Well, there isn't much to talk about, really. We just need better (bigger, more powerful, more efficient) weapons, new tech to perhaps defend the ships, etc. We're likely not going to invent any new fleet warfare paradigms, ships like the Black Death are powerful in principle but probably not cost-effective. We can test that, I suppose.
There isn't much to talk about? Really? We aren't going to decide whether to use missiles, lasers, railguns, gauss weapons, PSLs, HEPs, crystalline projectors, mindfuckers, nuke teleporters, fighters, rolly surface turrets, overloading manip launchers (cyanine missiles?), oversized automanips, AoW SM spheres, or whatever? There's plenty of options I missed there.
How about fleet composition? Are we using mostly heavy capital ships, with cruisers being focused on stealth? Lots of skirmish-oriented cruisers, with a few battleships sniping? Massive supercarriers with huge fighter swarms? A generic balanced fleet? Lots and lots of almost unarmored blitz ships?
What are we focusing on in our design balances? Are our ships super-heavily armored, so that we have minimum losses? Do they have massive amounts of stealth tech, so we can choose our battles and have excellent intelligence? Armed to the teeth, so that they can destroy a UWM fleet many times their own size? Extremely mobile, so that we always have the option of fleeing, and repositioning is simple? Cheapness, so that we can close the attrition gap?
My preference would be heavily armored capships, primarily using upscaled PSLs mixed with FELs and possibly mindfuckers, with the cruisers being stealth oriented troop carriers specialized for orbital bombardment. Add in a few AoW amp stealth fighters. Does this line up well with your preference? Do either of our preferences line up with Pyro's? Or Radio's? Or PW's judements on what would be actually effective?
I don't know. So we should probably talk about it. If nobody does, I'm going to build whatever I think is best, unless someone else builds something themselves. A poor decision is far better than none at all.
The UWM ships are cargo/warships, not dedicated haulers. They kept their main guns and (some) point defenses, mainly because they are the only force we can project at all right now, so stripping them of guns is not smart. They also suck as dedicated transports for that reason. Some dedicated transport ships will be needed, and don't forget that Hephaestus is only the biggest, not the only site the ARM needs to keep supplied. And the Scabbards can be used as mobile operation bases for any future acquisition missions that are too minor for the Sword itself to embark on.
And don't forget that they're my cover-up for Steve's secret ships.
Hmm. Generally, most of our Hephaestus stuff is very OOC, and I usually just assume that IC actions mostly mimic OOC actions. For example, in my head Steve Saint has talked with Miya about troops about as much as I have with Radio, since he's in charge of sods on Heph. I'm not sure what to think with this, though, because the hinge is that last line, which is fine OOC, but probably wouldn't be said IC. I guess I'll just handwave it away as SS asked ARESTEVE to pick up the slack in ship production, since Anton and Simus are acting like shut-ins again; he didn't pay attention to the actual ship composition, and doesn't really care, so he never noticed the inefficiency of the UWM ships.
Annoying that Steve is keeping secrets like that. It's perfectly logical, seeing as he both knows far more than any of us, and plans to kill us all, but annoying all the same.
Anyway, action:
Heph:
1.I often update the Heph page at the same time as my Hephaestus action, but last time I had forgotten to publish the update. I had opened up a second con. crew because you said the massive ship built to handle the compaction AM would be done either way, and you authorized it. Therefore, we should be able to build both a stevebot facility and biochemical forge. How long will the stevebot facility take?
2.The space construction ships were done with the Space Magic Facility a while ago. IIRC, two construction crews helped out, so it got finished quite quickly. In fact, they had also salvaged the orbital wrecks after that. I decided to mark them on the wiki as improving our JP defenses indefinitely. Is this okay?
Personal:
3.Examine ARESTEVE's mindfucker. How does it work, exactly?
4.What range does it have?
5.How effective is it against enemy infantry and battlesuits? What effects does it have, and how are they mitigated by armor, if at all?
6.What flaws/dangers does it have?
7.Examine ARESTEVE's teleporter. How does it work, exactly?
8.What limitations does it have? Size of teleport, range, etc.
9.What flaws/dangers does it have?
1. Oh, Lets say valentine's day, for irony.
2.Alright.
3. The mechanics of it are beyond you; It has a vague gun like shape, but much of the rear half of it is taken up by some sort of odd enclosure, a slowly rotating dodecahedron with a greenish glow around it. The barrel, if it can be called that, appears to be a solid rod of some unknown material ending in a small, branching shape at the end. When you ask ARESTEVE about the exact way it works he starts to give you an explanation, the contents of which are about 90% incomprehensible to you. He stops, seeing your confusion, and furrows his brow.
"How should I put this...it's becoming increasingly obvious that reality is not as solid or immutable as most would believe. In fact, certain configurations of matter can cause certain interactions to behave differently or become possible. This weapon is simply creating a momentary configuration of mundane matter which causes a sympathetic change in other matter. The "spooky" connections which quantum entangled particles exhibit are merely one example of a similar process."
He pauses for a moment.
"Word of warning. As I researched this I discovered something that might be disturbing: These "spooky" connections, alignments of matter which force certain interactions, are increasing in number and variety. The effect which this thing uses didn't exist several hundred years ago."
4. the effect is projected in a cylinder, straight and 2 feet in diameter. It has a range of 161X10
11 Angstroms. During this distance the effect is at 100% strength. It stops precisely at the edges of the zone.
5.Effects vary by individual. It will effect anything with an organic brain that is somewhat similar to a human one. Most large mammals. It isn't mitigated by armor at all, but the effect can be overcome, or at least limited by the force of will of the target.
6.It never runs out of ammo, but the mechanisms are very fragile and precise. It can easily be rendered inoperable by damage and there's no way to repair it on the battle field. It's also somewhat expensive.
7. Well, it's not a gun yet, it's just a system, but are you asking how it would work or how it functions, ie what is the mechanism behind it?
8. Well, part of the problem is that it relies on resonance of the objects being teleported, so it has several restrictions in terms of what is possible. Objects made of many different kinds of materials are severely difficult to teleport, since synchronizing their harmonics is like trying to make a block of wood ring like a church bell. Size is also a big thing since the amount of energy used to teleport scales at a frighteningly exponential rate. The range can be adjusted and is theoretically limited only by energy input.
9. Mostly those listed above, beyond the obvious problems of friendly telefragging.
You might want to. They both use different methods.
Good to know, continuing as planned then. By the way, when will the shipments to and from Hep arrive? End of the last mission in the batch, right? And when should we tell you what to ship?
By the way, Hep pinguins (but mostly kingpin pyro), are we still on for sending the pill machine back to the sword next run?
I agree with syv that the composition of our fleet warrants discussion, it's rather too important not to. However, I don't think I'll be able to hold very detailed discussions untill the end of the month or so (small posts are one thing, but these are the kind of topics often warranting walls 'o text). But don't let that stop you!
One thing I would just like to remind us of, is that we really need to work closely with pw/steve when deciding these. After all, he is the one who decides what works and what doesn't in this universe, so even if we have a particular idea which we can back with arguments, it'll still be up to him whether it works. And hey, if you have a big brain to help with the thinking, it'd be stupid not to exploit it.
You can start building a list whenever you want. And yeah, mission's end.
Anton Chernozorov
After being missing for an indeterminate amount of time, Anton once again appears walking within the corridors of the base, somewhat tired but subtly smiling. Sitting on the old-fashioned trolley that he is pushing along in front of himself is... a thing.
The thing is best described as a large metal box, with an aperture on the side and a curious little button on top. A knob next to the button makes the whole thing look a little like the unholy mother of all jack-in-the-boxes, born in the bowels of machine hell and arduously worked upon with 20th century household power tools. It's hard to say what this box once was, but the aperture and the little button combined hint at its current purpose being some form of weapon.
Anton would feel a lot more confident, and safer, if he was certain that his latest prototype was actually a weapon, as opposed to a highly unconventional explosive. With that in mind, he navigates his trolley towards the shuttle bays, and sends a text message on his way there.
Saint, I'm conducting a little prototype test. If you want to see me potentially embarrass myself, fly over to the old salvage yard site. Bring a camera.
I'm also borrowing several Sods. Letting you know in case something happens to them, since you're the one in charge of them. I think.
Dammit I'm tired.
Commandeer a couple of sods as muscle power/lab rats. Acquire several slabs of cruiser armor plate at the ground shipyard for use as targets, load everything and the prototype into a shuttle, and fly over to the old salvage yard site (that's now been cleared) to begin testing.
Since the knob on the device looks and acts like a mechanical valve, may as well refer to it in those terms. Cranking it all the way in one direction would be "fully open", all the way in another would be "fully closed".
1. Start with aiming the prototype at some armor plate from, say, 50 meters, using the trolley, stationing a Sod next to it with orders to press the button when the command is given, and putting the knob in the "fully open" position. Then retreat to a safe distance and give the command to fire. Observe results.
(edit: Saint is providing remote robosods instead of regular Sods. May as well use them instead, as per his post below.)
2. If prototype survives and is still operating (replace tester Sod if needed), put the knob in the "half open" position, replace target slab if necessary, and repeat the test. Observe results.
3. If still operating, replace tester/target as needed, put the knob in the "fully closed" position, and repeat test. Observe results.
4. If complete penetration of target is miraculously achieved in any of the phases, stack all the armor slabs together as one target and repeat the test to find out maximum penetration.
Measure, record, and document all testing parameters. Find out or theorize what went wrong and how, because no way this is going to work without a hitch.
1. Same effect you'd get from a normal HEP. Ie a big hole and some missing armor.
2. The hole is half as big this time, but twice as deep. However, the prototype got quite hot after the firing and spent several minutes cooling down before being able to be fired again.
3. Close it all the way? How far away from this are you standing? Just out of curiosity.