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Author Topic: Wands Race - [Arstotzka] {COMPLETED}  (Read 391713 times)

Gwolfski

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Re: Wands Race - [Arstotzka]
« Reply #4380 on: September 05, 2017, 12:01:28 pm »

Errr, some thoughts about this bit :
Quote
NEXT YEAR WILL BE FOUGHT IN THE ARSTOTZKAN CAPITOL.
??

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VoidSlayer

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Re: Wands Race - [Arstotzka]
« Reply #4381 on: September 05, 2017, 02:18:56 pm »

It's what I said last turn, we lose this WE LOSE.  You need to stop doing theoretical or step building designs, I think we need something that out ranges their guns, gives us real air superiority, or improves the tank we have.

They are not going to make the same mistake we did, turning to theoretical designs during the final push.  They will no doubt develop something really powerful. 

Smasher Shell

A new extreme range shell with a built in small aether reactor and KPD Mk.3 engine.  The reactor and aerodynamics allows the shell to have effectively unlimited range at full muzzle velocity. 

The reactor is designed to detonate, once the shell hits a target, and a powerful blast circuit is built into the nose of the shell and powered during flight as well. 

The outside of the shell is made out of aerodynamic crystal with enough steel on the nose and inside to give the thing momentum to smash through the target before detonating.

A modified on board honest strike system is used to control the KPD Mk.3 engine, allowing the shell to effectively hit any target at any range.

Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #4382 on: September 05, 2017, 02:20:40 pm »

No one suggested any >1 turn designs.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #4383 on: September 05, 2017, 05:05:30 pm »

Double post, but it's relevant/different enough that I feel an edit is unnecessary.

Design: AS-HA2
Heavy Artillery

The HA2 is a glorious creation. The artillery of the future. Yet it's designed to be obtainable.

The HA2 is based on the HA1-Mundane, with numerous changes:
  • [Trivial] An integrated smaller-scale Aether Reactor Mk.2 to power the cannon, CAF, and anything else that could need powering. Considering that we already know the power requirements of a HA1 to be muuuch lower than the power produced by an Expensive Aether Reactor, there should be considerable downscaling possible without sacrificing performance.
  • [Trivial] A pneumatics system for quickly and easily aiming the cannon, mostly just taken from the one already used in the Lightning turret.
  • [Easy] Implementation of the KPD4 as the propellant instead of 3x PSF-Cs. The KPD4 is already tried-and-proven and is much stronger than a measly 3x PSF-Cs. That and its minor directional capabilities should allow for easily harnessing this power while reducing recoil and strain on the barrel. Just slap the KPD4 in, change a few config settings in the circuitry, and bam. Brand new. Should just increase the range/power/etc. of the HA2.
  • [Moderate] The CAF2 and main purpose of this design. The CAF2 is straightforward in its upgrades. The CAF1 is full of needless complexity. It's simply a fabricator unit glued onto a barrel. A fabricator unit contains enough circuitry to print the most complex crystal designs possible. Enough energy consumption to make the biggest ever crystal design we have available. Circuitry just to interpret the current inputted crystal design circuitry. We can cut out this excess. The CAF2 has the shell/bullet hardwired in the circuitry and is only big enough for just what it's making. It only needs to be as complex as a shell. It directs all power into making the projectile as fast as possible (much faster than the CAF1, hopefully), and the newfound simplicity of the circuitry should greatly reduce its size+complexity. Making a cheap and very fast more-energy-efficient (not that it needs to be particularly energy efficient - we do have the Reactor here) CAF.
    • [Trivial] (Low Priority) "Weightite" - while working on the CAF2's hardwired crystal design, we pull some hacks on the design to increase the density of conjured crystal, making a new, somewhat heavier, variant of Crystal. To avoid unnecessary time spent developing this, Weightite only needs to be as good as an existing shell (better in range than a regular nonaeryodynamic shell with the recent aerodynamic upgrades).

TL;DR: We modernize the HA1, our artillery mainstay, while making the CAF2. The difficulty of the CAF2 (partially thanks to the revision we already spent on it)  in a design plus the easy other parts mean it should be very possible. Then in a revision we undo their -2 debuff to range and begin winning in artillery and thus everything else.

Please do tell me if you genuinely think I'm being too ambitious. I personally think this is reasonable. Like I said, the CAF2 in a design shouldn't be particularly hard thanks to what we can do to fix it (which could theoretically be put in a Revision, but I just don't think evicted will let us do that balance-wise and even then it's not worth trying), and the rest of the additions are trivial.


The idea is to make artillery suddenly extremely relevant again while winning at the same time.

EDIT: Two things not included in this design - All-crystal Blastshells (extremely trivial) and implementation of the CAF2 in other guns. The first I'm considering putting on here because of how easy it should be (we literally can make all the components out of crystal easily already. It's more of a "just give the order" in my mind), but the second has traditionally been out of scope for this kind of thing despite its ease. Though I think artillery is important enough to be worth the HA2 instead of a universal CAF2. We can easily port the CAF2 universally in a revision.



(Same edit) Alternative idea. I'm very open to suggestions on this one. Not going to vote for it myself, but I'm just putting it out there.
Design: Arstotzkan Defense Grid

They have come to our cities. But we will not let them in.

The Arstotzkan Defense Grid is the first of its kind. Great towering Crystal walls shall be erected around Arstotzka. Crystal Glass will line the walls allowing our soldiers to easily peer out at hostiles. The walls will be littered with small deathholes from which the barrels of AS-HAC-1s peek out, surrounded by Crystal Glass for viewing. Occasional Lightning turrets will even dot the top of the walls for defense against aerial assault. No Moskurger shall near the walls, and any rare damage shall be naturally regenerated before they can return.

Near the center of our city, the Defense Grid's command center will be located. Underground and heavily reinforced with Crystal and under heavy armed guard as well as AS-HAC-1s. Here, our best generals and officers will be provided with all the tactical information conceivably possible. Chambers filled with near-endless lines of Reactors here will be connected to the entire grid, powering it safely.
Above the Command Center lies a large airfield with many hangars and housing/organizing all the air vessels in the local Arstotzkan military.

A bit behind the walls are as many AS-HA1s (using the Mundane variety but without the Magegems that make it Expensive) as possible, each one connected to the grid and ensured to be usable by all soldiers. Each and every HA1 will be equipped with HonestStrike no matter the cost. Adjacent Restless tracks circling the interior of the Wall will provide the HA1s with ammo around the clock.


Expense is of no concern. Effectiveness must be achieved at all costs.


Quote
DESIGN

0 - CAF Regulator:
0 - Smasher Shell:
1 - AS-HA2 "Valiant": Chiefwaffles
0 - Arstotzkan Defense Grid:
« Last Edit: September 07, 2017, 02:16:53 am by Chiefwaffles »
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

FallacyofUrist

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Re: Wands Race - [Arstotzka]
« Reply #4384 on: September 05, 2017, 05:47:10 pm »

I think it would be better to do the Firestorm Bomber, and for our revisions, to make the CAF work and our crystal more lightning resistant.

If you put up the Firestorm, I'll vote it.
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #4385 on: September 05, 2017, 06:14:01 pm »

I'll put up the Firestorm, but here's why I don't think it's the best idea:

1.) It relies on air superiority. While we have enough control in the air for a bomber to be effective, it wouldn't be as effective as it could be. Whereas we have more than enough air coverage to shield our artillery from air attacks (and also AS-HA1s).
2.) The CAF is important enough that leaving it to a Revision is an iffy choice. Probably possible, but is it the best idea?
3.) We're already almost equal artillery-wise, just because of aerodynamic shells. The HA1 matches Moskurg's accurate ranges. Another upgrade to artillery (even without undoing the debuff) and we start beating them in artillery again.


Design: ASAF-B49 "Firestorm"
The Firestorm is a high-altitude long-deployment bomber aircraft.

The craft is straightforward in hull. At the front is a small 100% Crystal Glass cockpit for maximum visibility. A basic bombing sight is included, but not of huge importance (we'll get to that later). The cockpit has limited storage for supplies for the pilot. Behind the cockpit is the Reactor then the bomb bay. There is no turret or other crewmember, as the B49 Firestorm should either be too high up to be reached by enemies or escorted by Lightnings.

Spoiler: Fluff (click to show/hide)
  • [Easy] Atmospheric Regulator Circuit & KPD5 - Tweak our Mist/Fog/whatever spells into passive circuitry that maintains the atmospheric levels in a given area. Use in the pilot's cockpit and integrate with the KPD (making the "KPD5", the ARC is the only difference) in order to enable flight regardless of atmosphere and thus high-altitude flight.
  • [Easy] Watered-down HonestStrike - We include a lower-power and simpler-in-circuitry form of HonestStrike. Just enough so that the bombs tend to hit targets over missing. No crazy critical strikes or landing on top of Moskurger infantry or hitting the only weak spot or hitting the command tent. Just "tend to hit hostile targets".
    • [Trivial] Blastgem - Just a maximum-supercharged solid-state Aethergem for maximum explosiveness. An upgrade over the Blastshell, which wasted mass/production capabilities on making non-explosive bits and propulsion and whatnot.
    • [Moderate] Bomb Fabrication/Pseudo-CAF2 - The Bomb Bay only has space for a small amount of bombs. Instead of storing a large number of them, it fabricates them as needed (when there are open slots in the bomb bay). The tech is kind of the CAF2 - hardwire the crystal design in, and reduce complexity/power consumption ratios to only what's absolutely needed instead of building the Crystal Fabricator for extreme cases. Should make it viable (read: Expensive/Cheap) for use here, but would need more work to be an actual CAF2 for regular guns.
« Last Edit: September 05, 2017, 09:42:06 pm by Chiefwaffles »
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

VoidSlayer

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Re: Wands Race - [Arstotzka]
« Reply #4386 on: September 05, 2017, 06:30:18 pm »

We can turn the lightning into a bomber just by revising the turret to be able to shoot down, I agree that we do not need a full design for a bomber, at the moment.  A true bomber would be a good idea later but it is not critical.

I don't really understand the point of having a crystal fabricator for the valiant.  We do not have any supply line problems for our cannons.  We should work on making a shell that is more accurate, longer range and more deadly if we want to upgrade the cannons.

It is not that the fabricator is ambitious, it is ambitious without any real benefit.  If we put that on a tank/mobile artillery designed to operate away from supply lines, which could push the front forward, and push them back it might be useful.

What I really want is an upgrade of the protector to a full tank that actually works and then a revision of that into a personnel carrier.  Then we revise the lightning turret to be able to shoot downwards.

Is there an issue with building full missiles right now?  We can totally make unlimited range weapons with everything we have put together so far.

evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #4387 on: September 05, 2017, 06:48:22 pm »

-snip-

helmacon

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Re: Wands Race - [Arstotzka]
« Reply #4388 on: September 05, 2017, 07:01:05 pm »

-snip-
Is it finally time for the manticore?
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FallacyofUrist

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Re: Wands Race - [Arstotzka]
« Reply #4389 on: September 05, 2017, 08:38:49 pm »

We should do missiles next turn after this one, if we survive. For now, though?

Quote
DESIGN

0 - CAF Regulator:
0 - Smasher Shell:
1 - AS-HA2 "Valiant": Chiefwaffles
0 - Arstotzkan Defense Grid:
2 - ASAF-B49 "Firestorm": Chiefwaffles, FallacyofUrist
A dedicated bomber, especially a high-altitude one they can't shoot or weather down(there's no air up there, how is your wind going to work?), is going to help us so much.

Also: indefinite flight, courtesy of Aethergems. Indefinite ammo, courtesy of CAF. The only limiting factor is the pilot. While we could improve the pilots by making them nocturnal cat people like I've been talking about, that's not necessary to have near-constant unstoppable bombing runs on Moskurg's capital(and possibly even the enemy design lab).

Seriously, this is awesome, their weather is useless at super-high altitudes like the Firestorm can climb to.
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VoidSlayer

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Re: Wands Race - [Arstotzka]
« Reply #4390 on: September 05, 2017, 09:02:01 pm »

So lifting a bomb factory into the upper atmosphere? Okay fine sign me up.

Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #4391 on: September 05, 2017, 09:06:59 pm »

What do people think of adding a watered-down Lucky Strike to it? It was planned originally but I forgot to include it.
Idea is to just put a simplified Lucky Strike which should mean the bombs tend to hit near targets. No "bomb hitting exact weak spot" and no "bomb landing on top of infantry", but just enough so well generally get positive hits.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

VoidSlayer

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Re: Wands Race - [Arstotzka]
« Reply #4392 on: September 05, 2017, 09:14:15 pm »

It is going to be expensive anyway, at least.  Might as well put an Honest Strike on it.

Also you keep saying lucky strike, I'm watching you.

Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #4393 on: September 05, 2017, 09:43:25 pm »

Alright, I added it in. I also added Void to the Firestorm since he stated "sign me up."

Though I'm removing myself. I'd be happy if the design got in, but I still think the HA2 is the better option for aforementioned reasons. I may vote for the Firestorm if it's tied with another design though.
Quote
DESIGN

0 - CAF Regulator:
0 - Smasher Shell:
1 - AS-HA2 "Valiant": Chiefwaffles
0 - Arstotzkan Defense Grid:
2 - ASAF-B49 "Firestorm": FallacyofUrist, VoidSlayer
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

RAM

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Re: Wands Race - [Arstotzka]
« Reply #4394 on: September 05, 2017, 10:04:50 pm »

  • [Trivial] An integrated smaller-scale Aether Reactor Mk.2 to power the cannon, CAF, and anything else that could need powering. Considering that we already know the power requirements of a HA1 to be muuuch lower than the power produced by an Expensive Aether Reactor, there should be considerable downscaling possible without sacrificing performance.
  • [Trivial] A pneumatics system for quickly and easily aiming the cannon, based on the one implemented in another cannon - the Lightning turret.
  • [Easy] Implementation of the KPD4 as the propellant instead of 3x PSF-Cs. The KPD4 is already tried-and-proven and is much stronger than a measly 3x PSF-Cs. That and its minor directional capabilities should allow for easily harnessing this power while reducing recoil and strain on the barrel. Just slap the KPD4 in, change a few config settings in the circuitry, and bam. Brand new. Should just increase the range/power/etc. of the HA2.
  • [Moderate] The CAF2 and main purpose of this design. The CAF2 is straightforward in its upgrades. The CAF1 is full of needless complexity. It's simply a fabricator unit glued onto a barrel. A fabricator unit contains enough circuitry to print the most complex crystal designs possible. Enough energy consumption to make the biggest ever crystal design we have available. Circuitry just to interpret the current inputted crystal design circuitry. We can cut out this excess. The CAF2 has the shell/bullet hardwired in the circuitry and is only big enough for just what it's making. It only needs to be as complex as a shell. It directs all power into making the projectile as fast as possible (much faster than the CAF1, hopefully), and the newfound simplicity of the circuitry should greatly reduce its size+complexity. Making a cheap and very fast more-energy-efficient (not that it needs to be particularly energy efficient - we do have the Reactor here) CAF.
    • [Trivial] (Low Priority) "Weightite" - while working on the CAF2's hardwired crystal design, we pull some hacks on the design to increase the density of conjured crystal, making a new, heavier, variant of Crystal. To avoid unnecessary time spent developing this, Weightite only needs to be as good as an existing shell (better in range than a regular nonaeryodynamic shell with the recent aerodynamic upgrades).
Please do tell me if you genuinely think I'm being too ambitious.
I genuinely think it to be too ambitious. In my experience you typically want one dramatic new item in a design and the rest should be rearranging things that already exist. This seems to be dramatic improvements to many things. Some of which may not be entirely pre-existing.
I believe that a small reactor would be a revision of its own, so not trivial. The last I heard they were about the same volume as an HA1, although box-shaped so much smaller by dimensions. Probably a significant amount smaller but, well, it is only an 80mm gun last I heard, which is big but not crazy. So getting it small enough to be mounted on the gun directly seems much much much more than trivial. I imagine that you are looking for something man-portable, perhaps the size of a, umm, microwave oven? I could see a size reduction that dramatic being a bit much for a single revision. We are probably looking at a volume reduction to about 5%... It feels like something that could be the focus of a design and not get much else done.

 The only pneumatics that I can find is on a door, and that is, like, a piston. It is a big jump in complexity to freely rotate a sphere, and I don't feel that pneumatics are particularly agile or precise. It feels like the wrong technology to use for turrets. It might be better to revisit steam-power and get some gear-work involved...

I see no evidence that K.P.D.4 is suited for sudden bursts of power. It is a little more powerful at lifting an aircraft than P.S.F.Cs on a per-second basis, but over the fraction-of-a-tenth-of-a-second that it propels a projectile? There is no evidence to suggest that any progress at al has been made there. There is also evidence that the drive covers a much larger area, so it is possible that it gains its additional power by deploying many spells in parallel rather than being more powerful over the same area. I am simply unaware of any improvement in raw power made by the propulsion efforts. It seems to me that all of the efforts were made in control, safety, and averaging the output. Given that a tube already provides control there is no gain from directing the forces. Given the limited space, the force will be deflected off of the bullet no matter what we do, so there will be losses regardless of how focused the force is, so there really is no gains there. Safety would be nice, but, again, it is an extremely quick explosive reaction, so the safety is all explicitly removed to make the thing work as a gun. Averaging the output is, well, mostly the polar opposite of what is wanted. There is something to be said for using it to continuously explode for as long as the bullet is in the pipe. Sort of like with those guns that had multiple firing chambers along the barrel... It would let more total force be applied, but the majority of it is put into constantly accelerating the bullet, which means getting your big values of force right at the beginning to not miss out on the opportunity. So basically it needs the full instantaneous force of 3 P.S.F.Cs right at the beginning to match the current performance, and we have seen no evidence that it can do that much. To improve performance it would need to maintain that for the full duration of the blast. At the moment, I would say that it would be generous to assume that it can generate 10 P.S.F.Cs per second, and I think that it would need to be ten times more powerful than that to be useful in that role.

K.P.D.4 is not "better" than P.S.F.C, it is "more controlled". We put a very large amount of effort into getting a high-explosive to work like a fuel. It has a lot of benefits but none of them apply to guns. So I would say that this is again non-trivial because it is asking for an order of magnitude improvement. But I could be wrong. If you can find a source that suggests that an eighty millimetre diameter circle of K.P.D.4 can output as much force as 3 simultaneous P.S.F.Cs in the same timeframe as the fireballs can push a bullet a short ways into a rifle barrel the I will concede that we already have enough technology there to see improved firearm performance. I honestly do not know for certain, but my impression is that it is much less than that.

The C.A.F. uses power. We already know that Mundanes are slow. A reactor would help, but it is being crippled by the size reduction, so it is unwise to rely upon a large increase in power, and we could probably revise the reactors to be plugged into mundanes as they are with some cables and just wheeling some reactors into the field with the Mundanes. Ut may well be much faster, but given that it is an untested change to the power-source and an increase in power requirements, it really isn't reliable to expect rate-of-fire increases. Also, we know that crystals don't fly so well, the revised air-repellant crystals may be enough to get the range. Possibly better, if they really do repel the air it could completely negate the defensive spells(unless that would be a hard-counter, but if complete immunity to our frost towers and fire spells for all of their vehicles and armoured soldiers isn't a hard counter than this shouldn't be either.) and thus fully return our original range(minus one from crystals being too light and plus one from wind being a normal factor in accuracy regardless of magic).

It feels a bit silly to name crystals that are as heavy as iron when we already have crystals that are, like, 60% as heavy as iron. It is just a revision applied to excise the primary advantage that crystals have. There is nothing dramatic here, and getting performance back to original is, well, it is low-impact, which is good for getting things working right away, but it has terrible potential. At 8-or-so times the density of water, it is pretty much redundant, we may as well try to summon lead instead(Which might be a good idea. Lead into gold is one of the classical alchemical goals. Lead should be intrinsically easy to magic-up due to its inherent low-value from a classical magic perspective...). Weightite has always been envisaged as being dramatically heavier. Well above the scope of a solid mass as one would expect in a black-hole, so pathetically low-density in an absolute sense, but it would be taking advantage of magic to give us something that makes depleted uranium shells cry in shame. Mix it up with some dematerialising sabot rounds and we would open up a massive avenue for future expansion. Something that dense could laugh off most of the friction that is currently plaguing our range. It would, however, require more force to push it. I really ought to put in some detail about smaller barrels and thicker walls and more explosion spells, but I kind of just hope that the engineers are not complete robots and would sort of figure that stuff out and save of, well, writing endless paragraphs of description... We fundamentally need an excuse to have our bullets summoned faster. And not just a little faster but lots faster. Summoning all of our crystals faster would be nice, but if we can say that the complexity of crystals was slowing the summoning process then we can get much faster summoning by giving up on the crystal advantages of high strength for its density and wind resistance. I suspect that the regeneration is a component of the process used to summon it rather than the crystal itself, but that might go too. It would be sad to lose this stuff, but it is only of minor value for the purposes of bullets, whereas density is the primary factor and summoning them ten times as quickly by making sacrifices would be more practical than upgrading our crystal fabrication which is already highly optimised.

In short I suspect the following:
: the size reduction of the reactor is too severe to be considered trivial. And even at dramatically reduced size it would likely be a significant added burden to construction, mobilisation, and operation of the gun.
: our pneumatics are not that developed and are ill-suited to aiming a gun. Getting something sufficient to be an improvement would likely be nontrivial and steam or K.P.D. operating a mechanical system would probably be better.
: K.P.D.4 is not any more powerful than existing methods within the context of propelling bullets out of a gun. If my assumptions are correct then making it so would be very difficult. Developing something new using the experience gained might be the only practical way of seeing any improvement here, maybe some sort of instantaneous pressure adjustment or something... But, again, new stuff is difficult...
: C.A.F. is not necessarily an upgrade. Especially when the power supply is untested in its new form. Ensuring that it be an upgrade would require shoring up multiple design threads(C.A.F., aerophobic crystal, reduced reactor), which would likely require a revision to get the disparate elements of the design to cooperate.
: iron is not a great bullet, and crystals are primarily good due to their low weight. It would be nice to improve our bullet fabrication in this way, but if we are going to invest a name into it, then it should be a dramatic shift. Also, crystals are kind of inherently bad bullets due to being crystals. Making crystals heavier is really difficult because they are crystals. I am not sure what the heaviest crystal in the world is, but I suspect that our crystals are already well beyond it. Finally, crystals tend to shatter, which is about the worst thing that a bullet can do unless you want it to turn into shrapnel, which can be really good, but they have this troubling tendency to shatter outside of the armour and then the shards suddenly have difficult with penetration. Harder is better, but everything smooshes at those speeds, and smooshing into a puddle is better than smooshing into bits. But this bit does genuinely seems trivial as written!

Advice:
: Armour+mobilise the existing reactors and transfer power, either using magems or cables or Tesla Transference.
: Use a hand-operated crank-and-gear system(which we are presumably already using), but replace the "hand-operated" with magic steam or pressure systems. I would stick to mechanisms to hold it in place rather than messing with sustained pressurisation and pneumatics that, unlike steam, do not lose fluid, will tend to do poorly if you try to rotate something much. Pneumatics is good at pushing and pulling but kind of bad as spinning and rotating.
: Don't change much with the propellant unless it is the focus of the design.
: Summon common lead instead of crystals. Or gold. One of the two is bound to be easy to summon...
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