Prometheus Corp.

Started by rer24, July 20, 2018, 01:19:19 PM

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rer24

Initialize Log 0001:
This is commander Tiberius Varro of Prometheus Corp. In case something happens to our expedition, this database will contain all events that have transpired, and all information that we manage to gather. I shall provide a brief summary of our story and goals:
Foundation

Prometheus Corp. started as an energy company. With more Particulate came more weapons, which meant more energy consumption. The solution? Generate more. The Reactor module has long been a staple of HQ ships, as they were the first on the scene, and needed to be self-sustainable. However, Prometheus Corp. was the first to manufacture the NRG Mine, or the Nikola-Resonance Generator. This was all well and good, but it inspired me...
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Expedition

There is a region of Redacted Space known as Tormented Space, or the Dark Sector. By some sequence of events, the number of energy mines in that area is severely limited, making typical expeditions into it rare and fruitless. However, Prometheus Corp. unknowingly came up with the solution: we make our own power. Thanks to the NR Generator, we could construct ships that could be self-sufficient, and with their help, explore the mystery of this region...
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Strategy

With this source of power comes a cost-increase of ships. The presence of reactors on our ships approximately doubles their size, forcing us to be frugal, carefully evaluating every ship design for its role in our fleet. Of course, we also strove to minimize wasted energy production to save space. As such, our ships are not capable of running lasers or repairs alongside their main weapons. As such, the NRG Mines are still useful, or the undesired feature can be manually disabled. Fortunately, or perhaps it was to be expected, the strength of the particulate in this desolate sector is also decreased, allowing a smaller number of weaker ships to conquer the area. As this expedition has just begun, we have yet to determine the limits and usefulness of our fleet, so expect evaluation reports to follow.
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Now that introductions are out of the way, I shall allocate this portion of the log to our fleet designs and combat records. These designs are available for public use, as the fleet was designed under a scientific permit. As such, should our expedition fail, any corporation or individual may follow in our footsteps. However, the NR Generator Schematics are a business patent, and as such must be purchased from Prometheus Corp. for any use.

Tested Ships: These ships have seen combat and are unlikely to undergo changes.
Spoiler

HQ: Ships outfitted with warp drive and captain's quarters.
Spoiler

Prometheus HQ V1.0 ID# 2730
An experimental HQ designed by Prometheus to extend its usefulness in combat. The lathe has been replaced by a port, allowing the HQ to act as a relay of sorts, with the potential to be an extra energy source should this design prove effective.


Prometheus HQ V2.0 ID# 2757
Version 2 features additional reactors and a particle beam.
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NRG Mines: Vessels with sole purpose of energy production.
Spoiler

Nikola-Resonance Generator Mine ID# 2726
The Nikola-Resonance Generator is the foundation of Prometheus Corp. It allows ships to operate far outside the range of energy mines for extended periods of time, even indefinetly. They are as fragile as real energy mines, and must be protected for smooth functioning. Command Module Cost: 17

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Recon: Command Module cost range: 0-20
Spoiler

Lathe ID# 2727
A Recon-class ship equipped with a lathe for setting up operations in a new sector.


Scout ID# 2728
A Recon-class ship armed with dual cannons. Literally cutting corners on the armor makes it cheaper at the cost of durability.


Grabber ID# 2729
Technically Recon-class, this ship is small due to it's simple function: push particulate towards the front. The lack of an engine means they take time to mobilize if not built on the necessary spot.

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Escort: Command Module cost range: 20-50
Spoiler

Warden ID#2731
An Escort-class ship designed for frontline combat against the particulate. Extra reinforced armor doubles the punishment it can absorb.


Raven ID# 2733
This Escort-class vessel is designed for rapid mobility, either to reinforce threatened positions or surprise the enemy with bold assaults. Its dual particle beams are rare in the fleet due to their heavy energy cost.


Foreman ID# 2735
This Escort-class ship can supply a fleet whether it is near an energy mine or not. It also serves the role of a discharger-bearing ship, eliminating the need for mobile discharge vessels.


Deconstruct ID# 2732
This Escort-class vessel can rapidly lathe structures. In addition to extra lasers, it attempts to use magnetic tethering seen on Hydraxil ships to protect the cabin from rapid destruction even in the event the lathes are destroyed without adding unnecessary cost to the ship.


Landship ID# 2734
This Escort-class ship supports land assaults with an array of cannons capable of softening every threat to omnis: particulate, struc, mire, and enemy fortifications. It can also be used to fight particulate as a standard vessel.

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Assault: Command Module cost range: 50-100
Spoiler

Armadillo ID# 2831
This Assault-class ship is an attempt at modular armored ships. All Prometheus Escort-class ships can fit inside, and all future ships will attempt to fit in the 15x11 size constraint of this ship's "interior.

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Untested Ships: These ships have yet to see combat, and may receive tweaks as their role and shortfalls become clear.
Spoiler

NRG Mines: Vessels with sole pupose of energy production.
Spoiler

NRG Mine 2 ID# 2739
An improved version of the energy mine, the inspiration came from various improvements to actual energy mines made by AMP gems. Its prohibitive cost makes it a rare sight, only seen in dangerous areas that must be held. Command Module cost: 155

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Recon: Command Module cost range: 0-20
Spoiler

All ships of this class have been tested.
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Escort: Command Module cost range: 20-50
Spoiler

All ships of this class have been tested
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Assault: Command Module cost range: 50-100
Spoiler

Arbiter ID# 2736
This Assault-class ship is a ram designed to take down large, heavily armored ships. It is unique in that no attempt to power it with reactors was made.


Artillery ID# 2737
This Assault-class ship is the smallest in this fleet to bear an MK7. It is several times the size of a Big Nose due to the reactor "farm" needed to power it.


Harasser ID# 2738
This Assault-class vessel is a self-suffiecient Carrier, assuming the fighters don't come under fire. It has extra armor around the hanger to prevent long repair times associated with them.

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Cruiser: Command Module cost range: 100+
Spoiler

No ships of this class at the moment.
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Obsolete Ships: These ships had to be replace after being rolled out due to sub-par performance in the field, or else due to changing military doctrine.
Spoiler

No ships have become obsolete yet.
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Combat Log

Prometheus: Inception: We test our starting fleet and set-up a base to supply us with new licenses.
Prometheus: Embarkation: We engage the enemy. Everything goes smoothly. The Warden ship is a success.
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Terminate Log 0001
We shall end the infinite cycle of madness!

rer24

#1
Initialize Log 0002:
We've engaged the enemy, and succeeded. These extra logs will primarily consist of notifications of successful battles and communication records. For full reports, check Log 0001. The Warden ship is now also classified as "Tested," and the V2.0 HQ is available for review.
Terminate Log 0002
We shall end the infinite cycle of madness!

cpaca

[DEPRECATED MESSAGE DATA]

Hello, We are the CMC.

I see your strategy; use reactors. We also have reactors we can supply you, but they're mildly modified on technology. They perform worse than a reactor under normal conditions, but much better than a reactor under an AMP Gem.

What're your thoughts about an alliance?

[DEPRECATED MESSAGE DATA]

<The crack opens.>
Hello. I come from beyond fourth wall.
Hypothetically, any-size reactor can be created with any-amount energy generation, because of Custom Modules.

If you want help in making one of those, you should ask one of us.
<The crack closes.>
To use [OUR] Custom Modules, go to Forums/Knuckle Cracker/PFE/Map Makers, Ship Builders, and Coders, Go to the pinned posts, find the one named "Custom Modules Thread", Open it, Scroll down until you find ShipModule, Apply that into your map, do not apply it into map if one copy already exists, Apply the Adder script (Sometimes named "Master.prpl, sometimes [shipname]Adder, etc.) and the actual used scripts [which i will state in my posts]. If one copy already exists, do not apply another copy. -The CMC :-)

rer24

#3
Outbound Message Detected - Initializing Log 0003
Your proposal is interesting. At the moment, we have disabled our ships' ability to use AMP gems, as they cause weapons to consume energy at a faster, and therefore unsustainable, rate. Your reactors could help solve this issue.
However, I have a few concerns with this. First, a change in the size or number of reactors would require a mass redesign of our ship database. Second, "modified" modules seem to conflict with the GalCorp. servers these records will be housed on. We are mostly dependent on the income from selling our NRG Mine vessels, and sanctions against us would severely inhibit our expedition, more so than these new reactors would aid us.
That being said, I would welcome a defense-pact between our corporations against the particulate. We have yet to encounter enemy ships, so I will not promise aid against enemy fleets until our ships prove themselves effective or are redesigned to be such.
-Tiberius Varro
ERROR - 4th wall integrity failing
Honestly, I enjoy the challenge of creating ships that are effective despite this extra cost. It also acts as a constraint on me, which fits my philosophy: "necessity is the mother of invention."
Terminate Message Log 0003
We shall end the infinite cycle of madness!

cpaca

[DEPRECATED MESSAGE DATA]

Ah, I see. Galcorp modules only. An interesting tactic.

Yes, I would like to propose a defense-pact, but there's also technology I would like to test - but I can't, because we have only gotten it to work on GalCorp ships.

Perhaps you could use this fusion-based technology to your advantage?

No, this fusion tech is not a module; it's a form of "Alternative Command Center" as one may call it - Replacing the Command Center with an alternative version still allows for the original version to be sold for money, no?

[DEPRECATED MESSAGE DATA]

Hmph. You also like constraints? Once I asked someone why they liked constraints so much. Their response, word for word, was "Yeah. Writers Working Under Tight Restrictions Produce Novel Material - Like, For Example, Epigrams Employing Backward Alphabetiziation"

that didn't really happen, i just found an opportunity to use https://xkcd.com/1045
To use [OUR] Custom Modules, go to Forums/Knuckle Cracker/PFE/Map Makers, Ship Builders, and Coders, Go to the pinned posts, find the one named "Custom Modules Thread", Open it, Scroll down until you find ShipModule, Apply that into your map, do not apply it into map if one copy already exists, Apply the Adder script (Sometimes named "Master.prpl, sometimes [shipname]Adder, etc.) and the actual used scripts [which i will state in my posts]. If one copy already exists, do not apply another copy. -The CMC :-)

rer24

Outbound Message Detected - Initializing Log 0004
An interesting proposal. What is this "alternate command center"? What purpose does it serve?
Terminate Log 0004

I've loved xkcd for a long time now. That is an interesting one for someone to remember.
We shall end the infinite cycle of madness!

cpaca

[LAUNCHING SPLIT MESSAGE DATA]
As it stands, this technology is purely hypothetical.

However, this is approximately what is supposed to happen. (Editted footage: Footage based upon results from experiments, averaged out, and directly editted to show ideal scenario)

https://cdn.discordapp.com/attachments/407627386104840213/472909281172127745/Particle_Fleet_2018-07-28_16-29-23.mp4 

You'll be getting fragments of this message from multiple locations at once. It's also been encoded using high-class civilian galcorp encryption, and quantum-entangling each individual particle, to forcibly mess up whatever data was stored, after you read it. This part of the message is also included in the encryption part to make any spies further confused.
[CLOSING SPLIT MESSAGE DATA]

<The crack opens>
I guess what i'm trying to say  in that last part is that this technology is absolutely top-secret and you had better not show other people it.

I also already know what I'm going to do with this technology, I just need to introduce it in bits and pieces over time.
<The crack closes.>
 
To use [OUR] Custom Modules, go to Forums/Knuckle Cracker/PFE/Map Makers, Ship Builders, and Coders, Go to the pinned posts, find the one named "Custom Modules Thread", Open it, Scroll down until you find ShipModule, Apply that into your map, do not apply it into map if one copy already exists, Apply the Adder script (Sometimes named "Master.prpl, sometimes [shipname]Adder, etc.) and the actual used scripts [which i will state in my posts]. If one copy already exists, do not apply another copy. -The CMC :-)

rer24

Outbound Message Detected - Initializing Log 0005
I have the file downloaded. You can take it down if you desire to keep it a secret.
It is an interesting system. However, our expedition fleet has a system to deliver new ship designs in place wherever they are in Redacted Space. As such, destroying our fleet to recombine ships is an unnecessary risk.
In addition, it seems you already have plans to reveal this new technology to the public. Therefore, I believe it would be best for you to unveil this tech yourself.
In general, I don't think we are in any position to introduce any of the custom modules you offer because our limited engineering team is overworked as is, or at least they claim so. I wouldn't be surprised if they're just procrastinating. However, I will freely approach you with any requests I have when our fleet requires it.
Terminate Log 0005
We shall end the infinite cycle of madness!

cpaca

Quote from: rer24 on August 01, 2018, 02:37:19 PM
Outbound Message Detected - Initializing Log 0005
I have the file downloaded. You can take it down if you desire to keep it a secret.
It is an interesting system. However, our expedition fleet has a system to deliver new ship designs in place wherever they are in Redacted Space. As such, destroying our fleet to recombine ships is an unnecessary risk.
In addition, it seems you already have plans to reveal this new technology to the public. Therefore, I believe it would be best for you to unveil this tech yourself.
In general, I don't think we are in any position to introduce any of the custom modules you offer because our limited engineering team is overworked as is, or at least they claim so. I wouldn't be surprised if they're just procrastinating. However, I will freely approach you with any requests I have when our fleet requires it.
Terminate Log 0005

<> ok, we should probably start hitting the "quote" button when we make a message so we know which message they're responding to <>

[sending message]

All right then.

If possible; I would like to see what some of your designs look like and (if you have any) the design styles of any planet-structures [housing, turrets, etc.]

Could you give me coordinates to where I should warp my fleet?

Thanks

[message closed]
To use [OUR] Custom Modules, go to Forums/Knuckle Cracker/PFE/Map Makers, Ship Builders, and Coders, Go to the pinned posts, find the one named "Custom Modules Thread", Open it, Scroll down until you find ShipModule, Apply that into your map, do not apply it into map if one copy already exists, Apply the Adder script (Sometimes named "Master.prpl, sometimes [shipname]Adder, etc.) and the actual used scripts [which i will state in my posts]. If one copy already exists, do not apply another copy. -The CMC :-)

rer24

Outbound Message Detected - Initializing Log 0006
If you mean the designs of our ships, you should be able to view them in the primary log under "tested ships" and "untested ships."
We are a very frugal corporation, so we try carefully evaluate the role each of our designs can have. As such, we intend to avoid unnecessary support structures.
What is your intention with warping the fleet? Are you intending to aid us in Tormented Space? If so, our scientists define Tormented Space as this region:
https://ibb.co/ig89RK
However, I see no need for your aid at the moment. With the limited energy, it would be better if we spread out and you explore from another direction.
Terminating Log 0006
We shall end the infinite cycle of madness!

cpaca

Quote from: rer24 on August 04, 2018, 06:51:21 PM
Outbound Message Detected - Initializing Log 0006
If you mean the designs of our ships, you should be able to view them in the primary log under "tested ships" and "untested ships."
We are a very frugal corporation, so we try carefully evaluate the role each of our designs can have. As such, we intend to avoid unnecessary support structures.
What is your intention with warping the fleet? Are you intending to aid us in Tormented Space? If so, our scientists define Tormented Space as this region:
https://ibb.co/ig89RK
However, I see no need for your aid at the moment. With the limited energy, it would be better if we spread out and you explore from another direction.
Terminating Log 0006

[Sending message]

Yes, well... it's a little difficult to explain why we can't just explore those systems...
A little related to warping from system to system...

Also, "limited energy".
What's that?
*whispering*
*whispering*
*whispering*
*they should be able to get the joke that we have a lot of energy*
*whispering*
*whispering*
*whispering*

Anyway, i'll be awaiting your response.
Everyone - Prepare a warp, get the people involved on alert mode, but don't start yet.

[end transmission]
To use [OUR] Custom Modules, go to Forums/Knuckle Cracker/PFE/Map Makers, Ship Builders, and Coders, Go to the pinned posts, find the one named "Custom Modules Thread", Open it, Scroll down until you find ShipModule, Apply that into your map, do not apply it into map if one copy already exists, Apply the Adder script (Sometimes named "Master.prpl, sometimes [shipname]Adder, etc.) and the actual used scripts [which i will state in my posts]. If one copy already exists, do not apply another copy. -The CMC :-)

rer24

Outbound Message Detected - Initializing Log 0007
Forgive me, but it seems I'm missing something. Why are you asking me where to warp your fleet? I have little knowledge about Redacted Space, and you should know all that I know about Tormented Space. I don't have a plan or any noticeable influence on the anti-Particulate front. I'm sure your strategists can offer far better courses of action.
Anyway, I might be out of touch for a few days -Quarterly meetings, I'm sure you know the pain. Hopefully, we can clear up the situation between us then.
Terminating Log 0007
We shall end the infinite cycle of madness!

Keeper Decagon

--Incoming Transmission--

<Decryption Confirmed>

Greetings.

This is Fleet Commander Decagon from the Hiigara Defence Force. We detected your fleet a short time ago entering a barren and forsaken sector, someplace that none should find themselves in. Did you end up there by accident?

Regardless, your proximity to the Front obliges us to warn you of Collective incursion. We have little forces to spare to aid in your defence, but know that we seek to protect all from the tyrannical Collective.

Perhaps a formal truce is prudent?

--Transmission End--
"For me, there is no honour or glory. No praise to be had for what I do. I fulfill my purpose for the protection of all... neither of us are going to make it out of here alive." - ?? ??, 145th CE

rer24

Outbound Message Detected - Initializing Log 0008
Greetings! I am Tiberius Varro, CEO of Prometheus Corp. If you have not heard of us, we specialize in energy generating tech. If you have heard of us, then you might agree that we have the best foundation to explore this sector, even if we lack the experience. We are exploring this sector for the same reason anyone embarks into Redacted Space - to test its secrets and our tech, and to discover what truth we can. After all, there must be some reason this sector is so lacking in energy sources, right?

I thank you for your concern. We have heard of the Collective, and we have even studied their technology. However, we have penetrated very little into the sector, and we are very far from their borders. Add to that the desolation of the area, and I deem it safe enough for our fleet to probe the area, in hopes that our fleet is built up enough by the time we encounter them.

We would, of course, appreciate any sort of pact. The issue is, we also have no military power to spare, but we would be honored to count among your allies. Who knows, perhaps our ability to strike from unexpected directions can prove useful?
Terminate Log 0008
We shall end the infinite cycle of madness!