Advanced Technologies

From Hayven Celestia
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Writing Technology

Technology is a thing we would encourage people to play with freely, but as a hard-ish science setting, it is preferable that any technology or superscience that is invented or displayed does not break the established rules of the universe.

Impossible Technology

First to describe a number of things technology cannot accomplish in the Hayven Celestia universe: while such means are only theoretically impossible, they have been studied for millennia by, at minimum, krakun scientists, but haven't resulted in additional breakthroughs, so any violations require significant justification.

  • FTL travel or communication, except by means of gates. Even with space-folding, it is impossible to pass the lightspeed barrier to any practical degree, either through relativistic means or otherwise. The only way around this is via wormhole gates that allow instantaneous travel, which must be constructed with both ends in place first.
  • Planetside wormhole gates. Wormhole gates cannot be built planetside without creating a host of problems, and so require construction in space. They also have a minimum diameter of 500m and are very easy to detect.
  • Other methods of instantaneous teleportation besides gates.
  • Total mind control devices. The brain of (most) any intelligent, sapient creature cannot be hacked with any reliability. This means it is impossible to perform "clean brainwashing" where the subject will obey all orders without question.
  • Brain uploading. There is no way to reliably copy the brain of any individual beyond superficial skimming (aka no brain uploading to computers or other wetware), and computerized augmentations for the brain (should they exist) are very limited in ability.
  • Time travel... at least of the easy jump-into-a-machine-and-go-into-the-past variety. Time travel can be used so long as it's implementation as technology is extremely limited and the canon timeline is not altered in any significant way.


High Drawback Technology

These are technologies that (without severe restrictions) cost more than the benefits they provide.

  • Robots. Universal robots are absolutely valid to include, but the more sophisticated they are the more expensive their upkeep is. In almost all cases, a biological laborer is going to be much more cost-effective.
  • Mechas, while easily constructible, are not practical instruments of war. Most mecha that would be used are going to look like power loaders as best.

Standard Technology

These are technologies that may have benefits that justify the costs.

  • Cybernetics with the asterisk that cybernetics are less preferred compared to cloning. They are useful in cases where the cybernetic replacement needs to do something beyond its natural capabilities (such as cybernetic lungs) but they aren't capable of granting superpowers. Someone with a cybernetic arm isn't gonna be super strong when an actual punch using the whole arm would tear it from its socket.
  • AI. Artificial Intelligences are very advanced, to the degree they can think and reason on par with biological life, but have limitations in their scope. In some cultures, these are considered to be living beings. The main downside, and the reason that krakun began a system of slavery as an alternative for menial tasks, is that AIs can be hacked with relative ease--all it takes is another, smarter, faster AI (or a very skilled hacker) to do the job. While this doesn't mean they serve no purpose, they generally cannot be given control of or access to critical systems without risk of opening up those systems to quick sabotage by altering an AI's allegiance. Krakun, as a rule, shun the use of AI.
  • Brainwashing devices. While the brain cannot be directly controlled it can certainly be heavily influenced. Devices can easily adjust the hormonal state of the brain and body and cause pain/pleasure in response to stimuli, or sometimes just thoughts. While common, these devices clearly cause a great deal of stress and can't be used en masse reliably.

Low Drawback Technology

These are technologies that more than make up for the cost of implementation

  • Anti-Gravity. Antigrav devices, while expensive, are very common and used in all sorts of things esp for safety reasons. Space elevators are helped significantly by the inclusion of antigrav.
  • Medical foam. First aid supplement. Can plug wounds anywhere between small cuts and large gaping holes without causing toxic shock, allows for natural healing to take over or can be used as a stop-gap before assessment and repair by professionals. Application is dry and sets within moments, it flexes with skin and excess material sweeps away easily.
  • Gates. Gates use large wormholes to connect two specifically defined points in space, with one gate at each end. The wormhole's "frequency" factors into them connecting to one another across the galaxy. Gates can change their frequencies to find other endpoints.

Weapons

Handheld weapons

  • Plasma gun lobs a volley of ultra-heated material. Can come in a wide variety of ammunition types.
  • Glass gun like a plasma gun but with the maximum thermal lower heat for safer use aboard starships.
  • Coil gun shoots flechettes at an extremely high velocity. Great for killing in open fields, very bad for ship interiors.
  • Laser gun shoots directed light energy. Note: without something to reflect off of, lasers are near-instantaneous and invisible. If you want something visible, use plasma
  • Taser gun fires a bolt that injects a pre-determined amount of electricity into the target. Largely non-lethal.
  • Pip gun floods target's nerve endings with an excruciating amount of pain, leaves no damage or other marks.
  • Sonic gun fires a directed shockwave burst. Also usually safe to use aboard ships, most useful at very close range.
  • Ballistic gun is your normal bullet launching weapon. You are totally allowed to use non sci-fi weapons in your sci-fi and it is not going to be an issue... so long as its used in a logical manner.

The Trinity

None of the trinity technologies are unique to the trinity; however, krakun engineers have discovered multiple ways to implement these technologies, and in in the case of the trinity, make them completely dependent on one another. Since in the trinity, every device must work simultaneously in order to work at all, all gate ships utilize trinity technology in order to make it impossible for their operators to escape.

Gate

Gates use large wormholes to connect two specifically defined points in space, with one gate at each end. The wormhole's "frequency" factors into them connecting to one another across the galaxy. Both gates must be powered and operational, otherwise the wormhole evaporates. Do not touch the sides and do not get caught in the middle of a wormhole during shutdown.

Recycler

Recylcers are very common in the galaxy, though krakun recyclers are perhaps the most efficient, able to dissolve nearly any material to atoms or molecules. The atoms or molecules are then fed into outflow collectors, which can then be used to reconstitute any number of materials. Do not enter the chamber while it is operational.

Drive

Drives use space-folding technology to move without gaining velocity/acceleration or running into problems of relativistic speed. However, the effective speed at which this can be accomplished is still well below c--something like .96c is the fastest that drives can operate, and since the ships do not gain real acceleration from drive hopping, this ceiling is due to the frequency that the hops can be performed.

Terraformer

Medical Technologies

Medical Foam

First aid supplement. Can plug wounds anywhere between small cuts and large gaping holes without causing toxic shock, allows for natural healing to take over or can be used as a stop-gap before assessment and repair by professionals. Application is dry and sets within moments, it flexes with skin and excess material sweeps away easily.