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Author Topic: TINKER: Miya's Hubris  (Read 228894 times)

smurfingtonthethird

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Re: TINKER
« Reply #15 on: February 06, 2014, 05:57:57 am »

Nice, but are they guided, tracking or just plain missiles?

Electromagnetic Reactive Armour
Composition: The armour (usually just shortened to electric armour) is made up of two or more composite conductive plates separated by some space or by an insulating material, creating a high-power capacitor. In operation, a high-voltage power source charges the armour. When an incoming body penetrates the plates, it closes the circuit to discharge the capacitor, dumping a great deal of energy into the penetrator, which may vaporize it or even turn it into a plasma, significantly diffusing the attack. Very useful against deflecting kinetic-energy and light-based attacks but prone to electrical-based ones.
Cost: Entirely dependant on amount of layers. Purely an upgrade to existing armour systems. With enough layers, possibly able to take several LESHO shots to crack.

"Stag" Medium Assault tank:
Armour: Electromagnetic reactive armour supported by laser-dispersing armour ((I forget the name  :-\))
Weapons: Dual mega (120mm) gauss cannons as main turret system, hull and coaxial coilguns for infantry suppression
Movement: 2 composite tracks.
Cargo:Operates at full combat potential at 4 men (one driver, one gunner, one reloader, one coilgunner), can hold maximum of 6 troopers inside.
Support:Auto-Repair Kit

Operation: The tank's electric armour is great for deflecting heavy kinetic and laser fire, including from non-nuclear missiles. This lets the tank act as heavy fire support for use in assaulting heavily fortified enemy positions on an open battlefield, where infantry would be destroyed.

Primary Advantage: Easily capable of assaulting enemy positions taking minimal damage.

Disadvantage: Expensive. Token costs unknown, Production costs unknown.

Spoiler (click to show/hide)
« Last Edit: February 06, 2014, 02:26:55 pm by smurfingtonthethird »
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Tavik Toth

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Re: TINKER
« Reply #16 on: February 06, 2014, 07:31:48 am »

I'm thinking of revving the mech design I was doing from ages ago.

But actually worth doing.
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Radio Controlled

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Re: TINKER
« Reply #17 on: February 06, 2014, 07:51:41 am »

Sod talk:

For sods, I said earlier that having different kinds of sod would be best, both to spread the risk of UWM having something that's supereffective against any one thing, and because having options is always nice. After mulling it over, here's what I came up with (note: probably too late to use for this mission, but maybe for future large-scale battles/missions like this):

Light infantry: Genemodded Sods
regular sods, but genemodded by Doc to be al-round better than their UWM counterparts.
Lightly armored, like UMW sods (though their genemods help a bit in their survivability.
Armed with low-tier Armory stuff, with some mid-tier things sprinkled in where necessary (e.g. gauss rifles and metal baton or monorazor)
Have some specialists in a squad, though usually formed into specialist-squads (e.g. sniper squad with modified gauss rifles instead of a sniper for every team).
These form the bulk of out army, and can be used in a variety of roles: backing up assault, garrisoning, maintaining a military presence where needed. They are cheap enough we can afford to station them all around.

Medium infantry: upgraded robobody sods
robobody sods, but with integrated exoskeleton. If possible, the one the Mk.II has (because extra dex bonus, though not sure if this counts without the rocket pods).
Has better armor than previous sods: not full battlesuit plate, but enough to survive a few gauss round impacts or concentrated laser fire, should give at least some protection to mid-tier weapons (so a quick sweep of cutting laser shouldn't cut the trooper in two, but a slow controlled sweep would do significant damage). Exact thickness and cost would be decided after VR testing. The exoskeleton helps with carrying the armor while retaining mobility.
Have an attachment port for either a jump pack (standard option, used most often), Mk.II pods (when more mobility is really necessary, not used standard to cut costs) or special equipment.
Armed with mid-tier Armory stuff, with some high-tier things or special equipment where necessary (e.g. rocket rifles/those sibilus things, kinetic amp as standard)
Also have some specialist squads, but upgraded forms of their genemod counterparts (e.g. robobody sniper squad carries Lesho instead of modified gauss rifle for the genemod sods)
These are focused attackers (as in, are very good at straight combat), there are way less of them than genemod sods (like say, 1 of these for every 5-10 of previous) and are used when we know there'll be heavy combat, or defending really important areas where we know the enemy will attack (or used to counterattack and flank the attackers). The reason I wouldn't make these our standard troopers is because you sometimes just need some boots on the ground, just to project a military presence or light garrisoning. these robosods would be good, but too expensive for such tasks, whereas genemod sods would be perfect (but less reliable in heavy combat).

Elite infantry: synthflesh sods
synthflesh bodies, standard ones
Good armor, but lightweight (maybe a bit Avatar armor to complement innate sythflesh protectiveness)
Armed with high-tier weapons (like coils guns and tesla sabres)
Even less numerous than previous (say 1 of these per 10-20 robobody sods) but almost no cost spared, these are for getting mission-critical objectives or. Pack the meanest punch in a small package.


A reason to do it like this is to have easy to use options: if you just go with genemod sods or standard robobody sods, it'll be unclear when to use which one, whereas now their roles are much clearer: elite sods for sabotage/high risk missions, assault sods for main combat and important objectives, genemod sods for everything else and backing up previous two.

Oh, and for stuff like battlesuit troops, I think it's better to add these to squads when necessary instead of standard, to cut costs and increase flexibility (otherwise you couldn't order a squad into a building without the battlesuit troopers always staying behind and being useless. But if you know what kind of battle to expect, you just add a battlesuit (or other specialized equipment, like gunner bots) to individual squads. Or create a full battlesuit squad, if it's needed).


Example engagement:

We need to take a big city with multiple objectives. First, the synthflesh sods infiltrate and take out critical locations (e.g. generators powering defense grid). Then the robosods attack, with help from armored units and backed-up by genemod sods. The,, once they breach the defensive line, genemod sods squads fan out and flank enemies/take lesser objectives (like communications tower), while the robosods continue the main assault (capturing the command base).

After the battle, the UWM tries to take back its city.
Synthflesh sods guard the main building or stay ready for quick counterattack, robosods defend the places the enemy will most likely attack from, while genemod sods support the above two. Luckily, the genemod sods are cheap/numerous enough to also place some squads all over town, to engage in stalling urban combat should the enemy break though or attack from an unexpected angle.

Specialized equipment (like battlesuits or drone pallets) are issued to either of the different flavor of sod, depending on need.


If we want, this could be the basic template for the whole ARM military.

Opinions?

and @ piecewise: is this doable, or are there game- or background-related reasons this wouldn't work/you wouldn't be ok for this?
« Last Edit: February 06, 2014, 07:59:58 am by Radio Controlled »
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BFEL

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Re: TINKER
« Reply #18 on: February 06, 2014, 09:15:52 am »

HMMM.

Well RC, I have a Sod Idea to add:

KAMIKAZE SODS
Similar to regular sods, but unarmed except come with amps that they are trained to overload in the midst of the enemy.
Would come with Mk.II pods for extra mobility, and probably be genemodded by doc for maximum speed and given the ability to overload if "killed" assuming that is possible.
Would be lightly armored, relying on agility for defense.

Another possible version would be
TURRURIST!! Sods
Like the Kamikaze version, but with UWM sod armor and no special equipment/genemods, only the overloady amp.
Designed to blend in with normal UWM troops, navigate to a bases important areas and then asplode.
Could also create a "civilian" look-alike version if we wanted to REALLY get Terroristing.
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Parisbre56

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Re: TINKER
« Reply #19 on: February 06, 2014, 09:47:41 am »

Sods can't use space magic. At least not amps and manips.
Edit: Might be able to get the Doc to modify them to explode into Xan-like flesh monsters.
« Last Edit: February 06, 2014, 09:50:53 am by Parisbre56 »
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Tavik Toth

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Re: TINKER
« Reply #20 on: February 06, 2014, 10:21:03 am »

Work in progress.

"Halberd"Rapid Battle Unit
Armour: Electro Reactive Armour
Height: Around 16 ft (how many meters is that?) tall for most configurations.
Weapons: 1 Coilgun or equivalent rapid fire weapon along with a choice of either a under barrel rocket launcher or a bayonet type weapon. 1 mech scale dagger or sword type weapon for melee. 2x shoulder blades as well. 1 optional wrist mounted shield made of battle suit plate.

Movement: Roller blade style system mounted on feet to allow for quick movement across most surfaces with ability to be stowed inside the feet to allow for movement on rougher surfaces such as a wreckage strewn fields or mountains.
Cargo: 1 Pilot and/or AI controlled.
Support: Auto repair kit.

Operation: This configuration is designed to rapidly engage enemy forces while being supported by other Halberds and other friendly units including infantry and air support. And if equipped with a under barrel rocket launcher, it can engage enemy armour units if it has to.

Advantages: Speed, adaptability and same basic parts used in all configuration.
Disadvantages: not as heavily armoured as units such as a battlesuit.


« Last Edit: February 07, 2014, 01:58:18 pm by Tavik Toth »
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GreatWyrmGold

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Re: TINKER
« Reply #21 on: February 06, 2014, 10:46:48 am »

So, taking the original Token of Appreciation idea (I really need to come up with a less unwieldy name for it)...
How about Toa?

Anyways...
piecewise: Is it okay to test simple, single ideas in the Tinker thread when we're not in Tinker? I have a couple ideas, but I'm not sure that even the sum total is worth spending a whole turn on given the limited time before the timeskip...
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WhitiusOpus

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Re: TINKER
« Reply #22 on: February 06, 2014, 11:43:36 am »

Hmm. With all these sod-squads, we will need a way to move them around fairly quickly to meet threats.

FRCT(Fast Response Combat Transport)
armour: Roughly 90mm thick alternating layers of battle suit plating, with additional signal layer of Electromagnetic Reactive armor. The rear of the vehicle would not have the reactive armor, making it slightly more vulnerable, as well as being the exit/entrance for the troopers.

weapons: 360 degree axle mounted Cutting laser on top mount, with access from the inside. Rapid fire gauss cannons mounted on either side (think pylons).

movement: Eight heavy duty tires (or current equivalent) with equivalent of run-flat ability, slightly armored with battle suit skirt overlapping. (I was thinking treads or hover ability, but that would not give the speed I think this needs)

Cargo: operates effectively with a crew of four, (2 for pylons, 1 driver, 1 laser operator) and a carrying capacity of 12 (16 including crew)

Operation: Used as simply a transport, this provides additional protection to the troops and occasionally a light assault vehicle.

advantage: well equipped and highly mobile, a good support unit when supported and able to transport infantry effectively.

disadvantages: lightly armored, expensive(?)

Spoiler: appearance (click to show/hide)
« Last Edit: February 06, 2014, 12:06:37 pm by WhitiusOpus »
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Sean Mirrsen

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Re: TINKER
« Reply #23 on: February 06, 2014, 11:51:46 am »

Hmm. With all these sod-squads, we will need a way to move them around fairly quickly to meet threats.

FRCT(Fast Response Combat Transport
armour: Roughly 90mm thick alternating layers of battle suit plating, with additional signal layer of Electromagnetic Reactive armor. The rear of the vehicle would not have the reactive armor, making it slightly more vulnerable, as well as being the exit/entrance for the troopers.

weapons: 360 degree axle mounted Cutting laser on top mount, with access from the inside. Rapid fire gauss cannons mounted on either side (think pylons).

movement: Eight heavy duty tires (or current equivalent) with equivalent of run-flat ability, slightly armored with battle suit skirt overlapping. (I was thinking treads or hover ability, but that would not give the speed I think this needs)

Cargo: operates effectively with a crew of four, (2 for pylons, 1 driver, 1 laser operator) and a carrying capacity of 12 (16 including crew)

Operation: Used as simply a transport, this provides additional protection to the troops and occasionally a light assault vehicle.

advantage: well equipped and highly mobile, a good support unit when supported and able to transport infantry effectively.

disadvantages: lightly armored, expensive(?)

Spoiler: appearance (click to show/hide)
Already have APCs. Just stick a weapon turret on one and go.
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Radio Controlled

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Re: TINKER
« Reply #24 on: February 06, 2014, 11:56:35 am »

@BFEL: well, uhh, I guess those sods would fall under the genemodded specialists group.

But yeah, can't give them amps/manips (though kinetic amp should work, I think, not sure). What you could try though is ask the doc to design a sod that looks the same but removes a few organs and makes some others smaller, thereby making room for chest cavity nukes.

@tavik: what is supporting that thing? What is the frame and exoskeleton and such made of? Cause I'm not sure you can have something like that be mobile or stable without using synthflesh.

@whitius: we will indeed need vehicles like these. You can already buy stuff like this from the armory though, so maybe look up a design to use as a base to work of. Just an idea.
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GreatWyrmGold

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Re: TINKER
« Reply #25 on: February 06, 2014, 12:08:56 pm »

(though kinetic amp should work, I think, not sure)
Why wouldn't they? They don't need brains like manips or "true" amps do, just kinetic stuff.
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Tavik Toth

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Re: TINKER
« Reply #26 on: February 06, 2014, 12:23:27 pm »

@BFEL: well, uhh, I guess those sods would fall under the genemodded specialists group.

But yeah, can't give them amps/manips (though kinetic amp should work, I think, not sure). What you could try though is ask the doc to design a sod that looks the same but removes a few organs and makes some others smaller, thereby making room for chest cavity nukes.

@tavik: what is supporting that thing? What is the frame and exoskeleton and such made of? Cause I'm not sure you can have something like that be mobile or stable without using synthflesh.

@whitius: we will indeed need vehicles like these. You can already buy stuff like this from the armory though, so maybe look up a design to use as a base to work of. Just an idea.
Not sure yet what to make it out of. Though at least one configuration will use four or six for stabilisation while the standard config uses a roller blade style system on its feet to move at speed which would the the standard versions main aspect.

Can you help with deciding what to make it out of without using synth flesh?   
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piecewise

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Re: TINKER
« Reply #27 on: February 06, 2014, 12:31:07 pm »

So, taking the original Token of Appreciation idea (I really need to come up with a less unwieldy name for it)...
How about Toa?

Anyways...
piecewise: Is it okay to test simple, single ideas in the Tinker thread when we're not in Tinker? I have a couple ideas, but I'm not sure that even the sum total is worth spending a whole turn on given the limited time before the timeskip...
It would be less testing and more just asking me if it would work, but I guess thats ok.

Radio Controlled

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Re: TINKER
« Reply #28 on: February 06, 2014, 12:42:21 pm »

Quote
@ piecewise: is this doable, or are there game- or background-related reasons this wouldn't work/you wouldn't be ok for this?

Referring to idea for how we build our army. If other players agree, is this possible in-game?

Spoiler: this (click to show/hide)

((Hmm, I'm kinda torn: I have an idea for an armored vehicle, but since there are already a wide array of such vehicles in ER background I'd be breaking my own tinker guideline of not designing things if there are existing templates already. Especially since those would probably be quite efficient (the UWM being a militarized government, I could imagine them taking great care in designing decent and efficient combat vehicles).
« Last Edit: February 06, 2014, 01:10:15 pm by Radio Controlled »
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GreatWyrmGold

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Re: TINKER
« Reply #29 on: February 06, 2014, 01:21:02 pm »

Anyways...
piecewise: Is it okay to test simple, single ideas in the Tinker thread when we're not in Tinker? I have a couple ideas, but I'm not sure that even the sum total is worth spending a whole turn on given the limited time before the timeskip...
It would be less testing and more just asking me if it would work, but I guess thats ok.
Neat.

At the moment, I have two ideas:
1. A nuclear explosive thingy small enough to be used as a bullet or other such projectile (likely a larger-caliber one), for when normal explosive rounds just aren't enough.
2. Synthflesh/Normalflesh hybrids. I have some ideas, but first I need to make sure this is possible and sane.
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