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Author Topic: Ertex Design Bureau - Battle for Aljadid - Strategy SY108  (Read 48504 times)

Blood_Librarian

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #180 on: November 28, 2017, 12:50:02 pm »

I am placing my vote onto the Athena Tactical network on the condition that Waffles changes the description slightly to include the future use of sensor drones in the description, as a preclude to another design.

Quote from: Moat BOx
Quantum Gravity (1): Chiefwaffles
"Athena" Tactical Network (3): Chiefwaffles, Happerry, Blood_librarian
"Hephaestus"-class Plasma Window Shielding Array (0):
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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #181 on: November 28, 2017, 03:41:47 pm »

Quote from: Moat BOx
Quantum Gravity (1): Chiefwaffles
"Athena" Tactical Network (4): Chiefwaffles, Happerry, Blood_librarian, 3_14159
"Hephaestus"-class Plasma Window Shielding Array (0):
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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #182 on: November 28, 2017, 04:38:39 pm »

The Ertexian culture is ruled by the council. The council is made up of 13 chosen for a lifetime people coming from different ranges of life. Each position is reserved to a specific socioeconomic group. The groups represented in the council are groundforce, spaceforce, robot scientists,  physical scientists, biological scientists, merchants, chemists, doctors, artists, philosophers, musicians, athletes. They create new laws but these laws have to be ratified by a people chosen parliament which can also force the council to adress issues they dictated.

The national values are: wisdom, aesthetics and rational thought.

All basic needs like shelter food medicine energy and education are entirely free for all people. However luxury goods and goods can and have to be bought. Individualism is highly regarded by the government as it likes to uplift worthy individuals to give them the place they deserve. Many social programs to scout and to hone such talents are paid for and individual Ertexians often take use of their right to organize themselves. The government and the ertexian ngos have a trustful relationship and alot of the costs the government would have to provode if otherwise, are held back by the many organizations that take care of social issues.

The academies of ertex have a tradition to pursue a path of cooperation with one another. By valueing the traits of the other researching eyes the critical mass of intelligence increases exponentially. This is portrayed in their way of honoring succesful researching teams. These teams have to choose a name for their group and are regarded all together. Usually they are mixed up after so earning more of these badges will grant you individual honor.

The ertexians love the natural world and name their gadgets after animals. Several major organizations hone the arts and music and thus artists are often used as inspirational sources for scientists. Due to their value of arts and sciemce the ancient greece and its myth are an often used trope in many design and naming processes. It goes as far that architects attempt to give the classical style of greece a modern face
Religion is a personal issue for Ertexians and it is more common to belong to a group of one of the dofferent morality codes than to belong to one of the several religion.

The ertexian does not like dogma, but instead passionate creativity. Thus its people assemble quickly and their style often changes and develops within few years.
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Chiefwaffles

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #183 on: November 28, 2017, 05:14:29 pm »

Ah... this is awkward.

Ertex: The Enlightened Bureaucracy

Here at Ertex we’ve long since abandoned the more primitive ways of our relatives on Earth.

The enlightened bureaucracy, a way of referring to our new form of governance, is surprisingly not particularly bureaucratic. It’s simply a process in which we find the best individuals to operate our government. A process designed to ensure a smoothly running government best representing its citizens while being able to respond to any crisis. The process was first implemented SY 10, when the colonial charter's mandated leader "voluntarily" stepped down. After the very peaceful rebellion discussion, a stop-gap measure was put into place to choose a small group of people to lead Ertex. Little did they know that this method would be refined over the years to eventually become the pride of Ertex.

Ertex is essentially ruled by Consuls. The Consul of Military, the Consul of Civics, and the Consul of Innovation. Together, they rule Ertex in a fashion Quillus can’t hope to imitate.
Beneath the Consuls lie Magistrates. Individuals advised by the Consuls with significant control over different aspects of their branch. For example, the Magistrate of Fleet Operations under the Consul of Military handles the bulk of operations of Ertex’s fleet.
The populace actively participates via routine and extensive option polls securely and digitally delivered to every citizen. While the government isn’t required to heed these polls and is encouraged to take the path its leaders see as the best possible, it provides valuable data for how to best run the government and for the choosing of new officials. However, they only elect local and planetary governors, which have a relatively minor role in Ertexian governance.

Consuls aren’t elected or chosen. Complex procedures and systems decide the next Consul, based on their activity, personality, the current poll regarding public opinion (though this isn't the biggest factor), and more. Consuls are also selected to be compatible with each other while different enough to encourage more efficient and intelligent operation of the government - they'll be different enough to encourage debate and thought over different approaches, but ideally similar enough to allow for a cohesive single administration. Magistrates are selected in similar ways, though the current Consul that the magistrate would be under has a significant - not absolute - say in the process. Of course, there are many below the Magistrates and below those below the Magistrates - the same process applies but yields further to higher-up input as it goes down, eventually resulting in straightforward appointments at the lower levels. Governors of cities and other small areas are directly elected by the people (though the candidates are chosen by a less-intense form of the system choosing Consuls), and planetary governors are chosen through cooperation with the Consuls and local governors on the particular planet. There's an absolute term limit of 10 years for any one administration, but it can be automatically judged that public opinion has notably shifted from the view of the current administration, causing the process to be started again.
This ensures the Consuls represent public opinion, yet don’t succumb to the tyranny of the majority and are chosen for their ability to enact the public opinion. Though after a minor armed uprising intense public petition, it is possible for a very large majority of the population to force a new administration to be put into place via a very publicized and scheduled vote.

The Consul of Innovation covers technology, utilities, technological infrastructure, and much more. Civics cover public essentials and guaranteed services, regular infrastructure, general citizen services, and most of the immediately civilian-facing responsibilities. The Military role is obvious. Criticisms do arise that the responsibilities of these different Consuls can be confusing as they're organically grown according to demand and that supposedly disputes regarding responsibilities between Consuls can occur, but Ertex would never be disrupted by such trivial flaws!


The Consuls rule from the Spire, a relatively recent project - construction on it had first started on the 50th anniversary of our landing on Ertex. The Spire actually only officially finished construction 10 years ago (though it was functional as the capitol of Ertex long before official completion) and is perhaps the largest single project undertaken by Ertex to this day. But it's been here long enough to become a symbol.
Typically, citizens use the term "Spire" to refer to the general overall administration at the time. The Spire is a large building in the center of the capital city. A tall, well, spire with many skywalks to other parts of the city at many levels, and a well-kept (small - it’s in a city) lawn decorated by the most well-known artists of Ertex commemorating events and persons in Ertex's history as well as fountains, amenities, pavement, and grass. The “lawn” is intended as a gathering place for the people of Ertex as well as a community center for the city. Just last year, for the centennial anniversary of Ertex's founding, a grand new sculpture was unveiled in a public ceremony.
The spire is gleaming white, covered with glass windows. As it rises and grows thinner, instead of simply sloping up, greenery dots the walls above larger levels, making the Spire appear lush and vibrant. The Consuls inhabit the ground floor, to represent their equality with the people. At night it seems to subtly shine, representing the everlasting brightness of Ertex. Every level is accessible to the people - no one is too lowly for society!
The majority of the government of Ertex is centralized at the Spire, with regional governors (other than those for the capital and Ertex) located in smaller capitals wherever they govern. Extensive computer systems and connections to the rest of Ertex allow for our government to be constantly informed and ready to act. The already well-known Design Bureau, largely responsible for the overseeing of civilian infrastructure prior to the war, is located in the Spire. Consuls largely govern from their office using the communications network to instantly communicate their decisions and policies with the rest of Ertex, and while they do make occasional public appearances, they largely leave PR and communications to subordinates; this ensures that they spend most of their time ensuring Ertex remains prosperous.


Remember that these should be posted in the Core thread, so we should probably do some coordination on what to post there beforehand.
« Last Edit: November 29, 2017, 03:37:01 pm 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!

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #184 on: November 28, 2017, 05:54:31 pm »

Many aspects strike similarily. More lenience and some democracy would be liked chief.
We could easily add more consul types maybe with the ministries you mentioned befprehand. Personally i like your description but alone the circumstances of libum show we are not so buerocratic in nature. At least in the sense as we know beaurocracy nowadays. Also i feel our naming is not represented well chief

Id say we blend the ideas because i wanted to go for technocratic individualistic and you want technocratic style of government.

also fallacys version doesnt go against ours so incorporate that as well.

Edit: Anthem
glorious ertexians. Glorious ertexians
Tending to ouir garden on ertex
united we stand and united we work
to create a better world
united we stand and united we work
for peace and prosperity,
Thought and ingenuity
glprious ertexians
« Last Edit: November 28, 2017, 06:00:44 pm by Detoxicated »
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Blood_Librarian

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #185 on: November 28, 2017, 09:39:17 pm »

I'm thinking of doing a flag, how about 2 white stripes on a dark blue background with stars?
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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #186 on: November 28, 2017, 09:41:03 pm »

Technocratic symbols instead of stars
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Chiefwaffles

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #187 on: November 28, 2017, 11:38:00 pm »

Detoxicated, I want it to be clear that the government isn't a giant bureaucracy. It's as much a bureaucracy as any other standard government - I just felt that "Enlightened Bureaucracy" best described the particular method of choosing Consuls and other positions. I'm trying to go for something a bit more unique, not a technocracy or democracy. While technology kinda gets its own branch in Enlightened Bureaucracy, the Consul of Innovation handles everything from military R&D to integrating technology into civilian life to creating regulations surrounding the use of any technology to just general utilities.
For example, Fallacy's fusion monopoly subsidization would likely be put under the Consul of Innovation, as they'd be the ones managing power utilities.

I mostly just want to avoid the technological saccharine utopia. The Enlightened Bureaucracy is novel yet avoids being a stereotypical utopia. I want a realistic government. Experimental and based on different ideals, sure. But realistic. While also avoiding traditional extremes like libertarianism/socialism/communism/fascism/whatever. Ertex was founded 100 years ago, after all.

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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!

NUKE9.13

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #188 on: November 29, 2017, 04:25:46 am »

Design: "Athena" Tactical Network

By heavily revising the Cerberus system and having it link to other ships' systems, we can create an efficient tactical network. We're lucky to have experience in the concept of automatic combat computers and knowledge of our misteps and pitfalls in the area so we can avoid them this time.

The Athena Tacnet is a robust system. It represents the combined computer systems and data from an entire fleet. Every ship in the area will automatically transmit all relevant sensor data (even if we only have radar currently) to other ships. Their computer systems will work almost as one giant system in order to process this data and the applications of it. As future ships and types of sensors get developed, they can easily be integrated within the Athena tacnet.
The first benefit of note is near-complete tactical awareness. A very cool display in the bridge of all our ships (including the Cuttlefish)  will display the cumulative sensor data and any relevant intelligence gleaned by Athena on a "map" of the local space. We should also raid inspect Moira's residence to see if she has any COOL HOLOGRAPHIC TECHNOLOGY that would be really cool but impractical to spend any actual effort on.

The second benefit is automation. Athena, being based on Cerberus, controls the ships' weaponry directly without human interference. This allows Athena to use the turrets to the most-up-to-date intelligence and reaction time afforded by such an advanced system; that a human could never hope to achieve. Athena can glean important tactical information thanks to impressive, almost learning, inner programming, and the linking of our ships' computers and by using this to compile all the individual details it can sense into something useful. Using this information, it accesses the ships' weapon systems in order to best utilize them according to tactical data. Athena will use the systems that it can access in order to ensure the best possible outcome. Any intelligence processed by Athena but not readily apparent to humans will be automatically displayed on the Tactical Map in order to aid decisionmaking, even if the bridge crew isn't involved in turrets.


Athena should greatly improve our combat effectiveness, regardless of the ship. No matter what weapons we wield, we should use them to the best of their ability. Athena ensures that this will happen. Furthermore, Athena also cuts out a lot of human middle manning - such as any management of weapons at all. We can build on the lessons learned from Cerberus and more here. We're not trying to make an AI or anything close to it. Athena will be a robust computer system, but nowhere remotely near an intelligence.
TL;DR: Create a unified tactical network for all the ships in a fleet to automatically gather and compile sensor data, glean extra intelligences (like location of hidden ships based on patterns, weak spots, blind spots in their weaponry, the most important targets, etc.) for use by both itself and the human crew, eliminate the middle man in situations such as firing weapons, greatly improving speed + accuracy, and just generally manage weapons systems according to its intelligence for improved effectiveness. Not trying to be an AI.
"Athena" Tactical Network (Easy): (3+3)+1=7: Superior Craftsmanship
Athena really isn't a massive step up from Cerberus, techwise. She's just substantially more well made.
Securely encrypted intership communication and robust onboard computers integrate seamlessly with any sort of sensor you care to plug into the system. Currently, that only consists of our basic radar, and visuals. Since the system would be a bit lacking with only the basic radar, we put a little bit of effort into souping it up- our radar is now slightly more effective.
Athena can easily distinguish between enemy ships, friendly ships, and pieces of rock- and with basic learning abilities, will quickly integrate new information into herself, meaning the appearance of an unidentified ship will not faze her for long. She relays all this information to the crew through a basic holographic projector*, allowing them to pick priority targets for her to fire on (though she will attempt basic threat analysis herself without input, and choose targets based on that).
Her targeting abilities are exceptional, and we predict that her accuracy against Odin-esque targets should be around 90% (at medium range), and about 66% against the smaller and faster Lokis (which compares very favourably to the Cerberus System). She can also coordinate fire from multiple ships/turrets to 'box in' more agile foes, leading to all-but guaranteed hits.
She also has a nice voice and artificial personality- not anything like actual AI, but it raises the morale of the crew somewhat to hear Athena talk.

*We checked in with Moira Libum to see if she had any holographic technology. She was asleep at the time, and remained so for the 18 hours we spent poking around her home. We found nothing useful for us on this occasion. Fortunately, the local library was more forthcoming, and we were able to throw together a primitive system.

Athena costs nothing to install on a Cuttlefish, though a brief refit at Ertex will be required.



It is now the revision phase of SY101.
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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #189 on: November 29, 2017, 04:47:15 am »

In my lqnguage technocratic means a government dictated by science.
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Chiefwaffles

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #190 on: November 29, 2017, 05:01:49 am »

Detoxicated:
Right - and I don't want that. It's just so... done over, in my opinion.


Revision: Hephaestus Synthesis

The island of stability, long theorized but never quite reached. Home to many materials with nebulous properties. The problem? Simply a lack of knowledge and effort in the field.
But guess what R&D bureau has extensive experience in easily manipulating particles the size of electrons and multiple years of designs in the field of quantum mechanics? And nuclear reactions that could be utilized to generate these theoretical elements? And new previously-“impossible” nanotechnology such as the Picasso pattern dealing with things extremely relevant to synthesizing this stuff?
The Ertex Design Bureau!

So we use the relevant theoretical knowledge regarding the island of stability from Earth combined with our extensive experience in the relevant areas in order to begin synthesis of a superdense material (hopefully with properties that make it even better as armor) for immediate use as armor in the Cuttlefish. As most of the revision is applying our massive quantity of relevant experience/knowledge to synthesizing the elements, the complexity of the armor itself and thickness is not important. Just enough to make it so Cuttlefish aren't fish in a barrel. We can come up with more complex applications of the stuff later. Worst case scenario, we drop the armor plating idea entirely to focus on synthesizing the element.

TL;DR: We have extraordinary experience and know-how in areas related to the frequently-theorized-about Island of Stability. Combine these two to make a new material for use as armor, and spend a bit more than a token effort on putting it on the Cuttlefish.

Quote from: lotso votes
Hephaestus Synthesis (1): Chiefwaffles
Armor was said to be the reason our ships lost. Having tissue paper hulls is pretty bad. Luckily we have a possibility we can apply a ton of experience to.
« Last Edit: November 29, 2017, 10:59:51 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!

piratejoe

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #191 on: November 29, 2017, 05:44:02 am »

Quote from: Notso many votes
Hephaestus Synthesis (2): Chiefwaffles, Piratejoe
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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.

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #192 on: November 29, 2017, 06:18:23 am »

Guys could you join propaganda discussion pls.
Chief so how can we agree or are you unwilling to move from your position?
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Blood_Librarian

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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #193 on: November 29, 2017, 06:55:10 am »

I like Waffles post on the government style quite a lot. The anthem you wrote seems a little iffy, I can't quite put my finger exactly why though I'l probably write a more detailed post later.

Revision: Emergency Manuvering Thrusters

Modifying the Thruster systems on the cuddle fish and emplacing externally mounted pods has resulted in an advanced Magnetoplasmadynamic Thrusters that allow the ship to maneuver in high G patterns designed to throw off the aim of the Mass drivers, or reduce blows from critical to merely glancing. the thrusters are to direct the ship so that the main thruster can assist in the maneuvering with kick bursts of thrust by the main engine, resulting in a much more agile, and harder to hit ship.

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Hephaestus Synthesis (2): ChiefWaffles, Pirate joke
Emergency Maneuvering Thrusters (1): Blood Librarian
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Re: Ertex Design Bureau - Battle for Aljadid (An Arms Race Game)
« Reply #194 on: November 29, 2017, 07:03:46 am »


The idea for island of stability materials came, when i proposed it in discord, from the schlock mercenary webcomic, where they have those supermaterials(called post-transuranics there) far superior to anything conventional.
Making them would also open possibilities of enhancement pretty much everywhere.

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Hephaestus Synthesis (3): ChiefWaffles, Pirate joke, Andrea
Emergency Maneuvering Thrusters (1): Blood Librarian

Librarian, MPD thrusters are a terrible choice for that. They get away with it only because they rolled so well that they got beyond THEORETICAL performance. Basically, they are breaking physics as we know it already. A better choice to not rely on super rolls is better chemicals, or thrust vectoring on main engine.
« Last Edit: November 29, 2017, 07:36:22 am by andrea »
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