OOC: Gathred information from unamed sources, put together to form somewhat of a hovercraft "guide."
History of the Hovercraft
"The Second Renaissance" depicts the war between men and machines which led to the creation of computer-generated world known as the Matrix. Humans are shown using technology enabling personal vehicles and flying warships to hover above surfaces. The "hovercraft" used by the human resistance, years after the end of the war, seem to use similar technology for propulsion.
Hovercraft are designed to patrol the sewers and tunnels left over from the megacities that existed before the ManâMachine war. Their crews attempt to enter the Matrix in order to locate and free the minds of humans who are ready to understand the truth of the artificial reality. A ship's Operator remains as guide, and prepares crews with navigation data and by hacking equipment and information in the form of programs sent directly to them.
Every hovercraft is equipped with a transceiver, used primarily to broadcast a pirate carrier signal into the wireless network that forms the Matrix. This transceiver is also used to communicate with Zion Control, the security staff monitoring access into the city docks. Typically, hovercraft do not attempt to contact Zion or other hovercraft while on patrol as this could give away their position to Sentinels, killing machines that regularly hunt for ships.
Each hovercraft is also equipped with an EMP device which disables any electrical devices in the blast radius. Since this includes the equipment of the hovercraft itself, in order for the EMP to be used the craft must land and its crew cannot be connected to the Matrix. EMP activation switches are placed on the Operator console. All ships are equipped to varying degrees with ballistic gun turrets for close-in point defense against Sentinels, for when the EMP-weapon is unavailable or its use undesirable. The turrets are controlled by proxy at turret control stations throughout the ships, either with control sticks or by computer interface (touchscreen). They also have multiple panels on the outside, which give off an electric shock to any machines in close proximity, such as sentinels on the hull of the ship.
The hovercrafts of the fleet came in range of sizes. The smallest was the Logos, which had a crew of three, while the Mjolnir was capable of carrying at least eleven. Crew members were furnished a basic blue (if First Mate or a regular crew member), gray (if an Operator or a regular crew member) or red (if captain) tunic to wear as a uniform while docked at Zion.
_____________________________________________________________
Crew Positions
Captain
Genereal duties:
- Managing and leading the crew
- Regulating crew behavior
- Organizing crew meetings
- Officer recruitment
Standard mission duties:
- Mission command
- Director
Real World duties:
- Officer recruitment
(When in combat with crew mates, the Captain job is to remain out of combat as much as possible, so that he/she may be free t odirect and give orders out at any given time.)
First mate
General duties:
- Command support
Standard mission duties:
- Primary Combat
Operator
General duties:
- Weapon crafting
- Apparel crafting
- Tool crafting
- Monitoring the city map
- Directing officers to hardline locations
Standard mission duties:
- Monitoring mission area layout
- Relaying information to crewmembers
- Providing back-up simulacrum during combat
(A good person to apoint as Operator is someone with extensive coding talents)
Pilot
General Duties:
- Piloting HvCFT
Standard mission duties:
- Support Combat
Medical Officer
General duties:
- Healing crewmembers during and between combat
- Restoring dead RSIs
Standard mission duties:
- Healing crewmembers during and between combat
- Restoring dead RSIs
Communications Officer/Intelegence Officer
General duties:
- General spying
- Acquiring and reporting intelligence
- Sneak attacks
Standard mission duties:
- Infiltration
- Security system disruption
- Combat support and sneak attacks
- Bypassing locks
Head Engineering Officer
General duties:
- HvCFT maintainance
- Systems administrating
- Upgrading or replacing units
Standard mission duties:
- Upgrades
- Support Combat
(Chances are everyone will have some engineering in them, but only the head engineer is classed alone.)
Navigator
General duties:
- Supply archived information
- Scout and record new areas
- Map out new routes
Standard mission duties:
- Map out mission routes
- Supply coords to mission objectives
- Support Combat
Other Positions
General Officer
Engineer
Hacker
Life Systems Engineer
Reactor Expert
Flight-frame Engineer
_____________________________________________________________
Size
The size of a hovercraft can greatly effect the people on board. For example, a smaller hovercraft would be used for more short range missions, as it would carry less supplies and would need to return often to a check point or base to repower, rather then a large hovercraft which could carry much more supplies and last much longer.
There are four basic hovercraft sizes.
Small
Pros
- Fast and agile
- Better stealth capabilities
- Often used for short range recon
Cons
- Smaller crew
- Low cargo capacity
- Low power
- Limited Weaponry
- Limited Armor
Medium
Pros
- Well rounded
- Fair size crew
- Standard mission capabilities
- Easily modiefied
Cons
- Limited weaponry
- Limited Scanners
- No special features (defualt)
Large
Pros
- Advanced Weaponry
- Advanced Scanners
- High crew size
- High cargo size
- Well Armored
- Able to travel long distances
Cons
- Slow
- Difficult to manuever
- Very difficult to power
- Long times away from bases and checkpoints
- No bathrooms ( j/k )
Hoverbarge
(Largest Hovercraft design)
Pros
- Supports massive amounts of Redpills
- Very large cargo capacity
- Can be used as checkpoint for other hovercrafts to resupply at
- Advanced Weaponry
- Advanced Scanners
- Advanced Armor
- Advanced Security
Cons
- Very large
- Very slow
- Specialy trained pilots required to fly it
- Neary impossible to escape from hostiles
- Very, very difficult to manage
(Hoverbarges can also be used to house entire factions on one craft.)[/b]
_____________________________________________________________
Organization HvCFT
With the truce in place, it has allowed humans more freedom in not only the fact that they are permitted to leave the Matrix. But also, because they may freely choose which Organization they would rather serve under. This has an effect on the Hovercrafts as well. Different Organization means different technology.
There are three major Organizations in terms of technology, Zion, Merovingian, and the Machines. E Pluribus Neo and the Cypherites relate similarly to the Merovingian technology, which will be explained later.
Zion Tech
The classic hovercraft. You've probably seen them before, the hulking mixtures of metal all formed together in a rough unique shape, mostly all looking very "junky." However, they are not made to look good. Zions technology is improving as human intelegence and creativity develops new designs and upgrades. Human engineered and crafted hovercrafts are usually the ideal kind of craft, as they are created to comfort and interface with humans easily.
Machine Tech
Machine technology is much more advanced then humans, but it lacks the "human touch." While Machine designed hovercrafts would be considered the "perfect ship," it is difficult for even the most advanced pilots to master. Machines design everything to be efficient, and like to keep control themselves, so it is rare that you will see a machine hovercraft. (Most of the time operatives working for machines use hovercraft "stolen" from Zion.) Machine hovercrafts have sleeker and smoother shapes, and look more organic. They stay true to the classic "insect" look.
Merovingian Tech (EPN and Cyph)
Since the Merovingian and exiles have very little power outside of the system, hovercrafts and other technology i nthe real depends soley on the humans working for him. It is most common to find Merv hovercrafts are just stolen ships from Zion or Machines, outfitted with all kinds of pirated equipment. These ships are thrown together for the most part, as without proper real world footing these ships are difficutlt to maintain. E Pluribus Neo, and the Cypherites use similar methods to attain hovercrafts, but they can occasionally use Zion or Machine outposts.
History of the Hovercraft
"The Second Renaissance" depicts the war between men and machines which led to the creation of computer-generated world known as the Matrix. Humans are shown using technology enabling personal vehicles and flying warships to hover above surfaces. The "hovercraft" used by the human resistance, years after the end of the war, seem to use similar technology for propulsion.
Hovercraft are designed to patrol the sewers and tunnels left over from the megacities that existed before the ManâMachine war. Their crews attempt to enter the Matrix in order to locate and free the minds of humans who are ready to understand the truth of the artificial reality. A ship's Operator remains as guide, and prepares crews with navigation data and by hacking equipment and information in the form of programs sent directly to them.
Every hovercraft is equipped with a transceiver, used primarily to broadcast a pirate carrier signal into the wireless network that forms the Matrix. This transceiver is also used to communicate with Zion Control, the security staff monitoring access into the city docks. Typically, hovercraft do not attempt to contact Zion or other hovercraft while on patrol as this could give away their position to Sentinels, killing machines that regularly hunt for ships.
Each hovercraft is also equipped with an EMP device which disables any electrical devices in the blast radius. Since this includes the equipment of the hovercraft itself, in order for the EMP to be used the craft must land and its crew cannot be connected to the Matrix. EMP activation switches are placed on the Operator console. All ships are equipped to varying degrees with ballistic gun turrets for close-in point defense against Sentinels, for when the EMP-weapon is unavailable or its use undesirable. The turrets are controlled by proxy at turret control stations throughout the ships, either with control sticks or by computer interface (touchscreen). They also have multiple panels on the outside, which give off an electric shock to any machines in close proximity, such as sentinels on the hull of the ship.
The hovercrafts of the fleet came in range of sizes. The smallest was the Logos, which had a crew of three, while the Mjolnir was capable of carrying at least eleven. Crew members were furnished a basic blue (if First Mate or a regular crew member), gray (if an Operator or a regular crew member) or red (if captain) tunic to wear as a uniform while docked at Zion.
_____________________________________________________________
Crew Positions
Captain
Genereal duties:
- Managing and leading the crew
- Regulating crew behavior
- Organizing crew meetings
- Officer recruitment
Standard mission duties:
- Mission command
- Director
Real World duties:
- Officer recruitment
(When in combat with crew mates, the Captain job is to remain out of combat as much as possible, so that he/she may be free t odirect and give orders out at any given time.)
First mate
General duties:
- Command support
Standard mission duties:
- Primary Combat
Operator
General duties:
- Weapon crafting
- Apparel crafting
- Tool crafting
- Monitoring the city map
- Directing officers to hardline locations
Standard mission duties:
- Monitoring mission area layout
- Relaying information to crewmembers
- Providing back-up simulacrum during combat
(A good person to apoint as Operator is someone with extensive coding talents)
Pilot
General Duties:
- Piloting HvCFT
Standard mission duties:
- Support Combat
Medical Officer
General duties:
- Healing crewmembers during and between combat
- Restoring dead RSIs
Standard mission duties:
- Healing crewmembers during and between combat
- Restoring dead RSIs
Communications Officer/Intelegence Officer
General duties:
- General spying
- Acquiring and reporting intelligence
- Sneak attacks
Standard mission duties:
- Infiltration
- Security system disruption
- Combat support and sneak attacks
- Bypassing locks
Head Engineering Officer
General duties:
- HvCFT maintainance
- Systems administrating
- Upgrading or replacing units
Standard mission duties:
- Upgrades
- Support Combat
(Chances are everyone will have some engineering in them, but only the head engineer is classed alone.)
Navigator
General duties:
- Supply archived information
- Scout and record new areas
- Map out new routes
Standard mission duties:
- Map out mission routes
- Supply coords to mission objectives
- Support Combat
Other Positions
General Officer
Engineer
Hacker
Life Systems Engineer
Reactor Expert
Flight-frame Engineer
_____________________________________________________________
Size
The size of a hovercraft can greatly effect the people on board. For example, a smaller hovercraft would be used for more short range missions, as it would carry less supplies and would need to return often to a check point or base to repower, rather then a large hovercraft which could carry much more supplies and last much longer.
There are four basic hovercraft sizes.
Small
Pros
- Fast and agile
- Better stealth capabilities
- Often used for short range recon
Cons
- Smaller crew
- Low cargo capacity
- Low power
- Limited Weaponry
- Limited Armor
Medium
Pros
- Well rounded
- Fair size crew
- Standard mission capabilities
- Easily modiefied
Cons
- Limited weaponry
- Limited Scanners
- No special features (defualt)
Large
Pros
- Advanced Weaponry
- Advanced Scanners
- High crew size
- High cargo size
- Well Armored
- Able to travel long distances
Cons
- Slow
- Difficult to manuever
- Very difficult to power
- Long times away from bases and checkpoints
- No bathrooms ( j/k )
Hoverbarge
(Largest Hovercraft design)
Pros
- Supports massive amounts of Redpills
- Very large cargo capacity
- Can be used as checkpoint for other hovercrafts to resupply at
- Advanced Weaponry
- Advanced Scanners
- Advanced Armor
- Advanced Security
Cons
- Very large
- Very slow
- Specialy trained pilots required to fly it
- Neary impossible to escape from hostiles
- Very, very difficult to manage
(Hoverbarges can also be used to house entire factions on one craft.)[/b]
_____________________________________________________________
Organization HvCFT
With the truce in place, it has allowed humans more freedom in not only the fact that they are permitted to leave the Matrix. But also, because they may freely choose which Organization they would rather serve under. This has an effect on the Hovercrafts as well. Different Organization means different technology.
There are three major Organizations in terms of technology, Zion, Merovingian, and the Machines. E Pluribus Neo and the Cypherites relate similarly to the Merovingian technology, which will be explained later.
Zion Tech
The classic hovercraft. You've probably seen them before, the hulking mixtures of metal all formed together in a rough unique shape, mostly all looking very "junky." However, they are not made to look good. Zions technology is improving as human intelegence and creativity develops new designs and upgrades. Human engineered and crafted hovercrafts are usually the ideal kind of craft, as they are created to comfort and interface with humans easily.
Machine Tech
Machine technology is much more advanced then humans, but it lacks the "human touch." While Machine designed hovercrafts would be considered the "perfect ship," it is difficult for even the most advanced pilots to master. Machines design everything to be efficient, and like to keep control themselves, so it is rare that you will see a machine hovercraft. (Most of the time operatives working for machines use hovercraft "stolen" from Zion.) Machine hovercrafts have sleeker and smoother shapes, and look more organic. They stay true to the classic "insect" look.
Merovingian Tech (EPN and Cyph)
Since the Merovingian and exiles have very little power outside of the system, hovercrafts and other technology i nthe real depends soley on the humans working for him. It is most common to find Merv hovercrafts are just stolen ships from Zion or Machines, outfitted with all kinds of pirated equipment. These ships are thrown together for the most part, as without proper real world footing these ships are difficutlt to maintain. E Pluribus Neo, and the Cypherites use similar methods to attain hovercrafts, but they can occasionally use Zion or Machine outposts.