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Author Topic: Mad Arms Race - Aratam Design Bureau (Fall 1965 - Final Design Phase)  (Read 60677 times)

Chiefwaffles

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Re: Mad Arms Race - Aratam Design Bureau (Summer 1964 - Revision Phase)
« Reply #630 on: June 21, 2019, 07:26:07 pm »

Combat Report: Winter 1964

We did in fact get raided by the B.E.O.; absolutely no warning to any of our staff, and they made themselves quite at home taking and destroying select documents. So we don't know much about what exactly they take or did. However, we do think we know why they conducted the raid, thanks to some internal investigation of our own days before the B.E.O. arrived.

Andre Morth, the formerly mildly-insane Astral researcher who discovered Wadjet Branding, disappeared. Most likely on his own terms. He was working on unknown Astral research prior to his disappearance. His own covering up was pretty thorough, but we managed to recover some signs of what he was researching. Lucky for us we did this before the raid, as double-checking confirms the original sources to be taken or destroyed. In fact, everything related to Andre Morth is taken or destroyed. We just know from our own investigation that whatever he was doing, it was seemingly looking into the connection between death and the Astral.

The timing of his disappearance is no coincidence; he must have been tipped off about the raid. Maybe. We don't actually know. We know a lot, but the B.E.O. likes keeping us as well as everyone in the dark. We'll have to figure out this one for our own, if we even want to know.


Intrigue
Quote
Gather samples of any flora and fauna in the new Mountains as well as geological samples for continued investigation. What can we learn from this stuff? Can we figure out where it came from? Or when?

We've sorted the flora and fauna from the new Mountains into three categories:
1.) Native. Stuff that existed in the Mountains before, and should be there.
2.) Not native. Flora and Fauna that is recognizable and known, but has not ever been in the Mountains before the Tear and should not be in the mountains.
3.) Strange. Flora and Fauna that's just... off.

Geological investigation has shown a much more uniform consistency in the minerals than one could expect in mountains or any kind of geographical feature. It's odd enough to be well outside the bounds of just being a coincidence. A mountain with consistency this uniform is next to impossible to occur naturally.

But back to the mountain life. Humans are nonexistent, of course. There are no known survivors that were inside the Tear. We don't think any life that was in the Tear actually made it out, in fact. But rather, everything we see is completely new, created during or after the Tear. Most of the life here is native. It's what you'd expect. Moving on.
The non native life is perplexing. We consulted some people more experienced with botany for flora, and other similar fields. Most of the life does actually exist in mountains. Just not our Mountain range. The exact climate there doesn't fit the non-native life usually, hence the wilting plants and similar events.
Finally, the "strange" stuff. Technically, none of it is alive. Maybe at least still alive. Plants -- no animals -- that defy natural laws and convention. Lots of the plants in this category look like a frankenstein of other types of plants, usually from the prior two categories. None of the stuff we sampled is alive. We theorize that at least some of the plants were alive immediately after the Tear, but quickly died as they couldn't rationally live in the first place.

It's all interesting stuff. Strangely enough, by coincidence we matched some of our research with the recovered research done by Andre Morth pre-disappearance. And it's similar. Morth was researching the new Mountains as well in his time at the Black Chamber.


Spoiler: Designs (click to show/hide)

The Design Phase of Winter 1964 has begun.
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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!

Blood_Librarian

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Re: Mad Arms Race - Aratam Design Bureau (Winter 1964 - Design Phase)
« Reply #631 on: June 21, 2019, 08:08:18 pm »

RAP GUN (RECOMBINANT ANTI-MERETHIAN PLASMA RIFLE (RAP) (REVISED)
Quote
The RAP Gun is a weapon that consists of two seperate high-energy processes that allow an individual to fire bolts of plasma in rapid succession.

The entire weapon is made possible through a unique exploitation of an altered carbon structure: By processing the solid “base” carbon with several noble gases and a very high-energy recombinator, we have made a substance that is almost a room temperature superconductors, requiring “merely” ice-cold temperatures.

The resulting substance a liquid at room temperature. When the demand is required for a superconductor, a cryocooler will rapidly cool it in half a minute and allowing the magnetic launcher and excitation chamber to function with superconducting magnets. Superconductor “wiring” connects it to any of the user's battery systems as well as producing the magnetic fields for the launcher to work. Any heat issues are managed by an advanced thermal control system consisting of a steam release valve connected to a water cooler.

The advent of a superconductor has reduced what would be a vehicle sized emplacement to a wieldable weapon. The coolant system is designed for a high-temperature spike every second for up to 12 successive blasts before its components require a cooldown, or be ruined.

The main consumer of energy is the gamma-array node, the system that generates a burst of radiation that “ignites” the Synthoil charge and forces it to release a burst of hydrogen plasma. This Hydrogen Plasma is that siphoned very carefully into a delicate recombinant quartz bulb that acts as an insulator to the ultraviolet light it gives off, preventing it from damaging the magnetic launcher and the surrounding components.

The Magnetic Launcher then spins (like a spider, not a washing machine) the Hydrogen Plasma into a self-sustaining and amorphous “bolt”  of magnetically contained, weaponized plasma, and then ejects forward at rapid speed.



An excerpt from the battlefield operations manual summary

From trigger pull to ejection, the weapon should take about a tenth to half a second to fire, And it will then take a full second for the cryogenic system to leach the heat from the weapon to the heat sinks before the weapon is ready to fire again, simply hold the trigger and pay attention to the heat gauge. DO NOT DROP ON ITS TOP, this will shatter the insulation chamber and mandate a repair. The weapon is segmented into three separate parts: the battery pack, the Launch Tube and the Plasma excitation chamber. All systems will need maintenance after each engagement. The battery cell and Plasma excitation Chamber will need it’s consumable’s resources refueled.



We also cannot understate how scary this weapon is. Every single time it fires, it roars like an exploding transformer with the unforgettable sound of a chemical factory churning and bubbling until the half second later where it’s plasma bolt is out of the gun and a vent of steam comes out. The sonic blast easily rivals that of a firearm, but with a loud, eerie tonal ringing like a bell as the magnetic weave keeps the plasma contained until it collides. There are six different switches that an individual has to turn on when the gun is put to deployment, first activating the master power, oil-intake, and then the transformer/capacitor systems which creates a loud yearning whine of a hungry predator, and then it’s quiet until it needs to be loud. The cryogenic cooling system is the fifth switch, and it is the one that is primed before engagement, as it creates a soft whirring that would alert enemy combatants, and then the final safety that opens the plasma excitor to the launch barrel, where it can be used to blind any poor bastard who looks directly down it if it isn't firing, or much worse if it is.

It’s exterior is all sheet metal perfectly bent into a boxy looking gun with a dozen tubes that connect to all electrical systems and the huge back-mounted radiator puts a hell of a lot of steam when it fires. It’s painted red and black, and it’s shaping suggests a predatory kind of gun, as you’d see in the movies where spacemen would gun down the tribal aliens like animals in a slaughterhouse. Its sights are whatever a soldier is issued, and there are screw holes and mounting points for soldiers that want to ruin a perfectly fine weapon with greebles and bullshit so they can feel like they know better than the designer of a plasma gun.

Quote from: Veto Box
Design:
RA(M)P Gun (1) : Blood Librarian

Research Credit?:
Only if the design is a Plasma Gun (1) : Blood_Librarian
« Last Edit: June 23, 2019, 08:22:00 pm by Blood_Librarian »
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Man of Paper

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Re: Mad Arms Race - Aratam Design Bureau (Winter 1964 - Design Phase)
« Reply #632 on: June 21, 2019, 10:43:23 pm »

Design: "Blackout" Electronic Combat/Multirole Aircraft

The Blackout is a long range, twin-engine, variable-sweep wing, two-crew jet fighter with a focus on speed and maneuverability over ground striking ability. Recombinated armor plating protects the aircraft, though not enough to severely impact it's ability to perform in the air. While it would be ideal to have the aircraft perform above the global standard, development is to focus on the munitions and subsystems available to the aircraft. An aircraft we should also note is designed to be pilotable by your average nonSEEM Aratamite.

There are a number of hardpoints on each wing for mounting Storm missiles, which have been upgraded with experience gleaned from the ION-Storm's tracking systems in order to make it a viable air-to-air missile. A pair of internally-mounted 25mm coilguns in the fuselage provides additional firepower and some strafing ability. While the weapons and controls of the aircraft are left to the pilot, the Electronics Officer is in charge of the ECM equipment onboard. A signal spoofer causes anomalous radar activity when detected by oppositional forces, causing the aircraft to appear in a slightly different location or altitude, creating multiple local signals, or even making the Blackout disappear for a time. Most importantly, over everything else on the aircraft, is the jammer installed in the nose. The jammer is capable of affecting a cone-shaped area ahead of the Blackout, scrambling or shutting down received and transmitted signals.

----------------

I got some more ideas, but here's an aircraft to mull over before I go to sleep. It'd hopefully be able to contest the skies enough to keep us from getting our shit pushed in.
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The Ensorceler

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1964 - Design Phase)
« Reply #633 on: June 22, 2019, 12:21:21 am »

Reposting the Albatross since it seemed popular

Heavy Plasma Rifle "Albatross"

The first weapon developed specifically for enhanced soldiers, the Albatross is noticeably larger and thicker than the Osprey and Tesla, although not unweildy in the hands of a Militarized Baseline soldier. Loading a can of Synthoil via break action, the Albatross can initiate a plasmadynamic Synthoil reaction and fire continuous beams of red-hot plasma with tasteful black electric aura for between five and fifteen seconds (depending on range/power calibration) before reloading. Interrupted fire is mostly characterized by extreme burns or outright carving away of material as the plasma dumps it's thermal load.

Continuous fire on the other hand, leaves the plasma still charged on arrival, forming a quasi-stable convection cell that hungrily absorbs plasma as it grows. Like an interrupted shot the convection cell inflicts significant thermal damage, but the freestanding structure allows the plasma to continue accumulating energy faster than it loses heat by burning. If the mass grows larger than an incoming beam can sustain or the beam ceases, the cell collapses catastrophically, contracting inwards into any burn gouges or preexisting cavities before violently detonating. Continuous fire is advised against all hardened targets.

The Albatross is, of course, made from recombinated material, but with a focus on effectively radiating stray heat rather than light construction. The radiator flange is hardened and can function as an axe. Training with the Albatross will include instructions for when using the radiator in close combat is appropriate.
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Man of Paper

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Re: Mad Arms Race - Aratam Design Bureau (Winter 1964 - Design Phase)
« Reply #634 on: June 22, 2019, 09:17:31 pm »

Design: Recombinant Munitions

Recombinant munitions are specially-designed projectile rounds and rocket/missile warheads with hollow tips containing a recombinating solution separated from the rest of the round from within by a thin plastic shell. The rounds are designed to burst on impact, spraying a target with the recombinating solution. The potent mixture is designed with the breakdown of metallic materials in mind, though the solution itself is still fairly acidic and capable of causing significant damage (or at the very least, irritation) to exposed flesh.


Design: Sentient Weapon Growth Facilities

With as much time and effort put into maintaining and improving the human body as Aratam has, it was only a matter of time before we attempted to recreate it. By collecting genetic and biological data from years of Cryostat treatments across the nation we have harvested and are capable of reprogramming stem cells. We also have enough of a genetic baseline to work off of to create a foundation for improved physical and mental capability, have them grow and age at a rate of nearly twenty times faster than a biologically pure human. They all receive treatment similar to the BFG Division during their early growth stages but not all are expected to supplement our most elite forces. They're short-lived, but the SWGF should be able to turn out clone soldiers at a high enough rate to replenish and reinforce our Pure Human forces as needed.


Design: Aurora Assault Carrier

The Aurora is an air vessel larger than the Meteor but without most of the armament and a little less armor. It has a conning tower protruding from the large flat deck with which to ready and launch aircraft, with an elevator leading belowdecks to where more aircraft are stored. The deck contains two runways to facilitate the launching and landing of aircraft requiring them. As with the Meteor, the Aurora uses thrust-vectoring plasma GM-BP Thrusters for movement and the generators themselves for power production. The Aurora is also capable of acting as an airborne command and control center with the conning tower housing all the necessary (and some extra) informational, computational, and communications equipment. The Aurora needs to rely on it's airborne contingent for defense from aerial targets, as it's only personal armament is a STOP cannon turreted at the bow and angled for attacking targets at or below the Aurora's altitude.

But why is it called the Aurora? The ship is designed to be completely sealed and capable of deployment in the void of space as well as planetside. Crew are supplied with RA/MP Space Suits with magnetic boots for manning the deck in space. While we currently do not have a spaceworthy fighter-type aircraft, this should hopefully be able to field them once we do. For now though we'll have to settle for in-atmospheric missions using the Lantern.


----------------

Some more ideas to throw out there. Currently leaning towards the Blackout or Aurora, but the Growth Facilities could be interesting and might also decomplexify our BFGs. Recombinant munitions are also my entry in the "we need better infantry stuff" contests.


Quote from: Veto Box
Design:
RA(M)P Gun (1): Blood Librarian
"Albatross" Heavy Plasma Rifle:
"Blackout" Electronics Combat/Multirole Aircraft (1): MoP
Recombinant Munitions:
Sentient Weapon Growth Facilities:
"Aurora" Assault Carrier:

Research Credit?:
Only if the design is a Plasma Gun (1): Blood_Librarian
Yes (1): MoP
No:
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BBBence1111

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Re: Mad Arms Race - Aratam Design Bureau (Winter 1964 - Design Phase)
« Reply #635 on: June 23, 2019, 05:11:47 pm »

Quote
Design:
RA(M)P Gun (1): Blood Librarian
"Albatross" Heavy Plasma Rifle:
"Blackout" Electronics Combat/Multirole Aircraft (2): MoP, BBB
Recombinant Munitions:
Sentient Weapon Growth Facilities:
"Aurora" Assault Carrier:

Research Credit?:
Only if the design is a Plasma Gun (1): Blood_Librarian
Yes (1): MoP
No:
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The_Two_Eternities

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Re: Mad Arms Race - Aratam Design Bureau (Winter 1964 - Design Phase)
« Reply #636 on: June 23, 2019, 05:20:38 pm »

Quote
Design:
RA(M)P Gun (1): Blood Librarian
"Albatross" Heavy Plasma Rifle:
"Blackout" Electronics Combat/Multirole Aircraft (3): MoP, BBB, TTE
Recombinant Munitions:
Sentient Weapon Growth Facilities:
"Aurora" Assault Carrier:

Research Credit?:
Only if the design is a Plasma Gun (1): Blood_Librarian
Yes (2): MoP, TTE
No:
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Avetruetotheimperator

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Re: Mad Arms Race - Aratam Design Bureau (Winter 1964 - Design Phase)
« Reply #637 on: June 23, 2019, 06:03:08 pm »


Quote
Design:
RA(M)P Gun (1): Blood Librarian
"Albatross" Heavy Plasma Rifle (1): Avetruetotheimperator
"Blackout" Electronics Combat/Multirole Aircraft (3): MoP, BBB, TTE
Recombinant Munitions:
Sentient Weapon Growth Facilities:
"Aurora" Assault Carrier:

Research Credit?:
Only if the design is a Plasma Gun (2): Blood_Librarian, Avetruetotheimperator
Yes (2): MoP, TTE
No:
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BBBence1111

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Re: Mad Arms Race - Aratam Design Bureau (Winter 1964 - Design Phase)
« Reply #638 on: June 23, 2019, 06:07:22 pm »

Lazy to copy the entire thing, +1 on albatross and research credit for it pls
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Maxinum McDreich

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Re: Mad Arms Race - Aratam Design Bureau (Winter 1964 - Design Phase)
« Reply #639 on: June 23, 2019, 06:13:43 pm »

Wow... their new space plane... That's ridiculous XD That forces us basically to deal with what has been a weakness of ours for a while. It's really concerning that with ALL the advantages (yay heat wave) that we JUST win on the plains, but basically was a rout in the mountains. We need to contest the air again more than our infantry need anything.

Saying that, I'll be suggesting a revision to our standard weapon to up that instead of a plasma, since that doesn't look like it'll be a cheap weapon anyway. I feel we need a standard weapon to match their armour.

I was going to suggest a plane with stealth/jamming, but MoP beat me to it with a design I don't think I can do better so:

Quote
Design:
RA(M)P Gun (1): Blood Librarian
"Albatross" Heavy Plasma Rifle (2): Avetruetotheimperator, BBB
"Blackout" Electronics Combat/Multirole Aircraft (3): MoP, TTE, McDreich
Recombinant Munitions:
Sentient Weapon Growth Facilities:
"Aurora" Assault Carrier:

Research Credit?:
Only if the design is a Plasma Gun (3): Blood_Librarian, Avetruetotheimperator, BBB
Yes (3): MoP, TTE, McDreich
No:

I feel we NEED a good standard airforce so much that we should use the credit. It sucks to use it reactively, but WOW they had a good round punishing our weakness.
« Last Edit: June 23, 2019, 06:20:43 pm by Maxinum McDreich »
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Blood_Librarian

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Re: Mad Arms Race - Aratam Design Bureau (Winter 1964 - Design Phase)
« Reply #640 on: June 23, 2019, 06:45:16 pm »

I've made a proposal for my own mad aircraft. (Link to the google doc containing that plus all my primoridal ideas)

Daedalus
The Daedalus is a craft designed to utilize individuals too wounded for continued combat operations, allowing them to continue their service in a profound way.

Prospective applicants for the craft are given a series of augmentations and vat time designed to allow them to control the craft with their minds, on the same level or beyond enemy neural connection suites. This eases training: It is far easier to fly the craft with a direct neural connection then it is with the hand-manipulated system.

The entire craft is designed to handle the rigors of de-orbiting and intercepting enemy craft as well as reaching orbit for refueling: A deployed craft never touches the ground, it is instead refueled and maintained in deployed orbital facilities.

The pilot is entombed in their craft. Life support Cryostats are expected to keep the individual alive and healthy and entirely conscious, while a computer connected to their frontal cortex allows them to have leisure activities while out of deployment as well as translate their neural activity into the drive-by-wire control system.

The level of neural connection is augmented by using a series of neural shunts, requiring the amputation of all exterior limbs to allow for a greater “bandwidth” for the crafts computer systems, and to make up for our lack of experience in the field (we stole a lot of the design work from Mereth).

Quote from: Pyramid
Sensors are your eyes, thrusters your legs. Your hands are weapon pods, bristling with missiles and gun mounts. Your visualfieldisarrayedwithsuperimposedinstrumentreadouts, targeting information, and navigation aids. Adjusting a flap or engine is as simple as wiggling your toes, and firing a weapon is like pointing a finger and wishing forth destruction – because you are connected directly to the controls. You are the soul of the machine; it is your body, at least as much so as that bag of warm meat and bones strapped into the cockpit.a

All surgical amputations are expected to be able to be regenerated following a 2 year, 6-month stint in the cryotanks, which is obligated to them once their service contract is up.

The craft’s thick hull is made of radar absorptive material, giving it a dark brass coloration, with sleek lines that separate bulky plates of metal, each perforation with tiny holes for sensors to peer out, as well as gun emplacements.

Forward Swept wings give it both the structural capacity to survive extreme G-Force maneuvers as well as oncoming fire and still return to orbit, or make an emergency landing. The lack of a traditional cockpit means that the craft is more durable than the Lantern, to the point where it can be compared to a tank. A single, incredibly large reactor powers the entire craft, as well as its thrusters. On standby, the crafts reactor is turned off, and two arrays of solar panels keep its systems on while it sits in orbit. An autoloader connected to two missile hardpoints allow for a variety of payloads to be deployed, while it’ entire “spine” is directly connected to an elongated Gauss cannon that spans all the way from the rear reactor to its nose. (Coil-Gun).

Taking inspiration from the STOP, the Daedalus's gauss cannon is essentially a point-to-point weapon, favoring speed over mass with its neodymium recombinant rounds that are relatively small for such a large weapon. This weapon is designed to 3,900 rounds a minute, allowing for strafing runs that decimate heavy armor as well as enemy aircraft.

Quote
Design:
RA(M)P Gun (1): Blood Librarian
"Albatross" Heavy Plasma Rifle (3): Avetruetotheimperator, BBB
"Blackout" Electronics Combat/Multirole Aircraft (3): MoP, TTE, McDreich
Recombinant Munitions:
Sentient Weapon Growth Facilities:
"Aurora" Assault Carrier:
Daedalus (1) : Blood_Librarian

Research Credit?:
Only if the design is a Plasma Gun (2): Blood_Librarian, Avetruetotheimperator, BBB
Yes (3): MoP, TTE, McDreich
No:
« Last Edit: June 16, 2020, 09:23:40 pm by Blood_Librarian »
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Man of Paper

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Re: Mad Arms Race - Aratam Design Bureau (Winter 1964 - Design Phase)
« Reply #641 on: June 23, 2019, 08:36:20 pm »

So the Plasma Rifles give us the following benefits (hopefully):

Plasma weapons tech base
Better standard infantry equipment
Further experience manipulating matter
Solid anti-armor and anti-personnel weaponry

A solid weapon, and if we manage to come up with means to keep it from being more than Cheap and avoid a complex tag should see immediate returns on both the Plains and Mountains. In a few turns we could convert the majority of our armory into plasma weaponry of various kinds, likely a step up in most cases. We could use better infantry equipment, so if we got one of these then voting for using the credit would be obvious.


On the other hand, the Blackout would (hopefully) do the following:

Provide some sort of actually effective aircraft (not airship, we did good there) in the Aratamite arsenal.
Provide a base for ECM.
Take the upgrade to Storm Missile tracking and ensure it's use across our armory.
Mess with input to the Oracle (in at least the case of Blackout operations)
Screw with the signals these near-autonomous AI the aircraft and their guns seem to use.
Contest the air so whatever infantry equipment we do eventually make, as it is a priority, will be as effective on it's debut as possible.

I've apparently been stating our need for a solid non-specialist aircraft for almost a year now, and now that the Merethians have brought forth one hell of an aircraft it's about time we patch that hole. As previously stated, this was a solid weakness for them to exploit. If we get a solid roll for the Blackout then we can improve the targeting systems on the STOP with a revision, giving us the ability to contest the air and yet more ability to support our infantry via orbital bombardment. If the enemy comes under fire from orbit then they'll make sure their jawnski jets take out our STOPs, but with a solid revision next turn we could put the Blackout in orbit, perhaps with an Aurora carrier...>.> But getting back on track, using the credit on the Blackout means more of a chance that we don't need to spend much time on airborne or orbital assets for a bit.


The plasma weapon is be a good option, most definitely. With our ground forces at near-parity a good standard plasma rifle (which I don't really think we've come up with yet) will give us a solid advantage on the ground. That said, our aerial assets are absolutely up shit creek and now our enemies know it. We contest the air and the fighting on the ground swings back toward that near-parity, plus our Chelsea SMILEs that debuted last turn (and so their impact on a fair, even battlefield remains unseen), on top of the STOP targeting upgrade revision providing orbital bombardment. All goes well, it should see us even out the ground war and at least drop their aerial dominance to Minor. With the plasma rifle we aren't likely to come up with a revision good enough to make an impact against the enemy airdemons. That gives us at best a slight ground advantage, including the previously mentioned SMILE and proposed STOP revision, with no answer for their airborne dominance.

In my opinion, all rolls being equal, I think knocking down their aerial dominance a peg or two while continuing to push revisions towards aiding the ground war is the better option. We use our big boy actions to patch holes in our armory and the lil dudes to focus efforts on the ground war. Once we don't have an unoccupied theater or the enemy showing absolute dominance somewhere then a new infantry rifle is the best thing to do.
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Blood_Librarian

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Re: Mad Arms Race - Aratam Design Bureau (Winter 1964 - Design Phase)
« Reply #642 on: June 23, 2019, 09:19:47 pm »

I'll put my vote on the Blackout, remove my vote on my plasma rifle, and keep my vote on the Daedalus. I don't mind if either one wins.

Quote

Design:
RA(M)P Gun (0) "
"Albatross" Heavy Plasma Rifle (3): Avetruetotheimperator, BBB
"Blackout" Electronics Combat/Multirole Aircraft (4): MoP, TTE, McDreich, Blood_Librarian
Recombinant Munitions:
Sentient Weapon Growth Facilities:
"Aurora" Assault Carrier:
Daedalus Assault Aircraft (1) : Blood_Librarian

Research Credit?:
Only if the design is a Plasma Gun (3): Blood_Librarian, Avetruetotheimperator, BBB
Yes (3): MoP, TTE, McDreich
No:
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Quote from: ChiefWaffles, MAR Discord
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Rockeater

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Re: Mad Arms Race - Aratam Design Bureau (Winter 1964 - Design Phase)
« Reply #643 on: June 23, 2019, 10:38:07 pm »

.

Quote

Design:
RA(M)P Gun (0) "
"Albatross" Heavy Plasma Rifle (3): Avetruetotheimperator, BBB, Rockeater
"Blackout" Electronics Combat/Multirole Aircraft (4): MoP, TTE, McDreich, Blood_Librarian
Recombinant Munitions:
Sentient Weapon Growth Facilities:
"Aurora" Assault Carrier:
Daedalus Assault Aircraft (1) : Blood_Librarian

Research Credit?:
Only if the design is a Plasma Gun (3): Blood_Librarian, Avetruetotheimperator, BBB
Yes (4): MoP, TTE, McDreich, Rockeater
No:
[/quote]
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

The Ensorceler

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Re: Mad Arms Race - Aratam Design Bureau (Winter 1964 - Design Phase)
« Reply #644 on: June 23, 2019, 11:55:05 pm »

Quote

Design:
RA(M)P Gun (0) "
"Albatross" Heavy Plasma Rifle (4): Avetruetotheimperator, BBB, Rockeater, The Ensorceler
"Blackout" Electronics Combat/Multirole Aircraft (4): MoP, TTE, McDreich, Blood_Librarian
Recombinant Munitions:
Sentient Weapon Growth Facilities:
"Aurora" Assault Carrier:
Daedalus Assault Aircraft (1) : Blood_Librarian

Research Credit?:
Only if the design is a Plasma Gun (4): Blood_Librarian, Avetruetotheimperator, BBB, The Ensorceler
Yes (4): MoP, TTE, McDreich, Rockeater
No:
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