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Author Topic: Mad Arms Race - Aratam Design Bureau (Fall 1965 - Final Design Phase)  (Read 60722 times)

Blood_Librarian

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1961 - Design Phase)
« Reply #180 on: February 07, 2018, 05:22:39 pm »

EMA-032 Arc Cannon

By utilizing extremely high current wire produced by Insullanium metallic recombinator methods, it is now possible to create a man-portable ARC weapon. Electricity is produced by the batteries and put into a rack of several capacitors once the trigger is depressed. after a couple seconds, a stream of electricity is deployed from the weapon and down range. to properly aim the lightning cannon, a series of a dozen or so tiny copper pellets are launched, these pellets link together and become a conduit for the massive amount of electricity to be sent down range.

This weapon has the power expected to be around a quarter of an actual, natural bolt of lightning. It will not turn the air into plasma, and the noise it makes is similiar to that of a gunshot. It will still sear retinas in close proximety however, so welding goggles are provided to users.

Against targets such as soldiers, powered armor and vehicles, it is expeted to damage similiar to that of being struck by 1/4th of a lightning bolt.

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AAIPMG-61 (1):SamSpeeds
ARES-039 (1):Blood_Librarian
Tesla Rifle (1): BBBence, KhazintheDark
EMA-032 (1):Blood_Librarian
« Last Edit: February 07, 2018, 05:44:49 pm by Blood_Librarian »
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Shadowclaw777

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1961 - Design Phase)
« Reply #181 on: February 07, 2018, 06:14:26 pm »


Quote
AAIPMG-61 (1):SamSpeeds
ARES-039 (1):Blood_Librarian
Tesla Rifle (1): BBBence, KhazintheDark
EMA-032 (2):Blood_Librarian, SC
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The Ensorceler

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1961 - Design Phase)
« Reply #182 on: February 07, 2018, 06:17:19 pm »

ARC Privateer

A complete modernization of the Privateer 1 1/2 Ton Truck, the ARC Privateer is better armored, including metallized rubber tires, and eponymously deploys a more efficient SynthOil engine, the ARC Reactor ARC Cell. Each ARC Cell is a 1 Liter metallized glass capsule acting as a neutron reflector to amplify the signature electrical discharge of SynthOil. Once drained of power, an ARC Cell can either purge its contents and be refilled automatically in configurations including a fuel tank, or can be swapped with fresh ARC Cells by hand in more portable configurations. The updated Privateer uses six ARC Cells and a fuel tank, powering a high torque electric rotor, and can either carry a second trailer or travel significantly faster than its predecessor with the extra engine output.

Quote
AAIPMG-61 (1):SamSpeeds
ARES-039 (1):Blood_Librarian
Tesla Rifle (3): BBBence, KhazintheDark, The Ensorceler
EMA-032 (2):Blood_Librarian, SC
ARC Privateer (0):
« Last Edit: February 07, 2018, 07:16:33 pm by The Ensorceler »
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Shadowclaw777

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1961 - Design Phase)
« Reply #183 on: February 07, 2018, 07:14:58 pm »

Quote
AAIPMG-61 (1):SamSpeeds
ARES-039 (1):Blood_Librarian
Tesla Rifle (3): BBBence, KhazintheDark, SC, The Ensorceler
EMA-032 (1):Blood_Librarian
ARC Privateer: (0)
« Last Edit: February 07, 2018, 07:31:38 pm by Shadowclaw777 »
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Chiefwaffles

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1961 - Design Phase)
« Reply #184 on: February 07, 2018, 08:29:27 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.
Design: Tesla Rifle
Normal: (3+2) = 5: Average

The Tesla Rifle isn't quite ready to become an army mainstay, but it's certainly an effective weapon.

In visual appearance, it's surprisingly similar to that of a flamethrower. The "gun" part is constructed largely out of quality wood and other insulating materials to minimize chances of backfiring. It's comprised of an inner cylinder-shaped chamber that our engineers call the "Lightning Rod"; and really, it has a fascinating look to it. Small bits of glass allow for viewing into the chamber for both appearance and weapon maintenance sake. A long thin metal rod is placed in the middle of the chamber, connecting both ends. The metal "spikes" that we used for generating the ARC payload in Storm missiles are present here; they're much smaller but line the walls of the Lightning Rod.

Its name comes into relevance during chamber operation. Lightning seems to be captured and held inside the chamber, and looking inside would reveal what looks like lightning rapidly convulsing and moving around on the rod, with occasional arcing to some of the spikes. As the weapon charges further, the electricity becomes more intense. If it's overcharged, the chamber simply just becomes a blinding white light to anyone looking at it. To enhance soldier convenience, we have a row of four small light bulbs next to the main "window" to represent charge levels. One light is "effective, but short-ranged and likely non-lethal". Two is "medium ranged with moderate lethality". Three is "medium ranged with extreme lethality", and Four is "medium range with overkilling lethality and severe chance of overcharging". We don't recommend overcharging the gun. That tends to cause explosions.
Not a good thing, explosions. Not when they happen to our testing subjects.


As mentioned before, the weapon has to be charged to be used. This is a natural "flaw" coming from adapting the Storm missile to a gun. The Storm missile takes advantage of what's effectively a spontaneous combustion of a relatively large SynthOil payload to generate the ARC effect. We don't have that luxury in a rifle.
The rifle is connected to the backpack "generator". The backpack is more of a tank, really, for SynthOil. SynthOil is gradually "converted" to charge the Lightning Rod. It generally takes a minute to get to Charge Level 3, which is the recommended level for offensive use. Charging can be stopped/paused at any time, but inherent resistance in the wiring and Lighting Rod means that charge is lost over time. So we generally recommend that our soldiers don't rely too much on saving charges, and instead charge it on demand.

A Level 3 charged shot can reliably kill Bear Troopers. If not killing, then at least disabling them by effectively welding the joints together. Shots can and do arc, with a Level 3 shot able to hit a handful of conductive soldiers or weapons in very close proximity and decreasing lethality as it arcs. Level four shots are especially good at arcing, but are unsafe due to the risk of overcharging.
The SynthOil backpack-battery can power 5 Level 3 shots. Or about two Level 5s, and some more Level 2s/1s. But Level 3 is the main focus here.

It can be installed on vehicles and linked to external SynthOil batteries easily enough, but the precise manufacturing required to make the Lightning Rod means that upscaling it trivially is out of the question. As no vehicles have the mounts for it, it is currently an infantry-only weapon.


Overall, it's a good weapon. Not a good "standard issue" weapon, mind you; the Tesla Rifle requires a bulky backpack, requires a minute between proper shot, and only has enough power for five regular shots. But it's insanely lethal, has an area of effect, and, perhaps most importantly, it looks cool.
Our generals predict reasonable effectiveness, though that can't be determined for sure until after it sees combat.

It costs 2 Ore and 2 Oil; it's Complex due to the inherent difficulty in manufacturing the Lightning Rod (minor flaws can result in the whole thing exploding as it gets to the first level of charge). This all makes it Expensive.

Spoiler: Designs (click to show/hide)

The Revision Phase of Fall 1961 has begun.
« Last Edit: February 10, 2018, 04:05:48 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!

Blood_Librarian

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1961 - Revision Phase)
« Reply #185 on: February 07, 2018, 09:02:50 pm »

Dues Modern

By fully redesigning the Privateer and producing all the parts of the Privateer onsite as well as replacing the engine with a 6-cylinder Engine with a manual transmission, we have attempted to modernize our cargo transportation services.

In addition, the truck comes with two types of "hoods" for its cargo; a recombinated steel-wood plate that enraptures the occupants/cargo, or a simple tarp that prevents the items from being rained on.

Maggylevvy

A modification of the Magpie (Namely, two of them welded together.), the Maglev is designed as a fast-moving transportation vessel to be deployed in convoys.  The engines themselves are optimized for long time running and fuel efficiency at taking up a larger portion of the ship.

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Dues Modern (0):
Maglev (1):Blood_Librarian
« Last Edit: February 07, 2018, 09:23:53 pm by Blood_Librarian »
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The Ensorceler

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1961 - Revision Phase)
« Reply #186 on: February 07, 2018, 09:40:24 pm »

Twin Hydra
A significantly safer update to the Hydra, the Twin Hydra trades in one four-barreled gun for two independently operated two-barreled guns and some decent armor plating for its gunners. It remains dedicated to its twin anti-air and anti-infantry roles.

Transport Ship
 A Santos-Class Naval Aircraft Support Vessel converted to move shipping containers instead of planes. Uses a mostly unmodified version of the hydraulic elevator to store cargo on both the surface of the ship and the flight deck.
« Last Edit: February 08, 2018, 08:57:57 pm by The Ensorceler »
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Shadowclaw777

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1961 - Revision Phase)
« Reply #187 on: February 08, 2018, 08:55:05 pm »

Quote from: Cargo Boat
Atlas-class Cargo Ship: A derivative of the Santos-class aircraft carrier, except that it is designed for transportation purposes in mind. The entire suite of weapons and armor is removed for more space for cargo and containers for the sea, except that it keeps the hydraulic elevator for internal storage, and with a crane system that is connected to this ship. The crane system helps with the vehicle off-loading cargo from dock to dock, and if any modification to the current engine need to be made for long time running and large trips and those can be made, so that it can suit its purpose as a cargo ship. It as a hollowed out aircraft carrier allows it to hold many tons of container cargo.

Quote from: Votes
Dues Modern
MagLev: (1) Blood_Librarian
Twin Hydra
Atlas: (1) SC
« Last Edit: February 08, 2018, 09:01:40 pm by Shadowclaw777 »
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The Ensorceler

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1961 - Revision Phase)
« Reply #188 on: February 08, 2018, 08:58:58 pm »

Quote from: Votes
Dues Modern
Maggylevvy: (1) Blood_Librarian
Twin Hydra
Atlas-class Cargo Ship: (2) SC, The Ensorceler
« Last Edit: February 08, 2018, 09:02:27 pm by The Ensorceler »
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BBBence1111

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1961 - Revision Phase)
« Reply #189 on: February 09, 2018, 05:28:33 am »


Quote from: Votes
Dues Modern
Maggylevvy: (1) Blood_Librarian
Twin Hydra
Atlas-class Cargo Ship: (3) SC, The Ensorceler, BBB

We should also do a revision or two on SynthOil
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Chiefwaffles

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1961 - Revision Phase)
« Reply #190 on: February 10, 2018, 04:27:02 am »

Atlas-class Cargo Ship: A derivative of the Santos-class aircraft carrier, except that it is designed for transportation purposes in mind. The entire suite of weapons and armor is removed for more space for cargo and containers for the sea, except that it keeps the hydraulic elevator for internal storage, and with a crane system that is connected to this ship. The crane system helps with the vehicle off-loading cargo from dock to dock, and if any modification to the current engine need to be made for long time running and large trips and those can be made, so that it can suit its purpose as a cargo ship. It as a hollowed out aircraft carrier allows it to hold many tons of container cargo.
Revision: Atlas-class Cargo Ship
Trivial: (4+4)+2 = 10: Unexpected Boon

"Aratam Unveils New Cargo Ship; Plans to Change World"
"Earth-shattering Aratamite Cargo Ship to Set Sail"
"Aratam to Dominate With Amazing Logistical Capabilities"
"Design Bureau's Biggest Success Yet: the Atlas"


These all have one similarity to them.
...
They're all headlines that do not and will not ever exist. We made a cargo ship. It's not a huge deal. We didn't invent a cure for canc--wait we already did that didn't we we didn't do something miraculous. It's a cargo ship.

A good cargo ship, at least. It has a bunch of cool miscellaneous tech on board. SynthOil batteries power electronics and magnetic rails move cargo around. Its capabilities add up to 2 TC worth of logistics. Not an insane amount, but the Santos wasn't designed for cargo transport in the first place. We also managed to create a very cheap variant of the Cryostat Tank to help us out here; it's barely even resembling the Cryostat at this point, but some further application of Cryogenic technology can freeze both people and certain cargo (though people require hooking up to a basic automated injection system first). Cryogenically frozen cargo - people or materials - does not decay at all. People don't get hungry, they don't notice time passing, nothing. Perishable materials just don't perish.
It's all pretty cheap, too.


But our engineers want to emphasize that this isn't a huge discovery. Even when everything is super ahead of schedule and under budget, there's only so much you can do with a revision to turn an aircraft carrier into a cargo ship. The Cryogenics Storage system is nice for transport, but not much else. Though some say it has potential for various other applications or improvements to the still-not-terribly-useful-Cryostat itself.


+2 TC. Very nice job all around. We spent the surplus budget on alcohol. Hope you don't mind.

The Storm missile is now Cheap. The Halberd and Hydra tanks are Expensive. And the Santos-class Carrier is Expensive as well. All thanks to the Oil being imported with the Atlas.
Spoiler: Designs (click to show/hide)

The Combat 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!

Blood_Librarian

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1961 - Combat Phase)
« Reply #191 on: February 11, 2018, 09:53:16 am »

what do we need to vote for in the combat phase again?
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SamSpeeds

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1961 - Combat Phase)
« Reply #192 on: February 11, 2018, 05:33:51 pm »

Nothing, that's just CW saying "OK the combat report is next fellas" I think.
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Chiefwaffles

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1961 - Revision Phase)
« Reply #193 on: February 18, 2018, 05:34:57 pm »

Combat Report: Winter 1961

Mountains
The Tesla Rifle helped, but right now our infantry is largely helpless against theirs without substantial armor support. Which we don't have in the mountains. At least we'll have our armor ready to contribute more seriously in the desert.

The Sea/Plains
Our better armor helped us secure a victory here, as we could rely on it unlike in the Mountains. At Sea, we simply just had an overwhelming advantage in practically every way.


We are ready to use the new Resource Credit when ordered.
Spoiler: Designs (click to show/hide)

The Design Phase of Winter 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!

Blood_Librarian

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Re: Mad Arms Race - Aratam Design Bureau (Winter 1961 - Design Phase)
« Reply #194 on: February 18, 2018, 07:17:08 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 recombination 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. 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.

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ARES (1): Blood_Librarian
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