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Author Topic: Planetary Arms Race - Moerth, Strategy Phase 2212  (Read 38013 times)

Nirur Torir

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Re: Planetary Arms Race - Moerth, Design Phase 2212
« Reply #465 on: June 22, 2017, 06:19:21 pm »

How are you going to get IF fire on a weapon who's killing power comes from muzzle velocity?
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Madman198237

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Re: Planetary Arms Race - Moerth, Design Phase 2212
« Reply #466 on: June 22, 2017, 06:20:48 pm »

The same way you do it nowadays---you increase/decrease the angle of firing, or change the powder charge.

OK, maybe not the same way as nowadays, but it's powered with electricity. I do believe there is a slider, not merely an on/off switch.
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Nirur Torir

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Re: Planetary Arms Race - Moerth, Design Phase 2212
« Reply #467 on: June 22, 2017, 06:53:34 pm »

I expect that gets you bullets hitting much closer to .. whatever the terminal velocity of a railgun slug is, than extreme muzzle velocity. Might work on an airless world.
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Madman198237

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Re: Planetary Arms Race - Moerth, Design Phase 2212
« Reply #468 on: June 22, 2017, 06:56:08 pm »

What?

Basically, if you reduce the acceleration of a railgun, you can fire explosives on regular parabolic trajectories even in the air. You just have to tune the speed right.
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Nirur Torir

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Re: Planetary Arms Race - Moerth, Design Phase 2212
« Reply #469 on: June 22, 2017, 07:24:11 pm »

I see. In short, you want a heavy vehicle weapon that is mostly a supreme anti-armor weapon, but can be shifted into a weaker howitzer mode? .. A railgun that fires artillery-calibur slugs. I admit, that should punch a hole in virtually anything vulnerable to kinetic impacts.

Still, they're unlikely to present us with a situation to make use of that in the near future. I don't want to make it now and then just sit on it, and using it early would just push them towards finding shield tech to get around it. It would probably also take a turn or two dedicated to power inventions.

I prefer a dedicated artillery for the near future, with our existing missile skill used to create a vehicle that fires a guided barrage of MIRVs or napalm warheads.
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Madman198237

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Re: Planetary Arms Race - Moerth, Design Phase 2212
« Reply #470 on: June 22, 2017, 07:31:12 pm »

Well, here's the thing.

You have multiple types of ammo, right? A normal railgun can't fire off an explosive shell. It'd explode as you fired it. But this de-powered version could, meaning you get the best of both of them. Although, depending on the technological hurdles, something more closely resembling a coilgun might be in order, as railguns face some problems with deforming or wearing down rails.
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Chiefwaffles

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Re: Planetary Arms Race - Moerth, Design Phase 2212
« Reply #471 on: June 24, 2017, 12:45:38 am »

Design: Crocodile Light Tank
4, 5, 4-1

The Crocodile Light Tank shall bring about a change in this age of colonial warfare.

The Crocodile Light Tank is crewed by two men. Driver and gunner. It's not comfortable at all inside and is very cramped, but it's sufficient for our needs. A dual bolter turret on the top of the tank has practically 360 degrees of mobility using camera-based aiming from the inside of the tank. The bolter turret isn't notably useful, as it's essentially two bolters with some armor and auto-loading mechanisms and match the effectiveness of two men with bolters. But the turret isn't the point.

Extra armor on the front can shrug off a single bolt before being destroyed. The tank's armor is resistant to Amaok rifle shots from all sides, though in places without extra armor (the front after a bolt or anywhere else anytime) there are small chances a rifle shot can pierce the armor.

Redundant electronics have been made use of in the tank but haven't been particularly useful. Because of the small size of the tank and the nature of its crews, most shots that would disable or destroy a standard tank would do the same to the Crocodile. Most of the tank is machinery, which can't be nearly as easily redundant as our electronics.

Infernium-6 was used in the tank to an interesting degree. When shot at, the Infernium-6 in the fuel tanks has a dangerously high chance to lose its stabilizing elements and violently disintegrate. Often resulting in a large explosion taking out the tank and its crew. We've tried armoring the fuel tank, but lucky rifle shots to the back of the tank still have a very notable chance to trigger the reaction.

But this tradeoff is arguably worth the benefits. The tank's engine is remarkably powerful for its size and fuel usage. The Crocodile Light Tank is remarkably fast, reaching speeds up to 80 km/h on fairly flat lands.
We've also included an interesting feature. The Crocodile has the ability to expel large amounts of its Infernium-6 fuel reserves in sizeable reaction thrusters on the back. When very large amounts of fuel are expended at once, we can reach an effect deemed a "rocket jump" by the testing soldiers. The tank can jump roughly 3 meters into the air. The fuel used in this makes this an impractical idea, but it's there. But the most valuable use of this function is in inserting Crocodile Tanks. It's not particularly efficient with the ITC or Crane shuttles, but the tank can be deployed from the shuttle from roughly a kilometer in the air. Hot drops like this will take up sizeable amounts of fuel making them impractical for standard deployment, but could potentially be useful in combat scenarios.

The tank can have floats attached but we've noticed that the Infernium-6 thrusters react poorly with water. With preparation, the ship can spend very limited amounts of time in shallow water, but not much else. The problem isn't the Infernium-6 itself, but rather issues with the thrusters themselves. Without preparation, water has a very relatively high chance of rendering the fuel supply useless. With preparation in advance, the thrusters become unusable and even then, the preventative measures will eventually give way.
This should be enough for limited use in beach assaults, but not much else.

The tanks are notably small, weighing 2 CU total inside a cargo ship. Their expense combined with this size allows us to deploy 4x at any given time.

The Crocodile Light Tank isn't particularly armored and doesn't have that much firepower, but it's the first tank we've developed. Combined with the usage of infantry, the tank should be a great tool for spearheading assaults and hot-dropping into enemy territory.

Crocodile Light Tank: A 2-man lightly-armored tank. Possesses a 360-degree lightly armored dual bolter turret on the top with a camera feed. Armor can shrug off all but the lucky rifle shots, and extra frontal armor can tank a single bolter hit before being reduced to the effectiveness of the standard armor. Infernium-6 thrusters allow for deployment from up from 1 km in the air and fuel-heavy 3 meter "rocket jumps". Can only be used in shallow water for short amounts of time with preventative measures disabling thrusters. Can reach up to 80 km/h on flat terrain.
Weight: 2 CU
Expense: 4x
Resources: Metal


It is now the Revision Phase of 2212.
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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!

10ebbor10

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Re: Planetary Arms Race - Moerth, Revision Phase 2212
« Reply #472 on: June 24, 2017, 01:18:58 am »

Neat.

Weird, but neat.

Revision : Illiad long range Radar. 

Integrating electronics into the hull has an interesting side effect. It allows for the application of radars and sensors that are far greater than normally used. The Illiad class recieves a large radar integrated into the hull, allowing it to spot enemies well beyond weapons range.
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Nirur Torir

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Re: Planetary Arms Race - Moerth, Revision Phase 2212
« Reply #473 on: June 24, 2017, 06:58:56 am »

Ah-hahahahahaha! Not quite perfect, but it'll do wonderfully. And we can put them everywhere, just like that. Combine with LR space range, and we're putting major pressure on Amaok.

Quote
Illiad Long Ranged Radar (1): Nirur
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Madman198237

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Re: Planetary Arms Race - Moerth, Revision Phase 2212
« Reply #474 on: June 24, 2017, 08:53:26 am »

I like the idea of making that radar, but I'd add "Smaller and longer ranged" since our radar tech appears to be substandard even for modern times.

Also, making it significantly smaller would allow for a Bolter antimissile turret to be its own complete package, including targeting radar and tracking computer systems. Meaning you literally bolt something with 40 shots of goodness to the side of every ship you have, and it does its own thing. And whenever you see missiles, you press your key FOB magical button of missile destruction, and the turrets activate and shoot them down.
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10ebbor10

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Re: Planetary Arms Race - Moerth, Revision Phase 2212
« Reply #475 on: June 25, 2017, 06:41:02 am »

Quote
Illiad Long Ranged Radar (2): Nirur, 10ebbor10
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Felissan

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Re: Planetary Arms Race - Moerth, Revision Phase 2212
« Reply #476 on: June 25, 2017, 07:28:46 am »

Quote
Illiad Long Ranged Radar (3): Nirur, 10ebbor10, Felissan
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Chiefwaffles

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Re: Planetary Arms Race - Moerth, Revision Phase 2212
« Reply #477 on: June 25, 2017, 11:21:19 am »

Revision: Illiad Long Range Radar
5

We've successfully made an integrated radar using our current electronics technology.

It's still fairly large and can't quite be integrated into anything that a single soldier would likely be able to currently wield. But it can be successfully integrated into printed materials. Such as the Illiad's hull. While there is a minimum size, its size can be directly increased for additional range. At the minimum size it's merely short range at the moment.

As a consequence of this new technology, we've successfully given the Illiad a new long-ranged radar. Its radar successfully matches the range of its missiles now, making it a force to be reckoned with. We're unsure as to the accuracy of the missiles at long range (due to less fuel for precise maneuvers) but we're very confident that they'll do well in the field.


It is now the Strategy Phase of 2212.
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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!

10ebbor10

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Re: Planetary Arms Race - Moerth, Strategy Phase 2212
« Reply #478 on: June 25, 2017, 11:28:12 am »

I take it the improvised warship doesn't have the advanced radar?
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Nirur Torir

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Re: Planetary Arms Race - Moerth, Strategy Phase 2212
« Reply #479 on: June 25, 2017, 11:31:46 am »

Wow, just look at the rolls for this turn.

A2 is in bad shape. I think I want to send both tanks there, and in two separate cranes for safety. The IMW should not go anywhere alone, A2 is the most important orbit to keep, and we need to keep C2 to ferry troops around islands. B2 is also where the tanks will do the least good, due to easy ambushes, so if we don't get a tank there this turn it's probably fine. Tanks wouldn't fight well on A1, and we don't need one there anyway.

Plan: Purge the Amaok

Iliad and IMW orbit A2.
Aeneid orbits C2.

ITC Mist moves pistol unit 5 from A1 to A2.
ITC Fog and Haze move to C2 to move units around islands.
Crane class ships deliver tanks. 2 to A2, 1 to B2, 1 to C2.
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