Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 9 10 [11] 12 13 ... 15

Author Topic: Stellar Arms Race, Confederacy: 1972 Design  (Read 12781 times)

Stirk

  • Bay Watcher
  • Full Metal Nutball
    • View Profile
Re: Stellar Arms Race, Confederacy: 1971 Production
« Reply #150 on: August 11, 2015, 01:38:09 pm »

We might not have more ore for long, depending on which territories we take over with the Sunrise and which we lose/keep. We might have to wait until the turn gets up (...if it gets up  :P) to see what we have to work with.

The rest is definitely a good idea, we need this for pretty much everything.
Logged
This is my signature. There are many like it, but this one is mine.

This is my waifu, this is my gun. This one's for fighting, this ones for fun.

Graknorke

  • Bay Watcher
  • A bomb's a bad choice for close-range combat.
    • View Profile
Re: Stellar Arms Race, Confederacy: 1971 Production
« Reply #151 on: August 12, 2015, 01:53:53 am »

Looks like it's time to focus on the skies again.

I propose the fighter jet Sparrowhawk:
The little battery incident reminds me though that we could really fuck them up with flares. So getting those in is a must. Anti-aircraft role, so it realy needs to have more armaments than the Z-1, still the Needle is fine for now, just more of them. Then we can cut back on the high-altitude requirements and focus on keeping it at the same level as the USSA's current set, which should cut us a bit of slack to stick extra shit on. While aiming to keep it Expensive, try and get the speed and handling as good as they can get for evasive measures.
Logged
Cultural status:
Depleted          ☐
Enriched          ☑

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: Stellar Arms Race, Confederacy: 1971 Production
« Reply #152 on: August 12, 2015, 02:13:28 am »

Flares would fuck them over so much.
Logged

VoidSlayer

  • Bay Watcher
    • View Profile
Re: Stellar Arms Race, Confederacy: 1971 Production
« Reply #153 on: August 12, 2015, 03:43:47 am »

Lets develop some kind of chaff, then we can revise it later when needed into different types or upgrades.

I have an idea for the design phase but I will wait on it.

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: Stellar Arms Race, Confederacy: 1971 Production
« Reply #154 on: August 12, 2015, 03:44:24 am »

What's the point of chaff when their missiles are weak to flares?
Logged

VoidSlayer

  • Bay Watcher
    • View Profile
Re: Stellar Arms Race, Confederacy: 1971 Production
« Reply #155 on: August 12, 2015, 03:49:02 am »

What's the point of chaff when their missiles are weak to flares?

Lets develop some kind of chaff, then we can revise it later when needed into different types or upgrades.

I have an idea for the design phase but I will wait on it.

Anti laser, anti radar, something else I don't know.

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: Stellar Arms Race, Confederacy: 1971 Production
« Reply #156 on: August 12, 2015, 04:00:49 am »

What's the point of chaff when their missiles are weak to flares?

Lets develop some kind of chaff, then we can revise it later when needed into different types or upgrades.

I have an idea for the design phase but I will wait on it.
We literally already know what affects their missiles. Flares do. IR output.

Also we need an Air Superiority Fighter. We can't waste a design phase on chaff.
Anti laser, anti radar, something else I don't know.
Logged

VoidSlayer

  • Bay Watcher
    • View Profile
Re: Stellar Arms Race, Confederacy: 1971 Production
« Reply #157 on: August 12, 2015, 04:38:33 am »

Oh wow those quotes got all mixed up, but yeah I understand.

The new fighter needs a dedicated system of some sort to target the radar.  A second pilot?  I don't know.  Intelligent control over the missiles still seems like a good idea.

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: Stellar Arms Race, Confederacy: 1971 Production
« Reply #158 on: August 12, 2015, 05:46:28 am »

Fire and forget is sorta rather nice though.
Logged

VoidSlayer

  • Bay Watcher
    • View Profile
Re: Stellar Arms Race, Confederacy: 1971 Production
« Reply #159 on: August 12, 2015, 05:49:10 am »

Fire and forget is sorta rather nice though.

Well we could load super intelligent cats in the rockets and.. you know what forget it.

LordSlowpoke

  • Bay Watcher
    • View Profile
Re: Stellar Arms Race, Confederacy: 1971 Production
« Reply #160 on: August 12, 2015, 05:49:36 am »

Fire and forget is sorta rather nice though.

Well we could load super intelligent cats in the rockets and.. you know what forget it.

no, please continue
Logged

VoidSlayer

  • Bay Watcher
    • View Profile
Re: Stellar Arms Race, Confederacy: 1971 Production
« Reply #161 on: August 12, 2015, 05:50:52 am »

Fire and forget is sorta rather nice though.

Well we could load super intelligent cats in the rockets and.. you know what forget it.

no, please continue

The cats pilot the missiles into the target.  Then eject at a safe distance and float to the ground of course.

LordSlowpoke

  • Bay Watcher
    • View Profile
Re: Stellar Arms Race, Confederacy: 1971 Production
« Reply #162 on: August 12, 2015, 05:54:10 am »

Fire and forget is sorta rather nice though.

Well we could load super intelligent cats in the rockets and.. you know what forget it.

no, please continue

The cats pilot the missiles into the target.  Then eject at a safe distance and float to the ground of course.

+1
Logged

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: Stellar Arms Race, Confederacy: 1971 Production
« Reply #163 on: August 12, 2015, 06:21:25 am »

-1.

We can make catmissiles After we take over the world.
Logged

Stirk

  • Bay Watcher
  • Full Metal Nutball
    • View Profile
Re: Stellar Arms Race, Confederacy: 1971 Production
« Reply #164 on: August 12, 2015, 10:18:56 am »

Those...SOULLESS COMMIE BACKSCRATCHERS! I put all that effort into designing the perfect weapon to fight them, and they design a weapon specifically focused on killing the thing I made! This is obviously the work of a spy who I shalt strangle with my own two hands!

Now, back to designing! I had actually thought of my own Fighter last night, going in a different direction. I think we can all agree that our main goal right now is teaching those lousy Type 20s who is boss. And the boss is us.

Z-2 "Dragon" Tank-Type Jet

A massive jet, lets say 10X the Z1 for now. Its main focus is thick armored plating defending the vehicle, ideally strong enough to take multiple hits from current-gen USSA missiles in any location without effecting performance. Its secondary focus is load-out, carrying as many missiles as it can safely. Speed and agility are willing to be sacrificed, though ideally it should travel fast enough that the Z1s escorting it do not stall.

There! We have a bunch of ore, so we should focus on using it. If we can get these things working at Very-Expensive or less, it shouldn't matter if they have perfect accuracy, they only have two missiles each and, with luck, this thing could eat them like potato chips.

Flares/Chaff: Since we got more-or-less free missile upgrades with the Sunrise, it should be *easy* to add chaff/flares to any new Jet that we make without needing an additional Design phase.
« Last Edit: August 12, 2015, 10:21:06 am by Stirk »
Logged
This is my signature. There are many like it, but this one is mine.

This is my waifu, this is my gun. This one's for fighting, this ones for fun.
Pages: 1 ... 9 10 [11] 12 13 ... 15