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Author Topic: Mad Arms Race - Mereth Design Division (Fall 1965 - Final Design Phase)  (Read 83575 times)

Maximum Spin

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Re: Mad Arms Race - Mereth Design Division (Summer 1961 - Revision Phase)
« Reply #255 on: January 31, 2018, 04:36:37 pm »

Because power armor is awesome.
Confirmed.
Quote from: lets get voting
STABIL-ICE 2
Bear Arms (5): Andrea, NUKE9.13, Madman, FallacyofUrist, Maximum Spin
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Chiefwaffles

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Re: Mad Arms Race - Mereth Design Division (Summer 1961 - Revision Phase)
« Reply #256 on: February 05, 2018, 10:02:53 pm »

Bear Arms: Our brave blue boys, which is to say, our Bear Troopers, suffer needlessly at the hands of the enemy. Their armour is acceptable, but their equipment is not. We endeavour to fix this, with a number of small changes. It is, after all, our right to arm Bears.
First, we create armoured gauntlets. These will allow Bear Troopers to wield heavier weaponry, as the weight need no longer be borne by their puny human hands; instead it is transferred to the armour. Shock absorbers in the gauntlets reduce the effect of recoil.
Next, we make slight modifications to our heavy weapons to better suit them. The Sorraia is given a box magazine and a pistol grip, to make reloading easier and improve accuracy. The AS-AC18 (a better choice for hand-wielding than the Velociraptor, due to reduced weight and recoil) is made lighter by replacing the outdated parts with more modern alloys (like those in the Velociraptor), the grip modified to integrate neatly with the new gauntlets, and anything else we think might be needed to make it wieldable by (power-armour-wearing) infantry is done.
For our last trick, we go medieval, and design a shield. A thick plate of metal which can be strapped onto a Bear Trooper's left arm, it should allow them to advance into heavier fire than before, and although wielding both a shield and an autocannon might be excessive, a shield and a machine gun should be possible.
Revision: Bear Arms
Normal: (3+3) = 6: Above Average

After firing the person who came up with the name of this proposal, we got to work making a very respectable set of modifications to Bear Armor.

Some further-miniaturized Electrogel motors (and some armor plating) over the hands finally allows for fine manipulation of objects to the same level of unarmored hands. Creative use of Electrogel allows for these motors to be quite effective at controlling recoil, as well. As Electrogel responds to pressure, we can simply arrange the motors and include trigger-Electrogel in the right places to allow for the motors to automatically counteract non-intentional forces.
We didn't really need to spend any time modifying guns as the recoil compensation and effective strength afforded by Bear Armor makes most of it unnecessary. But we did replace metals in the AS-AC18 and make some tweaks in the loading process to ensure optimal performance of AS-AC18-wielding Bear troopers. As it stands, Bear troopers should be able to comfortably wield the AS-AC18 with both hands.

It was also an extremely hard task, but we perservered through and made a shield for our Bear troopers to wield alongside with lighter guns. Unfortunately, our heaviest gun that's not an AC18 or Sorraia is the Stalwart rifle. Still, very easily for our Bear troops to wield in one hand. The shield's somewhat similar in shape with a riot shield (although it's all metal and substantially thicker). Bear troopers should easily move with it in one hand, though it tends to limit their visibility, decrease the effectiveness of reloading, and (while quite remarkable under the hands of skilled Bear troopers) doesn't completely eliminate the chance of a shot hitting the armor itself.
And no, we did not just "take a slab of metal from the nearby refinery." How insulting. This was really tough work, what we did here. We won't tolerate disrespect. Making a shield was super hard. Trust us. Our salaries should be adjusted accordingly.


So, to sum it up: Bear Armor now has fairly impressive shock-and-recoil-dampening capabilities in the new armored gauntlets allowing for effective wielding of the (slightly modified) AS-AC18, and has a slab of metal highly advanced shield wieldable in one hand to allow for protection on the move.

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!

Jilladilla

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Re: Mad Arms Race - Mereth Design Division (Summer 1961 - Combat Phase)
« Reply #257 on: February 05, 2018, 10:58:37 pm »

Hey guys? There was a thing we forgot:

'Forenia remains vested in the Merethan war effort, but feels that they need additional evidence that Mereth is worth providing additional aid to. After some discussion, a possible deal is brought up: if Mereth agrees to be the recipient of a fairly notable amount of Arstotzkan and Moskurg rebels (who still plague Forenia) being relocated here permanently, then Forenia will authorize additional resources being sent.
If Mereth agrees to the deal, they will be able to choose +1 Ore or +1 Oil to import from Forenia starting next turn. Imports will take up a TC unit.'

So, do we take the rebels in exchange for +1 Ore or Oil? Do remember that the other team gets this boon for free..

Someone go over whether Ore or Oil would be more advantageous.
Quote from: Votebox
Accept the rebels, receive resource (1) Jilladilla
  -Ore
  -Oil
Decline deal
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Glory to United Forenia!

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Maximum Spin

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Re: Mad Arms Race - Mereth Design Division (Summer 1961 - Combat Phase)
« Reply #258 on: February 05, 2018, 11:33:46 pm »

I say we do it, and I think we need Oil more.

ETA: proposal for next turn to possibly capitalize on this:

The New Forenia Salt and Salt-Like Commodities Mine
What rare and mystifying mineral wealth lies two to four miles beneath the Earth's surface? We have no idea, so we sent a shipment of "refugees" from United Forenia to find out! The New Forenia Mine complex boasts an essentially vertical shaft to the uttermost depth limits of our burrowing equipment, where an innovative and efficient ICE-based cooling and geothermal power system bring the temperature to the "essentially survivable" level necessary for ongoing operations. There in the belly of the Earth, the mining town of New Forenia operates with only minimal access to the outside world, ensuring that the "refugees" cannot upset Merethan society, and that their labour is put to good use providing resources for the war effort.
« Last Edit: February 06, 2018, 12:08:00 am by Maximum Spin »
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Jilladilla

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Re: Mad Arms Race - Mereth Design Division (Summer 1961 - Combat Phase)
« Reply #259 on: February 06, 2018, 12:47:01 am »

Yeah, we have more ideas for boosting ore than oil, iirc, but even if we go for an oil boosting design, 3 Oil is a pretty big breaking point for us in cheapening a lot of our stuff. Also, literally all of our expensive stuff has an oil deficit (except the WALK-TALK which is due to [Complex]), and a fair amount of it doesn't have an ore deficit.


Tentatively adding you to the votebox Spin.
Quote from: Votebox
Accept the rebels, receive resource (2) Jilladilla, Spin
  -Ore
  -Oil (2) Spin, Jilladilla
Decline deal
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Glory to United Forenia!

If you see a 'Nemonole' on the internet elsewhere, it's probably me

Chiefwaffles

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Re: Mad Arms Race - Mereth Design Division (Summer 1961 - Combat Phase)
« Reply #260 on: February 06, 2018, 03:30:17 am »

Combat Report: Fall 1961

The military sends its thanks for the drastically-improved Bear Armour, but the Navy would really like a non-awful version of the Chillwind. However you'd go about doing that.


The new oil import has no immediate impacts, but presents immense potential for the future.

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!

NUKE9.13

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Re: Mad Arms Race - Mereth Design Division (1961 - Revision Phase)
« Reply #261 on: February 06, 2018, 04:42:34 am »

MAGMA: The Mantle Access Geothermal Mining Array(acronym by The Just Writer) is an ambitious project, that promises to solve Mereth's burgeoning demand for both power and resources in one fell swoop.
It is, in layman's terms, a big hole in the ground.
But it is also so much more. Utilising Excavators, DUC-devised explosives, and more "conventional" mining equipment, we are capable of working our way through rock at a comparatively blistering pace. Earth Ears give us a clearer picture of what we are getting into. As we dig, our work is initially shored up with Instant Road concrete, giving workers plenty of time to install supports and other underground infrastructure- like pipelines of ICE, that feed 'sprinklers' that keep the temperature bearable many kilometers below the surface.
There is also tech devised specifically for this project. A revolution in geology, brought about by an increased interest in the underground, facilitated by advanced computing, has shown that the impossible is possible- we can, and indeed should, dig a borehole extending down to the Earth's mantle. I mean, we might not reach it on our first go. But even getting just a few kilometers down, the rewards will be great. The density of valuable minerals is greater the further down you go*, meaning that we can expect to run into exceptionally pure veins of every metal under the sun (or rather, under the earth), greatly increasing our nation's Ore output. In addition, the geothermal heat at these great depths can be harnessed (by pumping water down the mine to be heated, then returned to the surface to produce electricity), providing vast amounts of electricity to the civilian and military sectors. As the demand for Oil from power plants drops, more will become available for military use.
Initial efforts may not quite reach the mantle. However, as technology improves, we may revisit MAGMA, letting us attain ever greater depths.


Design this, revise Chillwind? E: No, wait. Design this, and then if it doesn't already provide an Oil, revise it to do so. If it does, revise the Chillwind.  If MAGMA works, the extra ore would make Bear Armour Cheap, and considering how big an impact it had at Expensive, I'd say Aratam would have to pull off a major upset to turn the tide in the Mountains. It would also represent an opportunity to improve the Chillwind more freely, as we could increase the Ore cost without worry.

« Last Edit: February 06, 2018, 04:53:48 am by NUKE9.13 »
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andrea

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Re: Mad Arms Race - Mereth Design Division (Fall 1961 - Design Phase)
« Reply #262 on: February 06, 2018, 05:23:32 am »

Quote from: Strike the Earth
MAGMA (1): Andrea

The Just Writer

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Re: Mad Arms Race - Mereth Design Division (Fall 1961 - Design Phase)
« Reply #263 on: February 06, 2018, 05:27:17 am »

Quote from: Strike the Earth
MAGMA (2): Andrea, The Just Writer
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NUKE9.13

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Re: Mad Arms Race - Mereth Design Division (Fall 1961 - Design Phase)
« Reply #264 on: February 06, 2018, 06:13:41 am »

Quote from: Strike the Earth
MAGMA (3): Andrea, The Just Writer, NUKE9.13
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FallacyofUrist

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Re: Mad Arms Race - Mereth Design Division (Fall 1961 - Design Phase)
« Reply #265 on: February 06, 2018, 09:16:49 am »

Quote from: Strike the Earth
MAGMA (4): Andrea, The Just Writer, NUKE9.13, FallacyofUrist
This'll be nice.

Maybe next turn we could design a train to improve our infrastructure/TC.

Alternatively, underwater Bear Armor.

For our revision, the best revision may be another ICE revision to make it better for pykrete.
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Madman198237

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Re: Mad Arms Race - Mereth Design Division (Fall 1961 - Design Phase)
« Reply #266 on: February 06, 2018, 10:21:05 pm »

Quote from: Strike the Earth
MAGMA (5): Andrea, The Just Writer, NUKE9.13, FallacyofUrist, Madman

Quote from: Design soon?
ME-MRAR-6X 'Firedrake'
Based somewhat off of our existing MG and rifle, the Firedrake is a specially-constructed 7.62 mm select-fire assault rifle, firing powerful cartridges using a new GOFAST-based [but not liquid] propellant. It has an integrated low-magnification scope that can be flipped to the side, revealing a set of iron sights beneath. It has a 20-round box magazine, a 30-round box magazine, or, for Bear Troopers, a 100-round box mag, or the ability to take a disintegrating-belt feed (the belt just replaces the magazine). The largest innovation, however, comes from the projectiles. In them is a tiny amount of an incredibly volatile mixture of the nastiest chemicals the DUCs have ever gotten their hands on, a few ounces of which can burn through a tank and the concrete floor beneath it. We're not actually sure what's in there, the liaison between the sane people and the DUC people had a fatal heart attack in the middle of the list. We think it included "chlorine trifluoride". And frankly, we don't want to know. We've decided to call this new horror FIRE: Fluoride Incredibly Reactive Exothermic, in honor of the way it reacts with everything to create quite the exothermic result. Oh, and also in honor of the last words of the liaison.
« Last Edit: February 06, 2018, 10:26:54 pm by Madman198237 »
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Chiefwaffles

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Re: Mad Arms Race - Mereth Design Division (1961 - Revision Phase)
« Reply #267 on: February 07, 2018, 08:29:44 pm »

MAGMA: The Mantle Access Geothermal Mining Array(acronym by The Just Writer) is an ambitious project, that promises to solve Mereth's burgeoning demand for both power and resources in one fell swoop.
It is, in layman's terms, a big hole in the ground.
But it is also so much more. Utilising Excavators, DUC-devised explosives, and more "conventional" mining equipment, we are capable of working our way through rock at a comparatively blistering pace. Earth Ears give us a clearer picture of what we are getting into. As we dig, our work is initially shored up with Instant Road concrete, giving workers plenty of time to install supports and other underground infrastructure- like pipelines of ICE, that feed 'sprinklers' that keep the temperature bearable many kilometers below the surface.
There is also tech devised specifically for this project. A revolution in geology, brought about by an increased interest in the underground, facilitated by advanced computing, has shown that the impossible is possible- we can, and indeed should, dig a borehole extending down to the Earth's mantle. I mean, we might not reach it on our first go. But even getting just a few kilometers down, the rewards will be great. The density of valuable minerals is greater the further down you go*, meaning that we can expect to run into exceptionally pure veins of every metal under the sun (or rather, under the earth), greatly increasing our nation's Ore output. In addition, the geothermal heat at these great depths can be harnessed (by pumping water down the mine to be heated, then returned to the surface to produce electricity), providing vast amounts of electricity to the civilian and military sectors. As the demand for Oil from power plants drops, more will become available for military use.
Initial efforts may not quite reach the mantle. However, as technology improves, we may revisit MAGMA, letting us attain ever greater depths.
Design: MAGMA
Normal: (3+2) = 5: Average

MAGMA is an intense effort: the deepest (by far) borehole in the world, even if it doesn't reach the mantle. For any other nation, we doubt this would even be possible. We doubt that it'd work out for us if we didn't have our remarkably effective equipment. Namely ICE, the Excavator, Bear Armour, Earth Ear, and Instant Road concrete.

Excavators are the first tool used to dig further down, being remarkably effective at covering large quantities of earth in relatively little time. From there, more conventional methods are used. Like explosives. And power armor-based mining. Y'know, the basics. The explosives are pretty standard, but early in the concept stages someone had the idea to outfit workers in Bear Armour and the idea stuck. It allows for better temperature regulation (more on that soon) and doubling the strength of every worker happens to be a very nice boon. The Earth Ear system is remarkably effective for coordinating mining efforts as well.
In order to reduce general load, we opted to fit the Bear Armour and vehicles used with STABIL-ICE-based cooling systems. It's crude and not really pleasing to the eye, but it works. Ad-hoc cooling tanks converted from ICE Thrower tanks on the back of Bear Armour can be filled with STABIL-ICE that is then routed around the user and underneath the armor to keep them at relatively pleasant temperatures. The same applies to vehicles such as the Excavator, just scaled up. STABIL-ICE is routinely brought down to be distributed across the entire borehole, with workers being instructed to routinely refill their suits' and vehicles' coolant from large tanks.
We've made some fun and colorful posters to remind them that they will very much die painful deaths if they forget coolant refilling. We definitely prefer happy work environments, after all; especially with that whole Electronics Workers' Union debacle years ago.


Unfortunately as we go deeper, our current measure become impractical. Excavators cease to properly function when deep enough. Our current supports - even when supported with (not relying entirely on of course) Instant Road - can't stay up long enough. The heat becomes great enough that STABIL-ICE coolant is used at rates high enough where either workers have to make far too many round trips for more coolant and/or we can't bring enough coolant down at high-enough rates.

We've started some modest attempts at harnessing geothermal energy, and while technically practical, the energy generated is nowhere near enough to notably increase the civilian demand of oil. But if we spend some effort on going deeper and more properly harnessing the heat from the deeper parts of the borehole (our current geothermal setup is more akin to a "proof of concept"), we could potentially make a dent in the demand.


As of now, MAGMA provides +1 Ore. It may just seem like one ore, but getting that one ore from our current land is quite an accomplishment. The new ore has made Bear Armour Cheap (though it's not quite "standard issue armor" yet due to the relatively low "battery" life).

Spoiler: Designs (click to show/hide)

The Revision 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!

Madman198237

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Re: Mad Arms Race - Mereth Design Division (Fall 1961 - Revision Phase)
« Reply #268 on: February 07, 2018, 09:35:08 pm »

Subterranean Turbine for Electrical Advancement of Mereth (STEAM)
The geothermal power MAGMA generates is not yet sufficient to put a significant dent in civilian Oil needs. This system intends to solve that problem, and is based off of the proof-of-concept machinery already installed.

This system broadly consists of three major components. First is several standard power plant steam turbines, enough so that together they can deliver a substantial amount of electrical power. These turbines are at the surface, allowing for the absolute maximum heat dissipation from the superheated steam coming up from below the ground.

Next, below the ground, are the heat exchangers. These are water pipes embedded into the walls of the deepest places we can install absolutely MASSIVE pipes in. The water going through these pipes is distilled, and as the water is pumped through the walls it sucks heat from the rock, while simultaneously being heated to absurd temperatures. The fact that the water is distilled prevents it from boiling off prematurely.

Finally, the superheated water is fed through a catalyst grid at the base of the pipeline leading to the turbines on the surface. This causes the distilled water to suddenly realize that it is at temperatures of more than four times its boiling point, and go off in a massive steam explosion, sending massive amounts of water vapor rocketing towards the surface at patently absurd speeds. This turns the turbines to generate electricity, before the water is ultimately re-cooled by Mereth's wonderfully crisp weather.

Original proposal courtesy of Just, edited to be less mad and more revision-tier. Still really wordy, though.
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The Just Writer

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Re: Mad Arms Race - Mereth Design Division (Fall 1961 - Revision Phase)
« Reply #269 on: February 07, 2018, 10:32:32 pm »

Quote from: MOAR OIL!
STEAM (1): The Just Writer
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