Science Fiction Technology is all over the map, with lasers, plasma, phasers, and blasters varying taking the throne as ruling mediums of death in the future.
However, in games like Nation Creation, a sort of tier and use system has been applied to generic Science Fiction tech.
This article outlines these differences and how they are used. Remember, just because a video game makes something look cool and powerful, doesn't mean it is.
NOTE: Please contribute. These are merely my take on most of these, and could do to be improved upon.
This article is a sister article to the Tech Database, but displays the general technology in the genre instead of unique creations.
Many weapon types exist in the world of Futuristic Technology, with many varying choices, which one is really viable or realistic?
There are two major types of weapons, Directed Energy Weapons (Or DEW's), and Kinetic Weapons.(KIN)
Don't get your hopes up. Lasers are actually not very effective weapons. They are beam weapons which are useful in space where ships are firing great distances, but they aren't very powerful. Still, something is better than nothing.
Laser weapons work through a series of weaponized mirror technology. They are probably the most overused and inefficient of the futuristic weapons known to the genre. Through use of hyper focusing light waves, one may relay pinpoint energy strikes in a direct beam.
|Available early in the game||Easily diffused with reflective surfaces|
|Not overly complicated||
VERY energy demanding in order to do anything powerful.
Thanks to games like HALO, Plasma has quickly become a very popular weapon technology. While this is better than Lasers, it has its own issues.
Plasma is basically ionized gas fired in 'blobs' from a weapon, with a lot of its energy being lost through heat.
|Works in space||
|Is highly effective against lightly armored units.||
Most armor systems can negate 60% of plasma's energy and heat.
|Works decently in pre-space opera levels as an artillery or heavy weapon.||
Prior to space opera level, most infantry options aren't very practical.
Particle weapons are basically taking a normal object, and making it go REALLY FAST. This type of weapon is usually very large, but there are ways to scale it down to small arms.
Energy intensive, and often unstable.
Radius of blast is rather low, and requires a straight shot to the target.
Good ole metal and gunpowder. This section is for your weapons like conventional guns, coilguns, railguns, and the like.
|Considered the most efficient of weapons.||Shields can often negate much of their usefulness.|
Much cheaper than the other options presented.
|Mechanical parts and weight.|
Greatest variety of payloads.
Simple and cheap to improve
Easy to scale up or down
'Radiation' entails weapons that use the Laser concept, but apply things like Gamma waves to the concept.
|Highly efficient energy transmission.||Costs a lot to develop.|
|Can overload shields.||High energy cost.|
|Devestating against infantry.||
Radiation poisoning can occur.
Anti-armor weapons that "disrupt" matter like disintegration rays in the old cartoons. May be explained by negating or weakening the forces of matter that hold it together.
|Great anti-armor weapon||Takes considerable technology to make|
Largely useless against shields unless specifically made to do such
Black Holes (KIN?)Edit
Gravitional weapons that suck in and kill all near them
|Damn near inescapable||VERY late game|
Can destroy fighters, planets, stars, solar systems... basically any single gravity well (ironically)
|Poses a risk to the ship firing it|
|Permanently destroys all it sucks in||Requires huge amounts of energy and/or matter to make it large- smaller ones tend to evaporate. Certain workarounds may be found in the regular tech DB|
Mechs and Combat suitsEdit
"Future Warrior Systems"Edit
Faster than LightEdit
Tends to get voided. In theory, could work by making the vessel travel faster than light by speeding up the ship's "perception" of time.
Obvious late-game-only tech is obvious.
|No real upper limit||
|Would mess with other players' minds|
One of the costliest things to make, Antimatter is primarily good as a weapon, not being a very reliable energy source during the earliest years of development and use (Expensive, harder to maintain). However, more efficient ways of creating and using it can be made, making it a potential energy source.
While the process to create Antimatter is costly and requires more energy to create than it gives off (During the early stages), the result is still a compact way to release a ton of energy. When Antimatter comes in contact with matter, the result is an explosion which releases a ton of energy - convert this into a bomb, and you have an insane WMD. As a reinforcement for this, approximately 1 kg of Antimatter colliding with 1 kg of matter will produce an explosion that is equivalent to 43 megatons of TNT. Compared to the Tsar bomb, this antimatter explosion is only slightly less explosive.
|Highly explosive, yet capable of being very compact||HIGHLY expensive, and requires tons of energy to create (During early stages)|
|Arguably more powerful than all nuclear weapon types, and many other forms of WMDs||Requires specialized methods to contain it|
A general name for a structure placed around a star with solar panels on the inside. There are two major types of Dyson Sphere, which can be further subdivided- the Swarm, which is smaller and almost as power-generating and is something to the effect of rotating solar panels capturing the star's entire output. The other is the Solid Sphere (do NOT call it the Dyson Ball,) which is solid sphere. As an energy source, this version is largely pointless, but it can be a habitat that can hold quadrillions of life forms, if not quintillions.
|Incredible energy output||Huge industrial cost|
Type II can hold many, many life-forms.
Difficult engineering feat.
Energy shielding is a broad category, and perhaps one of the most basic. Through the use of generators which can generate large amounts of energy at any given time, these shields seek to deflect or disrupt most ballistics, and even things like lasers. However, they are not very efficient in the early stages, requiring a lot of energy to even operate.
|Defend well against most ballistic attacks, and can disrupt other forms of attacks||Heavy demand for energy - as it is hit, it begins consuming energy at alarming rates|
|Fairly easy to design and create||Highly susceptible to failing from the generator being exhausted|
In essence, the use of magnetic fields to trap layers of superdense plasma to absorb radiowaves and stop ballistics. Unfortunately, the density of the molecules leads to massive heatbuildup that complicates operating and lowering the shields.
|First shielding available||Less effective defending against physical weapons|
Can fail catastrophically (blow up in essence) if powerlevels fluctuate too much
Very weak, requires massive amounts of power
|Takes a long time to lower|
|Does not defend against lasers or many other non-radio based energy weapons|
The concept of a Smart Shield is similar, in some ways, to the Smart Phones of the real world. Think about it: A Smart Phone is a mobile device with a stable platform, allowing you to perform many things that come as standard functions, create new functions, and add programs to the platform that extend its use.
A Smart Shield is just this: a stable shielding platform, combining many different technologies with a lot of standard features, and the ability to devise new features much more easily than other shielding types as the need arises.
|Combines many different technologies||Requires an amazing power source, often requiring advanced self-regeneration capabilities|
Versatile, with a clever platform that allows you to expand its uses easily