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Author Topic: Ertex Design Bureau - Battle for Aljadid - Strategy SY108  (Read 48465 times)

piratejoe

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #60 on: November 20, 2017, 04:09:29 pm »

Quote from: vote vox
EAF-X1.5-A "Ranger" Laser Rifle(1): Detoxicated
EAF-X1.5-B "LongWatch" Laser Rifle (0):
Armored ITC (1): FallacyofUrist
Optimal Power Pathing (3): Chiefwaffles, Blood_Librarian, Piratejoe
ESC-XLW1 "Rangefinder" Ship Laser Turret (0):
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Battleships Hurl insults from behind thick walls, Destroyers beat up small children, Carriers stay back in the kitchen, and Cruisers are a bunch of tryhards who pretend to be loners.

Blood_Librarian

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #61 on: November 20, 2017, 04:57:54 pm »

We do not have missiles, and I dont think our soldiers will be able to survive the sudden stop at the end of the road...
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if you want something wacky
Quote from: ChiefWaffles, MAR Discord
I continue to be puzzled by BL's attempts to make Aratam blatantly evil

TheFantasticMsFox

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #62 on: November 20, 2017, 07:26:16 pm »


Quote from: vote vox
EAF-X1.5-A "Ranger" Laser Rifle(1): Detoxicated
EAF-X1.5-B "LongWatch" Laser Rifle (0):
Armored ITC (1): FallacyofUrist
Optimal Power Pathing (4): Chiefwaffles, Blood_Librarian, Piratejoe, TFF
ESC-XLW1 "Rangefinder" Ship Laser Turret (0):
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Urist Mc Dwarf

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #63 on: November 20, 2017, 07:55:57 pm »



Quote from: vote vox
EAF-X1.5-A "Ranger" Laser Rifle(1): Detoxicated
EAF-X1.5-B "LongWatch" Laser Rifle (0):
Armored ITC (1): FallacyofUrist
Optimal Power Pathing (5): Chiefwaffles, Blood_Librarian, Piratejoe, TFF, Urist Mc Dwarf
ESC-XLW1 "Rangefinder" Ship Laser Turret (0):

NUKE9.13

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #64 on: November 21, 2017, 04:23:43 am »

Revision: Optimal Power Pathing
By spending time increasing our knowledge of the new quantum nanostructures and the exact ways in which their behavior manifests, we should be able to greatly optimize their structure. We're effectively forcing the electricity to go where we want it to. We just need to guide it along its path. Arranging the individual NQ Capacitors to work with the new structures also helps reduce the size taken.

Ideally, this revision should greatly decrease the space taken by the new structures, resulting in an extreme increase in effective power storage in all NQC devices.
TL;DR: We have the core concept behind Power Pathing down, now we just need to refine it to actually work.
Optimal Power Pathing (Easy): (1+2)+1=4: Below Average
Well... they work better than before. Delegating the work of designing new nanostructure patterns to teams of hapless students has yielded hundreds of unworkable designs, dozens of inefficient ones, and one that actually works better. Not much better, but still.
The new pattern, called the Escher Layout, is as confusing as the name suggests. Nanoscopic wires crisscross each other in ways that seem to defy the laws of physics. Entire sections are disconnected from the rest of the system, yet the whole thing stops working when they are removed. In the presence of sufficiently strong magnetic fields, the current will flow backwards, for reasons we don't understand.
And it 'only' takes up 50% of the space in a cell, doubling the capacity.

This naturally also doubles the 'ammo' of the Ranger.



Well, that year could've gone better. It could also have gone worse, I suppose.
Planning for the D Mission continues. A team of scientists have been chosen to accompany the expedition, following fierce competition- everyone wants to be the first to catalogue the alien planet. Concerns about the safety of the brightest minds of our generation mean that funding for weapons development remains as high as ever.
It is now the design phase of SY97. Ertex is counting on you!
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Long Live United Forenia!

Chiefwaffles

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #65 on: November 21, 2017, 07:37:10 am »

[internal screaming]
It's okay.
It's okay.
It's okay.
it's okay

Design: EAF-X2 "Raider" Laser Rifle
The Raider Laser Rifle WHICH WE'RE SURE OUR ENGINEERS WON'T MESS UP ON is a highly refined version of the Ranger, and is largely a set of many smaller improvements for a net gain more than the sum of its parts.

The first set of improvement is the "laser bits" - a term actually coined by our leading technical engineers. By taking a good luck at our notes made through the creation of the Ranger, what we've learned about lasers in the process, taking a mild glance at the Escher Layout notes and seeing how we could apply some lessons learned from the executed engineers to the laser, we should be able to decrease inefficiency, notably improving the power of the laser versus the power taken from the magazines. We can't break the laws of physics (yet), but we can make the ratio of power in:out inch closer to 1. We also turn the "laser power" dial inside the gun up a fair bit and the "pulse timer" dial down a bit.
All together, this means that the Raider should fire a shorter, more powerful beam (for a bit more damage and) for a bit less power and even fit a few more shots in its "magazine". Hopefully increasing its effectiveness beyond the point of "niche gun" and well past primitive kinetics.
These improvements should also have the intentional side effect of notably decreasing bulkiness. We're okay with the Raider being considered relatively bulky, but it should be easily usable by everyone who will be holding a gun. The Raider should be our mainstay rifle. Powerful. Easy to use. Rechargeable ammo. Near-perfect stealth. Perfect accuracy. Great range. A civilized weapon.


Now, because these things should all be easy, we have the time to incorporate some other minor changes.
1.) A (hi-res) digital counter outlining the state of the NQ Cells, every part of the gun, and more importantly in big bold (stylistic) text - the amount of pulse shots left/beam time remaining.
2.) White paint. Because it really just fits, y'know? (Only if this doesn't actually hurt us - like anticamo - if we do this)
3.) Holographic Sights. Turns out that very specific uses of the Escher Layout in ways vaguely similar to various light-emitting devices creates holograms. Our engineers thought this was silly. Well, they're executed WRONG and we have made cool simply primitive holographic "iron" sights. Basically they're little holographic circles floating above the gun that, in addition to being WAY COOL, should be notably better than regular ironsights.

TL;DR: A competent, mainstay laser gun. More power, bit more effective "ammo", and it gets aforementioned "more power" done with a smaller pulse so it's more like a regular gun. (Beam time would go down probably, but effective damage for that total beam time and effective "ammo" should both go up hopefully). Less bulky. Cool digital status indicator + ammo counter. White paint. HOLOGRAPHIC SIGHTS.
TL;DR TL;DR: The Ranger is a niche weird sniper rifle. The Raider is just a gun that's better in every way hopefully usable by our infantry. And since it's just a collection of individually really easy changes it should hopefully be Easy.
TL;DR TL;DR TL;DR: Ranger = niche sniper rifle. Raider = better infantry rifle (that's also better at sniping). Holographic sights.



Also, here's a possible fusion reactor design. I'd imagine other people have better ideas on how to do this than me, so please post other concepts for Fusion designs or give me a ton of feedback for this one.
Design: Nuclear Fusion "Skylight" Reactor

The Skylight reactor's purpose is quite obvious - to create a viable fusion reactor. We're only shooting for "it works here." Anything beyond that, especially ship reactors, is merely an unexpected but hopeful bonus. Ultimately, its design is most similar to the Tokamak concept commonly chased on Earth prior to our departure.

Really, the Skylight gains from two main advantages compared to its failed predecessors:
1.) Funding & Dedication. Earth was a chaotic place with many nations and many interests all competing, and fusion research often got caught in the crossfire. By focusing the combined resources, time, and effort of our colony on fusion power generation, we should get much more done in much less time.
2.) Escher Nanostructures. We believe that we can effectively replicate a room-temperature superconductor by strategically aligning Escher Nanostructures on a larger scale with the pure goal of conducting electricity without resistance. No wire, no resistance. Pretty simple. These do have a tendency to flow current backwards under strong magnetic fields (which will occur), but if that's a problem then fixing it should still be much easier than the extra effort required if we had to use non-room temperature superconductors like a bunch of barbarians.

TL;DR: Make a Tokamak fusion reactor. We don't expect (but hope) it to work perfectly as a ship reactor - we just need the theory down. The "gimmick" is that we use Escher Nanostructures (power pathing) as room temperature superconductors. Like I said in t he  design - "no wires, no resistance".
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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!

Detoxicated

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #66 on: November 21, 2017, 09:50:43 am »

Quote
Nuclear Fusion "skylight" reactor (1): Detoxicated
psychohistoric principle
By applying quantum theory to psychological anfsociological fields and . atistics we are able to precisely predict movements within our society. By applying these  theorems we can easily control our public and trim them to more efficiency and it lays the groundwork to eventually predicting enemies fleet movement.
« Last Edit: November 21, 2017, 09:58:35 am by Detoxicated »
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FallacyofUrist

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #67 on: November 21, 2017, 11:21:54 am »

Quote
Nuclear Fusion "skylight" reactor (1): Detoxicated
Psychohistoric Principle: (1): FallacyofUrist

Enough with lasers and energy, we need some sort of variety! Some super weapon! And if it's not catgirls, it may as well be Psychohistory!
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

sprinkled chariot

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #68 on: November 21, 2017, 12:35:08 pm »

hypnoindoctrination

By showing special footages full of hidden imperatives, we make our soldiers and civilians loyal to regime to the point of fanaticism

EIB

We create vertex intelligence bureau to fulfill
 various tasks like infiltrating enemy governmental agencies, suppressing unrest and performing assassinations of enemy leaders

ertex - 1 armoured suit

By adding armour to space suit frame and integrating servo motors to ehnace user strength our engineers increased life expectancy on the battlefield above 5 minutes and negated bulkyness of our laser weapon designs

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Chiefwaffles

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #69 on: November 21, 2017, 03:33:34 pm »

I don't really think we have time for that just yet, Fallacy.
Right now the majority of our infantry will still be completely unequipped for combat and we have zero ships. Knowing what the enemy's going to do won't be useful until we can fight the enemy at all. In my opinion, we should wait until we have working infantry weaponry and ships (hence fusion reactor) until we branch off to other things. And no, the Ranger isn't really a working infantry weapon since for standard use, it's worse to kinetics in practically every way. It's only good for kind of sniping, anti-vehicle roles, and kind of stealth (but not the mobile kind because 15kg) right now.
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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!

Khang36

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #70 on: November 21, 2017, 03:57:14 pm »


Quote from: vote stuff
Nuclear Fusion "skylight" reactor (1): Detoxicated, khang
Psychohistoric Principle: (1): FallacyofUrist

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Detoxicated

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #71 on: November 21, 2017, 04:22:44 pm »

I don't really think we have time for that just yet, Fallacy.
Right now the majority of our infantry will still be completely unequipped for combat and we have zero ships. Knowing what the enemy's going to do won't be useful until we can fight the enemy at all. In my opinion, we should wait until we have working infantry weaponry and ships (hence fusion reactor) until we branch off to other things. And no, the Ranger isn't really a working infantry weapon since for standard use, it's worse to kinetics in practically every way. It's only good for kind of sniping, anti-vehicle roles, and kind of stealth (but not the mobile kind because 15kg) right now.

I totally agree with chiefwaffles here, but I would like to see psychohistory done as soon as we have a standing infrastructure. The abilities we might gain through this field of science can be applied to all aspects of our war, as we can use it to find out about the enemy and also to reduce problems on our producing side of the afair. Technically speaking I see the possibilities to get +1 in all areas through this technology if we came to the creation of a psychohistoric institute.

So i say we get our infrastructure going and then get the branch of psychohistory, the branch of Cybernetics, and the branch of psionics.

Cybernetic HUD
This brain implant gives its useer a battle HUD which marks enemies and is connected to the weapon allowing aim manipulation for better results. The HUD shows Goals enemies and friends, as well as targets to be protected or to kill.

Binaural Brain Wave Manipulation
Through the use of Binaural Beats, meditation, and enhancement drugs we are able to increase or decrease brain activity in certain areas. The first stage of this wide ranging research field attempts to increase alertness, awareness and reflexes by using the aforementioned means.



I believe if we use these three branches we can easily interwave them efficiently creating a vast arrangements of boons and abilities we gain for our troops, and possibly even space maneuvering as well. Furthermore we can totally branch out from there and can go crazy.
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Chiefwaffles

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #72 on: November 21, 2017, 08:02:40 pm »

I prefer the Raider since I feel like we need to solidify our infantry advantage first, but I'm also voting (again - lemme know if anyone doesn't like multiple votes from same person) for the Skylight in order to give it a better lead.
If someone votes for the Raider I'll take my vote off of the Skylight.
Quote from: stuffed votes
Nuclear Fusion "Skylight" reactor (3): Detoxicated, khang, Chiefwaffles
Psychohistoric Principle: (1): FallacyofUrist
EAF-X2 "Raider" Laser Rifle (1): 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!

sprinkled chariot

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #73 on: November 21, 2017, 09:54:29 pm »

+ 1 to Skylight generator, as powerful generators for ships and land installations open us to all kinds of laser shenengians + lots of cheap energy is something good for our economy
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Blood_Librarian

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #74 on: November 22, 2017, 12:43:10 am »

Quote from: stuffed votes
Nuclear Fusion "Skylight" reactor (3): Detoxicated, khang, Chiefwaffles
Psychohistoric Principle: (1): FallacyofUrist
EAF-X2 "Raider" Laser Rifle (2): Chiefwaffles, Blood Librarian


There are three pressing things I have in mind.
1. Space Elevator.
2. Fusion Reactor.
3. Orbital Presence

We need to get these things accomplished somehow!
« Last Edit: November 22, 2017, 01:08:48 am by Blood_Librarian »
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if you want something wacky
Quote from: ChiefWaffles, MAR Discord
I continue to be puzzled by BL's attempts to make Aratam blatantly evil
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