Tech: A Guide to Tech Submissions

Outlander

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Hi! My name is Outlander. I'm an Independent Faction Leader and frequent content creator here on SWRP. I'm creating this guide in an effort to assist newer members and veterans alike in how to create solid tech, as well as dispelling some information and promoting good habits. With that said, let's get started!


"What is User Submitted Content?"


Here on SWRP, users are able to submit their own fan content, such as planets, species, and, most important for this guide, technology. Technology encompasses almost every single "Item" a player can use from datapads all the way to capital ships. They develop a deeper sense that this universe is actively being shaped by the roleplayers, and helps to add new spice into the world.

That being said, tech has it's downsides. During the previous timeline, Legends, the community ran into the problem of technology being used to gain a direct advantage over other players, min-maxing their 'builds' to better fight in PvP. This is NOT how tech is to be used. It's purpose is to enhance the story; not to make a player directly stronger because of it.


"A Beginner's Guide"


For the purposes of this guide, I'll be assuming that you have either never made tech before, or have attempted to unsuccessfully. Either way is fine; and by the end of this, you should be able to make your own submission ready and, hopefully, approval-worthy tech for use by yourself and your fellow members here on the site.

Now, before we start, here are some important things to consider while making your tech:
  1. Does this have a point in the story? Sure, that is a nice blaster you have there. Hell, it may be the best tech profile around. But if you can't adequately explain to your fellow members and the admin team why you need this specific piece of kit, you don't need it, and can substitute it with something that already exists around the board. If you're making a piece of tech for your sole use, this goes double for you.
  2. Is the technology reasonable in the universe? While we may have very advanced military technology here in the real world, much of that won't be allowed on the tech board. The same goes with many concepts outside of the Star Wars Universe, and have been met similarly in tech submissions. So, when creating your writeup, ask yourself: Is this something that could plausibly exist not only in the Star Wars Universe, but with technology how it is here in our own RP universe?
  3. Why am I making this? This one is fairly simple: If you're making something for a stat upgrade or power boost, then you need to rethink your reasoning. This is a roleplaying game, and everything in it should be used to further the story, be it individual or on a larger level. We can see this prominently in Tech Moderator @Kiro 's Edemmian technology, where it's used as both interesting gear for other players, and helps you understand the species better as a result while furthering their own culture and plot.
  4. Is this generic tech? When we create our own gear, we walk a fine line between too powerful and generic. Generic means the technology is either at the same level or weaker than a base comparison. So, if your blaster pistol is nearly identical to an existing once except that it's plated with gold or decorated with the blood of your enemis, you can just detail it either in the Workshop or in your Character Profile.
The first thing you'll need to do when writing up your tech is to get the TEMPLATE and read the RULES AND TIMELINE TECHNOLOGY. This is essential, as the guidelines contain everything you'll need to know about the rules for each individual group, and the template is what you'll be using the craft your kit. Keep in mind, however, that there are some discrepancies and situational aspects between the rules and timeline technology. If something is conflicting, go with the Timeline Technology, as it is more up to date and relevant.

Usually, when I create Tech, I start with an idea or general concept; maybe even a goal in mind when I create it. So, say, I want to make a starfighter that's slow but very heavily armed. After checking to see if something equivalent has been made, I move on to the Official Template.

Now, while making all of this can be somewhat intimidating, you have help. At any time, head over to the APPROVED TECHNOLOGY section and look at what others have done. I gotta say, thee are some damn impressive pieces of gear there, and it's really great for helping me figure out my own power, compliments, etc.

Remember this timeline's Golden Rule: Less is more. Compared to the last timeline where it was set 1000 years after Yavin, this is set 1000 years before Yavin, and tech has changed considerably. Almost nothing will be usable from the future, and you'll have to be careful to limit your own items accordingly. Again, other tech profiles can help significantly with judging this shift.

Now, you've gone through everything on the template, checked with the guidelines and other tech profiles and are ready to submit. But before you do, go back and ask yourself all the questions from before. Then double check it, clean up the profile as you see fit, and submit it.

Here's the last, and arguably most important step: Criticism. Criticism is a healthy and important part of making your own custom... well, anything! It's likely that one or two people will chime in on ways to improve your piece of tech, ask questions, or say whether they like it or not. This is a good thing! Take all of it in stride and use it to improve your kit in turn. Remember: They're trying to help you, not force you into weaker tech or into a disadvantaged position. Everyone want to make a good story, and their criticism is an extension of that. Take it, and use it to get better as a writer and content creator.

PRO TIP: Never bump your own thread! The tech admin hates it, and it'll just make your submission take longer. Just be patient.

So, your tech was just approved! Now, you're free to use it as you see fit. Congratulations!

But wait! There's one more point to be made. As of the start of this timeline, the admins have more free reign to call you out on missuses of your tech. So, be reasonable with it, or there's a possibility that it will be archived.



"How Not to Make Tech"


In the creation of the new Dawn of the Republic (DotR) Timeline, @Clayton created a mock armor to display what a tech submission should not look like. For the purposes of this, i'd like to go point-by-point down the armor and note why exactly it's unacceptable.

mGDM1Og.jpg

Fat Randy's Power Armor

Composition
Fat Randy's Power Armor looks big, but that's only because he is. The armor is high-grade plastoid-backed durasteel. Due to the sheer thickness of the armor it can withstand a direct missile hit and continue to function. It is virtually immune to light blasters and pistols. Concentrated heavy blaster cannon fire can eventually penetrate the armor. Redundant circuitry and non-conductive shielding makes the suit immune to ion and EMP attacks. Cortosis-phrik alloy is used to great effect in the hands, allowing Randy to grab lightsabers without any ill effect. Power is generated by a small nuclear reactor. In the worst situation it can be made to overload and the resulting explosion can cripple a dreadnought if detonated inside the ship. The entire system weighs only 85kg due to use of advanced materials.

Equipment
Energy Shield - Protects against energy attacks as slugthrowers and other projectile weapons are useless against the armor. Power from targeting, repulsors, and weapons can be diverted to the shield to greatly increase resiliency.

Microrepulsors in the hands and feet allow for an incredible range of movement and acrobatics, as well as increased strength over what the power armor already contributes. With the repulsors aiding, Fat Randy can lift and throw a tank with accuracy.

HUD - The helmet has a HUD that contains target tracking, fire control, thermal, IR, nightvision, and X-ray modes (can only see through one wall in X-ray). Fire control can target and engage 16 targets simultaneously.

Environmental filters - The armor allows Fat Randy to operate in every environment from underwater to space. Advanced filters and a 12 hour internal air supply means Randy is immune to any sort of toxic gas/nerve agent in the atmosphere.

Weapons
- Medium repeating blaster on left arm. 200 rounds, inertial dampeners and the suits strength allow this gun to be fired with incredible accuracy.

-Claymore sized cortosis-weave vibroblade. It has microserrations to double the already enhanced cutting power. It has a thermite core that be activated in emergency situations. This allows the sword to be stabbed clean through a tank. (one use though, then the sword is destroyed for balance reasons)

- 16 micromissiles, 8 stored in each shoulder. These missiles contain a baradium core and the resulting explosion is capable of engaging and severely damaging a starfighter. These are controlled by the fire control system and can all launch in under 3 seconds.

- Single-shot particle beam. This fires a 5-second long blast that is equal in damage to a heavy laser cannon. Then it takes 24 hours to recharge.

-Force multiplier punches. Servos and pneumatic systems allow Fat Randy to punch clean through a tank's armor.

-Chemical Spray. Using this power armor builds up a lot of sweat. The resulting mixture of sweat, doritos, stale beer, and shame can be concentrated into a potent chemical spray that can kill anyone not Fat Randy in a 15 meter radius, and incapacitate anyone out to 25 meters.

-155mm sabot launching railgun. 3 rounds, 100 km (in atmo) accurate range. Can penetrate a corvette's hull. Collapsable and stored on the back behind retractable armor plating.

Intent
Fat Randy is so incompetent that this armor is the only way he won't die instantly.

So, Fat Randy here submitted an armor. Now, it's time for us to review and critique it, starting at the top and going down.


mGDM1Og.jpg


Right of the bat, we have a problem: the Reference Picture. Technically, two problems. One, the armor is a recognizable armor in popular culture, being Iron Man's Hulkbuster Armor. This immediately creates certain expectations for the armor: Repulsor Beams, Superstrength, a Jetpack, Very High Constitution, etc. Now, many of these are unsuitable for armor given the site's rules concerning it. Two, this is a contradiction of a new rule introduced into the site at the start of the Timeline: The Smell Check. Looking at this, we can easily tell that this does not fit with the Star Wars theme. While there is some leniency with this rule concerning reference pictures, I can say with a great deal of certainty that this violates it.


Composition
Fat Randy's Power Armor looks big, but that's only because he is. The armor is high-grade plastoid-backed durasteel. Due to the sheer thickness of the armor it can withstand a direct missile hit and continue to function. It is virtually immune to light blasters and pistols. Concentrated heavy blaster cannon fire can eventually penetrate the armor. Redundant circuitry and non-conductive shielding makes the suit immune to ion and EMP attacks. Cortosis-phrik alloy is used to great effect in the hands, allowing Randy to grab lightsabers without any ill effect. Power is generated by a small nuclear reactor. In the worst situation it can be made to overload and the resulting explosion can cripple a dreadnought if detonated inside the ship. The entire system weighs only 85kg due to use of advanced materials.


Oh boy. Now we really get into the meat of things. First of, let's deal with the concept of Immunity. Now, immunity means being unharmed by a single damage type. usually, this is categorized into different areas such as Blasters, Slughthrowers, Ion, and Explosive. Here, we see a host of immunities to Ion and Pistols. However, we then get into a territory I can 'Virtual Immunity'. This is near-immunity, where the amount of fire it could take is unreasonable during combat. Adding that in, this beast has Virtual Immunity from all small arms up to blaster cannons, as well as Virtual Immunity from lightsabers in the hands. All of these are no-nos; as the current limit of any damage type on any piece of armor is 3 hits.

Next, we have the power source. Now, usually this section is just for fluff. However, it's the second part that's a problem. There is a standing ban on Weapons of Mass Destruction (WMD), being any device capable of causing damage on a massive scale. With this, the power core becomes a WMD, and is thus banned.

Lastly, weight. Usually, the heaviest allowed armors will top out in the mid-30s. Armor this heavy would never be allowed, as it implies an unrealistic and unobtainable level of defense. While an exception might be possible, I can't think of a situation where it would barring bizarre circumstances.


Equipment
Energy Shield - Protects against energy attacks as slugthrowers and other projectile weapons are useless against the armor. Power from targeting, repulsors, and weapons can be diverted to the shield to greatly increase resiliency.

Microrepulsors in the hands and feet allow for an incredible range of movement and acrobatics, as well as increased strength over what the power armor already contributes. With the repulsors aiding, Fat Randy can lift and throw a tank with accuracy.

HUD - The helmet has a HUD that contains target tracking, fire control, thermal, IR, nightvision, and X-ray modes (can only see through one wall in X-ray). Fire control can target and engage 16 targets simultaneously.

Environmental filters - The armor allows Fat Randy to operate in every environment from underwater to space. Advanced filters and a 12 hour internal air supply means Randy is immune to any sort of toxic gas/nerve agent in the atmosphere.


Here we see another example of immunity in the Energy Shield. While it may be possible to create a shielded vehicle, I am highly doubtful a heavily shielded armor would be improved, at least without strong drawbacks in other areas.

This is where we go from straight-up overpowered to issues over balance. Now, agile armor is not unheard of. The difference is that this armor is so heavy and well armored that such high dexterity breaks the niche this armor attempts to fill. There is a spectrum from low protection with high mobility, to high protection with low mobility, and your armor can fall anywhere on that scale. However, you cannot have heavy armor with a high dexterity; especially considering that heavy armor is such because it has the most plating.

Going with this new timeline, 'SMART' features such as target tracking and excessive viewing modes are being cracked down on. Essentially, expect to get maybe one or two reasonable SMART features. Some of these, such as zooming and target tracking, might have to be handles externally by an attachment.

Now, say it with me. Immunity! While it's possible for an armor to last some time underwater or in space, it is usually not over 15-20 minutes, and the armor has to have drawbacks in other areas as a result.


Weapons
- Medium repeating blaster on left arm. 200 rounds, inertial dampeners and the suits strength allow this gun to be fired with incredible accuracy.

-Claymore sized cortosis-weave vibroblade. It has microserrations to double the already enhanced cutting power. It has a thermite core that be activated in emergency situations. This allows the sword to be stabbed clean through a tank. (one use though, then the sword is destroyed for balance reasons)

- 16 micromissiles, 8 stored in each shoulder. These missiles contain a baradium core and the resulting explosion is capable of engaging and severely damaging a starfighter. These are controlled by the fire control system and can all launch in under 3 seconds.

- Single-shot particle beam. This fires a 5-second long blast that is equal in damage to a heavy laser cannon. Then it takes 24 hours to recharge.

-Force multiplier punches. Servos and pneumatic systems allow Fat Randy to punch clean through a tank's armor.

-Chemical Spray. Using this power armor builds up a lot of sweat. The resulting mixture of sweat, doritos, stale beer, and shame can be concentrated into a potent chemical spray that can kill anyone not Fat Randy in a 15 meter radius, and incapacitate anyone out to 25 meters.

-155mm sabot launching railgun. 3 rounds, 100 km (in atmo) accurate range. Can penetrate a corvette's hull. Collapsable and stored on the back behind retractable armor plating.


Let me make myself very clear when it comes to weapons mounted on armor. KEEP YOUR WEAPONRY REASONABLE. Expect to attach, maybe, one or two weapons and one or two ranged utility items to your armor. For example: a wrist blaster, flamethrower, and a grappling hook launcher. You will absolutely never get away with 18 sidearms, 10 rifles, and a mini-nuke launcher.

No armor weapon system will ever be able to go up against a vehicle such as a tank or starfighter, barring strange circumstances and armor drawbacks, which immediately discounts the missiles, particle beam, increased melee damage, and railgun. This is also an obvious increase in the Iron Man loadout as seen in the movies and comics. Straight ports of technology from other forms of media is strictly prohibited.

On the subject of railguns, you won't expect to find many in the site. Per tech admin rulings, railguns are very unlikely to get approved, with slugthrowers themselves moving at the same speed as blasters and having lower damage outputs.


Intent
Fat Randy is so incompetent that this armor is the only way he won't die instantly.


And finally, the Intent section. Like I said in the beginner's guide, you need to be able to accurately and completely explain why you should have the technology, with emphasis added when the technology is exclusively for one person. This armor is just a power increase to make PvP unfair, as well as providing nothing new in terms of story. By that alone, even if the armor was reasonable, it wouldn't be approved.

All in all, Fat Randy's Power Armor is flawed to its core on so many levels, it's unsalvageable. Poor Randy will just have to deal without it.



"What Makes Tech Good?"


After looking through an awful tech submission, it's fitting to look at, what I consider, a very good submission that was approved and is now available for your use here on the site.

For the purpose of this, I'll be taking a look at @Kiro 's Sunskimmer-Class Starbird. While there are many good tech submissions currently approved, I feel that this piece in particular shows multiple facets of what makes up a good profile. Although I will give shoutouts to @Elijah Brockway 's M-Series Utility Droid, @Tribunal Power 's Voruda-Class Heavy Freighter, and @The Kyzer's P.O.W (Which I stand up as the best 'exclusive' tech currently on the site)

Sunskimmer-class Starbird

Imperial_Courier_02_zpsxdorly2p.jpg


Affiliation:
N/A. Anyone with enough credits, and not directly opposed to the Republic, can purchase a Sunskimmer.

Manufacturer: Moondrake Engineering.

Intent:
Primarily, to highlight Edemmian starbird engineering, and giving players access to unique Edemmian technology, including fuel scoops. Starbirds are fast, agile, nimble, and shield-heavy ships, but are exceptionally fragile once their shields pop.

Model: Moondrake Engineering Sunskimmer-class Starbird.

Name: N/A

Dimensions:
Length; 42.1 Meters.
Width; 27.4 Meters.
Height; 7.1 Meters.

Class: Personal Transport/Combat Patrol Vessel. Can be modified into a low-end luxury cruiser with some modifications.

Crew: One (1) pilot.

Armament: Two (2) gimballed laser cannons; retractable, concealed in forward facing compartments on each engine nacelle. Sports an additional concealed and retractable weapon mount beneath the cockpit in the nose of the craft.

Equipment:
Deflector shield generator.
Inertial dampeners.
Navigational thrusters.
Navigational computer.
Retractable landing gear.
Civilian-grade sensor suite.
Life support module.
Voice command recognition module.
Hyperdrive.
Holographic Heads Up Display.
Fuel scoop.
Heat sinks (x15).

Speed: 120 MGLT.

Hyperdrive Rating: Primary - 1. Backup - 10.

Maneuverability: The Sunskimmer-class is a Starbird, and more importantly, a Starbird originally designed for the Edemmian Defence Corps. And all Starbirds are noted for their high levels of speed and maneuverability. With numerous navigational thrusters mounted all over it's hull, in every axis possible, it can dart about and turn on a dime, making it perfect for navigating hazardous space, such as asteroid fields. Thanks to it's sleek and raptor-like design, the Hellion can both climb and dive quickly, and with four potent ion engines it has superb acceleration.

Description: The Sunskimmer-class is, as previously mentioned, a Starbird originally designed for the Edemmian Defence Corps. While both the Edemmian government, and the Republic itself, wouldn't sell a military vessel directly to civilians, Moondrake Engineering has released this slightly tuned down civilian version of the highly popular Sunskimmer.

Like most Starbirds however, the Sunskimmer-class is a relatively fragile ship, with poor armor and a comparatively fragile hull compared to CEC, Czerka, or Sienar ships of similar sizes, but possesses very powerful shields, and unmatched acceleration and a superb top speed for a ship of it's size.

The Sunskimmer derives it's names from the ubiquitous fuel scoops that are installed on most Starbirds designed by Moondrake Engineering, a piece of technology that allows Starbirds to literally scoop radiation and H3 gas from the upper corona of most K- and M-class stars, as well as select gas giants, to fill their fuel tanks and restock hypermatter, making them excellent long-range exploration ships, and cheaper for pilots to operate. Fuel scooping from a sun, or "sun skimming" to use the Edemmian term, is, however, a dangerous task and even with the potent shields and heat sinks that comes standard with the Sunskimmer-class, and not recommended for novice or intermediary pilots.

The Sunskimmer can carry up to four (4) tons of cargo.

Now, the first thing that stands out to me when i'm looking at this tech is this:
Imperial_Courier_02_zpsxdorly2p.jpg
Yes! The picture is very important, and @Kiro did a good job with picking one. Not only is this a nice, detailed representation, it's not from any other recognizable media, and fits well with the other Edemmian technology that's been submitted. These are all very important in establishing a 'Tone' for the submission. And a consistent tone at that. So, take your time when choosing a reference, and make sure the submission fits with it when you're building it. The two are not mutually exclusive, and should not be made in bubbles outside each other.

My next favorite part on this tour of wonderment, the Intent:


Intent: Primarily, to highlight Edemmian starbird engineering, and giving players access to unique Edemmian technology, including fuel scoops. Starbirds are fast, agile, nimble, and shield-heavy ships, but are exceptionally fragile once their shields pop.

My single favorite part of this ship is that it's purpose is two fold. One, to give a greater sense of the Edemmian's and their technology. Two, to give something to the Community, even if they don't play with or as the Edemmians. This makes that clear, by giving free access to a new piece of technology, the fuel scoops, which can now be added to more custom submissions, and thus enhance the universe.


Description: The Sunskimmer-class is, as previously mentioned, a Starbird originally designed for the Edemmian Defence Corps. While both the Edemmian government, and the Republic itself, wouldn't sell a military vessel directly to civilians, Moondrake Engineering has released this slightly tuned down civilian version of the highly popular Sunskimmer.

Like most Starbirds however, the Sunskimmer-class is a relatively fragile ship, with poor armor and a comparatively fragile hull compared to CEC, Czerka, or Sienar ships of similar sizes, but possesses very powerful shields, and unmatched acceleration and a superb top speed for a ship of it's size.

The Sunskimmer derives it's names from the ubiquitous fuel scoops that are installed on most Starbirds designed by Moondrake Engineering, a piece of technology that allows Starbirds to literally scoop radiation and H3 gas from the upper corona of most K- and M-class stars, as well as select gas giants, to fill their fuel tanks and restock hypermatter, making them excellent long-range exploration ships, and cheaper for pilots to operate. Fuel scooping from a sun, or "sun skimming" to use the Edemmian term, is, however, a dangerous task and even with the potent shields and heat sinks that comes standard with the Sunskimmer-class, and not recommended for novice or intermediary pilots.

The Sunskimmer can carry up to four (4) tons of cargo.

I know I skipped over most of the technical details. But, the best thing anyone can say about the actual specs of a piece of equipment is that they work, and for a luxury transport, these stats work just fine. But the meat of the submission, and most submissions, is down in the description. Here, @Kiro shows us, through he ship, a picture of the species. A stylish ship that puts high tech over sheer strength shows a society with similar values on style and flair and reflects that onto the RP in a unique way. It also does everyone a favor by introducing something incredibly unique to make the tech stand out, being the scoops that allow the ship to refuel hypermatter. Very nice touch.



I hope this entire thing was somewhat helpful. If you feel you need anything here clarified, feel free to send me, @Outlander , a message and i'll do my best to help. I'll also try to update this if anything changes, or I have more to say. With that said, happy writing!
 
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