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Author Topic: Mad Arms Race - Aratam Design Bureau (Fall 1965 - Final Design Phase)  (Read 60717 times)

Shadowclaw777

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Re: Mad Arms Race - Aratam Design Bureau (Summer 1961 - Design Phase)
« Reply #165 on: January 20, 2018, 06:13:00 am »

Quote
"Storm" Guided Missile Rail Launch System - Electric Charge Payload "GMRL-ECP-61S:
The Hellfire missile may serve a inadequate purpose as a aerial-to-aerial guided missile, it still can provide us with knowledge of ways to enhances a way for guided missile bombardment and create another form of interesting way to deliver a payload, as well a way to utilize our technology preferences inside the new missile launching system. In its simplicity it's a missile that takes inspiration from the Hellfire missile and than utilizes modernization of technology and other things to become a guided missile and than the high-explosive payload is replace, first of all the Infrared Sensor system is completely removed and replaced with a more functional active radar homing system instead for the guided missile, basing on proximity sensors and than can track with its radio wave transmitter and utilizing its guidance to than land on the destined target with a explosive boom... or a electrical twist. The guided missile is transistor-based technology to coordinate the active radar homing system on the missile

The payload while can still utilize HE for the ever need exploded impact on the missile, its payload can than be replaced by the "ARC" payload that can electrically murder infantry through means that creates a static electrical charge and arcs to nearby personnel and vehicles (in which the people stuck in those vehicles will be fried by the high amount of current going through it), in which the arc transmits its current to a wide aura on the ground and than dissipates, after its current loses power and becomes weaker, inevitably means for the charge that the current drops off. The current applies itself on the ground level and almost creates a electrical wave around the impact of the explosion that serves as the payload's source of impact and how the charge kills things that are outside the center of impact. Essentially a lightning cage is created from the impact of explosion from the missile, and delivering deadly static current across the ground for a decent amount of meters that can electrocute infantry and people stuck in those metal-based vehicles. All of the missiles are still launched by a normal rail-launcher, that doesn't utilize coil-based components, on a standard truck or other such vehicle that is outfitted with the wide-array radar sensor package to detect the location of enemy locations and electronically maneuver the rails to launch the missiles into the general vicinity of where the enemy targets are, utilizing a telemetry control system.

Consecutively, a guided missile launching system that can fire from kilometers away and can either provide a explosive impact or a static electronic shock to the ground troops with copious amount of bombardment.
Quote from: Votes
Iron Blood
Seahorse: (2) Blood_Librarian, The Ensorceler
Talon
Storm: (1) SC
« Last Edit: January 20, 2018, 07:03:35 pm by Shadowclaw777 »
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The Ensorceler

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Re: Mad Arms Race - Aratam Design Bureau (Summer 1961 - Design Phase)
« Reply #166 on: January 20, 2018, 06:55:55 am »

Quote from: Votes
Iron Blood:
Jaeger:
Seahorse: (1) Blood Librarian
Talon: (1) Blood Librarian
Raptor:
Seven Hells:
Storm: (2) Shadowclaw, The Ensorceler

The box needs more votes to reach a consensus, I'd feel bad about an early consensus of two rejected for two few votes losing to a late consensus of two accepted because of too few votes.
« Last Edit: January 20, 2018, 06:59:16 am by The Ensorceler »
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Talion

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Re: Mad Arms Race - Aratam Design Bureau (Summer 1961 - Design Phase)
« Reply #167 on: January 20, 2018, 07:02:13 am »

Quote from: Votes
Iron Blood:
Jaeger:
Seahorse: (2) Blood Librarian, Talion
Talon: (1) Blood Librarian
Raptor:
Seven Hells:
Storm: (2) Shadowclaw, The Ensorceler
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BBBence1111

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Re: Mad Arms Race - Aratam Design Bureau (Summer 1961 - Design Phase)
« Reply #168 on: January 20, 2018, 06:42:42 pm »


Quote from: Votes
Iron Blood:
Jaeger:
Seahorse: (2) Blood Librarian, Talion
Talon: (1) Blood Librarian
Raptor:
Seven Hells:
Storm: (3) Shadowclaw, The Ensorceler, BBBence
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Chiefwaffles

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Re: Mad Arms Race - Aratam Design Bureau (Summer 1961 - Design Phase)
« Reply #169 on: January 26, 2018, 08:27:38 pm »

"Storm" Guided Missile Rail Launch System - Electric Charge Payload "GMRL-ECP-61S:
The Hellfire missile may serve a inadequate purpose as a aerial-to-aerial guided missile, it still can provide us with knowledge of ways to enhances a way for guided missile bombardment and create another form of interesting way to deliver a payload, as well a way to utilize our technology preferences inside the new missile launching system. In its simplicity it's a missile that takes inspiration from the Hellfire missile and than utilizes modernization of technology and other things to become a guided missile and than the high-explosive payload is replace, first of all the Infrared Sensor system is completely removed and replaced with a more functional active radar homing system instead for the guided missile, basing on proximity sensors and than can track with its radio wave transmitter and utilizing its guidance to than land on the destined target with a explosive boom... or a electrical twist. The guided missile is transistor-based technology to coordinate the active radar homing system on the missile

The payload while can still utilize HE for the ever need exploded impact on the missile, its payload can than be replaced by the "ARC" payload that can electrically murder infantry through means that creates a static electrical charge and arcs to nearby personnel and vehicles (in which the people stuck in those vehicles will be fried by the high amount of current going through it), in which the arc transmits its current to a wide aura on the ground and than dissipates, after its current loses power and becomes weaker, inevitably means for the charge that the current drops off. The current applies itself on the ground level and almost creates a electrical wave around the impact of the explosion that serves as the payload's source of impact and how the charge kills things that are outside the center of impact. Essentially a lightning cage is created from the impact of explosion from the missile, and delivering deadly static current across the ground for a decent amount of meters that can electrocute infantry and people stuck in those metal-based vehicles. All of the missiles are still launched by a normal rail-launcher, that doesn't utilize coil-based components, on a standard truck or other such vehicle that is outfitted with the wide-array radar sensor package to detect the location of enemy locations and electronically maneuver the rails to launch the missiles into the general vicinity of where the enemy targets are, utilizing a telemetry control system.

Consecutively, a guided missile launching system that can fire from kilometers away and can either provide a explosive impact or a static electronic shock to the ground troops with copious amount of bombardment.
Design: "Storm" GMRL-ECP-61S
Normal: (2+3) = 5: Average

The Storm is clearly based off of the Hellfire - one can tell that just by looking at it. It's actually remarkably smaller; while we didn't set off with the intention we found that many components in the Hellfire could be slimmed down: the Storm is roughly 250kg. Perhaps the biggest change is the warhead. Shining metal "spikes" emerge in symmetrical patterns around the front; our engineers assure us this is to ensure maximum effectiveness of the ARC payload.
Its range, speed, and agility have been increased over the Hellfire. It's by no means "good" in these areas thanks to its heritage, but it's some degree of competent now.

We made a small missile here and its capabilities reflect that fact well. It has a range of 6 km and utilizes active radar homing guidance with a relatively poor radar resolution - it can't reliably lock onto any current Merethan air target, for instance; the Merethan's lack of "big things" on the ground barring their underground vehicles means we don't have anything to target in that avenue, either. It does, however, work effectively against boats. This is just a symptom of its size and guidance method. We still expect the Storm to be useful against air targets - notably more useful than the Hellfire, for sure - but far too often in testing have we seen Storms simply fail to acquire their targets and fly off into the distance.
Crude transistor electronics inside the missile handle the guidance.

Its new ARC payload works well, at least. Achieved via some clever engineering, the most basic way to describe it would be to explain that the SynthOil inside the warhead experiences a kind of unstable electric chain reaction. The blast radius is about proportional to the missile, and is roughly 5 meters in radius. Particularly conductive things have a decent chance to catch electrical arcs, frying the unfortunate catcher before the arc moves onto the next target. It quickly loses intensity as it travels, but against electronics and anything metal in dense formation it's quite remarkable. Vehicles and the like are usually left very much intact but with machinery fried and pieces closer to the blast site often being melted.
HE warheads are also available and are to be used as deemed necessary by our generals. They share the same 5m radius blast range, though their kill range is somewhat smaller.


The "Storm" GMRL-ECP-61S is fired by a truck equipped with basic radar, with each truck sporting four rails. We took the liberty of fitting Storms to the Spearhead-B (and Macaw) as well, but it's not exactly the most effective configuration. Each 500kg mount still carries just one Storm and handling the guidance system from within a Spearhead is fairly difficult.

Unike the Hellfire, the Storm is Expensive with a cost of 3 Ore and 4 Oil. The Hellfire was and still is a complex weapon, but technological progression since then and our own expert know-how allowed for a more simple missile.

Spoiler: Designs (click to show/hide)

The Revision Phase of Summer 1961 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!

Shadowclaw777

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Re: Mad Arms Race - Aratam Design Bureau (Summer 1961 - Revision Phase)
« Reply #170 on: January 28, 2018, 08:13:12 pm »

Quote from: Landing Craft
Magpie: Shore-Landing Ship SLS-61:

The shore-landing ship is a versatile ship designed to transport infantry from water into amphibious assault. The vehicle is powered by four SynthOil 16-cylinder electric motor engines and two shafts to power the vehicle. It is equipped with two Can Shredder cannons and a derivation of our Storm missiles as a SAM-rail launched cannons, in which the ship is equipped with two of these small and lightweight rail-launchers. The Storm missiles on this vehicle is further refined with the ability to be shot out a rail and than rolls around its own longitudinal axis to stabilize its flight path, much like a bullet fired from a rifled barrel. In essence a precursory system of missile point defense.

As the Magpie nears to land, it engages its treads and climbs up a beach, pulls its large landing door onto land behind it before detonating explosive bolts to release the cables and hose, allowing any passengers on its barge freedom to debark.

Once separated or, indeed, if deployed on land, the Magpie carries its armament of Can Shredders capable of providing suppressive firepower and because it's a autocannon designed for ships and not a personnel rifle, it should easily be able to penetrate their power armor users, or they will suffer massive damage from the knock back of a ship-mounted gun . It can also launch its basic Storm missile point defense to give protection to the infantry and vehicles being deployed against swatting away aircraft like an insect to make it difficulty to position them for bombing runs. The Magpie is versatile and can hold a battalion of men, or armored support and less supportive men.

Quote from: Revision Votes
Magpie: (1) SC

Resource Vote:
Ore
Oil: (1) SC
« Last Edit: January 28, 2018, 08:32:34 pm by Shadowclaw777 »
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The Ensorceler

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Re: Mad Arms Race - Aratam Design Bureau (Summer 1961 - Revision Phase)
« Reply #171 on: January 28, 2018, 09:15:17 pm »


Revision: "Freebooter" Transport Ship
A hollowed out Corsair hull fitted with a large hardened prow which can be dropped forwards as a ramp to rapidly disgorge a small army. To make up for being more or less unarmed, the Freebooter relies on its impressive speed and maneuverability for protection. To power the ship and make its feats of accelleration possible, the Freebooter deploys the first second generation SynthOil engines, which are able maintain a continuous supercritical reaction of a fine mist of SynthOil suspended within a set of thick metallized glass bulbs six feet long and two feet across.

Quote from: Revision Votes
Magpie: (1) SC
Freebooter: (1) The Ensorceler

Resource Vote:
Ore
Oil: (2) SC, The Ensorceler
« Last Edit: January 28, 2018, 09:29:58 pm by The Ensorceler »
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Blood_Librarian

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Re: Mad Arms Race - Aratam Design Bureau (Summer 1961 - Revision Phase)
« Reply #172 on: January 28, 2018, 09:36:51 pm »

Quote
Magpie: (2) SC, Blood_Librarian
Freebooter: (1) The Ensorceler

Resource Vote:
Ore
Oil: (2) SC, The Ensorceler
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The Ensorceler

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Re: Mad Arms Race - Aratam Design Bureau (Summer 1961 - Revision Phase)
« Reply #173 on: January 30, 2018, 12:36:36 pm »

Quote
Magpie: (3) SC, Blood_Librarian, The Ensorceler
Freebooter:

Resource Vote:
Ore
Oil: (2) SC, The Ensorceler
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Chiefwaffles

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Re: Mad Arms Race - Aratam Design Bureau (Summer 1961 - Revision Phase)
« Reply #174 on: February 05, 2018, 10:02:35 pm »

Magpie: Shore-Landing Ship SLS-61:

The shore-landing ship is a versatile ship designed to transport infantry from water into amphibious assault. The vehicle is powered by four SynthOil 16-cylinder electric motor engines and two shafts to power the vehicle. It is equipped with two Can Shredder cannons and a derivation of our Storm missiles as a SAM-rail launched cannons, in which the ship is equipped with two of these small and lightweight rail-launchers. The Storm missiles on this vehicle is further refined with the ability to be shot out a rail and than rolls around its own longitudinal axis to stabilize its flight path, much like a bullet fired from a rifled barrel. In essence a precursory system of missile point defense.

As the Magpie nears to land, it engages its treads and climbs up a beach, pulls its large landing door onto land behind it before detonating explosive bolts to release the cables and hose, allowing any passengers on its barge freedom to debark.

Once separated or, indeed, if deployed on land, the Magpie carries its armament of Can Shredders capable of providing suppressive firepower and because it's a autocannon designed for ships and not a personnel rifle, it should easily be able to penetrate their power armor users, or they will suffer massive damage from the knock back of a ship-mounted gun . It can also launch its basic Storm missile point defense to give protection to the infantry and vehicles being deployed against swatting away aircraft like an insect to make it difficulty to position them for bombing runs. The Magpie is versatile and can hold a battalion of men, or armored support and less supportive men.
Revision: Magpie Shore-Landing Ship SLS-61
Ludicrous: (3+4)-3 = 4: Below Average

The Magpie represents our attempt to design an entirely new landing craft with missile launching capabilities, improvements to Storm missiles, hold an armament of Can Shredders, hold a battalion of soldiers and/or vehicles, and do more, all from scratch.
In a revision.
Needless to say, this is very very very hard. Not impossible, but its difficulty could be described as ludicrous given our constraints. But we managed some degree of "pulling through".


First off, no missiles. That's just not practical with our time constraints.
It can carry a modest amount of infantry or a handful of vehicles that are delivered using a ramp and door on the bow, combined with very basic (the ship can beach itself using propellers, then just barely unbeach itself using these) treads. Can shredders were considered, but as we don't have the actual blueprints for them, spending a (normally small) amount of time to "rip them off" Cannalan designs isn't impractical given the context of this design revision. So instead, we've included a handful of mounts for Ospreys at the front of the ship for basic covering fire.

It uses the same SynthOil engine (which, by the way, does not operate in cylinders - the way we use SynthOil for power isn't really similar to an internal combustion engine) as our tanks, and shares the fuel efficiency problem. This flaw has a significantly expanded presence here, as the nature of the Magpie combined with our current naval designs means the Magpie has to be able to go from port to beach all by itself, without assistance from other ships.
Now, if we were operating on a scale similar to World War 2, this would make traveling impossible. Luckily, we just have to cross a relatively small stretch of water. Unluckily, this still requires massive amounts of SynthOil to be stored inside where we would keep soldiers and vehicles. If we had some more time, this could have been alleviated somewhat, but we just had none.


Ultimately, the Magpie can technically bring a number of troops (and potentially tanks) to the shores. It has just Thin armor, meaning it's quite vulnerable to fire from enemy positions. It can only deliver an alarmingly small number of troops/vehicles to the shores as most of its cargo space is taken up housing extra SynthOil for the engines to make the trip to the beach. It's at least not specifically unreliable and it at least transports some of our soldiers, but most of the military doesn't have much faith in them right now.

It costs 3 Ore and 3 Oil, making it Expensive.

Spoiler: Designs (click to show/hide)

The Combat Phase of Summer 1961 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!

Chiefwaffles

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1961 - Combat Phase)
« Reply #175 on: February 06, 2018, 03:29:22 am »

Combat Report: Fall 1961

Command's not too happy about the current Bear Trooper situation. Some focus on equipping our ground forces to deal with the problem would apparently be nice.


The new oil import has done the following:
- Mk.2 Hellfire is now Expensive.
- Spearhead-B is now Expensive.
- Magpie is now Cheap.

Spoiler: Designs (click to show/hide)

The Design Phase of Fall 1961 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!

SamSpeeds

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1961 - Design Phase)
« Reply #176 on: February 07, 2018, 11:48:45 am »

Hmmm. The Jumper is obviously not potent enough. Could we use ARC to disable the suits and fry the user? Alternatively, we could amp up the Osprey to fire enough powered shots to shred shields regardless. But I think both options (better Jumper with ARC or better Osprey with more powered shots) are revision material. Even if we got stiffed for being too ambitious last time.

'Designation' Anti Armored Infantry Powered Machine Gun AAIPMG-61

A SynthOil powered machine gun that fires .50 caliber rounds. It can still fire after the battery is exhausted, but using powered shots to quickly shred through Bear Troopers and enemy armor is what it's designed to do.

Super undescriptive and whatnot but I thought I'd try to get the ball rolling!
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Blood_Librarian

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1961 - Design Phase)
« Reply #177 on: February 07, 2018, 12:30:35 pm »

ARES Treatment Plan

Our soldiers are imperfect. They need to be better, and training can only go so far.

The ARES treatment plan is designed to unlock the potential of the SPICE treatment, namely towards unearthing the "subtler" aspects of spice which was so crudely discovered by the engineers of the Malign Intent. (Leave it to the professional doctors you damn engineers.) Altered chemical compositions of Spice using metallurgical recombinators combined with several arduous procedures involving Cryostatic tanks and repeated physical and mental battery has yielded results.

Individuals put through the ARES treatment plan come in many forms forms. One reproducible "form" will exhibit unnaturally anemic body stature, their bodies have reacted to the forces that SPICE has unlocked by becoming weak physically. However, they have been conditioned to use the as of now tapped power that the power of the mind represents. Although they have similar abilities in terms of reaction speed as a Golden eye, they have become utterly malevolent in their mental processes, which the weapon in question can "throw" at targets. In combat against enemy targets, those subjected to the abilities of the ARES-036 "Banshee" will rapidly terrified to paralysis, and in some cases seizures and frothing at the mouth.  When a Banshee comes into contact with a paralyzed enemy combatant, they will commit something that can only be described as ███████████. This process can only be done to soldiers who are not wearing protective facial gear, but subjects of the 039 variety will most likely be provided with a specially designed prybar/knife for such occasions. The Subject afflicted by 039 will be left in a comatose state, with little brain activity, but other wise their baseline bodily functions will continue, essentially becoming a vegetable, deaf and dumb. It is notable that the faces of the afflicted are permanently etched in agony, and on occasion, some afflicted subjects will continue screaming after 039 has finished with with them until they either fall unconscious from oxygen deprivation or cease bodily function by weapon discharge.

Weapons designated ARES-036 will be kept with two to four soldiers to guard the weapon, and it put it down in case of becoming a rogue agent. guards are advised not to observe 036 while it is in the process of consuming enemy combatants, and are specifically ordered not to interact with enemy combatants after they had been dealt with by the Banshee. 039 requires specially made garments for its frame. It is allowed to pick up standard weaponry like any other soldier.

Although there are dozens of other  weaponizable variants that have been noticed by the Bio-Modification committee, 039 has been chosen as the flag design of the first generation under the ARES program due to its ease of use. Far more unique and dangerous subjects have been noted and put down due to their inability to be tamed and producible in significant numbers for battle field use. These "wierdlings" as coined by our patrol personnel are usually half insane creatures of savagery. Occasional subjects can tap into the depths of mental power provided by SPICE without significant deterioration and use these powers for strange and exotic feats, but these few are so rare that they are used for continued research and classification rather then combat development.



Quote from: Vote Box

AAIPMG-61 (1):SamSpeeds
ARES-039 (1):Blood_Librarian
« Last Edit: February 07, 2018, 12:44:09 pm by Blood_Librarian »
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if you want something wacky
Quote from: ChiefWaffles, MAR Discord
I continue to be puzzled by BL's attempts to make Aratam blatantly evil

BBBence1111

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1961 - Design Phase)
« Reply #178 on: February 07, 2018, 02:59:10 pm »

Tesla Rifle

Utilizing knowledge learned in the Storm missile, a new type of rifle is made. It uses the ARC system to generate a lightning bolt and launch it from the end of the rifle, instantaneously frying the target. If said target wasn't adequately grounded, the bolt may strike others near it. The lightning bolt may also separate and hit several targets in the general area the rifle was aimed at. Intended to be accurate up to medium range.

The energy for this is provided by a SynthOil generator that can be worn as a backpack or built into vehicles where the Tesla may be installed.

Quote from: Vote Box
AAIPMG-61 (1):SamSpeeds
ARES-039 (1):Blood_Librarian
Tesla Rifle (1): BBBence
« Last Edit: February 07, 2018, 03:36:54 pm by BBBence1111 »
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KhazintheDark

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1961 - Design Phase)
« Reply #179 on: February 07, 2018, 03:40:13 pm »

Because there is no proper tally script.
Quote
AAIPMG-61 (1):SamSpeeds
ARES-039 (1):Blood_Librarian
Tesla Rifle (1): BBBence, KhazintheDark
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