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Author Topic: Mad Arms Race - Aratam Design Bureau (Fall 1965 - Final Design Phase)  (Read 60705 times)

Talion

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Re: Mad Arms Race - Aratam Design Bureau (1960 - Design Phase)
« Reply #120 on: December 28, 2017, 08:39:38 am »

The list of designs that would be nice to work on no doubt will get longer and longer. This idea mitigates part of the ice weapon problem and also is intended to assist with a move towards a more widely available CryoStat. I'd really like to get the CryoStat down to a size where we could haul it around in a vehicle.

Regeneration Serum ‘Iceflame’
Designed to enhance and streamline the CryoStat process, this serum is inactive under normal circumstances. When exposed to extreme cold, chemicals in the serum flash freeze into a solid that is extremely reactive with other chemicals in the mix setting off a chain reaction that rebuilds and re-energizes cells at a prodigious rate. The heat given off in the course of the reaction serves to stabilize the temperature of the subject. With Mereth’s deployment of ice-based weapons, an opportunity presents itself to use this serum in the field.

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Blood_Librarian

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Re: Mad Arms Race - Aratam Design Bureau (1960 - Design Phase)
« Reply #121 on: December 28, 2017, 11:28:28 am »

ReDedicated Division of Biological Manipulation

Simply put, the empty rooms that have been never finished in the Refinery, the equipment left behind from what may well be the second great leap has been stopped in its tracks by the inferiors in their own attempt at freedom. They've all been put down now, and it is time to begin again.

The soldiers have no idea how hard it is to be a Scientist. the breakthroughs, the revelations, the needed executions all to bring them their arms and armor. It is far easier to shoot at a non-entity then it is to be in the labs. With these new labs open, animal pens will be once again filled with new test subjects, ready for our next great Leap. We are no farther from facing armageddon then we are today, in these dark times.  The enemy knows no mercy nor forgiveness, and are barely even human, so we will not show them the rights they won't give us.

Genetic tests will begin as soon as the equipment is readied in the Division of Biological manipulation, focussed on exploring the depths of the Spice, figuring out what exactly it does. New smokestacks are built as the old are knocked out, to make room for the skywards expansion of the Refinery. More will be sent to the Refinery, as its pipes dig deeper into the corrupted Earth. More machinery is built to satisfy its eternal demands.

TL;DR: Remake the Division of Biological manipulation, and use it to prod at how SPICE works, again.

Quote
IceFlame(1): Talion
Redivision(1): Blood_Librarian

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Shadowclaw777

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Re: Mad Arms Race - Aratam Design Bureau (1960 - Design Phase)
« Reply #122 on: December 28, 2017, 12:07:03 pm »

Quote
"Halberd"-Electromagnetic Coil Cannon Battletank ECCB-60:
The Halberd is a new generation of battle tanks that utilizes a revolutionary new technology to become even more powerful, magnets!
The scientist at the lab have finally divined a new vehicle that will horrifically change the way we interact with the battlefield. It may at first glance just look like a modern battletank that was imported from Cannala, but it has a new tool on its sleeve, a heavy magnetic cannon  that will surely penetrate and destroy any surface it can punch through. The heavy coilgun it utilizes is more of the importance here, powered by a larger and more powerful SynthOil battery that can be supported by the rear of the tank, it allows the main cannon to electrically charge a 120 mm bullet or of greater size out of the main cannon that has a lot more velocity and power coming behind it. As the heavier explosive shell is charges through a linear motion through the barrel that is fitted with coils, it will project the explosive shell projectile at greater power and velocity resulting in more power behind its boom and better at longer ranges.

The battletank is still outfitted with traditional technology that a tank should have from a radar sensor, guided weapon system, and thick armor plating of about 120mm of plating. As well as room for heavily armored machine guns on two adjacent mounts and a flanking .50 cal in the back that they can utilize for anti-personnel needs. As well as some smoke Grenade launchers like our APC, in case those ever need to be utilized in combat. Finally the entire tank as well as the Coil Cannon utilizing a SynthOil battery, has a large SynthOil battery back in a heavily armored part in the center of the tank that essentially functions as the vehicle's powerful engine to allow it to run. Since it is a giant electric battery that is powering the entire vehicle their are no need for things like turboshafts or mufflers, rather the heavy electric battery will power the thing if it can silently but that isn't the priority of the design.

Conclusively, a modernized battletank that utilizes a Coil Cannon and SynthOil battery pack as it's engine to revolutionize warfare.
Quote
"Waterfall Heights" Cannalan Embassy:
Our embassy is located in our one of the more tourist trap location that we know of. The jungle can often be a beautiful and stunning place when you find the correct location, in which our Embassy is located right near a beautiful gorge and waterfall that brings new form life the area. The embassy is of course decorated with classic marble statues and pillars, Persian carpets and rugs, and fine expensive stone walls filled with portraits depicting famous figures from Cannala's history as plantation owners and Juraki generals, as well as special busts for the (in)famous pirates that have plundered their ways to legend. The main attraction besides the tropical ambience is that their is a dedicated CryoStat sauna and spa right underground just for the diplomats and emissaries protected by a mean looking group of bodyguards. The special sauna is a expensive and royally decorated spa-room filled with traditional spa-like items and equipment. However there is an entire subset of rooms where the politicians and diplomats, with the guidance of the most skilled of technicians, can put their body into the CryoStat Tanks and let their "skin" feel alive again as the Technicians state; all of the high diplomats are given free-access to the tanks for whatever relaxation to blemish-removing purpose they need. A Diplomat has a ugly mole? It can be removed through our refined treatment. Got a horrific scar from a shaving disaster? Don't worry we can heal that right up to correctness with our CryoStat Spa. We'd imagine giving free access to the correct diplomats will surely think we are utilizing the money in a correct manner, we are even extending their lifespan as they use the things! This Royal Embassy will be like paradise  to the diplomats, and they surely know we are providing the world with the highest of technologies, exotic or not.

Quote
IceFlame: (1) Talion
Redivision: (1) Blood_Librarian
Halberd Tank: (1) Shadowclaw

Embassy:
Waterfall Heights: (1) Shadowclaw
« Last Edit: December 29, 2017, 08:01:12 pm by Shadowclaw777 »
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The Ensorceler

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Re: Mad Arms Race - Aratam Design Bureau (1960 - Design Phase)
« Reply #123 on: December 28, 2017, 01:21:53 pm »

I'd prefer a focus on the "magic" we discovered, if we're going to return to the Division of Biological Manipulation buildings. We don't need to go looking for the potential in Spice, we just need to exploit what we already know.
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BBBence1111

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Re: Mad Arms Race - Aratam Design Bureau (1960 - Design Phase)
« Reply #124 on: December 28, 2017, 04:13:01 pm »

Embassy Design: Bar

The Embassy building looks like a typical tropical building from the golden age of piracy. Lots of pillars, huge windows, etc. THe first floor of the building is dominated by a bar, which has the unique product: Aratam Spiced Rum. It tastes great, no longer causes addiction or schrizofenia, seizures or death. Notably, it still causes the user to experience delusions of power, but that's passed off as an effect of the alcohol.

Quote
"Waterfall Heights" Cannalan Embassy:
Our embassy is located in our one of the more tourist trap location that we know of. The jungle can often be a beautiful and stunning place when you find the correct location, in which our Embassy is located right near a beautiful gorge and waterfall that brings new form life the area. The embassy is of course decorated with classic marble statues and pillars, Persian carpets and rugs, and fine expensive stone walls filled with portraits depicting famous figures from Cannala's history as plantation owners and Juraki generals, as well as special busts for the (in)famous pirates that have plundered their ways to legend. The main attraction besides the tropical ambience is their is a dedicated CryoStat sauna and spa right underground just for the diplomats and emissaries protected by a mean looking group of bodyguards. The special sauna is an expensive and royal decorated spa-room filled with traditional spa-like items and stuff. However there is an entire subset of rooms where the politicians and diplomats by the most skilled of technicians can put their body into the CryoStat Tanks and let their "skin" feel alive again as the Technicians state; all of the high diplomats are given free-access to the tanks for whatever relaxation to blemish-removing purpose they need. A Diplomat has a ugly mole? It can be removed through our refined treatment. Got a horrific scar from a shaving disaster? Don't worry we can heal that right up to correctness with our CryoStat Spa. We'd imagine giving free access to the correct diplomats will surely think we are utilizing the money in a correct manner, we are even extending their lifespan as they use the things! This Royal Embassy will be like paradise  to the diplomats, and they surely know we are providing the world with the highest of technologies, exotic or not.
Red = Correction
Green = Unneeded
Pink = What?

Quote
IceFlame: (1) Talion
Redivision: (1) Blood_Librarian
Halberd Tank: (2) Shadowclaw, BBBence

Embassy:
Waterfall Heights: (1) Shadowclaw
Bar: (1) BBBence
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The Ensorceler

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Re: Mad Arms Race - Aratam Design Bureau (1960 - Design Phase)
« Reply #125 on: December 28, 2017, 04:38:39 pm »

Quote
IceFlame: (1) Talion
Redivision: (1) Blood_Librarian
Halberd Tank: (3) Shadowclaw, BBBence, The Ensorceler

Embassy:
Waterfall Heights: (2) Shadowclaw, The Ensorceler
Bar: (1) BBBence
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SamSpeeds

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Re: Mad Arms Race - Aratam Design Bureau (1960 - Design Phase)
« Reply #126 on: January 02, 2018, 12:59:42 pm »

Quote
IceFlame: (1) Talion
Redivision: (1) Blood_Librarian
Halberd Tank: (4) Shadowclaw, BBBence, The Ensorceler

Embassy:
Waterfall Heights: (3) Shadowclaw, The Ensorceler, SamSpeeds
Bar: (1) BBBence
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KhazintheDark

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Re: Mad Arms Race - Aratam Design Bureau (1960 - Design Phase)
« Reply #127 on: January 03, 2018, 10:02:41 am »

Cannalan Embassy Design Home-Away-From-Home: The lobby of this embassy is styled after a traditionally Cannalan bar, underground there are two sections, a brewery for making spiced rum, and a chemical lab for making Spiced Rum.The first of which is a luxury export and the second, well, its a chemical cocktail that utilises Spice and rum to create an ungodly oozing, sticky, slow-burning flamable thing that can be dropped, fired or thrown at the enemy when put in a container, it is also significantly acidic and as such has to be stored in either toughened glass or other ceramic containers which while making it a pain to use does mean that extended contact with it will corrode metallic substances if not doused in sand and holy water. For some reason engineers insist that the holy water is entirely necessary.

Quote
IceFlame: (1) Talion
Redivision: (1) Blood_Librarian
Halberd Tank: (4) Shadowclaw, BBBence, The Ensorceler

Embassy:
Waterfall Heights: (3) Shadowclaw, The Ensorceler, SamSpeeds
Bar: (1) BBBence
Home-Away-From-Home: (1) KhazintheDark
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Talion

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Re: Mad Arms Race - Aratam Design Bureau (1960 - Design Phase)
« Reply #128 on: January 03, 2018, 10:48:28 am »

Cannalan Embassy ‘The Brewery’
This converted warehouse on the docks has been turned into a brewery for the purpose of fermenting the distilled spirit Arachaca from sugarcane. Arachaca is the most popular booze in Aratam, where the locals frequently combine it with various chemical additives. The brewery makes use of modern pumping systems and metalized piping to make efficient use of space, allowing the creation of much more Arachaca than would normally be possible in the available space as the various machines involved take up much less space and therefore more can be fit in. Furthermore, the staffing requirements are relatively modest as much of the work has been automated or is directed by a centralized control console.

The embassy living quarters are built up on top of the brewery. Transparent flooring sections allow staff and visitors alike to enjoy the process of booze being created beneath their feet. The bar on the premises naturally has an Arachaca tap that connects directly to the brewery below.

Quote
IceFlame: (1) Talion
Redivision: (1) Blood_Librarian
Halberd Tank: (4) Shadowclaw, BBBence, The Ensorceler

Embassy:
Waterfall Heights: (3) Shadowclaw, The Ensorceler, SamSpeeds
Bar: (1) BBBence
Home-Away-From-Home: (1) KhazintheDark
The Brewery: (1) Talion
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The Ensorceler

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Re: Mad Arms Race - Aratam Design Bureau (1960 - Design Phase)
« Reply #129 on: January 03, 2018, 01:51:51 pm »

Quote
IceFlame: (1) Talion
Redivision: (1) Blood_Librarian
Halberd Tank: (4) Shadowclaw, BBBence, The Ensorceler

Embassy:
Waterfall Heights: (2) Shadowclaw, SamSpeeds
Bar:
Home-Away-From-Home: (2) KhazintheDark, BBBence
The Brewery: (2) Talion, The Ensorceler
« Last Edit: January 03, 2018, 06:28:02 pm by The Ensorceler »
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Pavellius

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Re: Mad Arms Race - Aratam Design Bureau (1960 - Design Phase)
« Reply #130 on: January 04, 2018, 12:26:43 am »

I vote for the ice flame, since it counters one of the enemy's main weapons. Also, since it's purely chemical, I think we'll have an easy time inventing it.

Also, as I read through our designs, I thought of some cool possibilities (for future consideration):
- We could make lethal gas grenades from a revision of spice. The Raider currently has 6 thumpers for smoke grenades which we could then make use of. The Raider is already "chemical warfare protected," so the stuff can be deployed as close to our vehicles as we like.
-Our carriers currently have Eagle Eye radars. If we found a way to allow our super-aware Golden-Eye's to interface with the radar, it's range and precision might be boosted.
-We could upgrade our transport truck design from a 3-cylinder engine to a SynthOil-electric engine, which could improve its TC.
-We could install a device into our refinery smoke stacks that turns some of the waste exhaust into more rare chemicals , sort of like catalytic converter. If this device works be to big, we could put it into the rooms of our bio lab, since the lab is above the refinery and can easily access it's exhaust. The extra chemical would make our rage drug more available.


Quote
IceFlame: (2) Talion, Pavellius
Redivision: (1) Blood_Librarian
Halberd Tank: (4) Shadowclaw, BBBence, The Ensorceler

Embassy:
Waterfall Heights: (2) Shadowclaw, SamSpeeds
Bar:
Home-Away-From-Home: (2) KhazintheDark, BBBence
The Brewery: (2) Talion, The Ensorceler
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Blood_Librarian

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Re: Mad Arms Race - Aratam Design Bureau (1960 - Design Phase)
« Reply #131 on: January 04, 2018, 09:19:45 am »

I hate making things for the sake of directly countering one of the enemies advantages, so I'm gonna stick with the Halberd tank.
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Shadowclaw777

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Re: Mad Arms Race - Aratam Design Bureau (1960 - Design Phase)
« Reply #132 on: January 04, 2018, 09:24:59 am »

Quote
IceFlame: (2) Talion, Pavellius
Redivision: (1) Blood_Librarian
Halberd Tank: (5) Shadowclaw, BBBence, The Ensorceler, Blood_Librarian

Embassy:
Waterfall Heights: (1) SamSpeeds
Bar:
Home-Away-From-Home: (2) KhazintheDark, BBBence
The Brewery: (3) Talion, The Ensorceler, Shadowclaw

Fine, I guess having a bunch of pirates as your diplomats your going to to need a Rum dispenser.
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Chiefwaffles

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Re: Mad Arms Race - Aratam Design Bureau (1960 - Design Phase)
« Reply #133 on: January 04, 2018, 12:37:49 pm »

"Halberd"-Electromagnetic Coil Cannon Battletank ECCB-60:
The Halberd is a new generation of battle tanks that utilizes a revolutionary new technology to become even more powerful, magnets!
The scientist at the lab have finally divined a new vehicle that will horrifically change the way we interact with the battlefield. It may at first glance just look like a modern battletank that was imported from Cannala, but it has a new tool on its sleeve, a heavy magnetic cannon  that will surely penetrate and destroy any surface it can punch through. The heavy coilgun it utilizes is more of the importance here, powered by a larger and more powerful SynthOil battery that can be supported by the rear of the tank, it allows the main cannon to electrically charge a 120 mm bullet or of greater size out of the main cannon that has a lot more velocity and power coming behind it. As the heavier explosive shell is charges through a linear motion through the barrel that is fitted with coils, it will project the explosive shell projectile at greater power and velocity resulting in more power behind its boom and better at longer ranges.

The battletank is still outfitted with traditional technology that a tank should have from a radar sensor, guided weapon system, and thick armor plating of about 120mm of plating. As well as room for heavily armored machine guns on two adjacent mounts and a flanking .50 cal in the back that they can utilize for anti-personnel needs. As well as some smoke Grenade launchers like our APC, in case those ever need to be utilized in combat. Finally the entire tank as well as the Coil Cannon utilizing a SynthOil battery, has a large SynthOil battery back in a heavily armored part in the center of the tank that essentially functions as the vehicle's powerful engine to allow it to run. Since it is a giant electric battery that is powering the entire vehicle their are no need for things like turboshafts or mufflers, rather the heavy electric battery will power the thing if it can silently but that isn't the priority of the design.

Conclusively, a modernized battletank that utilizes a Coil Cannon and SynthOil battery pack as it's engine to revolutionize warfare.
Design: "Halberd"-Electromagnetic Coil Cannon Battletank ECCB-60
Hard: (2+4)-1 = 5: Average
Perhaps the most interesting thing about the Halberd Battletank is its silence. The SynthOil battery (while still flawed) is completely without noise. The only way to hear a Halberd approaching is either by its treads rolling over the ground or putting your ear on its chassis and listening to the internal, non-engine, machinery. The Halberd is actually technically based off of the Raider APC we have. Without any Cannalan tanks to base our design off of, we had to improvise a bit, mostly using the Raider and knowledge gleaned from public information from outside Aratam. That contributed a significant bit to the difficulty.
It's a large construction and the main turret juts out of an otherwise smooth hull with a very long barrel.


Its speed is fine for a tank, and has standard medium armor covering all of it, with a bit of extra plating at the front. The coilgun fires 120 mm shell at frankly insane speeds. The shell is nothing more than a hunk of metal - packing explosives in coilgun shells is quite difficult as the friction with atmosphere quickly degrades it. But the speed of the shell means that it's still extremely destructive without the planned explosive component. The turret is powered but doesn't have any special guidance system - it's more-or-less manually moved and aimed by a gunner inside the Halberd. We expect great anti-armor capabilities, but moving infantry (including their power armor users) will be tough to shoot at with the main cannon.

Now, we don't actually have a .50 cal gun. The only guns we have are the Pursuit, the Machete, the Osprey, and now the main coilgun. The Raider has some more guns, but those are provided directly by Cannala for the sole purpose of arming it. So the secondary weapon is a bit of a... situation.
We've managed to include an armored Osprey on a coaxial mount with the main coilgun. The Osprey is unpowered but has a basic auto-loading system. Most of our effort in the area of secondary turrets went into jury-rigging the Osprey so we didn't have time for additional turrets.


We didn't include a radar system. It didn't offer a significant advantage and was still a bulky addition. The SynthOil battery's continuing issues plague the tank. We just barely improved our SynthOil batteries to extract enough power to run the tank and everything needed for it, but it wasn't really enough.
The Halberd is actually powered by two SynthOil batteries. One for powering movement and just general parts of the tank, and the other for exclusively powering the coilgun. The coilgun is big and is entirely magnetic, meaning it takes a lot of power. We can get about six Coilgun shots out of the battery. The main battery can power full throttle for four hours, and a more reasonable travel speed of about ten hours. Running out of power in combat is certainly an issue, but it has enough of a charge to not be a crippling flaw.

The Halberd will cost 5 Ore and 4 Oil/color], making it just about Very Expensive. Its SynthOil battery reduces the material requirement for engines, but is fairly oil intensive.


Cannalan Embassy ‘The Brewery’
This converted warehouse on the docks has been turned into a brewery for the purpose of fermenting the distilled spirit Arachaca from sugarcane. Arachaca is the most popular booze in Aratam, where the locals frequently combine it with various chemical additives. The brewery makes use of modern pumping systems and metalized piping to make efficient use of space, allowing the creation of much more Arachaca than would normally be possible in the available space as the various machines involved take up much less space and therefore more can be fit in. Furthermore, the staffing requirements are relatively modest as much of the work has been automated or is directed by a centralized control console.

The embassy living quarters are built up on top of the brewery. Transparent flooring sections allow staff and visitors alike to enjoy the process of booze being created beneath their feet. The bar on the premises naturally has an Arachaca tap that connects directly to the Brewery below.
Embassy Design: The Brewery
Normal: (5) = 5: Average
The Cannalan diplomats really couldn't be happier with their new embassy. They're quite impressed with our interesting novel methods of brewing alcohol as well as the alcohol itself. There's already a start of Arachaca being exported to Cannala, where it's a new and exciting drink. Apparently the police force in the local area had to be given a massive increase in budget to deal with the sudden increase in alcohol-related crime, but hey. Sacrifices.

The Brewery is a fairly impressive piece of engineering, and is certainly the highest-tech brewery in all of Aratam. Through the use of some very basic electronics, the Brewery employs less than one may expect it to. Just the use of electronics to manage occasional small details such as ensuring the right ingredients being put in at the right times (though larger ingredient additions are still done by hand) can help a lot.

Some engineers point out that these improvements could be applied to the CryoStat as well. Just the general improvements can greatly reduce the space needed in the CryoStat to properly mix and monitor chemicals, and we can also apply the automation to potentially reduce the needs for external technicians during the healing process. Though the differences between a Brewery and the marvel that is the CryoStat are enough that these improvements can't be "automatically" brought over. Any revision focused on bringing these improvements (and potentially more) to the CryoStat would likely be a very easy task.

Aid and funding from Cannala ensured that the embassy project went smoothly and left no chance for failure.


Spoiler: Designs (click to show/hide)

The Revision Phase of 1960 has begun.
« Last Edit: January 04, 2018, 01:02:56 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!

BBBence1111

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Re: Mad Arms Race - Aratam Design Bureau (1960 - Revision Phase)
« Reply #134 on: January 04, 2018, 12:47:32 pm »

Revise a better synthoil battery? Or maybe turrets for the tank?
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Proud Juraki/Cannalan/Kasgyr/Ertexite/Karikhitan/Nogranian/Aratam Engineer.
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