Interstellar Cannons

Each cannon needs access to an extremely rare ruined dyson sphere that needs to be activated, pulled out of abyssal deadspace, and have its systems maintained to keep it from diving back into deadspace and being lost. Then you need to invent the BPCs for the T4/T5 components to fabricate the gun’s housing station, then install invented-BPC rigs to actually fit the gun. THEN you need to make the T4/T5 ammo chages from more invented-BPCs which fits each of the Rig mods’ ammo limitations.

  • Find ‘Kardashev Ruins’ in Deadspace
  • Establish Permanent Accesspoint to Deadspace Ruins via “Triglavian Filament Gate” anchorable (Triglavian tech, no security access, anyone can use it with the appropriate abyssal filament, stations in range ‘x’ take abyssal deadspace damage, must be guarded by active fleets, gate must be kept fueled or lose the connection to the Deadspace Ruins)
  • [OPTIONAL] Establish one or more Triglavian Filament Gates in the Deadspace pocket (F-Gates are the only things that can survive long-term inside of Abyssal Deadspace, all F-Gates in the pocket lead to the F-Gate that accesses the pocket; allows one F-Gate at a time to be active, providing a new gate-in/gate-out point from the entry F-Gate in normal space)
  • Scan down “Access Layer Sockets” in the Kardashev Ruins, Hack the Precursor-level Security systems or decrypt Relic ‘keys’ found inside the deadspace pocket to open them. Whoever hacks them will have access to the socket until a ‘keyholder’ unlocks them and resets the security system to their control.
  • Once all Access Layer Sockets have been claimed by a clone, corp, or alliance, the Ruins can be activated, powered up (on a timer and/or via fuel block consumption) and the Ruins pulled into normal space near the entry-point F-Gate (i.e. within the station-damage deadspace bubble).
  • Now you can build the ‘Stargun’ Station
  • iBPC Station Components= Tx ‘Precursor’ Stargun Station
  • iBPC Rig Components= Tx ‘Precursor’ Stargun Rigs (each have unique ammo restrictions)
  • iBPC Ammo= Tx ‘Precursor’ Stargun charges (must match all rig restrictions, maybe call them “Fuses”?)

Get all three parts working together and you now have a functioning Stargun that ceases to function if the Kardashev Ruins run out of power/fuel blocks, causing them to dive back into deadspace, but otherwise recoverable once fueled again; the Ruins are shunted back into its deadspace pocket by using a hack on the Socket Access Layer(s), disrupting the delicate control-paths and destabilising Triglavian-derived jerry-rigging on Precursor systems built by non-triglavian backwards-engineering teams; or the entry Triglavian Filament Gate is destroyed, shunting the Kardashev Ruins explosively back into deadspace (i.e. “Doomsday Smartbomb on Everyone” effect) and permanently cutting access to the deadspace pocket that contains the Ruins. You can also directly siege the Stargun as normal for citadel warfare.

To make it even further restrictive, the Ruins themselves could only ‘power’ certain types of Stargun Ammo as well, meaning each Stargun needs to be tailored to the Kardashev Ruins found and create a semi-deadspace effect on the system it’s pulled into. A Stargun could also only be targetable on cynosural beacons (and uses jump fuel equal to the geometric factor of distance to the target system/cyno) as well as having a capacitor recharge time measured in multiples of days based on the star-type of the system used to host this whole project as well as the attributes of the installed Rigs.

Whee, a reason for S-Rigs and very small ‘citadels’ and it brings deadspace effects into nullsec interactions in a very limited/costly way that can sink massive resources and Corp/Alliance efforts to provide massive amounts of “productive” content to the entire membership. Not only that, but Starguns would be inherently unstable setups, cannot be directly defended by larger Citadels, and would encourage raids and/or large offensives against relatively weak assets that turn more towards fleet-based strategy, in lo-hi TiDi to boot, to interdict/repel the raids/assaults than to simply out-tank or outnumber the enemy. Large citadels would help basing operations around the Stargun and associated parts, but not be able to directly influence them, making big sieges optional content as part of a larger strategic effort. High-end economy would be needed just to drive the effort of building the necessary capital to dig up Stargun and Stargun Rig schematics to invent into BPCs and construct the relevant assemblies and charges as well as keep the final stages of the endeavor constantly fueled once a suitable Kardashev Ruin is found. It creates a long-chain logistics network for a semi-chaotic ‘grid-effector’ weapon that ideally would be made to have uses in high-level conflicts, presenting myriad opportunities to disrupt the operation at multiple levels and endless room for good administration of the project to keep weaknesses to a minimum.

With certain systems’ stellar types having an effect on recharge rates and that variable being mostly invisible to players outside of actually constructing a stargun or building some “Triglavian Mapping Beacon” that lights up like a cyno but identifiable on its own and having a large cycle time (so as to be disruptable) and having some temporary but deleterious effect on the system it’s used in (so as to encourage not using it in built-up “deep” systems), the entire nullsec terrain may be changed with one procedural variable and create avenues of conflict to use Starguns towards. Breaking out of “deep territory” stagnation the rate of discovering Kardashev Ruins can be inversely related to the number of stations in-system (or even in nearby systems via some woo-woo subspace anchor timey-wimey stuff), making unpopulated systems farther away from established territory the best spots to “dig” for Stargun tech in deadspace pockets (possibly even encouraging corps/alliances to break down some or many stations to create areas for this ‘digging’), WHICH if you’re able to read all this without needing a drink, means Corps/Alliances would need to create weakpoints in their territory to build up their power to take and hold new territory, creating more opportunities for conflict and thus content that sinks materiel and provides “productive” content to memberships in the form of ‘fighting for a purpose’.

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