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Author Topic: WarBiz Arms Race // Nextgen Consortium Thread (Turn 5 Revision Phase)  (Read 14769 times)

Twinwolf

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Turn 4 Strategy Phase)
« Reply #180 on: July 24, 2021, 05:44:03 pm »

Zulu-class Nanite Field Generator

While the range of potential benefits of the basic nanite field generator is impressive, it's lack of specialization harms it significantly. The Zulu-class Nanite Field Generator focuses it's efforts on increasing the speed of our soldiers. Under the effect of the nanite field, allied troops will find themselves with significantly improved physical speed, as well as reaction times to help accomodate the improved speed. Early reports have more compatible soldiers describe a sort of "bullet time" effect, where enemies seem to move sluggishly and they think faster and clearer. While potentially quite horrifying if, perchance, the effect lets you see the tank shell coming to cave in your face, the overall benefits are worth it.

Warlords are able to project the field several meters around themselves, and benefit from it themselves. With a Warlord at the head of the charge, an infantry force can storm a position before the defenders have time to properly react.

---

Alternatively, if we want to try some silliness and make the Warlord's gear modular (without making the GM murder us in our sleep)

Empire-class Nanite Field Generator

The Empire Class is effectively the nanite field generator equivalent to an Australia; a blank-slate platform on which modules can be implanted to influence it's effects and abilities. The nanite field generator in it's base form creates a nanite field several meters in radius around the Warlord, with a boosting effect not dissimilar to the Basic Nanite Field Generator.  Where it differs primarily is twofold; a greater power supply which allows for a longer ranged and longer lasting nanite field, and two slots for Universal Equipment Modules. Differing from the UBM with new triangular-slots (round and square-holes are last gen) and the fact that they are meant for non-weapon equipment, the UEMs will dramatically alter the way the Empire Class operates; one module could turn the field into a zone of bullet time, another could make it physically reinforce the nanite-generated bodies of the soldiers, and still another could cause the nanites to get into the soldier's weapons and make them hit even harder. The Empire Class is not in itself going to revolutionize the Warlord's role, but will be in an investment in future equipment that will.
« Last Edit: July 24, 2021, 06:14:41 pm by Twinwolf »
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Man of Paper

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WarBiz Arms Race // Nextgen Consortium Thread (Turn 5 Design Phase)
« Reply #181 on: July 25, 2021, 12:15:58 am »

IT IS NOW THE DESIGN PHASE. You have One Design! Go forth!

Spoiler: NC Armory (click to show/hide)
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Spoiler: Outfit (click to show/hide)
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Powder Miner

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Turn 5 Design Phase)
« Reply #182 on: July 26, 2021, 03:44:32 am »

MBT2 Vishvakarma
The MBT2 Vishvakarma is sort of like the Strix is to the Hawk, in that it's supposed to be what the Hephaestus was supposed to be but better - but the Vishvakarma is admittedly perhaps a sight more ambitious in the advancements it seeks to make, although unlike the Strix it actually keeps the better part of its predecessor's chassis, but for adjustments made where features were changed (such as the engine change and gun change).

Some of these features were mundane changes made to reflect the modernization and unification of technology we've seen as our armory has taken shape and come into its own - in other words, some of the design elements of the Vishvakarma are indeed currentgen. One of these is that the engine has been replaced by another one of the Strix-derived powerplants we also used for the Coyote, scaled in power output to be appropriate (and mostly meant to allow the Vishvakarma to run its big ticket feature rather than juice all its specs). Another is that the Alcor turret at the top of the tank has been torn out and replaced with an Oceania-based turret pretty much identical to that of the Iktomi, except that it's stocked with two Bonnies and a Ruby rather than the Ruby-Bonnie-Kaczynski set of the Iktomi.

The most notable of these currentgen changes is probably that the plasma cannon has been wholly replaced with a weapon intended to be a bit more representative, a modular particle main tank cannon. Actually, it's a little smaller than the Hephaestus' main cannon - whereas the Heph has a plasma cannon equivalent to a 150mm cannon, the Vishvakarma's gun is equivalent to a 125mm cannon, but has a Ruby-Wellington-Kaczynski module set and is meant to be naturally somewhat faster-firing.

But if that were all we were doing, that would be a revision similar to what we did with the Iktomi. The Vishvakarma has two big-ticket features that mark it as the generation up from the Hephaestus. The first is its Repair Field Generator. Instead of a repair drone like the Hephaestus, the Vishvakarma has a device based on the Warlord's Nanite Field Generator, projecting a field of repairing nanites which repair the Vishvakarma and other vehicles within a moderate radius - and, because the inclusion of a vastly improved powerplant was almost entirely to power this, the vehicle otherwise fights and operates while this device continues to run. On its own, one of these things is better than a Basic Repair Tool - mostly because the Basic Repair Tool is complete and utter ass. In other words, a single Repair Field Generator provides modest repair to each vehicle within its radius. It could not compete for any individual vehicle with a single engineer with a second-generation repair tool, but provides a noticeable edge overall, and is... better than repairing the Vishvakarma than the terrible drone on the Hephaestus is at repairing the Hephaestus. (Also, the REAL trouble for an enemy comes when you have more than one Vishvakarma and their Repair Field Generators are working in tandem.)

The second big ticket feature is the Vishvakarma's armor, although after the Repair Field Generator was drafted, subsequent work on this was simplified somewhat. Mnemposite Armor is many things at once: simple, nextgen, stupid-sounding. In terms of actually being a composite armor, it's... well, it actually sort of barely qualifies at all, given that it is really just that the outer half of the Vishvakarma's 200mm of armor has been replaced with a very advanced ceramic, whereas the inner half remains the same armor as on the Heph. This ceramic is a little more hard than our original armor, and is more heat resistant, but where it really shines is that it acts much like a very nextgen "memory metal" when subjected to electrical currents, seeking to return to its original form despite deformation from either physical/explosive force or heat. What this means is that the Mnemposite Armor responds extremely favorably to treatments from repair nanites, and the ceramic portion of the Mnemposite Armor gets repaired more quickly than the armor of other vehicles when repair nanites are being applied.
« Last Edit: July 26, 2021, 02:24:45 pm by Powder Miner »
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m1895

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Turn 5 Design Phase)
« Reply #183 on: July 26, 2021, 11:45:20 pm »

CM-1 Cloaked Missileer "Woodcock"
The Woodcock is an exercise in creating The Ultimate Ace Aircraft.
 A sleek frame not entirely unlike the Strix, The most stark difference being it's use of a forward-swept wing (the techboys assure us there is an actual reason for this beyond looking "rad as hell", though they won't say what). Otherwise, it contains basically the same advancements as the Strix when it comes to it's flight envelope and cloaking ability.
 It retains an Oceania turret similar to the Strix because ever since 'Nam no one will fly a "pure" missileer, regardless of the technological advancements made sense then, but it has had it's fire rate cut to around 1,000-1,500 RPM to save power for elsewhere.
 The big advantage is the weapon bays connected to a Nanite Storage System allowing the Woodcock to, as one former engineer put it, carry an "Ace Combat" amount of munitions. These Munitions currently have only one "body" for it's two warheads, a relatively short range missile designed with heightened maneuverability in mind, noticeable in it's relatively large airfoils and thrust vectoring.
 the missile's guidance system has wide angle target locking and each missile can get target lock independently of each other, a hard connection to the Woodcock's targeting computer helps ensure they don't lock onto the same target, on air or land, unless the pilot really wants to make something dead. They can also be directly slaved to the main targeting system before launch, although after launch a free missile becomes a "ghost" with no data trail to track them by. This is quite useful given a special property of the weapons bays: They can impart a short-term cloak on their payload, allowing for a short period (maxing out at about a minute by current estimations) of fullcloak before it rapidly decays.
 The first warhead used is a derivative of our current plasma warhead that exhibits the "sticky plasma" effect of the old cannon, giving it an okay effect against moderate armor and allowing even glancing strikes to missionkill light targets. The second warhead is simplified from the NDS to blow the everloving Fuck out of hard targets, though even with the simplifications, it is still a minority of the missiles carried by the Woodcock (~40% tops).

So I forgot something very important, so this is still WIP until I figure that out

CT--1 Cloaked Transporter "Eel"
The Eel is our first attempt at making a Nextgen Transport.
« Last Edit: July 28, 2021, 09:11:16 pm by m1895 »
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Powder Miner

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Turn 5 Design Phase)
« Reply #184 on: July 27, 2021, 09:34:03 pm »

Quote from: Provisional Votebox
MBT2 Vishvakarna: (1) Powder Miner
CM-1 Cloaked Missileer "Woodcock": (0)
will edit any more designs as they come
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Twinwolf

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Turn 5 Design Phase)
« Reply #185 on: July 27, 2021, 09:44:06 pm »

Drone Tender Tank

The Drone Tender Tank isn't really a "tank" per-se. It's moderately armored, has a powerful engine based on the Strix's, and has a pintle-mounted Oceania for self defense. It's not an APC either, though it does carry combatants of a kind - just not infantry. What it is is a new kind of ground combat vehicle meant to provide unparalleled support for infantry and armored vehicles alike. The Drone Tender Tank carries a stock of armed drones as it's weapon, sending them out (protected from interference by the Strix's anti-hacking measures) from the "mothership" akin to an aircraft carrier on treads.

There are three main classes of drones. The Scout Drone bears an active camo field based on the infiltrator's and is armed with a low-power energy weapon meant less to murder people and more to short-circuit electronics. They can relay tactical information to soldiers in the field, or to the mothertank. It scuttles along the ground and walls like a spider, staying low and beneath notice.

The Support Drone is the middle child of the family, rolling along with the infantry using an Australia-based heavy machine gun. It's primary combat role is as an expendable yet durable squadmate. It carries an oversized powercell that allows allies to siphon energy to power their own class-specific gear.

The Anti-Tank Drone operates in trios, under the direction of the mothertank's crew; the largest class of drone, they're too heavy for wheels or legs so they trundle along the ground on treads like miniature tanks. What's not miniature is their cannons, which take up the bulk of their mass; high-power plasma projectors run off highly efficient energy cores, the drones can fire a single hefty shot before needing external help recharging - or, they can charge into the enemy tank and self destruct beneath their treads if their fussilade wasn't enough.
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Powder Miner

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Turn 5 Design Phase)
« Reply #186 on: July 27, 2021, 09:51:19 pm »

Quote from: Provisional Votebox
MBT2 Vishvakarna: (1) Powder Miner
CM-1 Cloaked Missileer "Woodcock": (0)
Drone Tender Tank: (0)
i put da design in da votebox
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TheFantasticMsFox

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Turn 5 Design Phase)
« Reply #187 on: July 28, 2021, 11:37:24 am »


Quote from: Provisional Votebox
MBT2 Vishvakarna: (2) Powder Miner, TFF
CM-1 Cloaked Missileer "Woodcock": (0)
Drone Tender Tank: (0)
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m1895

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Turn 5 Design Phase)
« Reply #188 on: July 28, 2021, 11:52:22 am »

Quote from: Provisional Votebox
MBT2 Vishvakarna: (3) Powder Miner, TFF, m1895
CM-1 Cloaked Missileer "Woodcock": (0)
Drone Tender Tank: (0)
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TheFantasticMsFox

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Turn 5 Design Phase)
« Reply #189 on: July 28, 2021, 06:45:42 pm »

I think this is doable as a revision, possibly hard tho as we have never done a landmine before.

Quote from: Nextgen Mobile De-Spawner
As a means of delivering explosives from afar, the Wellington Mk2 is a solid weapon. But what do you do if you want to blow up people you cannot immediately see, make some random path or trail very and abruptly dangerous, or just make someone mad each time they randomly come out of a nanite filled haze, just having had both their legs blown off at the knee? The Nextgen Mobile De-Spawner is the answer to this series of oddly specific questions.

 It is based off of the Wellington Mk2, but made to be a one use weapon instead of a reusable launcher. The De-Spawner (or mine, for some people) takes the shape of a cylinder that can be carried awkwardly in one hand, and is built around a modified Wellington Mk2 module. This is connected to a short range emitter-barrel, and governed by a simple proximity sensor that upon activation launches an energy grenade roughly 1 meter up into the air before detonating. The De-Spawner only has a single charge before becoming inert.

The Nextgen Mobile De-Spawner is to be issued to both Engineers and Infiltrators.
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Man of Paper

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WarBiz Arms Race // Nextgen Consortium Thread (Turn 5 Revision Phase)
« Reply #190 on: August 01, 2021, 04:11:28 pm »

Turn 5 Design Phase

Proposal: MBT2 Vishvakarma
Difficulty: Very Hard
Result: (5+4)-2=7, Average

The Vishvakarma is a tank and works about as you expect.

Which probably requires further outlining.

The basic design of the Hephaestus was gutted and stripped down to it's barest form and rebuilt around a Strix-based powerplant appropriately sized for a Main Battle Tank. The forward turret also receives an update in the form of an Oceania set with two Bonnie modules and one Ruby.

The main turret received a total change in the form of it's modular Particle Cannon boasting shots equivalent 125mm cannon rounds modified by the included Ruby, Wellington, and Kaczynski modules, giving it the ability to fire APHE-like particle beams (save for the fact that they don't deflect) at long range, with extreme ranges being reachable but with diminished impact and, obviously, dependent on line of sight to the target. The main gun has a dedicated capacitor to store enough energy for a single shot and is recharged by the powerplant fast enough to provide a rate of fire between ten and twelve shots per minute.

The Nanite Field Generator is an interesting beast and can run passively or actively. When passive the Vishvakarma will slowly repair itself overtime, but can operate normally. In active mode this field is projected outward in an 8m radius around the tank, providing it's repair abilities to nearby vehicles and constructs. During it's active mode it cannot recharge the capacitor for it's main gun, limiting it to one shot with the primary weapon and relying largely on it's secondary weapon for defense.

Luckily, the requirements of the Nanite Field Generator do not affect it's ability to move, allowing it to maintain it's even 70km/h top speed regardless of the generator's mode.

The newly-developed Mnemposite Armor consists of 100mm of typical armor backing an additional 100mm of "memory ceramic". This outer layer is hard enough to provide protection against solid projectile rounds, though not as effectively as the armor layer beneath it, but is better at resisting the effects of energy weapons. Most notably, the memory ceramic is very receptive to the effects of repair nanites, and the Active mode on the generator amplifies this effect, routing some energy to the armor which attempts to remould itself into the proper shape with whatever material wasn't blown away while nanites fill the gaps. This reduces the workload on the repair nanites and speeds up the entire process by a noticeable degree.

The MBT2 Vishvakarma is a resilient vehicle, even if it has it's quirks. It proves to be fairly attractive, albeit of complex make, meaning currently demand outstrips supply - a good problem to have as the supplier. The Vishvakarma is just on the cusp of (VERY EXPENSIVE), and continued refinement without additional complexity tacked on will very likely increase deployment rates of the vehicle.

----------------     

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

Spoiler: NC Armory (click to show/hide)
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m1895

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Turn 5 Revision Phase)
« Reply #191 on: August 01, 2021, 06:35:22 pm »

Australasia Heavy Modular Battle Platform (but lamer)
Given the previous version of the Australasia was too awesome for some of our more """sane""" members to accept, we've had to shrink it down so the smolbrains could understand it.
The Australasia looks like a somewhat longer and bulkier Australia. On the inside however, the usage of a Strix-style power source and  more advanced heat management system (and the increased length dissipating heat over a larger area) give it much greater fire-rate and fire sustainability than the base Australia. The only other main difference is the inclusion of the latest version of the NSS, since we've put it on so many other things by now. Also a small port at the stock for hooking up a (currently nonexistent) external power and heat management gubbins.
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Powder Miner

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Turn 5 Revision Phase)
« Reply #192 on: August 01, 2021, 06:45:04 pm »

PDSOACTBBBB

The PDSOACTBBBB (Point Defense Standardized Oceania-Australia Coaxial Turret Bitch Bitch Bitch Bitch) project is an attempt to provide a substantial upgrade to the standard modular automatic Oceania turret design we have been copying wholesale and slamming repeatedly onto all of our new vehicles - or, at least, to provide that upgrade for our ground vehicles, essentially meaning in this case the Vishvakarma and the Iktomi. Firstly, in the case where it doesn't have it (in other words, on the Vishvakarma), the turret is given a coaxial overclocked Australia, copied just plain-ass directly off of the Iktomi.

Secondly, and more importantly, we decided to put our Volley-0 target transmitters to good use. Noting that these transmitters have enough capability to track things like the items carried by individual infantry, and the speed of moving aircraft, they should be plenty capable of identifying missiles such as the Huscarl and Sentinel - so we have set the transmitters on the Iktomi and Vishvakarma to send positional data on incoming missiles to the turrets on said vehicles. If the point-defense mode of the turret is toggled on by the operator of the turret, then the turret has been programmed and upgraded to turn and automatically fire upon the missile until the transmitter is no longer registering a missile there. (The transmitter also plays a Missile! Missile! sound inside the cockpit, of course.)
« Last Edit: August 01, 2021, 07:01:27 pm by Powder Miner »
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m1895

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Turn 5 Revision Phase)
« Reply #193 on: August 01, 2021, 07:24:33 pm »

UBM-Orr
The Orr is a simple module, it excites a portion of the particle beam, resulting in it dumping thermal energy into a target and setting it on fire. Naturally, we've decided to put this on all our vehicle-grade modular cannons as well as issuing it out to infantry.
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