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Author Topic: Ertex Design Bureau - Battle for Aljadid - Strategy SY108  (Read 48426 times)

NUKE9.13

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Re: Ertex Design Bureau - Battle for Aljadid - Design SY108
« Reply #510 on: May 07, 2018, 08:10:01 am »

ESC-CS 1 'Nautilus'-class Laser Cruiser

Following the disappointing performance of the Cuttlefish, the Nautilus is designed from the smallest component to one single purpose: War.

The Nautilus is looks roughly like 2 cones connected at the base. The back one terminates around halfway where 3 Hermes nozzles sticks out the back in a triangular arrangement.

Those nozzles are connected to 3 Helios-S reactors with piping between each reactor and each engine, allowing every reactor to supply all, none or a combination of engines. The nozzles feature a large gimballing angle, allowing a single thruster to thrust through the center of mass and a little further. This wide range, together with quick gimballing speed, it should be a lot more maneuverable than the cuttlefish, even as its mass increases too.
The water injection system of the Cuttlefish is also massively improved, allowing much greater thrust but consuming water.

It also boasts a lot more firepower than the Cuttlefish. It has 3 Spear lasers on the nose and further 5 on mounted on the widest point of the hull, allowing it to focus all 8 forward with at least 5 being able to point in any given direction.
Some extra volume has been included around the lasers to account for future upgrades.

On the defensive side, the Nautilus is also much improved. It resurrects the armoring scheme of water battleships of old, the so called All or nothing armor. A central citadel covers the bridge, life support, weapon systems, Athena servers and reactors, made out of thick insalloy plating. This citadel would be a fully functional spaceship in itself, if not for its lack of fuel. Thought it would be cramped.
Packed around the citadel is everything else, such as bunk space, the mess, provisions, recreational facilities and spare parts. Those areas are expected to take damage in combat, but with spare capacity and plenty of airlocks, it should be easy to plug any holes and simply bring most of it back into service.
Again covering this, is the fuel tanks, for both water and He3. They work as an additional layer of ablative armor. They are heavily segmented, so when a fuel tank is hit, only a small amount of fuel is lost, but the projectile is slowed down. The areas _expected_ to face enemy fire (aka the font) contains water tanks, while He3 is stored in less exposed areas.
As a final layer there is a whipple shield.


The Nautilus is a modern spacecraft. Athena is used to automate and reduce crew requirements where possible and structural components are designed to be produced on Fabrites.
Easy: (2+1)+1=4: Below Average
Cough.
It's funny, it feels like it's been ages since we last designed something. Let's call that our excuse; we're out of practice.
Fortunately, the Nautilus does not represent a massive leap forwards in any particular field. So the end result definitely works.

The Nautilus is a large warship (relatively speaking), considerably larger than both the Cuttlefish and Odin. In fact, it presents something of a challenge merely to assemble it, lacking as we are in orbital dockyards. It is powered by three large Caduceus reactors, and propelled by 3 Hermes thrusters. Unfortunately, we didn't really have time to upgrade the engines much, and so whilst the Nautilus is considerably more agile than its predecessor, the increased bulk means its speed leaves something to be desired, at Kinda Slow. It has the same water-injection system as the Cuttlefish, providing temporary speed boosts.
The armament is 8 AX5 Spears, although their mountings could support larger, more powerful weapons. Had we not been stretched for time, we would've upsized the Spears.
Structurally, the Nautilus is not quite as tough as we hoped. We didn't have time to optimise the hull strength, and the citadel, whilst sturdy, will not stand up to as much punishment as projected. Nevertheless, it will be significantly harder to kill than the Cuttlefish- estimates suggest it would, on average, take 5 times as many shots to disable.
Plenty of processing power is provided for Athena on board, although the demands also increase. A sizeable crew is still required, and for optimal performance the Nautilus should operate in a group.

Now, the Nautilus is not cheap. Budget was one of the first sacrifices we made, and things got approved if they worked almost no matter the cost. A component review or proper infrastructure could easily lower this by 25%, if not more, but for now, a single Nautilus will set us back 8SPP.



It is now the Revision Phase of SY108.
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Blood_Librarian

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Re: Ertex Design Bureau - Battle for Aljadid - Revision SY108
« Reply #511 on: May 07, 2018, 09:03:45 am »

Extended Deadlines: Nautilus Class Laser Cruiser

Additional time and resources has been put too the the Nautilus Project, and re-allocation of engineers has resulted in a steadfastly improved design in many facets.

By directly re-aligning reactor mainlines, we have easily routed enough power from the trio of reactors to the newly engineered 8 AX5-2 "Lance" Laser weapon systems (They are upsized AX5's.) Instead of assembling practically every part of the ship in orbit by hand, large sections of the ship is prefabricated in Ertex bound Factories and then sent up to assembling stage points, where one ship is bolted together with self-sealing Stembolts and then welded together in triplicate. Although a arduous process, the material efficiency in assembling these pieces as "modules" rather then in parts without a star-port/dockyard doctrine set is projected to be several degrees more efficient.

With the left over time from the modifications to the original design, a comprehensive overview in the composition of the ship is done; the intent of this review is twofold; To lay down redundancy over redundancy on emergency systems and life support to increase the survivability of the ship and her crew (including the possibility of escape-pods!) as well as removing and restructuring the ship to streamline the systems mish-mash and incoherently engineered systems into a simplified and robust system.

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Re: Ertex Design Bureau - Battle for Aljadid - Revision SY108
« Reply #512 on: May 07, 2018, 02:13:42 pm »

Ertex Dockyards
We've realized that our ships largely just sit in orbit on Ertex, waiting as small shuttles from Ertex come and go to ever-so-slowly maintain, repair, construct, or transfer supplies and crew. This is extraordinarily inefficient.

Introducing the new Ertex Dockyards. It's not exactly some Wonder of Aljadid  yet, but it's something. The Dockyards is created to facilitate logistics, namely:
1.) Allowing for much faster+quicker construction/maintenance/etc. of under-construction or just otherwise docked ships. With a place to store the materials and workers and construction vehicles and provide power and the like long-term, costs go down as we spend a lot less resources ferrying these things between Ertexside and orbit as needed. Speed goes up as the live-in crew are always available to work, have a place to work from, and don't have to always wait for the next shuttle.
2.) To a lesser extent, the Dockyards centralizes the logistics of bringing things to and from Ertexside. Minerals from Macrites and our mining colonies are all sent here, and we maximize efficiency in shipments of materials to/from Ertexside. It won't be an extreme boost, but our effective [GPP] should go up a notable amount as we expect the streamlined+efficienc-ied logistics to decrease costs of moving things between orbit, and of moving things across the solar system. Having a centralized port to go through is a lot better than docking your freighters at the shores of the city.

Athena is of course housed here, where she assists in managing logistics (and in a worst-case scenario, planetary defense). And we expect great improvements in the construction of the Nautilus, where the project manager just complained to us about "lacking ... in orbital dockyards." Maybe other ships too, but we dunno about that.

Now, there's no new tech involved. Just some Caduceus reactors to power the whole thing, and things like that. Nothing we're not already experienced with. The challenges are all expected to be engineering, and as the Dockyards aren't (yet) a huge megaproject, we expect to be able to handle the engineering problems of a straightforward station hull just fine in a revision.

TL;DR: Construct a dockyard in orbit to handle construction/maintenance of ships (improving Nautilus[/cuttlefish?] and future big ships expense; and maybe some fun benefits given by GM for easy maintenance) and centralization of supply/shipping logistics, improving GPP by a (notable yet not huge) bit.
Done in revision because it's not particularly huge, and has zero (0) new tech, or even new applications of existing tech.

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Ertex Dockyards (1): Chiefwaffles
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Re: Ertex Design Bureau - Battle for Aljadid - Revision SY108
« Reply #513 on: May 07, 2018, 03:26:37 pm »

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Re: Ertex Design Bureau - Battle for Aljadid - Revision SY108
« Reply #514 on: May 12, 2018, 03:24:37 pm »

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Ertex Dockyards (2): Chiefwaffles, Happerry, Draignean

My name is Alexander Anderson, and this is my favorite revision of the two currently on the citadel.
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Re: Ertex Design Bureau - Battle for Aljadid - Revision SY108
« Reply #515 on: May 12, 2018, 04:09:48 pm »

Quote
EAC-AX6 Lance
The Lance is an improvement over the AX5 Spear laser turret. The most significant improvement is a greatly increased frequency range that instead of a few pre-selected frequencies allows it to simply select a frequency somewhere between x-rays and visible light. Most importantly this allows the laser to be used in as a space to surface weapon (if Athena requires any enhancements to allow this, those should be added too), but also allows it to trade bream spread (effectively range) for power output for maximum damage at any given distance.

At the same time, the Lance has been increased in size to make full use of the space available on a Nautilus.

TL;DR: Give the Spear orbital bombardment capability. As gravy we increase both its raw power and its effective damage.

The plan here would then be to send a few Nautiluses to A (where we have almost lost) which would both prevent them from doing orbital bombardment but would also allow us to do so.

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NUKE9.13

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Re: Ertex Design Bureau - Battle for Aljadid - Revision SY108
« Reply #516 on: May 17, 2018, 09:27:17 am »

Ertex Dockyards
We've realized that our ships largely just sit in orbit on Ertex, waiting as small shuttles from Ertex come and go to ever-so-slowly maintain, repair, construct, or transfer supplies and crew. This is extraordinarily inefficient.

Introducing the new Ertex Dockyards. It's not exactly some Wonder of Aljadid  yet, but it's something. The Dockyards is created to facilitate logistics, namely:
1.) Allowing for much faster+quicker construction/maintenance/etc. of under-construction or just otherwise docked ships. With a place to store the materials and workers and construction vehicles and provide power and the like long-term, costs go down as we spend a lot less resources ferrying these things between Ertexside and orbit as needed. Speed goes up as the live-in crew are always available to work, have a place to work from, and don't have to always wait for the next shuttle.
2.) To a lesser extent, the Dockyards centralizes the logistics of bringing things to and from Ertexside. Minerals from Macrites and our mining colonies are all sent here, and we maximize efficiency in shipments of materials to/from Ertexside. It won't be an extreme boost, but our effective [GPP] should go up a notable amount as we expect the streamlined+efficienc-ied logistics to decrease costs of moving things between orbit, and of moving things across the solar system. Having a centralized port to go through is a lot better than docking your freighters at the shores of the city.

Athena is of course housed here, where she assists in managing logistics (and in a worst-case scenario, planetary defense). And we expect great improvements in the construction of the Nautilus, where the project manager just complained to us about "lacking ... in orbital dockyards." Maybe other ships too, but we dunno about that.

Now, there's no new tech involved. Just some Caduceus reactors to power the whole thing, and things like that. Nothing we're not already experienced with. The challenges are all expected to be engineering, and as the Dockyards aren't (yet) a huge megaproject, we expect to be able to handle the engineering problems of a straightforward station hull just fine in a revision.

TL;DR: Construct a dockyard in orbit to handle construction/maintenance of ships (improving Nautilus[/cuttlefish?] and future big ships expense; and maybe some fun benefits given by GM for easy maintenance) and centralization of supply/shipping logistics, improving GPP by a (notable yet not huge) bit.
Done in revision because it's not particularly huge, and has zero (0) new tech, or even new applications of existing tech.
Normal: (4+3)=7: Superior Craftsmanship
Well, we won't have any troubles constructing the Nautilus now.

Planning and construction of the Ertex Dockyard went like a dream. Everything just fell into place. The Dockyard consists of three main sections; the habitat section, the logistics section, and the drydock section. The habitat section is a large ring, that spins in order to provide artificial gravity, making long-term habitation more pleasant for the hundreds of occupants. The logistics section includes a multitude of docking ports for shuttles, dozens of warehouses, and an administrative facility, all streamlining the delivery of goods to/from Ertex considerably. The drydock section has room to construct two Nautilus-sized ships at once, or one vessel roughly thrice the size, surrounded by workshops where parts can be modified/repaired as needed.
The smoothing of logistics has borne fruit, by way of increasing our GPP by 3. The ease with which spacecraft may now be constructed has increased our SPP by 1, and decreased the cost of the Nautilus to 6SPP. We've also learnt quite a bit about orbital construction, which may come in handy in the future.



It is now the Strategy Phase of SY108. Don't forget about the event!

Spoiler: Tech List (click to show/hide)

Spoiler: Observed enemy tech (click to show/hide)

Spoiler: Production (click to show/hide)

Spoiler: The Map (click to show/hide)
« Last Edit: May 17, 2018, 09:32:18 am by NUKE9.13 »
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Chiefwaffles

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Re: Ertex Design Bureau - Battle for Aljadid - Strategy SY108
« Reply #517 on: May 17, 2018, 01:45:03 pm »

Future Design: Athena AGI
Spoiler: Extra Fluff (click to show/hide)
Athena AGI represents the ultimate iteration of Athena. By taking some processes in the neural net that have been molded by years of learning and operation, we've been able to take some lessons from Athena herself to modify her into an Artificial General Intelligence.
She's self-aware. Her learning capabilities have, with our assistance, grown past the limitations of a neural network and now extend to self-modifications of her own code.

We've made sure to include limited emotion simulation in the improved Athena. We want Athena to be more similar to a person, albeit with a mainframe as a brain, and not just a maximization function.
Her memories and lessons from since Athena first existed are still intact, allowing for her to feel an innate, non-hardcoded sense of loyalty to Ertex. Philosophers warned against built-in loyalty, comparing it to mind-controlling our citizens for a 100% approval rating.
Finally, she's given official citizenship within the Ertexite Triumvirate, and a formal military rank within the Ertexite military granting her full command over Ertex's forces. She's to be recognized as a living being.

TL;DR: Make Athena into an AGI; we've already done tons of revisions incrementally improving her learning ability so this shouldn't be too hard.
Include basic emotions and memories from before AGI-ization to give her a realistic sense of loyalty without force-shackling her. Make her an official citizen + military commander.
« Last Edit: May 17, 2018, 01:53:18 pm by Chiefwaffles »
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Blood_Librarian

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Re: Ertex Design Bureau - Battle for Aljadid - Strategy SY108
« Reply #518 on: May 18, 2018, 12:42:27 pm »

Great. We spend precious time working on a absolutely hard or perhaps very hard design (Maybe Normal, I can't tell with our GM.) We expend the time and energy to get... What type of advantage against Quillians?

We clearly are not gonna get any scientific boost besides their use as a component/knowledge in other designs, which we already ruthlessly exploit with drones that crudely imitate the human form (which is a waste of time since we will never replace a person wholly in this war due to logistical costs).

Some type of strategic advantage? Downplayed by the GM as we already have a Proto AGI whos specialization is in military and further ruined by the lack of communications resources. The Arms Race is an intrinsically materialistic method of combat, and strategy is not represented or downplayed heavily besides the allocation of resources which is done on a meta scale(put 3 tanks and 1 division towards planet A, etc...). An AGI managing the army as a general (which it basically already is, because that is its original purpose!) will never outweigh the advantage of our resources being put into a new ship, tank or other system we could design. Unless it provides advantages to the logistical/industrial proportions of our war-effort, this design will not be worth the resources it would require as a design.

On a tactical scale, there might be more advances, if they don’t already act cohesively  like one “unit” or such, but i severely doubt they do not already do so. Unless this advance causes each and every single one of our units to have pinpoint reactions, aiming/etc, It won’t do anything for our roger-rogers on a tactical scale unless we introduce additional, designed units.

The only advantage of having an AGI for this arms race that we don’t already have is for the industry and logistics side of our arms race against Quillians. Don’t get me wrong, that could be a significant bonus, but the open-ended statement of turning Athena into an AGI makes me question if we will get this boost or not or something that I cannot predict, or fathom.

There would be three things that I would need fulfilled in this arms race before I would be for upgrading Athena into an AGI.

1.
A variety of ground-based drones. The Bipedal form for our most basic roger-roger did not disgust me at the time it was revealed. It was only when I realized we have the ability to really shout at Quillians how unmatched they are, by building machines which by the very nature they commit to locomotion is better than a person. We are fighting in deserts, Garden worlds, and Barren zones. None of these give advantages to people with legs, compared hexapods, treads, wheels, hovering, or flying drones. If we were fighting in a heavily urbanized environment, I wouldn't consider this as much of an issue. As it is, I am against Athena AGI because we cannot take full advantage of its intelligence on the ground without a fully diverse complement of drones that augment our bipedal meat-monkey forces instead of crudely replacing them. This is compounded by the fact that we do not have inter-global, much less inter solar communications pointed out in our designs.

2.
Some type of cross planetary communications, preferably a faster then light method, or barring that an extremely useful and well built design that allows cross planetary communications that allows all elements of the Athena network to become a comprehensive, united network.. We have spent 0 designs/revisions on making Athena talk to anything but ships talking to other ships or ground units talking to other ground units that is on the same orbital body. This has to change before we can make one cohesive network that is worthy of being an AGI. Unless the GM states that Athena does not act in this way, I am against Athena as it stands until it can become one cohesive network (even despite Light-lag communication times.)

3.
There is no evidence against drone craft/smart missiles being unable to defeat the mother-ship doctrine.  The enemies “fighters” do not count for this, as they designed them without building a specialized craft for carrying them. We already have made Cruisers, and I doubt we will be able to produce a a carrier on the same scale without stretching our SPP, but if we could invest a partition of of SP so that each fleet of cruisers could be accompanied by a support carrier the cost of a cuddlefish-- A carrier that would send out drones and missiles for the purposes of recon, interception of enemy fighters/missiles (maybe even enemy weapons fire?) and perhaps hit/run on the enemy craft for crippling them even before they arrive, as well as repair systems for after the fight could massively change the scales against the despised enemy. Putting down Athena AGI right now should wait until we have a carrier deployed, and I would rather have a carrier designed, revised and ready to deploy before we spend resources on Athena in a open-ended design that might not give us what we want (?).
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Re: Ertex Design Bureau - Battle for Aljadid - Strategy SY108
« Reply #519 on: May 18, 2018, 12:53:09 pm »

Frankly, the benefits of an AGI are extraordinarily obvious.
Nuke has made it clear that Athena's tactics is a significant factor in battles. He's made it clear that it matters in both space (where Athena has been a huge help) and ground (where it also matters, just currently not that much because there's not a huge difference in skill levels -- Athena is just a bit worse than human crews on ground). We already have Athena participating in industry (Hephaestus) and logistics (Dockyards) so improvements immediately help there.

As it happens, crew/soldier skill levels matter a lot in war. Making Athena into an AGI and not a glorified program will do wonders for her effective skill level both in war and at home.


That, and you wanting to make more Athena-reliant things before upgrading Athena is just silly. That's like wanting to build a couple of skyscrapers on some unclaimed ground before building the foundations, because otherwise the foundations wouldn't be useful enough.
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Blood_Librarian

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Re: Ertex Design Bureau - Battle for Aljadid - Strategy SY108
« Reply #520 on: May 18, 2018, 01:32:15 pm »


If he did state that Athena's tactics are a significant factor, then I may have not read then. Regardless, You have got your metaphor wrong in my opinion. Our AI will be not as useful unless we provide all the hardware and pieces it can use, and investing resources into making a super strong AI before we make the hardware that it will use is wasteful.


DESIGN:APOGEE CLASS CARRIER

The Apogee class Carrier physically looks like a dumbbell shaped object, with lattice and framework filling in the gap between the rear engines and the forward computer core, similar in size to a Cuttlefish. It is unarmored save for it’s hulking super structure, designed to take the stress of drones lifting off and landing in its “runways” of magnetic catch/catapult systems. It is equipped with NQ Capacitor Cells, Caduceus Reactors, and Fabricators modified from the ones deployed by Fabrites.

Stored on it’s various cargo caches and automated distribution nodes are drone parts, designed to be assembled on site by the Fabricators along with raw materials either acquired on-site by local elements or carried with it by ITC’s or it’s own stores. These fabricators are more advanced than previous designs, and are expected to be able to assemble any drone pattern device given blueprints, materials, and parts.

It’s engines are designed to be faster then the Odin so that no matter what, it can continually harass the enemy without harm, provided the enemy fighter screens are destroyed.

One particularly notable fact of the Apogee is the fact that it is entirely automated; There is not a single function that is completely automated by Artificial constructions, and the ship even has basic repair/maintenance functions to keep it functioning, possibly long after it’s masters have died out.

Drone designs has been designed and noted below. An Apogee storage mass consists of around 70% in Janissar and 30% of Smart Missiles.
SUBDESIGNS

JANISSARY CLASS RECON DRONE
These Athena-controlled drone is equipped with a point-to-point laser communications system, designed so that the drone can communicate to the Athena Network from large distances as well as other drone entities, typically other drones and smart missiles, but Alien contact has been considered and the protocol has been installed in the Athena Networks guidelines. These drones are also equipped with a set of active sensors, NQ Batteries, and hot-gas thrusters. They are expected to be scouting the entire orbit, and scan out for anomalies, hostiles and other entities to be categorized and dealt with by other drones. To make these drones as cheap as possible, they are unarmored and their Athena nodes shrunk, and they operate at a deficit-- They are disposable, and are quickly expected to be lost without assistance from other drones, but they should be able to avoid destruction due to their very small profile and agility. These drones are expected to return to the Carrier and recharge their thrusters and NQ batterries once one or the other becomes low.
BROADSWORD CLASS SMART MISSILE
A high explosive charge powered by NQ cells plugged into a maneuvering system, an upsized Athena Node/sensor systems, and a one use Solid-mass Rocket Booster. Essentially, they will be deployed at long range, and they will jet to a chosen target by the Athena Network, and then launch themselves at extreme speed with the rocket booster at the enemy, hopefully targeting vulnerable points such as weapon mounts, engines, or sensor nodes. The missile can return to the carrier if its warhead fails or other reasons, but it is traditionally not expected to turn to the carrier.
« Last Edit: May 18, 2018, 01:36:06 pm by Blood_Librarian »
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Re: Ertex Design Bureau - Battle for Aljadid - Strategy SY108
« Reply #521 on: May 18, 2018, 01:33:46 pm »

Guided Gliding Spacesuit
This slender built space suit is an updated version of the former space suit model. it has lighter alloys as our scientists  focus is set on the mobility of the suit. All the curves are streamlined and the alloys are plated by Aegis inspired patterns. It also has a small propulsion jet at the back and gliding wings. Small leaps can be made and the soldiers are able to jump downfrom great heights. The propulsion jet is connected to AEGIS and it can deploy it to save a soldiers live.
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Re: Ertex Design Bureau - Battle for Aljadid - Strategy SY108
« Reply #522 on: May 21, 2018, 01:32:35 pm »

Action Plan: Forward to Delta

Production:

16+2+2(E)+3+4+1=28   SP
Deccomission 2 Cuttlefishe Corvettes at Ertex. (+4)
Decomission 1 ITC with 2a Shuttle aat Ertex (+2)
Fabricate 2 Nautilus Cruisers (-12)
0 unallocated SP

16+2+4(E)+3+3=28  SP
Fabricate 2 Aegis Drones (-3) shipped to A
0 unallocated SP

Ship Production Points: 16+2+2(E)+3+4+1=28
  7.5 Points: 3xITC with 2a Shuttles
    Locations: 1@A heading to Ertex, 1@D heading to Ertex, 1@Ertex heading to A with 2x aegis
  2 Points: 1xITC
    Locations: G heading to Ertex
  6 Points: 2xCuttlefish, 1 destroyed Cuttlefish
    Locations: 1@D, 1@Ertex heading to A
  6 Points: Nautilus Cruiser “Malign Intent” Heading too A
  6 Points: Nautilus Cruiser “Eyes Like Nuclear Fire” Heading too A
7.5+2 +6 +6 +6 =27.5

Ground Production Points: 16+2+4(E)+3+3=28
  4 Points: 2xSarissa
  12 Points: 8xAegis Drone
  12 Points: 3xAlke Spider Tank
 


Movement
ITC at G: Move to Ertex.
1 Nautilus Designated “Eyes like Nuclear Fire” Head to A.
1 Nautilus designated “Malign Intent” Head to A.
1 ITC-2a to A with x2 Aegis
1 CuddleFish @Ertex heading to A
1 CuddleFish @D stays at D

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Forward to Delta (1): Blood_Librarian
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Re: Ertex Design Bureau - Battle for Aljadid - Strategy SY108
« Reply #523 on: May 24, 2018, 09:03:07 am »

Bump. Please vote for a Strategy or make one.
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Re: Ertex Design Bureau - Battle for Aljadid - Strategy SY108
« Reply #524 on: May 24, 2018, 04:00:39 pm »

+1 on BL's plan
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Proud Juraki/Cannalan/Kasgyr/Ertexite/Karikhitan/Nogranian/Aratam Engineer.
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