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Author Topic: Mad Arms Race - Aratam Design Bureau (Fall 1965 - Final Design Phase)  (Read 61461 times)

Blood_Librarian

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1964 - Design Phase)
« Reply #600 on: June 10, 2019, 08:01:45 am »

I still think my plasma rifle is the unabashedly better choice for infantry scale weaponry, and im gonna disagree with you that my sole reason I am supporting it is because I put time into writing it. It would be to complex for your simple mind ot comprehend the almost certainly higher thoughts that I put into making it

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ANGEL Complex (Civ. Design) (2): MoP, Blood_Librarian
STOP (Mil. Design) (2): MoP, Blood_Librarian
C-Wep Gun (0):
Infinite Grid (1) : Rockeater
"Albatross" Plasma Rifle (1): Rockeater
"Nova" Omnispacial Combatant (1): The Ensorceler
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if you want something wacky
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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 (Fall 1964 - Design Phase)
« Reply #601 on: June 10, 2019, 08:48:21 am »

In response to having a revision idea for an infantry weapon, we got a Jumper that could use some love. Making it actually worthwhile to use has a good chance to tip these very delicate scales. However if one of the two space designs is nonfunctional then fixing that is priority.

Plus, if we get the credit we can use it for the plasma rifle.
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The_Two_Eternities

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1964 - Design Phase)
« Reply #602 on: June 10, 2019, 10:38:19 am »

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ANGEL Complex (Civ. Design) (3): MoP, Blood_Librarian, TTE
STOP (Mil. Design) (3): MoP, Blood_Librarian, TTE
C-Wep Gun (0):
Infinite Grid (1) : Rockeater
"Albatross" Plasma Rifle (1): Rockeater
"Nova" Omnispacial Combatant (1): The Ensorceler
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BBBence1111

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1964 - Design Phase)
« Reply #603 on: June 10, 2019, 11:14:47 am »

+1 On Albatross.
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Proud Juraki/Cannalan/Kasgyr/Ertexite/Karikhitan/Nogranian/Aratam Engineer.

Man of Paper

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1964 - Design Phase)
« Reply #604 on: June 10, 2019, 04:29:59 pm »

Quote from:  Votebox
ANGEL Complex (Civ. Design) (3): MoP, Blood_Librarian, TTE
STOP (Mil. Design) (3): MoP, Blood_Librarian, TTE
C-Wep Gun (0):
Infinite Grid (1) : Rockeater
"Albatross" Plasma Rifle (2): Rockeater, BBBence
"Nova" Omnispacial Combatant (1): The Ensorceler
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brightfractal

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1964 - Design Phase)
« Reply #605 on: June 10, 2019, 11:57:21 pm »

Quote from:  Votebox
ANGEL Complex (Civ. Design) (3): MoP, Blood_Librarian, TTE, brightfractal
STOP (Mil. Design) (3): MoP, Blood_Librarian, TTE, brightfractal
C-Wep Gun (0):
Infinite Grid (1) : Rockeater
"Albatross" Plasma Rifle (2): Rockeater, BBBence
"Nova" Omnispacial Combatant (1): The Ensorceler
Ortillery is a sensible choice, when in doubt always hold the high ground or nuke from orbit as they say.
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Man of Paper

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1964 - Design Phase)
« Reply #606 on: June 11, 2019, 04:01:31 pm »

Ignore all that junk I wrote, designs were locked. Let's real quick vote on defining the ANGEL Complex's parameters. Of note, I had an idea about making it International and Chief said deciding on that could be done this turn, but the sooner we decide (as soon as possible, preferably) the sooner it could have potential impact.

So we can do the ANGEL Complex as is, where it's totally controlled and manned by Aratam.

Or we can go International Angel Complex and allow any civilian engineer, researcher, and scientist with proper qualifications and employment access to the space elevator and it's facilities. Including Merethians. We turn away their ships aiding the war effort, but allow transport of non-military personnel and construction of civilian craft at the GSO Facility.


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Aratam-only ANGEL (0):
International ANGEL (1): MoP
« Last Edit: June 11, 2019, 04:10:49 pm by Man of Paper »
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The Ensorceler

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1964 - Design Phase)
« Reply #607 on: June 11, 2019, 04:17:33 pm »

Quote from: Which ANGEL should we be?
Aratam-only ANGEL (0):
International ANGEL (2): MoP, The Ensorceler
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Blood_Librarian

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1964 - Design Phase)
« Reply #608 on: June 11, 2019, 06:24:23 pm »

Can we illegalize Merethian drugs as well?

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International ANGEL (3): MoP, The Ensorceler, Blood_Librarian
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Man of Paper

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1964 - Design Phase)
« Reply #609 on: June 11, 2019, 06:35:07 pm »

Nope, just anything that contributes to their war effort. We shouldn't let any avenues of research be blocked merely based on geopolitics. This is bigger than any one nation! We just need to ensure we get the most out of it is all.
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Chiefwaffles

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Re: Mad Arms Race - Aratam Design Bureau (Summer 1964 - Revision Phase)
« Reply #610 on: June 12, 2019, 06:16:12 pm »

Civilian Design Proposal: ANGEL Complex
Hope Design: ANGEL Complex
(Hard) (6)-1 = 5: Average

Thanks to the wonders of recombinated materials and their recent extreme usage in construction, plasma thrusters, and Aratam talent, we've built what we consider to be a new Wonder of the world: the ANGEL Complex. An elevator to orbit.
And in a symbol of good-will to the world, we're opening it to every other nation. Even Mereth. The B.E.O. isn't happy, but we trust they'll keep security.

The base complex is quite large, being a very important center of logistics. It contains a huge amount of docks for Atlas ships and international ships, and many storage facilities and warehouses next to these docks. Plenty of other space is left for training, logistics, mini-embassies for nations to coordinate their activity in the ANGEL complex, security posts, our orbital command center, and much more. Extreme amounts of reactors in the complex and its struts power ascent. It's placed off the cliff-covered northern coast of Aratam, its structure going all the way down to the sea bed. The core of the entire facility is extremely strong, being made out of best possible recombinated materials.
A large "tower" raises from the complex. Three massive struts support a series of rings that electromagnetically propel anything upwards at max possible safe speeds. The struts reach up 100 kilometers, and at this point the new material "Graphene" (we managed to barely create a proper production process of this thanks to recombination) takes over as four graphene tethers guide the launched object towards a station at Geostationary orbit (with the tethers going past to form a counterweight). No thrusters or fancy technology are needed on the shuttle that is launched upwards.

ANGEL Station itself isn't much. Mostly because we had to build it with quickly-developed conventional rockets, even if they were using plasma thrusters. It's mostly just a moderately-sized pressurized room (kept pressurized via a primitive life support system with consistent resupply via the shuttle) where we have a small team of operators and overseers managing their end of deliveries and keeping the station in geostationary orbit via small plasma thrusters. A single Reactor powers it. It has an airlock with a handful of heavily-modified RA/MP suits (admittedly extremely mediocre and only good for not dying in space of either asphyxiation or drug withdrawal for about an hour).
Crew is rotated constantly for a 24/7 presence of 4 crew, and the station has capacity for 10 people total. We reserve 3 slots for our own research and space tourism, and 3 slots for international usage at the moment.

We have all our crew train in facilities at the Complex, practicing with our (crappy) RA/MP space suits and modified tools, and using carefully-maintained pools to practice in low-g/zero-g environments to the best of our simulation abilities. Combat is also secretly practiced to a minor degree, though Tesla rifles won't work in vacuums.
Guardian presence is always maintained on the Complex and Station, to keep the area as secure as possible. Astral sensitivity is not required to be considered a valid candidate, though it is preferred. We choose the best and brightest for the crew.

The shuttle actually quite big and has two "decks", with the top one meant for crew and passengers and the bottom one unpressurized for cargo. It is not possible to move between decks when the shuttle is not docked, as we wanted to maximize cargo space. We do share usage of the shuttle, meaning it isn't as great as it could potentially be. Shuttle top deck can fit about 30 people in it comforably -- more than the station can fit.
Cargo is stored via external tethering to struts coming out from the station, and the shuttle docks at the station in such a way that the top deck has access to the tiny (for now) station while the bottom deck has access to space to offload cargo. At the moment, construction of anything in space is still difficult as we must rely on mediocre space suits and nothing else to get anything done.
Civilian and research Aratamite stations still won't be made without our backing yet, due to the aforementioned construction issues.


People are amazed. Not only by the sheer possibilities the ANGEL project presents, but by how we've treated it, letting other nations use it for their own endeavors. Sure, it will damage opsec and it may be used against us, but some things are worth it for what they bring to the world.
Aratamites are hopeful. They'll live to live among the stars.


We doubt we can ever build something of this magnitude in the foreseeable future. It is our Wonder. We can improve it, but matching it? That may not be possible.
The ANGEL Project will double our space TC, but will not provide any of its own. It will grant Mereth +1 STC. Both sides can use it to put civilian or other non-military stations and assets into space, or use it to perform non-military research. Aratam will be notified immediately after any ANGEL-utilizing project is completed. Only Aratam can use it for military logistics, production, construction, and projects. Mereth will be made immediately aware of this project's completion.
Aratam may close international doors to the ANGEL Project at any time, to unknown consequences.


Curiously, most Astral-sensitives who have been onboard the Station for a non-negligible amount of time have reported strange oddities and anomalies in just about everything. Saying that every now and again something feels "different", like deja vu. They keep on seeing the number 8 manifest in patterns and "8" comes out of them unconsciously in many ways, whether it's just number of coffee cups brewed, or muttering it in their sleep.
We've had a Guardian and and some SEEMs investigate the phenomenon. So far, all we can tell is that it's likely due to the decreased influence the Astral has in space due to less human consciousness. Why this matters? We don't know. A Guardian has told us that they feel like they're "in the wrong place," whatever that means.



Military Design Proposal: Slug-Throwing Orbital Platforms (STOP)
Design: Slug-Throwing Orbital Platforms (STOP)
(Normal) (3+2) = 5: Average

While the ANGEL Project is vital for STOP to work at all, we were unable to utilize ANGEL to make researching and developing this project easier, as it was still in development when we started this project.
No matter.

The STOP is just small enough to fit in an ANGEL shuttle, providing cramped quarters (a bunk bed, an alcove into the side of the wall where their beds is serving as a combo shelf-table) for two people in addition to all the equipment it uses. It contains a small radio system (just enough to communicate with ANGEL Complex) to receive orders, and a small radar setup to see nearby targets in space. A reactor fits in the back, powering the 48 hours of life support, general operations, and the weapon.

The weapon is a Gauss Cannon reaching alongside the bottom length of the STOP's other systems, and making up for about a third of its height. It requires 20 seconds to fully charge its shot, but a fully charged shot is no pretty sight. It could likely rip through anything currently in field by either side right now. Except maaaybe the Meteor. We'd rather not test that one out. The Gauss Cannon can be primed for fire at 50% charge minimum, capable of immediate fire though with exponentially less destruction. Charge can be aborted at 50% but if not released by firing the weapon past the 50% marker, attempting to keep it is liable to damage the capacitors.

Small plasma thrusters (all using plasma from the Reactor) cover a platform, allowing for slow movement in any direction but very quick turning. SynthOil fuel needed for the reactor allows for up to a week of regular operations, but firing ten shots in its lifetime would mean a STOP only has about 2 hours worth of fuel for everything else left. The first crewmember serves as the gunner, with full control of the orientation (both crew members are strapped in and frankly we expect vomitting) and firing of the weapon. Second crewmember controls movement and maintains all other systems. A STOP is made out of recombinated materials, but isn't that durable to maximize durability and minimize weight+size. A magazine in the back (which is not a weak point, thanks to coilguns) provides 10 shots worth of ammunition and takes about 30 seconds to autoload a shot once the one in the barrel is fired. The gunner uses physical controls, with instruments of course on the bottom and a large canopy window providing good field of view.

Unfortunately, targeting is an issue. While the radar automatically outputs all known targets as electronic blips on the canopy and a centered crosshair provides the target of the projectile assuming a straight line, targeting in space is hard. The radar is short range which while bad in itself at least means the gunner can just point the crosshair at a blip and not have to worry about adjusting for speed of light or gravity or any other factors. But Mereth may be able to pick up on our STOPs before they see the Merethans. Radio coordination is useful, but ultimately imprecise. At the distances of space, spoken directions are hard to match with actual targetting. SEEMs experience better odds if facing vehicles piloted by humans, but are still at odds with the great distances.
Firing on the ground is possible but ill-advised. "Winging" it from space towards the ground with a hypervelocity gauss cannon is not a good idea. Ever. Do not do that.

In emergencies or in cases where fuel is too low, the crew & life support compartment can be detached explosively from the rest of the STOP. Oxygen supply can be used in miniature RCS thrusters to move it, and a tiny beacon can be optionally activated to signal retrieval. Deployed solar panels are able to keep the life support and beacon on, and nothing else. Mild stasis can be invoked in the crew via Cryostat-derived techniques, greatly slowing their heart rate and breaths to the point where they can last for weeks on a fraction of the life support capacity, waiting for rescue.
Crew capsules are not rated for re-entry (as that would add a lot of mass and expense), but the beacon combined with a last known location should allow for retrieval of all capsules. Especially in coordinated detachments.


It costs 3 Ore and 2 Oil. Making it Cheap. It is deployed to Geostationary orbit via the ANGEL Shuttle, and while it isn't effective at the ground, it may be useful against Merethan space assets.


Spoiler: Designs (click to show/hide)

The Revision Phase of Fall 1964 has begun.
« Last Edit: June 12, 2019, 06:18:18 pm by Chiefwaffles »
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BBBence1111

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1964 - Revision Phase)
« Reply #611 on: June 12, 2019, 06:58:01 pm »

Typo in the durability thing. There, now you can fix it.
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Proud Juraki/Cannalan/Kasgyr/Ertexite/Karikhitan/Nogranian/Aratam Engineer.

Man of Paper

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1964 - Revision Phase)
« Reply #612 on: June 12, 2019, 07:44:47 pm »

Some revision ideas for you nerds, in no particular order.


"Hopper" EMA Grenade Launcher (Jumper Overhaul)

The "Jumper" was an interesting idea at the time of it's conception, and we've used knowledge gained from it to improve our armory greatly. It's time we revisit this classic and update it for use on the ever-evolving battlefield.

The first, most important, and quite possibly easiest change from the "Jumper" to the "Hopper" is modifying the process of coilgun manufacture for the weapon. We've come a long way in this field and it's about time we simplify the process. Our next step is to update and improve the synthoil battery brick. We've done much in the way of power supplies over the years, and so we will apply our experience in updating the capacity of the bricks. The third change in this overhaul is updated and improved wiring. This should work to increase the speed with which the "Hopper" charges. The final, and most obvious change, is the new 6-round capacity revolver-style feeding system. With these changes we aim to significantly reduce time between shots as well as provide enough power for each battery to unload the entire six rounds it holds at a time without needing replacement.


"Chelsea" Shoulder-Mounted Infantry Launching Equipment

The "Chelsea" SMILE takes the concepts for the Red Skies and Storm missiles and downsizes them for infantry use. The smaller unguided rocket is fired from a single-use disposable tube launcher. It has an adjustable flip-out sight to aid in hitting distant targets. A relatively simple idea with a focus on an effective warhead and rocket (so long as the tube doesn't burst into flames when used).


ANGEL Complex D/E/V.A Module Expansion

The ANGEL Complex is a beautiful thing. But it's only the beginning. In order to maximize what we, and humanity, can get out of the Space Elevator we must add on to it. The first addition to the ANGEL is an expanded D/E/V.A Module (originally referred to as the GSO Platform). The Design/Engineering/Vehicular Assembly module adds more space for the manpower and related support systems required to undertake orbital construction. It also includes a half-dozen "drydocks" of approximately Meteor size for construction of larger space-faring ships. Four of the docks are reserved for Aratamite constructions, with the others granted use to contributing nations (with Aratamite oversight).


Recombinated Armor/Zero Environment Suit

The modified RA/MP serves as a solid temporary solution to keeping out space-faring citizens and military personnel from immediately dying the in the vacuum of space, but it won't do for long. We've taken it upon ourselves to make a number of changes to the RA/MP in order to provide orbital and space personnel with a RA/ZE. Maintaining integrity of the suit is top priority as we increase air capacity, improve filtration by adding air scrubbers, inserting a reinforced spine and leg assembly to increase control of motion, and magnetic soles at the bottom of the feet that can be toggled on and off with a click of the heels. We also focus less on it's ability to take a bullet/laser blast, and they're not impervious to such weapons already and getting shot in the environment a RA/ZE is designed for would be fatal anyways.


STOP-IT Upgrade

The STOP-IT (for Improved Targeting) is an upgrade to the sensor suite to provide longer-range targeting and aim assistance against moving targets. The system takes input from signals received by oppositional craft in order to estimate it's speed and direction and visually represents that information on the canopy. A tracked target will have a small stem protruding from it ending in a dot marking where the STOP should aim in order to hit it's target. While imperfect, it's not likely a ship will take evasive action if it's being hit from somewhere it can't see.

Civilian ships are asked to register with the Aratamite Space Command Intelligence Institute to receive an appropriate IFF marker in order to prevent accidental destruction of civilian ships.
« Last Edit: June 12, 2019, 08:11:12 pm by Man of Paper »
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The Ensorceler

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1964 - Revision Phase)
« Reply #613 on: June 12, 2019, 08:21:11 pm »

"Popper" EMA Smoke Grenade Launcher (Jumper Overhaul)

A side proposal to the Hopper project, the Popper instead focuses on rapidly deploying thick smokescreens, replacing the trenche and increasingly useless cover of yesterday with obscurity, leveraging enhanced team leaders able to sense threats and opportunities through the smoke. With greater ability of our troops to close distance and isolate enemy units from rescue, we can outmaneuver and take down armored Merethians with ease.

The first, most important, and quite possibly easiest change from the "Jumper" to the "Popper" is modifying the process of coilgun manufacture for the weapon. We've come a long way in this field and it's about time we simplify the process. Our next step is to update and improve the synthoil battery brick. We've done much in the way of power supplies over the years, and so we will apply our experience in updating the capacity of the bricks. The third change in this overhaul is updated and improved wiring. This should work to increase the speed with which the "Hopper" charges. The final, and most obvious change, is the new 6-round capacity revolver-style feeding system. With these changes we aim to significantly reduce time between shots as well as provide enough power for each battery to unload the entire six rounds it holds at a time without needing replacement. The smoke canisters are fast-dispersal units, offering a wide swath of smoke from the moment they are fired. Instant obscurity is prioritized over the ability to last for more than a minute or two.
« Last Edit: June 12, 2019, 08:27:41 pm by The Ensorceler »
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Talion

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Re: Mad Arms Race - Aratam Design Bureau (Fall 1964 - Revision Phase)
« Reply #614 on: June 13, 2019, 06:01:45 pm »

HMKR-64 ‘Hummingbird’
Built as a successor to the successful HMKR-59, the Hummingbird features and supports a new style of cartridge that makes use of a modified ignition/combustion mix that some have dubbed (inaccurately) SynthPowder. SynthPowder charges are in reality another example of Aratam chemical knowhow. Making use of the unusual properties of SynthOil to produce a notable electrical charge during the combustion process. Combined with a properly insulated chamber, this charge can be carefully directed to charge a SynthOil battery. As every shot serves to charge the battery the limitation on Coil enhanced of the Osprey can be bypassed. Moreover, the size of the battery can be somewhat reduced.

The bullet itself makes use of the wider range recombinant materials available to create the best anti-armour capability that can be managed to counteract the excess armour of the Merethan adversary. As there is no reason to bring a weapon that can’t penetrate, the designers are willing to sacrifice overall rate of fire to elongate the bullet into a fin stabilised needle that has more in common with rocket design than a traditional bullet. The fins are designed to flex in flight with the aid of a pre-wound spring that allows each bullet to rapidly flap its wings. This leads to the distinctive low-pitched buzzing noise the bullets make in flight for which the Hummingbird is named.
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