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Author Topic: Mad Arms Race - Aratam Design Bureau (Fall 1965 - Final Design Phase)  (Read 60737 times)

Rockeater

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1962 - Design Phase)
« Reply #240 on: March 27, 2018, 01:37:08 pm »

Quote from: Votes
SEEM (3): Blood_librarian, Johiah, Talion
Red Skies (5): BBB, The Ensorceler, Rockeater, SC, SamSpeeds
Thunderhawk: (1): SC
Tempest: (3): SC, The Ensorceler,Rockeater

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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.

BBBence1111

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1962 - Design Phase)
« Reply #241 on: March 27, 2018, 02:12:12 pm »

@BBB

Honestly?  I wanted an undoubtedly dangerous soldier that could kill things with his mind. I soaked it with hang ups and the fact that we are messing with scary stuff that we don't even know fully in exchange for it it be easier. Yes, it's a built in weakness as you put it, but that means its easier to build.

Also, what exactly is the "flaw" your talking about? the fact that these soldiers cause fear to the cowards and enemies of the Necrostate? The fact that they are the first steps into the new realms that they may be a little "unhinged" by a lesser mans own morality? Nay, this is their power, to look upon an inferior morale philosophy and supplant it for their own, for the good of the Necrostate.
The flaw is that I'd put this at VH at best. We don't need a VH design that might work if we're lucky. We need to beat them back. Sure, we should do something with Spice, but consider that when we aren't being turned into statues.

Yes, killing with his mind is impressive, but can he not do that with a gun? New realms is interesting, but is it worth a -3 on the die roll? From what I see if it works it gives us a fancy (and expensive) way to detect people, and possibly a gun. Also some experience with Spice I guess.

What does artillery do for us? it fills a gap in our arsenal: Not having it was a critical mistake. It challanges their artillery, so we aren't always frozen. It kills their infantry, helping us there. It gives us missile, tracking and Synthoil experience. And at worst I'd put it on the lower half of Hard. Quite possibly on Normal.
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Proud Juraki/Cannalan/Kasgyr/Ertexite/Karikhitan/Nogranian/Aratam Engineer.

johiah

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1962 - Design Phase)
« Reply #242 on: March 27, 2018, 02:19:47 pm »

Quote from: Votes
SEEM (2): Blood_librarian, Talion
Red Skies (6): BBB, The Ensorceler, Rockeater, SC, SamSpeeds, Johiah
Thunderhawk: (1): SC
Tempest: (3): SC, The Ensorceler,Rockeater
Heck, maybe we can improve spice next turn.
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Oh no, you won't laser my death star.
On a fun note, all of the beds just starting disintegrating

Blood_Librarian

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1962 - Design Phase)
« Reply #243 on: March 28, 2018, 01:13:55 pm »

We should use the revision to improve regular SPICE or the cryo-pods. Having them be so expensive is an outrage at this point.
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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 (Spring 1962 - Design Phase)
« Reply #244 on: March 29, 2018, 04:31:08 pm »

No, we improve the Hydra. We'll fix the Wunderwaffen whem we're leading.
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Blood_Librarian

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1962 - Design Phase)
« Reply #245 on: March 30, 2018, 11:42:37 am »

Our Golden eyes make sure that their burrowers and sometimes their artillery doesn't break us, it will probably make the rest of our designs involving the cryo tanks easier to create.
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Quote from: ChiefWaffles, MAR Discord
I continue to be puzzled by BL's attempts to make Aratam blatantly evil

Chiefwaffles

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1962 - Design Phase)
« Reply #246 on: March 30, 2018, 04:14:18 pm »

"Red Skies" Multiple Missile Launcher

The Red Skies is a long range missile launch system, equipped on trucks. It uses rails to launch up to 20 missiles at a time, while carrying plenty of ammo. The missiles themselves utilize our experience from the Hellfire and the Storm, but are larger and use a Synthoil mixture as payload: it causes a significantly larger explosion on impact and creates hard to extinguish fires that spread rapidly and stick to surfaces. After something catches on fire, the best course of action is removing that part before it can spread. The missiles have improved tracking capabilities, to increase accuracy. They are also painted red, to increase speed.
Design: "Red Skies" Multiple Missile Launcher
(Normal) (2+4) = 6: Above Average

The Red Skies is, for all its effectiveness, surprisingly similar to just ground-launching Storm missiles. It's roughly the same size (in order to preserve expense and launch quantities), just being 50 lb heavier. But it has some key differences.

The first is guidance. The Storm's missile guidance worked (mostly) for air and naval targets, but was just awful against ground targets. So we switched it out for Inertial Guidance - basic electronics and sensors in the missile keep track of its heading, velocity, and whatnot, to keep it on course. It can't actively track and follow moving targets, but with competent crew and proper targets, it's quite effective.

Next in changes is the payload. Much to the dismay of the potential operators, Red Skies missiles don't use ARC payloads. Instead, it uses a slightly-modified SynthOil incendiary load. It's not quite as devastating as we hoped for, but it's certainly effective. SynthOil burns quickly, and the modified stuff has a bit of "stick" to it. So far testing has revealed that all possible targets can't easily withstand the incendiary payload. Some more-armored things take longer for proper devastation, and it's still possible for targets to just get hit in non-vital areas. But looking on the payload as a whole, it's very effective. Scary, even.
So the incendiary payload isn't as immediately destructive, but it's remarkably effective at piercing Merethan armor thus far.

Launchers themselves are fine. A single launcher can be towed by any vehicle, and has 2x5 launch rails. Assistive loading features greatly increase the rate of reloading compared to, say, Mereth's Sarukh launcher. Operation is done on a simple "glass screen" similar to the type used in the hydra; a basic radar-generated """map""" is used to assist in targeting, but right now targeting is nearly entirely based on the quality of intelligence being relayed to operatives.
The missiles are quite accurate, as well. Not groundbreaking, but a missile barrage is near-guaranteed to cause some degree of devastation near its target. Range has been increased to 15 km - outranging Mereth's artillery by a small but somewhat notable amount - thanks to general removal of unneeded components and increased fuel storage.
The Red Sky is still outranged by Mereth's Penguin missile, which means they'll have effective counter-battery fire against our Red Sky emplacements; but we're mostly competing against the Sarukh, not the Penguin.


All in all, the Red Skies is a very effective version of the Storm missile adopted for ground artillery use. It's not particularly groundbreaking, but it doesn't need to be groundbreaking to have a huge impact. We should hopefully clear up our artillery disadvantage with the Red Skies.
It costs the same as the Storm missile - 3 Ore and 4 Oil - and is thus Cheap.

Spoiler: Designs (click to show/hide)

The Revision Phase of Spring 1962 has begun.
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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 (Spring 1962 - Revision Phase)
« Reply #247 on: March 30, 2018, 05:00:40 pm »

Cryogenic Advancements

Surprisingly, it has become very, very hard to optimize or otherwise improve the process by which the Cryostat system treats personnel. After an exhaustive process of elimination along with the exhaustive use of resources (subjects, exotic chemicals, surgical knowledge, etc.), we have both sped up the process of the Cryostats miracle healing and augmentive processes and simplifying the chain of resources required to produce our greatest assets.

Exotic metal catalysts are developed for the purpose of increasing the efficiency of the Cryostatic Tanks; By using these catalysts, we can both decrease the number of resources required to keep the system running and reduce the staff workload by introducing self-stabilizing systems. To summarize the exceedingly complicated explanation; It reduces our required chemical load through the use of exotic minerals.

In addition, a newly discovered field of surgery and doctrine of "cybernetic" procedures has been developed, that when applied to a prospective patient, will allow us to speed up the process by which normal regenerative healing occurs, and possibly allowing more profound, subtler augmentations then the Golden-eye treatment. The procedure itself is a simple installation of internal catalysts that prevent the build-up of toxic elements in the patients neural and urinary system, rendering potential toxins inert before they become a threat, which would otherwise require exceedingly expensive and time consuming installation by the use of Metal Recombinators.

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Cryogenic Advancements (1): Blood_Librarian,
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The Ensorceler

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1962 - Revision Phase)
« Reply #248 on: March 31, 2018, 12:02:07 am »

"Ettin" EMFT-61-B

By replacing the hydraulic actuators in the Hydra turret with linear electric motors modeled after the ones developed for the Atlas internal crane systems and using a twin-gun instead of a quad-gun, the armor of the Ettin's turret can be substantially increased without loss of control. While the Ettin's turret is more streamlined than the Hydra's original "cage" design, it remains fairly high-set to accomodate its vertical articulation, and it keeps the Hydra's dual anti-infantry and anti-air roles.

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Cryogenic Advancements (1): Blood_Librarian,
"Ettin" Hydra Update (1): The Ensorceler
« Last Edit: April 01, 2018, 06:27:14 pm by The Ensorceler »
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Shadowclaw777

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1962 - Revision Phase)
« Reply #249 on: April 02, 2018, 03:08:28 am »

Quote from: VoteBox
Cryogenic Advancements: (1) Blood_Librarian
“Ettin” Hydra Update: (2) The Ensorceler, SC
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Rockeater

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1962 - Revision Phase)
« Reply #250 on: April 02, 2018, 06:56:01 am »

Quote from: VoteBox
Cryogenic Advancements: (1) Blood_Librarian
“Ettin” Hydra Update: (3) The Ensorceler, SC,Rockeater
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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.

BBBence1111

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1962 - Revision Phase)
« Reply #251 on: April 02, 2018, 07:08:13 am »


Quote from: VoteBox
Cryogenic Advancements: (1) Blood_Librarian
“Ettin” Hydra Update: (4) The Ensorceler, SC,Rockeater, BBB
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johiah

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1962 - Revision Phase)
« Reply #252 on: April 02, 2018, 08:12:39 am »

Quote from: VoteBox
Cryogenic Advancements: (1) Blood_Librarian
“Ettin” Hydra Update: (5) The Ensorceler, SC,Rockeater, BBB, Johiah
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Blood_Librarian

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1962 - Revision Phase)
« Reply #253 on: April 03, 2018, 07:28:48 am »

 :P
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Chiefwaffles

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1962 - Revision Phase)
« Reply #254 on: April 04, 2018, 03:17:46 am »

"Ettin" EMFT-61-B

By replacing the hydraulic actuators in the Hydra turret with linear electric motors modeled after the ones developed for the Atlas internal crane systems and using a twin-gun instead of a quad-gun, the armor of the Ettin's turret can be substantially increased without loss of control. While the Ettin's turret is more streamlined than the Hydra's original "cage" design, it remains fairly high-set to accomodate its vertical articulation, and it keeps the Hydra's dual anti-infantry and anti-air roles.
Revision: "Ettin" EMFT-61-B
(Normal) (2+3) = 5: Average

The Ettin is a fairly straightforward change to the Hydra.

Steel plates cover most of the turret on the top. Thin stripes of glass allow for visual to the outside, but most targeting is done through the largely-unchanged targeting system from the Hydra. A layer of our "display glass" along the front of the turret internals allows for blips to represent the location of radar signatures relative to the turret. This is still worse than the Hydra's complete visibility in addition to the digital targeting system, but it works. Friendly fire is a concern, but radio can usually handle that.
Anti-air is still fairly difficult. Their aircraft are fast and we just have a primitive targeting system for a simple flak gun. But for anti-personnel, we expect huge improvements. Kind of. Visibility hurts us more here as we can't use radar to detect infantry, but the limited visibility along with coordination from other spotters can work. It's still much better than before, as Mereth forces can't just shoot out the gunner with regular small arms.

So, to sum it up: We've added armor plating to the Hydra's turret, removed two of the four guns on it, and upgraded the motors. The gun is a bit more agile, and is no longer extremely vulnerable to infantry. But visibility has been greatly hurt. Regardless, this is enough of an upgrade (at no additional price - armoring the turret wasn't a huge additional cost) that the Ettin will be completely replacing the Hydra.

Spoiler: Designs (click to show/hide)

The Combat Phase of Spring 1962 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!
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