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Author Topic: Mad Arms Race - Aratam Design Bureau (Fall 1965 - Final Design Phase)  (Read 60724 times)

Man of Paper

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1964 - Design Phase)
« Reply #540 on: March 28, 2019, 11:19:10 pm »

Let's get proper mad. An alternative to the previously proposed RITUAL marines:

Skeleton Targeted Recombination/Artificial Natal Growth Experiment

One of the first goals upon widespread introduction of CryoStat treatment was the gathering of genetic information for scientific purposes. Having successfully mapped the human genome thanks to our abundance of resources, years ago we set about the task of constructing the perfect sperm and egg to develop into the ideal supersoldier. Due to the pressing concerns of the war we have also accelerated their aging by a factor of eight.

Conceived in specially-designed CryoStat tanks, each embryo is introduced to trace amounts of refined Spice. Once "born", subjects are removed from the tanks to allow development of the8r physical bodies. During the early stages they receive an education focused on, among other things, military strategy and tactics and the importance of the Aratamite state. Each night subjects are returned to their tanks for rest and continued treatment. They are also instructed how and encouraged to reach out and familiarize themselves with the Astral Realm during their down time.

At the biological age of 13 (approx. 78 weeks) the subject's nightly treatments begin to include Recombination Therapy in which elements of the skeletal structure are slowly replaced by or reinforced with titanium. The ribcage and spine receive the heaviest modification by the end of the process.

When subjects reach the biological age of 15 (approx. 90 weeks) they begin to receive combat training. Upon reaching a biological age of 20 (approx. 120 weeks) the nightly treatments begin to combat aging. Subjects also go through final testing to be cleared for combat.

We expect our first successful batch of literally hardened super soldiers to be capable of previously unseen feats regarding astral manipulation (perhaps by reducing or negating the need for absolute concentration). STRANGE Division is meant to act independently of the other branches of the military, beholden only to it's own chain of command and the will of the state to provide maximum flexibility.
-------------

In all honesty this shouldn't be too hard, we already apply most of what I'm using to make our dudes in some form. This should give us a new form of, for all intents and purposes, autonomous unit in the form of an organic combat drone. The dedication to the state will also likely have fun implications.
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Chiefwaffles

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1964 - Design Phase)
« Reply #541 on: May 22, 2019, 05:58:37 pm »

'Meteor' Air Frigate

Making almost no use of aerodynamic principles to stay aloft, the Meteor is based on the failure of the original Torch prototypes. Unable to fly in the conventional sense, those Torches nevertheless achieved vertical takeoff through vectored thrust and the sheer power of the Gel-Matrix Bio-Paste Reactor.

The Meteor is far larger than a prototype Torch, of course, but it's engines also *work*, operating by the magnetic expulsion of a plasma formed by electrocombustion of SynthOil (the same plasma harvested for power by a GM-BP reactor). Even with this powerful lifting force, six engine pods along the underside are needed for redundancy, with an additional pair at the rear providing most of the forwards thrust. All engine pods are vectored, so maneuverability is reasonable and balance can be maintained while damaged.

Lessons learned from the Lantern include heavier use of recombinated armor, but also the need for significant weaponry. The primary weapon of the Meteor is a set of manually operated anti-air Tesla Cannon turrets with better range, power, and rate of fire than handheld models. Secondary armament is a pair of coilcannons able to shell ground positions smaller than a Nightwind and largely mechanized rather than crew-served, and a set of Storm missile launch rails.

The crown jewel of the Meteor is a full radar set, able to provide accurate reads of enemy plane and dropship movement through the air, and a radio officer to communicate this information.
Design: 'Meteor' Air Frigate
(Hard) (3+3)-1 = 5: Average

Perhaps 'Meteor' wasn't the best name, as it usually suggests violently falling and burning up in the atmosphere. But we won't let a little superstition about the name stop us! Unless that superstition is coming from the B.E.O., then it's rational superstition. But this superstition is coming from our engineers, so we can ignore them as usual.

The Meteor's proper name is more fitting. Air Frigate. It really is more like a boat than an airplane. Caring not for aerodynamics, it stays aloft through sheer power alone. Most of the Meteor wasn't particularly hard, but the main challenge for our engineers was creating proper plasma engines based off of the GM-BP Reactor. Part of the process used in the GM-BP's electrocombustion of SynthOil involves copious amounts of plasma. Severe modifications to the GM-BP allows us to vent this plasma at speeds high enough to grant surprising amounts of thrust. The GM-BP Thruster is still relatively bulky and large even without radiation shielding (though it's unintionally a bit safer), but not anywhere near as heavy as the Reactor.

Six of these thrusters give the Meteor its propulsion. Four are placed in rows of two on the bottom, used primarily for keeping it in the air, though heavy amounts of potential thrust and thruster vectoring mean that they can still provide a large amount of thrust in ways that aren't "upwards" and can compensate when some thrusters are rendered nonfunctional. The last two are placed in the back and are primarily for forwards propulsion, but can also be vectored well.
In terms of these thrusters, the Meteor is very durable. If a bottom thruster on each side is destroyed and both rear thrusters are gone, then it can still stay in the air. Though it'd move at a fairly crippled place. If both bottom thrusters on a side are destroyed but both rear thrusters are intact, the Meteor can stay in the air with very little horizontal movement. But as long as it has two thrusters, it can make a relatively safe landing (and a non-lethal landing with one).
These thrusters require large amounts of SynthOil to keep running, and also produce power on the side for the rest of the airborne ship.

Quite fast, the Meteor is not easily described as a "lumbering behemoth". At full throttle forward, it can easily outrun ground forces of any composition or size. Yet it would not be able to fully compete with the agility and speed of fighter aircraft.

A mechanized coilcannon the bottom can shell enemy positions to devastating effect. Autoloaders reload them at fairly slow yet respectable pace, and centralized control systems allow crew to operate them in a coordinated and effective manner. Targeting systems are lacking, and while SEEMs can man the coilcannons more effectively, their abilities aren't as useful very high up and they're better used elsewhere. Precision bombarding is not an advantage of the Meteor. Storm missiles were considered as another armament, yet dismissed for perceived low effectiveness (the poor targeting combined with the relatively poor agility of the Meteor makes them useless against Merethan fighters, and the coilcannon is much better at assaulting ground targets) and unnecessary cost additions.

Three top-mounted anti-air Tesla Cannon turrets and one center-bottom-mounted turret provide protection against Merethan air assets. Operated by crew with mechanized turning and aiming, a single turret has much greater range and rate of fire compared to handheld models. With reload times in seconds and the ability of a missed shot to still arc onto enemies, these make remarkable anti-air weapons. Especially when operated by SEEMs, who have even been able to take down incoming missiles in testing drills (assuming they're already in the turret and not already juggling targets). However, constant operating of more than one turret drains the frigate's capacitors faster than they're charged by the thrusters and can quickly drain surplus power, potentially quintupling the "reload" rate between Tesla blasts.

The Meteor has one internal deck and the surface deck. The internal is mostly filled with machinery for operating the various technical aspects, from the turbines to the radio to the large SynthOil tanks and weapons and access to these bits are limited to maintenance technicians and damage control personnel, ideally with radiation suits. The only place where a notable amount of crew is expected to gather inside is the bridge. Crewmembers live on the surface in covered areas almost vaguely resembling slightly more advanced camps on the ground, with posts bolted to the surface holding up canvas and cloth to protect our men from the weather and sun. A few formal "buildings" dot the surface, for certain operating necessities of the frigate as well as proper quarters for a very small portion of the crew.
The entire Meteor has heavy recombination armor everywhere possible. Armor at this scale, even with recombination techniques, is very expensive yet very useful. Especially when agility can't be relied on to dodge attacks. All known Merethan weapons should have a very hard time disabling or destroying the Meteor. However, it wouldn't be too hard to destroy a Meteor's combat effectiveness -- everything on the surface deck is not essential for continued operation in the short term, but if they're destroyed then the Meteor can lose a large portion, if not most, of its crew and crew facilities. Turrets are armored (though not as armored as the rest of the hull), but on the top they can be more easily disabled as consistent bombardment can prevent crew from getting to man the turrets or just destroy the turrets themselves. The Coilcannon, operated from the bridge and mostly being inside, is largely resistant. Radar can't be destroyed in a single hit, but with the right targets the effectiveness of a Meteor's radar can go down.

We predict great survivability, as long as a Meteor isn't overwhelmed by enemies. Once the capacitors for the turrets is depleted (likely from too many targets), it's extremely possible that bombs, missiles, and strafing runs can get through the turrets' screening and do enough damage to the vulnerable surface crew facilities to neuter a Meteor's combat effectiveness.

Finally, a full radar suite allows for excellent battlefield intelligence. The data is routed to the on-board bridge and command center where it's interpreted and quickly distributed to any assets nearby who could beneit from the information. Many high-ups in the military have expressed interest and poorly-hidden excitement at commanding from a Meteor. Though ((due to the lack of a proper radio design/revision)) not every soldier will have a radio and thus be able to immediately receive intelligence. Turrets and the coilcannon receive direct radar information, however are not automated based on radar. SEEMs are arguably much better than Radar-targetting turrets.


If this overwhelming continues past this point and the Meteor is unable to retreat into friendly territory, eventually the armor will be worn through and the Meteor will crash or be forced to make al anding.
This ship will hopefully be a central point of our forces' advance forward, providing close air support, air screening, and valuable intelligence at every step of the way. Transport of troops is also a suggested and probable use, though due to the fact that the ship doesn't
have much space for personnel and has to land itself to transport personnel and cargo means that this won't be a frequent use. Its heavy armor, good intelligence, and well-equipped weaponry is of tremendous use.

The Meteor, due to its powerful weapons and extreme armor, is very expensive. It costs 8 Ore and 7 Oil, making it a National Effort. The military is still excited to try it out.
Spoiler: Designs (click to show/hide)

The Revision Phase of Spring 1964 has begun.
« Last Edit: May 22, 2019, 06:03:30 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!

Man of Paper

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1964 - Revision Phase)
« Reply #542 on: May 23, 2019, 01:49:23 am »

What if we make a missile launching system for the Storms that is worthy of being mounted on a frigate-type craft? For Meteor Storms?
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Chiefwaffles

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1964 - Revision Phase)
« Reply #543 on: May 23, 2019, 01:56:45 am »

Barring some decent innovation, not much is needed to mount Storms on Meteors, and the problem with them isn't the launching system as it is the missiles themselves. Their resolution (radar-guided) is quite terrible, making it difficult to impossible to lock onto aerial targets and ground targets, with naval targets (also Meteors, but you're not shooting Storms at Meteors) being the only thing Storms can lock on.
Prior to the removal of Storm missiles from your fighter craft, they were used more as unguided rockets in most combat. This is already of questionable relative effectiveness, but without the agility and prescience of Torches their questionable effectiveness goes down further.
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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!

Rockeater

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1964 - Revision Phase)
« Reply #544 on: May 23, 2019, 02:54:19 am »

I would say a more argent problem is that our standard issue weapon is not too effective, which we also put on our Lantern so it helps in two fronts.
Although, Chief: if we upgrade the storm to be effectively RADAR guided, would we go back to use the tourch as it now have a weapon able to fight the enemy in range?
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Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Chiefwaffles

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1964 - Revision Phase)
« Reply #545 on: May 23, 2019, 03:29:49 am »

You could choose to use the Torch with storm missiles at any point, but as is standard with Expense it would effectively share expense with the Lantern — no doubling your aircraft numbers.
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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!

Rockeater

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1964 - Revision Phase)
« Reply #546 on: May 23, 2019, 03:36:09 am »

Fair.
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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.

Man of Paper

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1964 - Revision Phase)
« Reply #547 on: May 23, 2019, 11:44:22 am »

Quote from: Salvador-Class Advanced Naval Aircraft Support Vessel/Santos Overhaul
The Santos has served us well, but it's beginning to show it's age. We replace the oil-burning steam turbines powering the craft with a plasma-based system using the experience we gained from our Air Frigate (as well as properly protected recombinated materials). Each ship has two SEEM Officers to provide extra intelligence on top of the ship's radar systems. The AA guns are replaced with AA Tesla Cannons.

With a more powerful power supply we plan to expand the deck and hangars to allow storage and transport for a handful of extra aircraft as well as the supplies to maintain them for extended periods.


Should be relatively simple, and it'll be an effective upgrade methinks.


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Rockeater

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1964 - Revision Phase)
« Reply #548 on: May 23, 2019, 11:48:39 am »

Are we even use our ships now? there is no battle in this area.
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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.

Man of Paper

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1964 - Revision Phase)
« Reply #549 on: May 23, 2019, 11:55:54 am »

I dunno, but it couldn't hurt, and right now I don't have any other good ideas. Figure options can't be bad.

Edit: Actually here's a multistep plan that could play into: modernizing our carriers could make it easier to make an airborne tender of sorts - something that'd be able to transport and catapult-launch aircraft while not necessarily needing to be able to have them return, though that'd always be nice to have. It'd give us a mobile, albeit relatively small, launching platform for our aircraft. We should also get another aircraft.
« Last Edit: May 23, 2019, 04:45:43 pm by Man of Paper »
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Blood_Librarian

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1964 - Revision Phase)
« Reply #550 on: May 23, 2019, 09:55:26 pm »

Universal Power System( UPS ) Overhaul

Quote
Every single design on the roster each has its own unique battery and its own derivative that is just different enough from each separate design to require it's own charging system, and casing while being similar enough to all be made of the same materials. This is a hellish nightmare in logistics. This is especially confusing for handheld weapons, such as the
"Jumper" EMA Grenade Launcher
HMKR-59 'Osprey'
Tesla Rifle

This design is to simplify the logistics network that produces the munitions and battery stock for all handheld weapons as well as any vehicular mounted systems.

This is done by universalizing the battery design for each system, allowing more efficient battery practices to go into each weapon, and hopefully increasing the power and usability of the weapons.  A soldier should not fear of running out of munitions, and should effectively have unlimited ammunition for the recharging panels should be plentiful. Due to the construction of the batteries, it should be possible for field linking batteries together to make impromptu emplacements for all weapons, as battle-field batteries would allow for weapons such as the Tesla Rifle and the EMA Grenade launcher to defend areas for longer periods of time without reloading.

As a note, this document assumes that not all batteries are equal, and a qualification system will be enacted; higher quality batteries will go to heavier weapons and better regiments, while lower quality batteries will go to where they are most needed.
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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

Man of Paper

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1964 - Revision Phase)
« Reply #551 on: May 23, 2019, 11:33:43 pm »

I think that's more something I'd be willing to try as a design. You're wanting to modify all their power supplies in a universal design without stating it'd be based on any one of our current models, so I assume it'd be a new, and as stated, more efficient battery. Batteries that larger equipment will need to have daisy chained, which will likely see exposure to highly inclement weather on at least one front per combat phase. It's not a bad idea to have, but I wouldn't want to risk the effects of a failure or low roll. Not to mention the power supplies are so widely different that it'll definitely impact difficulty to convert the weapons. That said, it's also a little tame for the options we can probably come up with for a design.

Here's something outlandish to propose:

Quote from: Wadjet Branding
We've studied the Astral Realm for quite a while now. The only solid truth it contains is that it's ever-present. It touches everything that ever was, is, and will be. We got lucky when we stumbled into the realm, and until now we've been experimenting to uncover it's secrets and how best to use it. What we have failed to do is consider that we aren't the first to manipulate the power it offers.

We've studied the countless documents, artwork, and carvings available to us from the remains of ancient civilizations and have begun to rediscover the secrets of the Astral's past. Or at least what's entwined with humankind.

The most apparently Astral-aware civilization was that of Ancient Egypt. While they understood it little, they grasped basic concepts of Astral interaction. Many of their religious symbols have turned out to be linked in some way to the Astral Realm - though they believed it was a realm of death. Countless priests tried to enter the Astral Realm only to go mad. Those that didn't succumb to the mind-tearing unreality of the Astral Realm bore one clear similarity: a tattoo of the Eye of Horus marked their flesh.

While the implications of an eye being a symbol deeply connected to the Astral Realm scares us more than we'd like to admit, we can only speculate and theorize. For now. Thorough research has shown that the Eye of Horus helps safeguard against the dangers inherent to the Astral Realm. By branding our potential Astralpaths before they undergo initial exposure we increase success rates in the conversion process while also providing a basic general improvement to the efficacy of all Astral-related troops who've already undergone the necessary procedures.

A loose idea for improving our neat guys. Reasoning for the eye being relevant to the Astral Realm is intentionally left out to allow flexibility in defining it in a design based on the results of this proposal (ex. we could use a bad result to imply an otherworldy entity is interfering with our reality through the astral realm)or to let the GM make an appropriate reason based on the rolls should he be so inclined. As it's just a tattoo and some research it shouldn't be too hard.
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The Ensorceler

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1964 - Revision Phase)
« Reply #552 on: May 24, 2019, 04:22:40 am »

Freeform spitballing/theorycrafting, but an eye tattoo mattering would be incredibly interesting from the perspective of our so-far crude attempts at Astral bonding. If the tattoo does form an Astral bond (instead of being a wholly unrelated technique), I'd guess that it was either bonding eye-to-eye-to-eye across everyone who ever had both the tattoo and an Astral presence, giving the needed perspective of seeing the Astral from such a collective point of view OR tattoos and other symbolism are enough to form a bond (ie an intermingling of Astral threads) without requiring an intermingling of physical form. As mentioned, if this is the case, it will not become apparent what all the tattoos create a bond with until we actually tattoo some SEEMs and have some active bonds. I wouldn't be opposed to straight up calling the other end of the bond Horus. If it isn't alive/any manner of entity it can still be called The Horus Something Or Other, but w/e. Theorycraft over, neat suggestion.
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Rockeater

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1964 - Revision Phase)
« Reply #553 on: May 25, 2019, 02:28:33 am »

Quote from: Vote
Universal Power System( UPS ) Overhaul: (1) 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.

Man of Paper

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Re: Mad Arms Race - Aratam Design Bureau (Spring 1964 - Revision Phase)
« Reply #554 on: May 25, 2019, 09:23:47 am »

Quote from: Vote
Universal Power System( UPS ) Overhaul: (1) Rockeater
Wadjet Branding: (1) MoP

Placing my vote on branding for now.
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