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Author Topic: Mad Arms Race - Mereth Design Division (Fall 1965 - Final Design Phase)  (Read 83530 times)

FallacyofUrist

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Re: Mad Arms Race - Mereth Design Division (Winter 1962 - Design Phase)
« Reply #450 on: June 14, 2018, 05:18:32 pm »

ME-PA-62 "Dire Bear Armor" Revised Edition:
Our trusty Bear Armor has served us well through the years. Now, though, it's about time we improve it.

For starters, we can improve our Rechargeable Electrogel. At the moment, recharging is a long and complex process and the gel still needs to be replaced fairly often. The Hyperechargable Electrogel simply accepts power no matter what state it's in, removing the complex recharging requirements, and accepts power at the same rate that it expends it.  Silicon dust works wonders!

In order to make Dire Bear Armor truly for everyone, in addition to upgrading our Rechargeable Electrogel, we need to reduce the cost of manufacturing. We've done this by slimming down the Bear Armor and replacing the pneumatic systems, reducing the amount of Ore that goes into it. Yet the Bear Armor is still just as durable, and even more maneuverable, thanks to the new Bear Muscles, an artificial muscle compound that we've used to replace the pneumatic systems. The Bear Muscles greatly increase the strength and speed of the Bear Armor pilot. Of course, we've integrated the CAT into the new Dire Bear Armor. We use it to control the Bear Muscles, and we've integrated the new sense of vision into the CAT. The Dire Bear Armor doesn't have a sense of touch like the Grizzly does(it's replaced with the vision sense) but it doesn't need it. Dire Bear Armor pilots(and maybe Grizzlies as well) can now see through the installed cameras as though the cameras were their own eyes. This replaces the bulletproof glass visor.  The cameras we've installed in the Bear Armor not only allow for vision, but also for infrared vision. Another one installed in the back of the neck allows for increased awareness in the battlefield.

We've also added a pair of cute bear ears to the top of the helmet. In addition to aiding public relations, these ears also serve as antennae, connecting every Bear Armor pilot to each other and the Grizzlies via radio. To improve morale, we've implemented a callsign system. Troopers that get enough kills can replace their given name with a much more awesome callsign(over the radio, at least). In order to implement this system without dealing with the blasted Union, we've busted it up with legalese and bureaucracy. All reports that we had Fallacy slip some of his hallucinogens into Daniel Herbert(the union leader)'s ICE Cream are false.

The new Dire Bear Armor should make a tremendous difference on the battlefield. Ideally it'll be for everybody. If not, we can fix that.

Spoiler: Old Design (click to show/hide)

Quote from: Motefox
ME-CYB-62 "Platoon Extrasensorial Telecommunication" (0) -
ME-SYS-62 "Noisemaker" (1) - Happerry
ME-DNI-62 'Second Sight': (3) - Madman, Andrea, Jilladilla
Disruption chronium/chronium manufacture: (1),DGR
Psitanium Painbeam: (1) NUKE9.13
ME-PA-62 "Dire Bear Armor" (1) - FallacyofUrist
« Last Edit: June 18, 2018, 03:22:52 pm by FallacyofUrist »
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dgr11897

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Re: Mad Arms Race - Mereth Design Division (Winter 1962 - Design Phase)
« Reply #451 on: June 14, 2018, 05:20:05 pm »


Quote from: Motefox
ME-CYB-62 "Platoon Extrasensorial Telecommunication" (0) -
ME-SYS-62 "Noisemaker" (1) - Happerry
ME-DNI-62 'Second Sight': (3) - Madman, Andrea, Jilladilla
Disruption chronium/chronium manufacture: (0),
Psitanium Painbeam: (1) NUKE9.13
ME-PA-62 "Dire Bear Armor" (2) - FallacyofUrist, DGR
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FallacyofUrist

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Re: Mad Arms Race - Mereth Design Division (Winter 1962 - Design Phase)
« Reply #452 on: June 18, 2018, 03:17:58 pm »

Edited my Dire Bear Armor design. Old one up for posterity.
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NUKE9.13

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Re: Mad Arms Race - Mereth Design Division (Winter 1962 - Design Phase)
« Reply #453 on: June 18, 2018, 03:43:31 pm »

ORACLE-A: Remember MXETE? Turns out we're still paying for that thing. It remains considered a severe form of punishment to be assigned to MXETE maintenance duty, primarily due to the intense boredom involved. However, it is boredom that gave rise to this new project, as engineers with nothing to do idly started to design a successor to MXETE that actually does something.
The Official Recognizer And Calculator of Long-term Enemy-Activity is a true supercomputer, miles ahead of the outside world's best efforts. It features a CPU operating 8 times faster than the next fastest (thanks to an innovative method of distributing tasks onto specialised peripheral processors, allowing the 'core' CPU to focus purely on crunching numbers), huge amounts of lightning fast memory (using brand new thin-film technology), and ludicrous amounts of long-term storage (in the form of 'disc drives', which we are assured are the future). Naturally, this amazing machine generates a lot of heat, but thanks to STABIL-ICE cooling systems, what would elsewhere be a serious problem is a trivial issue to us. Like MXETE, it features a number of different I/O systems- punchcards, that keyboard we were working on for MXETE but never finished, and proper 'screens' capable of displaying both text and simple graphics through a vector drawing system.
ORACLE does not waste this amazing potential. Indeed, it does things the outside world can only dream of. For the ORACLE, true to its name, can predict the future (sort of).
It works as follows: Observers at the front lines report everything they can see. This includes enemy activity (where are they, how many are there, what equipment are they carrying, what are they doing), allied activity (same), the weather, changes in battlefield conditions (such as destroyed bridges, blocked passes, newly dug tunnels)- and anything else that is vaguely relevant to military affairs. Their results are fed into ORACLE by specialist operators trained to convert human observations into a format the computer can understand. ORACLE then crunches the numbers, combining all available information with complex, constantly updated mathematical models of human behaviour and tactical choices, and then 'fills in the blanks', predicting the location, movement, and disposition of unseen enemy forces, both now and in the future. The scope of ORACLE's predictions may be configured- it can be hyperfocussed on what will happen in a particular area tomorrow (useful if a crucial battle is expected to take place there), or provide a more general prediction of enemy strategic movements over the coming week.
ORACLE predictions are then sent to the front lines to be used by our commanders- letting them avoid ambushes, or vice-versa set up ambushes against lone units, retreat in the face of overwhelming force, hold strong against feints, concentrate artillery fire on unseen forces, launch fighter sorties before radar picks up anything... we could go on, but needless to say, the possibilities are endless.
We do not, of course, expect ORACLE to be 100% accurate- and accuracy is expected to decrease when predicting things further in the future. But it will provide a much better guess than a human would, and that should be enough to give us a considerable edge.
Just... don't try to get it to play tic-tac-toe.

Quote from: Xotemof
ME-CYB-62 "Platoon Extrasensorial Telecommunication" (0) -
ME-SYS-62 "Noisemaker" (1) - Happerry
ME-DNI-62 'Second Sight': (3) - Madman, Andrea, Jilladilla
Disruption chronium/chronium manufacture: (0),
Psitanium Painbeam: (0)
ME-PA-62 "Dire Bear Armor" (2) - FallacyofUrist, DGR
ORACLE-A (1) - NUKE9.13
« Last Edit: June 19, 2018, 03:21:45 am by NUKE9.13 »
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FallacyofUrist

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Re: Mad Arms Race - Mereth Design Division (Winter 1962 - Design Phase)
« Reply #454 on: June 18, 2018, 03:55:42 pm »

Alright. Let's put the MXETE to use!

Quote from: Xetomof
ME-CYB-62 "Platoon Extrasensorial Telecommunication" (0) -
ME-SYS-62 "Noisemaker" (1) - Happerry
ME-DNI-62 'Second Sight': (3) - Madman, Andrea, Jilladilla
Disruption chronium/chronium manufacture: (0),
Psitanium Painbeam: (0)
ME-PA-62 "Dire Bear Armor" (1) - DGR
ORACLE-A (2) - NUKE9.13, FallacyofUrist

Just... don't try to get it to play tic-tac-toe.
"The fork? How the heck is that thing winning?!"
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

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Happerry

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Re: Mad Arms Race - Mereth Design Division (Winter 1962 - Design Phase)
« Reply #455 on: June 18, 2018, 05:28:16 pm »

Quote from: Xetomof
ME-CYB-62 "Platoon Extrasensorial Telecommunication" (0) -
ME-SYS-62 "Noisemaker" (0) -
ME-DNI-62 'Second Sight': (3) - Madman, Andrea, Jilladilla
Disruption chronium/chronium manufacture: (0),
Psitanium Painbeam: (0)
ME-PA-62 "Dire Bear Armor" (1) - DGR
ORACLE-A (3) - NUKE9.13, FallacyofUrist, Happerry
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Maximum Spin

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Re: Mad Arms Race - Mereth Design Division (Winter 1962 - Design Phase)
« Reply #456 on: June 18, 2018, 07:52:07 pm »

Quote from: Xetomof
ME-CYB-62 "Platoon Extrasensorial Telecommunication" (0) -
ME-SYS-62 "Noisemaker" (0) -
ME-DNI-62 'Second Sight': (3) - Madman, Andrea, Jilladilla
Disruption chronium/chronium manufacture: (0),
Psitanium Painbeam: (0)
ME-PA-62 "Dire Bear Armor" (1) - DGR
ORACLE-A (4) - NUKE9.13, FallacyofUrist, Happerry, Maximum Spin
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Madman198237

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Re: Mad Arms Race - Mereth Design Division (Winter 1962 - Design Phase)
« Reply #457 on: June 19, 2018, 11:40:38 am »

I would worry that ORACLE isn't likely to get us enough of a direct advantage to counter their psychics. Even if we outmaneuver them, we might still be outguessed by the psychics/might find ourselves still unable to win straight fights due to the enemy's psychic advantages.
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NUKE9.13

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Re: Mad Arms Race - Mereth Design Division (Winter 1962 - Design Phase)
« Reply #458 on: June 19, 2018, 11:46:51 am »

Your second sight system won't help in directly countering psychics either, though. Or at least not any more than ORACLE would.
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Madman198237

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Re: Mad Arms Race - Mereth Design Division (Winter 1962 - Design Phase)
« Reply #459 on: June 19, 2018, 11:52:52 am »

It directly increases battlefield capabilities especially in our armor and aircraft units, which might make it possible to actually kill the psychics using Bears, Grizzlies, and Blizzards. Hopefully, but this is a design they've really, really worked towards (I think) with all the effort they've been investing in chemical things. We'll have to work to match it, but the next design into enhanced brain-tapping should give us a huge boost in general infantry combat (moving the vision-sharing and possibly a mind-radio system to individual infantrymen. Unless everybody finally starts wearing Bear Armor) This is, of course, assuming nothing goes terribly wrong.

EDIT: I should clarify. I feel like ORACLE will be less useful than it ought to be because we cannot disable or really outfight their psychics yet, and so they can still make things like ambushes and such useless, or nearly useless. It feels like we need to reduce their enhanced intelligence capabilities before ours will actually be capable of changing the battlefield in a meaningful way.
« Last Edit: June 19, 2018, 11:55:33 am by Madman198237 »
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NUKE9.13

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Re: Mad Arms Race - Mereth Design Division (Winter 1962 - Design Phase)
« Reply #460 on: June 19, 2018, 11:57:24 am »

Well, I think ORACLE will have a bigger immediate impact on the battlefield, and some more computer ken will serve us well when upgrading our cybernetics tech. Rather than hoping to have troops that equal their psychics in a few turns, it'd be better (according to the GM, sort of) to improve our abilities in other areas.
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Madman198237

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Re: Mad Arms Race - Mereth Design Division (Winter 1962 - Design Phase)
« Reply #461 on: June 19, 2018, 11:59:45 am »

I wouldn't be aiming for equal to their psychics, but if every soldier on the battlefield is superhumanly coordinated with his buddies (my "end-goal" for cybernetics tech right now), we're going to be superior to them no matter how well they predict the paths of bullets. Just as you mentioned, it's not doing what they're doing, it's doing something else that is ultimately better for warfare.
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Chiefwaffles

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Re: Mad Arms Race - Mereth Design Division (Winter 1962 - Design Phase)
« Reply #462 on: June 22, 2018, 05:50:41 am »

ORACLE-A: Remember MXETE? Turns out we're still paying for that thing. It remains considered a severe form of punishment to be assigned to MXETE maintenance duty, primarily due to the intense boredom involved. However, it is boredom that gave rise to this new project, as engineers with nothing to do idly started to design a successor to MXETE that actually does something.
The Official Recognizer And Calculator of Long-term Enemy-Activity is a true supercomputer, miles ahead of the outside world's best efforts. It features a CPU operating 8 times faster than the next fastest (thanks to an innovative method of distributing tasks onto specialised peripheral processors, allowing the 'core' CPU to focus purely on crunching numbers), huge amounts of lightning fast memory (using brand new thin-film technology), and ludicrous amounts of long-term storage (in the form of 'disc drives', which we are assured are the future). Naturally, this amazing machine generates a lot of heat, but thanks to STABIL-ICE cooling systems, what would elsewhere be a serious problem is a trivial issue to us. Like MXETE, it features a number of different I/O systems- punchcards, that keyboard we were working on for MXETE but never finished, and proper 'screens' capable of displaying both text and simple graphics through a vector drawing system.
ORACLE does not waste this amazing potential. Indeed, it does things the outside world can only dream of. For the ORACLE, true to its name, can predict the future (sort of).
It works as follows: Observers at the front lines report everything they can see. This includes enemy activity (where are they, how many are there, what equipment are they carrying, what are they doing), allied activity (same), the weather, changes in battlefield conditions (such as destroyed bridges, blocked passes, newly dug tunnels)- and anything else that is vaguely relevant to military affairs. Their results are fed into ORACLE by specialist operators trained to convert human observations into a format the computer can understand. ORACLE then crunches the numbers, combining all available information with complex, constantly updated mathematical models of human behaviour and tactical choices, and then 'fills in the blanks', predicting the location, movement, and disposition of unseen enemy forces, both now and in the future. The scope of ORACLE's predictions may be configured- it can be hyperfocussed on what will happen in a particular area tomorrow (useful if a crucial battle is expected to take place there), or provide a more general prediction of enemy strategic movements over the coming week.
ORACLE predictions are then sent to the front lines to be used by our commanders- letting them avoid ambushes, or vice-versa set up ambushes against lone units, retreat in the face of overwhelming force, hold strong against feints, concentrate artillery fire on unseen forces, launch fighter sorties before radar picks up anything... we could go on, but needless to say, the possibilities are endless.
We do not, of course, expect ORACLE to be 100% accurate- and accuracy is expected to decrease when predicting things further in the future. But it will provide a much better guess than a human would, and that should be enough to give us a considerable edge.
Just... don't try to get it to play tic-tac-toe.
Design: ORACLE-A
(Hard) (3+4)-1 = 6: Above Average

We're really really really sorry about that whole... "scare". Someone may have managed to program a series of games into the ORACLE-A's databanks, and may have done some miswiring causing the computer to interpret tic-tac-toe as valid Aratamite activity, causing it to alert Command of a huge Aratamite force approaching MAGMA in a series of increasingly strange fashions. The other incident was when a rather drunk engineer decided to try and use the computer to figure out some strange question regarding entropy, which somehow ended up overheating the computer despite STABIL-ICE coolant until it decided it didn't have enough data.
The issues have been fixed, and we would have assigned the technicians responsible to MXETE duty, but seeing as the MXETE -- or rather, the ORACLE-A -- is useful now, we just fired them instead. But now that you're all here, we can go over the actual results of the project!

ORACLE-A is most likely the most advanced electronic computer in existence. It has an astounding 100 megabytes of Random Access Memory, and uses internally-stored magnetic disks for well over a thousand megabytes of storage. It makes use of microprocessors, peripheral processors, and STABIL-ICE-based cooling for insanely fast CPU speeds. Furthermore, unlike the MXETE, the ORACLE-A can be reprogrammed using traditional input methods without touching the hardware, making it versatile both now and in the future.
Input is taken on keyboards, which conveniently wire inputted text directly into the computer without any need for intermediate steps, as well as punch cards and other methods. A stunning vector-based digital screen is used to display output quickly and in a very easy-to-interpret fashion. We heard some engineers grumbling about "underusing the holographics-cube", but we just ignored those people. We have a relative army of technicians ready to input data sent in from the frontlines into the computer.


Now, for the main attraction: what it actually does. Through a whole lot of computer mumbo-jumbo and some primitive modeling of human neural systems based on what we've learned in the CAT project, the ORACLE-A is configured to use its immense processing capabilities to try and predict future enemy activity based on available data. It does this by basically running through all given data and matching it to scenarios we've programmed in advance using its crude human mimickry, before compounding the resulting data and compiling it into a neat little presentation.
So if we give it information regarding the exact known Aratamite troop movements, logistical activity, and much more; it'll attempt to come up with a prediction of Aratamite activity across a set time period (anywhere from a minute to a week). From what we've seen so far, it's scaringly accurate with its predictions and could be a huge boon to troops on the field.

The ORACLE-A, however, does come with two main caveats regarding its use:
1.) Intelligence. Its predictions are only as good as the intelligence we give it. The ORACLE-A can only be effective where we have sufficient intelligence of enemy activity.
2.) Scope. As powerful as the ORACLE-A is, it (and its technicians) can't do everything at once. For now, we have to carefully choose where we want to focus its predictions (and this is done without the input of R&D). Not only does this mean we can't rely on its predictions everywhere all the time, but it also means we could be wrong in using it. For example, if we focus it in a certain area, it may just give us "enemy will retreat in this method" while not being able to discern that this is because of an all-out attack in a different area we mistakenly didn't focus the ORACLE-A on.

This computer would technically be a National Expense, but doesn't actually have a set expense as it's more-so infrastructure. Instead, how much we can use it is limited to the aforementioned caveats. For now, we can only use it in very specific areas as we have to focus nearly all intelligence-gathering methods to that area to start getting good predictions and can't really expand much more outwards than that anyways due to scope limitations.
But regardless of these problems, we expect great use from the ORACLE-A and even greater potential in the future.

Spoiler: Designs (click to show/hide)

The Revision Phase of Winter 1962 has begun. Please also vote on a single submission to submit for the music challenge.
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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!

NUKE9.13

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Re: Mad Arms Race - Mereth Design Division (Winter 1962 - Revision Phase)
« Reply #463 on: June 22, 2018, 11:44:58 am »

Earth Ear MkIV: First, there was the Earth Ear. Then we upgraded it when building our ally's embassy (an entirely warranted expenditure, thank you very much). Then there was GASOLINE. That makes this our fourth iteration of the device.
Computer technology has moved on since we designed the original Earth Ear- and Mereth is (since yesterday) the world's leader in computer technology. So we have significantly upgraded the processing side of the Earth Ear. It is now capable of processing more signals in less time, can automatically filter out things like the vibrations caused by the vehicle itself, and uses complicated algorithms to further enhance resolution (because computers can do that. This will also be useful for Merethine police, as they can use similar algorithms to enhance blurry photographs). In addition, the sensors have been upgraded with more sensitive electronics. To better portray the substantially increased amount of information, we have upgraded the holocube to have a higher resolution, and a second colour (blue).
Combined, the effect is like night and day- where once we struggled to tell the difference between a large rock and a column of tanks, the MkIV can detect a pin dropping 50km away. Well, maybe not quite that level of accuracy. But under the right circumstances, the movement of infantry can be detected, and the speed, direction, and weight of vehicles can be calculated easily.
It is also possible to combine the output of several Earth Ear systems- such as several Excavators, connected by wires to a central command post, providing even more resolution and accuracy.
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FallacyofUrist

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Re: Mad Arms Race - Mereth Design Division (Winter 1962 - Revision Phase)
« Reply #464 on: June 22, 2018, 11:51:48 am »

Quote from: Friend Computer is watching you!
Revision:
(1) Earth Ear MkIV: FallacyofUrist

Music:
(1) Pacific Rim Main Theme: FallacyofUrist
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

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