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Author Topic: Planetary Arms Race - Moerth, Strategy Phase 2212  (Read 38106 times)

10ebbor10

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Re: Planetary Arms Race - Moerth, Revision Phase 2209
« Reply #195 on: May 21, 2017, 03:11:58 pm »

Quote
Nuclear thermal? Meaning what?

A nuclear thermal rocket is identical to a chemical rocket, with the sole distinction that all the fuel is ran to a live nuclear reactor. This provides an efficiency that can easily be twice or thrice higher than a normal rocket.

Oh, and Draignean, now that you're reading up on the wonderfull world of nuclear rocketry, don't forget the nuclear lightbulb.

https://en.wikipedia.org/wiki/Nuclear_lightbulb
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Draignean

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Re: Planetary Arms Race - Moerth, Revision Phase 2209
« Reply #196 on: May 21, 2017, 09:24:43 pm »

After review of the literature...

I've got to say I'm caught between Pulsed Nuclear Thermal and Fission-Fragment operating in the dusty plasma bed configuration. Both have the ability to operate in high-low energy modes. The Pulsed nuclear is simpler, and the concept can be applied to prime a Fusion reaction on a high pulse, potentially opening up the path for dual stage reactors where a fission pulse primes a fusion reaction to produce enhanced thrust. The dusty plasma Fission-Fragment method is a bit more complex, but can serve as the ship's power source in addition to providing thrust.

Erg. Either way, it gets us experience with nuclear tech, which paves the way for fusion, which paves the way for antimatter, which paves the the way for micro-fusion, which paves the way for Casaba howitzers and golfball sized missile warheads capable of taking out small cities.
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Chiefwaffles

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Re: Planetary Arms Race - Moerth, Revision Phase 2209
« Reply #197 on: May 22, 2017, 12:22:57 am »

Revision: Advanced Jormungandr Bolter
4

The Advanced Jormungandr Bolter is where we first truly take advantage of our ability to print circuits. The Advanced variant's primary innovation is its smart ammunition. We're able to modify the production of the Bolter's ammo to utilize printed circuitry to embed some basic logic into each bolt.
We had originally intended to implement a suite of new features into this new version, but it was deemed out of scope given our resources and time. Maintaining an uplink between the Bolter and each individual bolt allowing it to upload relevant launch data is surprisingly difficult. Basic super-close-range communication methods would fail due to extraordinarily tiny variances in the Bolters and bolts' positions inside the barrel or other errors in establishing uplinks. We even had an error in testing causing a Bolter to access the bolts of another adjacent rifle. This would result in disaster such as activating indirect fire mode without actually launching the bolt, destroying the weapon and unfortunately the holder's hands.

So instead, we focused on improvements to the bolts themselves. The number one improvement is a timer disabling the warhead in case of immediate impact, allowing our Bolters to be used at close range. They aren't nearly as effective, because we've designed the bolts to damage primarily through explosive power. Relying on pure kinetic energy significantly decreases the lethality and stopping power of the Bolter, but it's certainly still better than our Printed Pistol Mk1.

Basic sensors embedded into the bolts can adjust the bolt's course via manipulation of thrust, increasing accuracy. The basic sensors used (to prevent extreme ammo costs and unreliability) aren't particularly effective at our intended accuracy, but it's been shown to stop the extreme levels of veering off course before. Our bolters will still certainly still be beat at longer ranges by Amaok's rifles, but now we have a chance. In worst case scenarios, it can provide suppression fire. The bolts can maintain a much more accurate course but still tend to veer off by minor amounts. Luckily, explosions going off nearby tends to scare people and getting hits on hostiles at long ranges is now at least possible.

Central Command, like they did with the Bolter Turrets, appreciates the idea of indirect fire and similar firing modes. Perhaps integrate that into another revision or an iterative design in the future?


It is now the Strategy Phase of 2209. In addition to the regular strategy orders, please also name your vessels.
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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!

NUKE9.13

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Re: Planetary Arms Race - Moerth, Strategy Phase 2209
« Reply #198 on: May 22, 2017, 01:08:07 am »

Spoiler:  Plan A (click to show/hide)

Basically, provide as many troops as possible with the new Bolters, and re-contest the orbit of B2 to allow supplies to be delivered there (and, if their ships aren't as good as I think, potentially prevent their supplies/reinforcements from landing.)

(Incidentally, in last turn's unit report, Unit 3 was placed on B2, which I assume was a mistake, since it said in the text that it went to A2)
« Last Edit: May 23, 2017, 01:48:07 am by NUKE9.13 »
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10ebbor10

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Re: Planetary Arms Race - Moerth, Strategy Phase 2209
« Reply #199 on: May 22, 2017, 08:55:32 am »

Just a note, but it would be really, really usefull if the map and current deployements were added to any revision rolls.

Now we have to look everywhere.
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Draignean

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Re: Planetary Arms Race - Moerth, Strategy Phase 2209
« Reply #200 on: May 22, 2017, 11:18:59 am »

Spoiler:  Plan A (click to show/hide)

Basically, provide as many troops as possible with the new Bolters, and re-contest the orbit of B2 to allow supplies to be delivered there (and, if their ships aren't as good as I think, potentially prevent their supplies/reinforcements from landing.)

(Incidentally, in last turn's unit report, Unit 3 was placed on B2, which I assume was a mistake, since it said in the text that it went to A2)

I'll back this...
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Plan A: (2) NUKE9.13, Draignean
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Nirur Torir

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Re: Planetary Arms Race - Moerth, Strategy Phase 2209
« Reply #201 on: May 22, 2017, 12:26:36 pm »

Spoiler:  Plan B (click to show/hide)

It's like Plan A, but the Iliad protects C2. I expect them to try to keep us from fully owning it, and we might be able to destroy a unit.

It might not be best

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Plan A: (2) NUKE9.13, Draignean
Plan B: (1) Nirur Torir
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10ebbor10

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Re: Planetary Arms Race - Moerth, Strategy Phase 2209
« Reply #202 on: May 22, 2017, 01:13:04 pm »

Anyway, I think it's a good idea if we make a list of everything we know.

Turn 1 : Enemy designs nothing new
Turn 2 : Semi-automatic battle rifle
Turn 3 : Winged Fighter and armor suit

Current enemy distribution :

B2 : Battle rifle, Fighter  [M: 1/3, A: 1/3]   US WINNING SLIGHTLY
A3 : Battle rifle [A: 3/3]
C3 : Battle Rifle [A: 3/3]
A2 : Armored suit, no battle rifles [M: 1/3, A: 2/3] US WINNING
C2 : No Battle rifles   [EVAC OR DIE]

So, with that, I support plan B. See, the enemy is going to withdraw their forces there (they have no other choice), and they're going to send those forces to either B2, A2, or a new planet. If we can stop and destroy them at the source, we can take out a unit.

Plan A: (2) NUKE9.13, Draignean
Plan B: (2) Nirur Torir, 10ebbor10

Spoiler: Enemy designs (click to show/hide)
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NUKE9.13

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Re: Planetary Arms Race - Moerth, Strategy Phase 2209
« Reply #203 on: May 22, 2017, 02:05:53 pm »

The reason I favour sending the Iliad to B2 is the part in the last update about the orbit being 'contested'. I think that means that, without an escort, our transports are liable to get shot down. We managed to destroy half their gear with the indescribably shitty IMW, so their at least somewhat decent fighters might prevent us from landing anything at all.

That said, if it is possible, then I can definitely see the value in destroying the unit fleeing C2/preventing reinforcements from landing there. Eh, to break the tie I'll vote for it.
Quote
Plan A: (1) Draignean
Plan B: (3) Nirur Torir, 10ebbor10, NUKE9.13
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Madman198237

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Re: Planetary Arms Race - Moerth, Strategy Phase 2209
« Reply #204 on: May 22, 2017, 03:07:48 pm »

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Plan A: (2) Draignean, Madman198237
Plan B: (3) Nirur Torir, 10ebbor10, NUKE9.13

If the frontline is at B2, then the warship goes to B2. I imagine they'll be evacing like crazy off of C2. We do not necessarily need to take that out. If they show up at B2, we get them. But, let's say the warship doesn't go to B2, but their warship does show up there. We'll likely lose the Bolters and the units engaged their. If we destroyed a lot of their forces with the IMW last time, then are we going to be winning this time, assuming we get no reinforcements but they get the full group (And, likely, the extras of off C2)?
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Nirur Torir

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Re: Planetary Arms Race - Moerth, Strategy Phase 2209
« Reply #205 on: May 22, 2017, 03:59:45 pm »

B2 is unimportant, so long as we don't take it. I don't think they'll abandon resource worlds for it just yet. They might send a second unit and equipment upgrade to it, but not three, and units seem pretty hard to destroy.
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Madman198237

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Re: Planetary Arms Race - Moerth, Strategy Phase 2209
« Reply #206 on: May 22, 2017, 04:09:14 pm »

B2 to them, right now, is the largest single threat to them. If they don't dedicate the units to B2 to hold it, and they lose it, we gain access to Amaok. They do not want us to win the game by virtue of swamping their homeworld in missile-firing rifles and a single warship.
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Nirur Torir

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Re: Planetary Arms Race - Moerth, Strategy Phase 2209
« Reply #207 on: May 22, 2017, 04:23:33 pm »

I forgot that we did land a second at B2.

Alright, I concede that B2 is an important battleground this turn. I still prefer to send the Iliad to C2, for the chance of taking out the transport and unit, and maintain that the units on B2 will be fine, unless they critted on ortliarry.

This puts our transport and a zone on an expendable planet at risk, to threaten a transport and unit, which is a trade I'll gladly take.
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Madman198237

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Re: Planetary Arms Race - Moerth, Strategy Phase 2209
« Reply #208 on: May 22, 2017, 04:27:08 pm »

I won't change my vote. I maintain that they must reinforce B2, but we don't know what they consider "Of utmost importance". If they reinforce both C2 and B2 from other places, we could end up in deep if we have our destroyer away from the critical planet (B2. We don't have transport capacity for resources yet, nor, as far as I know, do we really need them). If we take B2, we can throw all our units at them. We're superior on the infantry front, and possibly the space front, although we'll have to wait and see if "Small and plentiful" works better than large at this point in the game.

In other words, given good results on B2, we could conceivably end the game relatively shortly. I like a good, long fight as well as anybody, but I think that finishing this early might lead to an interstellar version. Which would be almost infinitely cooler.
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NUKE9.13

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Re: Planetary Arms Race - Moerth, Strategy Phase 2209
« Reply #209 on: May 23, 2017, 01:43:49 am »

I forgot that we did land a second at B2.
Did we? I thought we landed two on A2, leaving only one on B2?

EDIT: Wait, no, you're right. The text of the update implies they both went to A2, but the plan was to send one to B2.
Changing my vote back in that case, since it becomes doubly important to protect our supplies there.

Quote
Plan A: (3) Draignean, Madman198237, NUKE9.13
Plan B: (2) Nirur Torir, 10ebbor10



MORE EDIT: You know what, I'm starting to really like this idea:
Bio-Etheric Energy
Bio-Etheric energy represents a fascinating new development in the emergent field of quantum energy sources and multi-universe theory. The idea is simple. Each object as it passes through time and space can be determined by a massive series of 'what-if' questions. For material objects, much of their path is governed by macroscopic newtonian physics, and is thus determinate, but there are still cleavage points where reality can play out in two different ways. For instance, whether a radiocarbon decays or not is a moment that is determined by a probability at any given moment, and thus creates an infinite splitting of universes where that particular molecule did and did not decay at a given moment.

Bio-Etherics exploits this using harmless and rapidly grown bacteria. By killing one of these bacteria, we initiate a chain probability collapse as all potential universe candidates that could have arisen from the bacteria's existence join the universal wave, which releases a small quantum ripple.  This quantum ripple, while easily absorbed by the universe, can manipulated by our technology and used as an energy source. For practical purposes, this allows us to build bio-etheric generators which are essentially tubes of specially grown bacteria being killed at a constant rate. These produce no radiation, can easily be reduced to an infantry scale, are shelf stable, and require only a sugar water substance to feed the bacteria.
Though widely regarded as complete bullshit, Dr. Aignean's ideas regarding the quantum energy potential of even the most primitive life forms have been gaining traction on Moerth. Recent developments in HEDs- Heisenberg Energy Detectors- have shown promising results, suggesting that this wild theory may bear some semblance of truth- in which case Dr. Aignean's proposed Bio-Etheric generator may also be possible.
As yet left unanswered is the question: if even the simplest of bacteria hold the key to such vast quantities of energy, what powers could be unlocked through the proper understanding of humanity's relation to quantum reality?


Which is to say, I like it because it provides us with a 'biological' source of vast amounts of energy- which we will need to power more ambitious designs in the future-, and it opens up potential pathways towards psionics, if we want to go down that route.
« Last Edit: May 23, 2017, 07:59:11 am by NUKE9.13 »
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