had when it first came to the Utipita Binary Star System. Very basic ship but it weighed 1 ton and was able to double the speed of retro rockets due to the low mass of the ship. Allowing it's light retro rocket to go .10c becuase it had an upgrade to the MHD it was lighter and more powerful boosting speed to .10C.

6. Confederation Drone Carrier: This old carrier craft has fighter bays for drone fighters. It was one of the few drone carriers that survived the Maulis Wars. It has 8 Metal alloy armor plates and sports an addvanced molten salt breeder reactor with a hybrid fission engine, it also has a neutron beam weapon along with a nuclear shield. There is a medium miners cargo hold of 1500tons as well as an omnidricectional advanced mining laser and mineral scanner installed. It has 10 drone fighters in the drone carrier bay that can be launched. It has 4 ICX missile defense turtents along with two moondust cannon defense turrents. An old craft but still in use today in the Confederation and Confederated Shipping uses them to haul small supply loads. Knowing that a hostile ship is just waiting to attack. These have helped insure transportation of goods in the Confederation. You also start out with 20 platinum cash cards and 200 thorium rods.

P. Story:

You are just a poor citizen in the confederation. Fortunatly you live in the confederation. The poorest citizen in the confederation is easily living a middle class life compared to the common wealth. The only desperate people in the Confederation are pirates. The Confederation even gives Citzens ships from time to time if they show promise. You passed your pilot exame and gotten your star pilots license. The Confederation has even given you a ship and credits to start out with. As it needs every able bodied citizen to mine asteroids, work their way up the ladder to get stronger faster ships, and to make the economy stronger and take part as the Confederation Millitia to defend the home world from possible invasion. You can trade, mine, or even work directly for shipping companies escorting frieghters or the Confed Military flying missions. You hug your family for the last time and launch into space. It is your first time out in the wilds of the Star system where there is great opertunity for profit. Even many space stations that make and buy and sell all storts of things. You can make profit trading between ice farms and space farms, and resteruants and large orbital cities. Space farms are the large green domes that grow food for obital cities thay have stock markets, banking and other commercial services even a galaxy network to view item prices from stations and see best buys locations and best sells of items in your cargo hold. Space factories sell goods to cities as well. Now you get the gist of it. Will you earn your way to becomeing strong enough to defend the Confederation or will you wind up like so many that have come and gone before you.

Q. Trade missions: escort the various freighters.

Corsican fighters are light similar to hornet craft but sporting sapian like weapons and Heliotrope armor tand shield they get from the Maulis traders. It is also important to escort Jic Tugs later. As you have to protect them from the Corsican Destroyers. Then the corsican assult mission is to fly out and kill the corsican main battle carrier. It continues with 5 more assults on Corsican pirate outpost. After that there is the assult on the corsican ship yard filled with loads of armors, engines, and shields and weapons and all manner of upgrades. Corsican stations have ten to 100 times more loot. But don;t under estimate them. As a last Act of Revenge all remaining Corsicans rush to destroy Confederation Fuel depos weakening them for the Maulis Invasion. It is you final mission and you must keep as many fuel depos intact as you can.

R. Military missions.


These are hard missions. You have to fly out and kill 4 freighters and haul what loot you can back to base and sell what you don't want to the military for double prices to equip the confederation military.Then there 4 are the raids on Corsican traders for loot. Then 5 missions taking out Maulis outpost. Then 2 missions to take out corsican star craft carriers. The 3 missions to destroy Maulis shipyards. And finally the last mission to destroy the Capital mother ship once destroyed the portal to the Maulis system will close. There are a few remaining Maulis Attack ships in the system. They are going to attack the Confederation Smlters an Fuel Refineries. It is you duty to defend the Life blood of the Confederation. Threre are rare ores, fuels and crystals in those space industries. Without them the Confederation would be weakened and loose much of it's financial wealth. Fly and defend the refieneries, storage stations and space factories from a Final Maulis assult their last ditch effort for Revenge.

S. Areana:

Basicly another arena but you have to fight 100 ships each getting a bit stronger every ten ships. And t qualify you have to destory as many ships as you can out of 20, then 30, 40, and finally out of 50. Then you are a gladiator. Fortunatelay the ships are easier to kill than Corsican or Maulis ships. The credits you earn are ten times that you would in the original arena. After each battel you can repair and upgrade your ship with the credits you earn with any of the shield, and armor and weapons dealers. Note you even have a currency exchange for Rin and GC with ringer and Jik trade stations outpost.

T: Religious Factions.

0. Divintity Pentacostal Church:

Helps star pilots and loan poor traders with fuel, and there is a basic introduction to train some more advanced skills to star pilots. You start out here. This take place of the Sisters of Domnia. The Confederation is a deeply religious group of people that have prospered and grown in their faith in Jesus Christ. The Confederation is likened to the people that left England and are similar to Puritans. They were wanting to practic Christianity in peace. Many Monks and missonaries, nuns, priest teachers, scientist, technicians, engineers, and students live on board the Church station. It even takes wounded soldiers and Confederation citizens and helps educate citizens to get better jobs in space and on the Home world. The Divinity Pentacostal Church has educated Confederation citiezens and taught the math, engineering and manufacturing and helped many inventors get started. Unlike so many so call christian Churches of today they really work with people and help them to have a better life in scociety. Becuase of this the Confederation Government only defends the people of the Confederation the states and poeple live free lives with retirement and wellfare and medical needs handeled by the non profit church. This way the church has grown and even run space farms to employ many people and the confederation has flourished with their kind and Gental hands nurting and helping rebuild the Confederation one life at a time. The occasional DPC ship you can hail and they will ask have you heard the good news about our lord and savoir Jesus. They also share fuel with pilots that are in desperate need for a low fair price. IF you have no credits then they will give you free fuel if you run out as well. You can even give a call for help and one of their ships will come to your aid and help you with fuel. Note: I based them on the Gonars in X and on some other game I played, But I was mainly influence by the Puritans and pilgrams that first imagrated to North America along with Shakers and other Christian groups. Also there is one station orbiting each star of the sytem. Special power is to call for help and they will give you fuel, their stations repair armor, sell shield generator, solar batteries and hydrogen fuel cells, duranium or orthosteel armor along with solar armors and solar devices. Individual independence is important as well as helping others. You can donate credits, or items. God bless you my child is the message that aprears. For each good donation you may get a random upgrade to a part of your ship or armor, or weapon.

1. Plymothites: A religous group dedicated to eradicating hunger in the universe. They build ice farms and trade in food, sometime they have algae bio domes that sell fish, and kelp rations and alge vitamins where 6 pill could keep a person alive for days if they are desperate. They also sell water and basic food stuff. Call on them for a plymothite power of Organic armor, replaces your damaged armor with 1,000,000ap organic regenerating armor Regenerates 10 ap per second. It can only be invoked once. Must dock of Plymothite sanctuary to get power.

2. Draq: A mysterious faction that worships some strange artifact that tells of a prophet. The prophet wrote many things of war and slavery. They are the religious faction to the Pirates. Beware there may be Corsican ships docked on their stations. They also sell actinide waste cannons and a few Sapians live on these stations. If you dock at thier station they have the power that makes a ship warp to a dark star system filled with gates. But inoking the power some how makes your sould feel darker. Only pirates, or outcast can dock here. Note: you can only become an outcast if you attacke Confederation Fuel depos littler station storing Thorium, Uranium, and plutonium and Cerium Fuel rods.

3, Ecosystems: is a religous faction dedicated to clean power and sell electric engine and ion rockets and any non fission based technolgies. The work to develop clean power for all and are strongly opposed to Corsicans. They want to develop clean reactors and rockets to change the Confederation from with in to cleaner energy technologies. They also work to give a non bias education in all math and science and physics in clean technologies. Their power is to make your ship teleport to a safe loction in the binary star system. They have also built a gate to a new system call Aquila where they delvelop solar and all clean technolgoes and mine metals, ores and the system is rich in hydrogen ores, and helium regolith. They are as much a company as a religion to clean cheap green energy.

Note: It is just a Game idea so please no negative comments only more ideas or better ideas or likes or dislikes in the poll. But feel free to post suggestions. Or story lines. Or tell what things would be impossible to program.
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