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Author Topic: WarBiz Arms Race // Victory Services Thread (Turn 5 Revision Phase)  (Read 17344 times)

Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Turn 5 Design Phase)
« Reply #255 on: July 26, 2021, 09:38:15 pm »

Quote from: VS design
Linebacker Mobile Respawn Vehicle (2): Frostgiant, Madman
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frostgiant

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Re: WarBiz Arms Race // Victory Services Thread (Turn 5 Design Phase)
« Reply #256 on: July 27, 2021, 12:24:10 am »

Basketcase Revamp program

The hardcase, Is very much a failure in almost every vector one can imagine except for a singular fact. It is a Product that has entered production. This is more then can be said for many... Many iterations of VS products. AS such many on the investors board see potential provided the many many many kinks are ironed outwith an exacting eye.

The list of issues with the Hardcase, When broken down into an itemized list consisting of not just the whole of the armour but every piece of it, Strech farther the most of the design division is tall. AS is, needs must and the Priority for Fixing the armour comes down to the Poor strength of the Plating, combined with the frankly stiffling nature of its layout.

One could say that the majority of the product is a liability, Better served when stripped away to its barest parts.

So that's what we did.
Shrinking the full-body suit down to a much more lightweight and compact chest piece combined with the helmet, We have been able to keep most of if not all of the soldier mobility, especially after some modification to the undersuit to unstiffen it and provide more flexibility. Combined with a series of operator run bug fixes in order to fix the helmet's VR display and the addition of a colour pallet to better Display surfaces or differing material.

The hope of the design team to transform the Restricted body cast into a protector of the most vital organs, Maintaining them in a un-vaprorised manner long enough for a VS certaified medic to come and get them on their feet again.
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Happerry

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Re: WarBiz Arms Race // Victory Services Thread (Turn 5 Design Phase)
« Reply #257 on: July 27, 2021, 03:36:56 pm »

Quote from: VS design
Linebacker Mobile Respawn Vehicle (3): Frostgiant, Madman, Happerry
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Light forger

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Re: WarBiz Arms Race // Victory Services Thread (Turn 5 Design Phase)
« Reply #258 on: July 27, 2021, 05:28:18 pm »

Alright I will divide my complains with the linebacker into two section my issues with the design as written and the design as an idea.

For the design as written the first issue is I feel the layout doesn't really make sense. My understanding is the Linebacker has a layout of cabin-troop bay-res chamber. I think changing that to cabin- res chamber- troop bay is a no brainer as it lets you use proper rear and or side mounted doors rather/in addition to roof hatches. The other note is the spotlight I think it could be a half-way decent idea to swap that for a spectre. While this would reduce anti-vehicle fire power of the Linebacker but, it already has a missile pod. In change this gives the APC slightly better anti-infantry firepower and the ability to mark "cold" targets(like buildings) and use it's missile on them. With that being said I doubt the turret gun is a major difference either way.

For the idea, coming from some who is somewhat...quite...very daft the idea that a ground bound APC is going to get good coverage in the jungle is extremely daft. The two other spawners can either be carried in on foot(As their bike can't handle the jungle) or flow in to clearings. To get good coverage any spawner we make would need to be able to do something similar. The worst case for the APC is that's it does very little as we can bring it anywhere near the battle. The likely case is it will only really work in a defensive stance as we will need to slowly smash, cut and burn a road for it travel into order to be near the fighting. This both makes it very easy to find and destroy(just follow the road) and means it's use during offensives will be heavily limited. The jungle is an infantry focused zone we aren't just going to be able to brute force our large(horizontally at least) vehicles to work well in it.
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Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Turn 5 Design Phase)
« Reply #259 on: July 27, 2021, 08:31:59 pm »

The Linebacker does not carry troops. I'm completely confused as to why you think it does, since the only mention of anything other than crewmen and respawned guys is in the section that notes that the vehicle as a whole would be big enough to carry a squad of guys if it didn't have respawn equipment. Two crew are up front, the reactor and respawner are behind them, the tech/Engineer/whatever sits in back and him and the respawned guys exit through the rear of the vehicle. It has no other transport capability.

As for the conceptual downside....well the US and Japanese managed to run tanks in every single environment on half the islands in the Pacific including dense jungles, so I think a lightweight APC ought to be able to manage. It won't be able to get to every single square inch of ground but if it can get within walking distance  of most targets it'll be OK, since this isn't meant to be getting shot at.
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Man of Paper

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WarBiz Arms Race // Victory Services Thread (Turn 5 Revision Phase)
« Reply #260 on: August 01, 2021, 04:11:52 pm »

Turn 5 Design Phase

Proposal: Linebacker Mobile Respawn Vehicle
Difficulty: Theoretical
Result: (3+3)-3=3, Buggy Mess

The Linebacker is certainly a vehicle. A lot of it's problems likely stem from the product not quite fitting our standard vehicular design doctrine. One engineer cried out that this should have been easier to pull off, since it drew so much influence from the Rampage, but needed to be reminded that that's a Main Battle Tank, and a notAPC is held to different standards. 

The Linebacker is a somewhat low-profile armored vehicle protected ablative composite armor layered over by a reflective outer layer thick enough to protect it from even our own sniper rifles. A single hatch gives the driver and gunner access to the front portion of the vehicle, while a rear hatch allows access for the guy maintaining the respawner and reactor.

The gunner is in control of the Spotlight poorly mounted a little too flush to the roof, preventing the weapon from effectively engaging targets at lower elevations than itself, and preventing it from engaging close-up infantry entirely. The Huscarl works as expected. The vehicle reaches around 70km/h due to the weight of the armor, reactor, nanite generator, and spawner.

The nanite generator for the respawner is excessively slow, forcing respawns to queue up and trickle out instead of the entire squads we hoped for and making the Linebacker resemble a clown car even more than expected. The reactor that powers the respawner is not connected to the Illuin network, as the entirety of it's power is required for the respawner, and nothing short of an entire company's worth of Illuin equipment could even make enough of an impact to affect the respawner.

The reactor is notably very volatile, and extremely exposed during use, as the rear hatch needs to remain opened to have room for fresh spawns without pasting them against the interior of the Linebacker like bugs on a windshield, or, as one engineer put it a little too excitedly, like the fodder the Goa'uld sent through to Earth's closed-iris stargate. Whatever the hell that means. He smells bad and has a neckbeard, so we tend to ignore him. Anyway, damage to the reactor is exceedingly likely to result in a catastrophic kill.

Overall it's a, uh, well it's a start. We have a lot of work to do to make the product worth using, and right now it is devastatingly unpopular with VS forces, making it a (NATIONAL EFFORT) until we unfuck at least one of it's problems.

----------------     

IT IS NOW THE REVISION PHASE. You have two revisions to utilize. Get to it!

Spoiler: VS Armory (click to show/hide)
Spoiler: Class Loadouts (click to show/hide)
Spoiler: Outfit (click to show/hide)
Spoiler: Terrain Map (click to show/hide)
Spoiler: Control Map (click to show/hide)
Spoiler: Credits (click to show/hide)
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frostgiant

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Re: WarBiz Arms Race // Victory Services Thread (Turn 5 Revision Phase)
« Reply #261 on: August 01, 2021, 04:56:13 pm »

(The Backer and the shrew)TBTS Tandem system

The linebacker is a product of VS design in progress. Not enough space in the chassis combined with cutting edge tech leads to many errors that, If not an easy fix, Require an ad hoc solution. In this case, the Backer and The shrew TBTS Tandem system as it's known in marketing, Aims to fix a number of key issues.

Wirless energy has always been one of Victory services key products, the illium a true marvel of technology. In this case,it will serve to help save a seemingly doomed vehicle. The primary problem with the Linebacker is a case of space . Not enough for proper function in many areas. Thus, a solution was made. By tearing the primary reactor out of the linebacker and replacing it with a far smaller illium connected one with a battery array, aiming primarily to power its engine and onboard weaponry we are able to make a much larger space for the squads that are brought to life by the nanites, and are able to increase the Nanite generators capacity through a series of Not-Cadues Nanite generators bracketed to the extra space, increasing the number of nanites it can output! The lack of a massive reactor, of course also removed the chance of enemy fire detonating it while operations are underway.

However, with the loss of its volatile reactor, it lacks the energy to fuel the nanites.

In comes the tandem part of the tandem system. By stripping parts out of the back of a desert shrew to create a new variant, The so-named solar shrew of the TBTS tandem system mounts an illium relay along with the formerly removed reactor from the back of the linebacker. Its big, It's fat, it's basically a desert rat that has replaced its guns for a fab tool and its passenger section for a Bomb and an illium relay and it enables us to fix the space problem of the linebacker basically by itself

The newly mounted reactor allows the Solar shrew to provide the required energy to the Linebackers nanite systems through the Illium Relay's, whether sitting far in the back if sufficient relay coverage is present or rather close to the front Using its Fab tool to form Fortifications for itself and its Partner vehicle.  When the Linked linebacker is not using its nanite generator or if otherwise rendered inoperable, The Solar shrew is capable of setting its massive, volatile, and more importantly POWERFUL reactor to aiding the rest of the battlefront.

The downside of this system is unfortunately as obvious as the advantages. The two vehicles must remain in illium relay coverage, whether from being near enough to establish a direct connection or in a sufficiently fortified area to transmit over the Existing relay infastructure. Without the Solar shrew, The linebacker is a subpar APC that cannot even carry any personal, And without the Linebacker, The Solar shrew is merely a massive, Volatile  generator attached to a buggy with a Badly made Fab tool, Providing power and little else to the whole front and just as vulnerable to sabotage from certain assholes *CoughNCCough*

While Adhoc, It enables the Linebacker to fill the roll it was designed for with minimal reductions and allows a second tae for teh desert shrews purpose as a illium Powerbank and relay. One may say its a match made in a mad engineer's Mind.


Linebacker Pylon:

The linebacker suffers from a significant flaw, a lack of space for better internals and a vulnerable reactor. Victory services, as the one and only manufacturer of the Illium system, The galaxy ONLY Wireless Power system, We are in an Interesting position to implement a Unique fix.

The form of this fix is... Strange. By ripping the Vulnerable reactor out of the linebacker and affixing it onto a small trailer then hauled by the Hitch of the linebacker, The Internal space of the linebacker can be freed up to increase both respawn Area, Preventing aforementioned telefrag and an increased Nanite GernertaorPrimarily based on the Caduceus own incredible efficient system. The fact that it looks like a dozen modified Caduceus that has been bracketed to the wall is merely a side product of its incredibly advanced and ergonomic design.

Now, of course, ripping the Generator out has certain.. Side effects. Such as a lack of power to operate not only the vehicles but the spawner as well.

 This is fixed via the illium system. The addition of Illium relays both to the Reactor trailer and the inside of the linebacker allow it to pull the required energy straight from the reactor despite not actually being mounted in the linebacker.
This gives another advantage. Being a hitched trailer, the linebacker is capable of leaving the trailer behind, Ensuring it is either behind friendly fortifications or in a safer area. This combined with its new shell of Armour helps protect the Reactor from the enemy, What with it being nowhere near the actual fire if deployed correctly.

The Reactor will continue to power the linebacker until either they leave Illium Relay coverage, Something delayed by the friendly presence in the area and a series of RElays carried by the linebacker itself. Should the Linebacker find itself be destroyed, the reactor will set itself to Free send power, Keeping Friendly forces in the area topped up with the sheer might of the incredibly powerful reactor.

After the design of this project, some in the break room have begun discussing how to make the Linebackers "Pylon" Easier to Fab in the field with an Engineers Fabrication tool. But projects such as that unfortunately wait for another day.
« Last Edit: August 01, 2021, 08:52:12 pm by frostgiant »
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