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Author Topic: Ertex Design Bureau - Battle for Aljadid - Strategy SY108  (Read 48487 times)

Khang36

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #150 on: November 26, 2017, 05:29:03 pm »


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Nanostructured Streamlined Spacesuit "Michelangelo" (1): Detoxicated
EAF-X4 Enhanced mobility unit (2): joha4270, Happerry
Triplet-class weapon system (3): Andrea, Chiefwaffles,khang
Pulse Repeater (1): Chiefwaffles
Targeting Computer (0):
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Urist Mc Dwarf

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #151 on: November 26, 2017, 05:53:56 pm »



Quote
Nanostructured Streamlined Spacesuit "Michelangelo" (1): Detoxicated
EAF-X4 Enhanced mobility unit (2): joha4270, Happerry
Triplet-class weapon system (3): Andrea, Chiefwaffles,khang Urist Mc Dwarf
Pulse Repeater (1): Chiefwaffles
Targeting Computer (0):

Happerry

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #152 on: November 26, 2017, 09:14:06 pm »

Personally I think that weapon strength will probably be more important then accuracy in the first rounds, it's not like it's likely anyone has made a radar jammer or stealth armor or anything yet, and we don't have any big long ranged lasers to take advantage of extreme range sensors anyway.

Quote
Nanostructured Streamlined Spacesuit "Michelangelo" (1): Detoxicated
EAF-X4 Enhanced mobility unit (2): joha4270, Happerry
Triplet-class weapon system (3): Andrea, Chiefwaffles, khang, Urist Mc Dwarf
Pulse Repeater (1): Chiefwaffles, Happerry
Targeting Computer (0):
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GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Chiefwaffles

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #153 on: November 27, 2017, 12:19:03 am »

Revision: Cerberus-class Weapon System

We've greatly enhanced our general technology surrounding lasers, but we still aren't taking advantage of it. The three AX3 spears utilized by the Cuttlefish are practically glorified Raiders glued onto the hull. They're underpowered and just generally not a good weapon for a ship; they've been improved by general-use laser tech upgrades, but the fact that they were designed as an afterthought in a design with much bigger problems still shows.

By linking all three weapons to the ship computer, we create what we call the Cerberus-class Weapons System. Named for the three-headed hound of greek mythology, Cerberus is a small list of basic yet impactful improvements:
1.) We have firing data go straight from radar (w/ IFF which we already have) -> Cerberus instead of humans, easily cutting out a middle step and allowing our turrets to acquire targets and fire much faster as they don't have to constantly wait for human input.

2.) Cerberus does some basic calculations to make optimal usage of the cannons - basic flight paths are predicted and fire from as many cannons as possible is focused on single targets.

3.) We add multiple Picasso Emitters to the AX3 Spears - calling them AX4 Spears with this improvement - and stagger the firing, as we experimented with in the Picasso design. Taking up more space was the only problem then (and perhaps power) but space isn't much of an issue when dealing with space in this way (and we have a greatly underutilized fusion power plant). The AX4 Spear should be able to fire consistent beams that do a lot of damage thanks to the greatly increased rate of fire for pulses, and the fact that pulsed beams are simply the best way to deal with armor using lasers. This is the most important (and hopefully easiest - as according to the last design report, "Of course, it is possible to stagger Picasso Emitters such that their emissions overlap, but that does take up more space." Meaning that space - not a problem here - is the only issue with doing so; there shouldn't even really be any engineering or technological challenge!) part of the revision.


TL;DR: Feed targeting data directly to turrets, have them automatically focus fire + predict basic flight paths, and implement multiple staggered Picasso emitters in the AX3 Spear (now called AX4 Spear) as detailed in the Picasso design result. Basically Andrea's revision but with the staggered Picasso emitters instead of upgraded laser and sensor range.

Quote
Nanostructured Streamlined Spacesuit "Michelangelo" (1): Detoxicated
EAF-X4 Enhanced mobility unit (2): joha4270, Happerry
Triplet-class weapon system (3): Andrea, khang, Urist Mc Dwarf
Pulse Repeater (2): Chiefwaffles, Happerry
Targeting Computer (0):
Cerberus-class Weapon System (1): Chiefwaffles
Switching my vote from Triplet-class to Cerberus-class. I think we should focus on making our spaceship weaponry more than glorified rifles glued to mounts on the hull.
« Last Edit: November 27, 2017, 12:30:20 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!

Khang36

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #154 on: November 27, 2017, 12:20:50 am »

Quote
Nanostructured Streamlined Spacesuit "Michelangelo" (1): Detoxicated
EAF-X4 Enhanced mobility unit (2): joha4270, Happerry
Triplet-class weapon system (2): Andrea, Urist Mc Dwarf
Pulse Repeater (2): Chiefwaffles, Happerry
Targeting Computer (0):
Cerberus-class Weapon System (2): Chiefwaffles,khang
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joha4270

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #155 on: November 27, 2017, 07:06:10 am »

Quote
Nanostructured Streamlined Spacesuit "Michelangelo" (1): Detoxicated
EAF-X4 Enhanced mobility unit (1): Happerry
Triplet-class weapon system (3): Andrea, Urist Mc Dwarf, joha4270
Pulse Repeater (2): Chiefwaffles, Happerry
Targeting Computer (0):
Cerberus-class Weapon System (2): Chiefwaffles,khang
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andrea

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #156 on: November 27, 2017, 07:07:29 am »

I made a modification to my proposal. in the laser drilling industry, it seems that the standard is pulses separated by 20-200 nanoseconds, while our laser fires every nanosecond. Given the same power, our laser has less powerful pulses which is not an optimal situation. While waffles wants more but weaker pulses per second, I instead propose we get less but more powerful pulses per second,  increasing the interval to 50 nanoseconds between pulses.

The only concern here is that on a moving target subsequent pulses may not overlap perfectly. However, if we consider a target moving sideways at 100 km/s (which is extremely high, twice the solar system escape velocity from Earth, and we can assume they will not move eprfectly sideways all the time), then 2 pulses will hit at 5 mm from each other. If you think it is a lot because lasers are thin, consider diffraction. At space batte ranges, our lasers would be significantly wider than that, meaning they still overlap well.

NUKE9.13

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #157 on: November 27, 2017, 07:39:41 am »

while our laser fires every nanosecond
If I said that, it was in error. What I meant was, the time between pulses is measured in nanoseconds (as opposed to micro or milli).
...also, I may not've done enough research/thinking. If the standard is 20-200 nanoseconds, I probably should've said microseconds.
...I might have to retcon that.

E: In fact, I have retconned that. Sorry for the confusion. I really don't like doing this, but the alternative is me spending several hours researching every design before posting the roll results. It shouldn't happen very often.
« Last Edit: November 27, 2017, 07:44:12 am by NUKE9.13 »
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andrea

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #158 on: November 27, 2017, 07:55:31 am »

Well, with the new information it seems we have to boost the frequency of the pulses. So, Waffle's revision it is.


Quote
Nanostructured Streamlined Spacesuit "Michelangelo" (1): Detoxicated
EAF-X4 Enhanced mobility unit (1): Happerry
Triplet-class weapon system (2): Urist Mc Dwarf, joha4270
Pulse Repeater (2): Chiefwaffles, Happerry
Targeting Computer (0):
Cerberus-class Weapon System (3): Chiefwaffles,khang, Andrea

Detoxicated

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #159 on: November 27, 2017, 08:17:37 am »

Quote
Nanostructured Streamlined Spacesuit "Michelangelo" (0):
EAF-X4 Enhanced mobility unit (1): Happerry
Triplet-class weapon system (2): Urist Mc Dwarf, joha4270
Pulse Repeater (2): Chiefwaffles, Happerry
Targeting Computer (0):
Cerberus-class Weapon System (3): Chiefwaffles,khang, Andrea, Detoxicated
I think we should go down a mobility road rather than a heavy armor. We should probably invest more into space ships.
For design!
"Nautilus" Space Frigate
This spaceship is larger than the "Cuttlefish" It is more heavily plated and instead of only having three turrets this ship has twelve laser turrets. Three turrets are at the front snout of the Nautilus. The 6 of the turrets are placed on the top of the spaceship with 360° mobility. The remaining three are placed at the side and the back. The interiour is equipped with state of the art computer and reactor technology. There is three reactors on seperate locations of the ship. They can produce more nergy than the ship requires  so they are meant as auxillary energy devices, though the possibility to add more weapon systems is also given without adding further reactors.
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Blood_Librarian

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #160 on: November 27, 2017, 08:52:00 am »

A new ship should be rebuilt, as it is we are pushing limits with our old designs.

Quote from: Coat Box
Nanostructured Streamlined Spacesuit "Michelangelo" (0):
EAF-X4 Enhanced mobility unit (1): Happerry
Triplet-class weapon system (2): Urist Mc Dwarf, joha4270
Pulse Repeater (2): Chiefwaffles, Happerry
Targeting Computer (0):
Cerberus-class Weapon System (4): Chiefwaffles,khang, Andrea, Detoxicated, Blood Librarian
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Detoxicated

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #161 on: November 27, 2017, 09:06:06 am »

Yea I know, i posted it to think about until design phase!
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NUKE9.13

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #162 on: November 27, 2017, 09:36:07 am »

Revision: Cerberus-class Weapon System

We've greatly enhanced our general technology surrounding lasers, but we still aren't taking advantage of it. The three AX3 spears utilized by the Cuttlefish are practically glorified Raiders glued onto the hull. They're underpowered and just generally not a good weapon for a ship; they've been improved by general-use laser tech upgrades, but the fact that they were designed as an afterthought in a design with much bigger problems still shows.

By linking all three weapons to the ship computer, we create what we call the Cerberus-class Weapons System. Named for the three-headed hound of greek mythology, Cerberus is a small list of basic yet impactful improvements:
1.) We have firing data go straight from radar (w/ IFF which we already have) -> Cerberus instead of humans, easily cutting out a middle step and allowing our turrets to acquire targets and fire much faster as they don't have to constantly wait for human input.

2.) Cerberus does some basic calculations to make optimal usage of the cannons - basic flight paths are predicted and fire from as many cannons as possible is focused on single targets.

3.) We add multiple Picasso Emitters to the AX3 Spears - calling them AX4 Spears with this improvement - and stagger the firing, as we experimented with in the Picasso design. Taking up more space was the only problem then (and perhaps power) but space isn't much of an issue when dealing with space in this way (and we have a greatly underutilized fusion power plant). The AX4 Spear should be able to fire consistent beams that do a lot of damage thanks to the greatly increased rate of fire for pulses, and the fact that pulsed beams are simply the best way to deal with armor using lasers. This is the most important (and hopefully easiest - as according to the last design report, "Of course, it is possible to stagger Picasso Emitters such that their emissions overlap, but that does take up more space." Meaning that space - not a problem here - is the only issue with doing so; there shouldn't even really be any engineering or technological challenge!) part of the revision.


TL;DR: Feed targeting data directly to turrets, have them automatically focus fire + predict basic flight paths, and implement multiple staggered Picasso emitters in the AX3 Spear (now called AX4 Spear) as detailed in the Picasso design result. Basically Andrea's revision but with the staggered Picasso emitters instead of upgraded laser and sensor range.
Cerberus-class Weapon System (Normal): (3+1)=4: Below Average
As requested, we worked on the last item first; the newly christened AX4 Spear is a more powerful weapon, something we are not embarrassed to put on a spaceship. With all three turrets firing at max rate and the thrusters on full blast, the reactor struggles a little, but even then capacitor banks ensure the ship keeps going.
As for the Cerberus system... *cough*
Had it been the focus, it could've been a reasonable piece of kit. As it is, we kind of threw it together at the last minute. As a result, whilst it is capable of autonomous target acquisition, a human must confirm the target is a hostile every time. And it, uh, thinks a lot of things are potential targets. It requires several crewmembers working full time to deal with all the false positives. We completely skipped the flight path prediction, since that isn't really as relevant to speed-of-light weapons. The actual aiming and firing of the weapons is... slightly better than human.

The Cuttlefish is now no longer undergunned, and slightly more accurate up to Medium range (the radar doesn't really work at Long range).



It is now the Tactics Phase of SY100. Please list all the ships you want to build and what you want those ships to do.
Units are automagically equipped with all Cheap and weightless equipment, and will use them sensibly (so will not use the X100 on worlds with an atmosphere, even though they have them available).

Spoiler: Tech List (click to show/hide)


Spoiler: Production (click to show/hide)

Spoiler: The Map (click to show/hide)
« Last Edit: November 27, 2017, 11:50:30 am by NUKE9.13 »
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Blood_Librarian

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #163 on: November 27, 2017, 09:50:24 am »

Plan A- Orbital Domince

Produce 3 ITC's, 6 Cuttle FIshes.

Deployment of Cuttle fishes are as follows.

3 to D
1 to A,B,E.
We abandon G for now, and we only deploy  ITC"s as follows

1 ITC's to A
2 ITC's to D.
 
Each ITC holds the maximum number of soldiers. (Aparently 2)

THis years groud production is dedicated towards produce all the infantry equipment we can produce:
Each man will be equipped with a laser file and as much ammo they would prefer, with the option of holding a pistol, or two extra cells. Space suits will be produced for every man even if they are not gonna be going to space borne conflicts for the option of using it.

EDIT in light of the fact that ITC's can apparently hold twice as many men  then the original tactician had originally considered, ITC deployment has been modified (!) since the original posting. My original thought was that  if we took A, we would be on a stepping stone to C, which would let us potentially strike at there home world, and cause them to waste resources fighting off a false front. with the fact that ITCs hold two gorund units, I have adjusted it so that more transport head to D since that is the more lucrative resource, but considering that D is gonna be a constant warzone, A will let us strike at one what may potentially be a choke point in our favor.
« Last Edit: November 27, 2017, 12:27:25 pm by Blood_Librarian »
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I continue to be puzzled by BL's attempts to make Aratam blatantly evil

Detoxicated

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #164 on: November 27, 2017, 10:35:54 am »

Plan-A- orbital Dominance (1): Detoxicated
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