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Author Topic: Mad Arms Race - Mereth Design Division (Fall 1965 - Final Design Phase)  (Read 82352 times)

NUKE9.13

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Re: Mad Arms Race - Mereth Design Division (Summer 1963 - Revision Phase)
« Reply #540 on: July 22, 2018, 08:31:03 am »

Quote from: To boldly not go
Blizzard upgrade program (2): Andrea, NUKE9.13
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FallacyofUrist

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Re: Mad Arms Race - Mereth Design Division (Summer 1963 - Revision Phase)
« Reply #541 on: July 22, 2018, 01:51:51 pm »

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I like the idea, though I must mention that the name is capitalized.
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Re: Mad Arms Race - Mereth Design Division (Summer 1963 - Revision Phase)
« Reply #542 on: July 22, 2018, 05:39:14 pm »

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Madman198237

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Re: Mad Arms Race - Mereth Design Division (Summer 1963 - Revision Phase)
« Reply #543 on: July 22, 2018, 07:31:51 pm »

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Goodbye, Aratamite air force. And ground forces.
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andrea

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Re: Mad Arms Race - Mereth Design Division (Summer 1963 - Revision Phase)
« Reply #544 on: July 23, 2018, 01:31:15 pm »

I am trying to draft a spaceward design for next turn.


ME-EAP-64 "Firestorm"
This is our first attempt at an Extra Atmospheric Plane (EAP). Our engines have never actually required an atmosphere to work in, but still we couldn't muster the energy and airframe required to go in the endless void that Gagarin opened for us. We haven't even been able to go past the sound barrier, where the theoretical efficiency peak of our engines should be.
But with the discovery of Magmatite and our greater experience in rocketry and electrogels, power shouldn't be a problem. Therefore, all that is left is to build a way to use it.

In the end, the Firestorm is a quite peculiar craft, unique, for it is meant to travel where no plane has ever been before. Its body is long and sleek, with a bulge in the middle and tapering flattened sides. It has 4 delta wings on its back arranged in a blizzard configuration providing great lift and between the wings are the 2 engines of this craft which are the real wonder.

This new kind of engine is a bimodal electric/GOFAST design. At low altitudes and speeds, it works as an electric fan engine, in which a ducted fan is powered by an internal reservoid of high capacity magmagel (if we can't still figure out how to extract electricity from it without pushing, add a piston in the reservoir). WIth the high efficiency of electric engines and the high power density of magmagel, at low altitudes when the air is thick and the plane is slow it generates a truly staggering amount of thrust. Then, after the sound barrier is broken, the traditional ramjet activates with a special mixture of GOFAST burns to augment the exhaust. This GOFAST mixture has magmagel dispersed in it to increase the stored energy, with the proper chemicals to allow magmatite energy to be released by the combustion. Finally at high enough altitude it switches to full rocket mode, turning off the fan, closing the intakes, making al the changes required for full bypass of the fan blades.
This combination of actions allows it to have the most suitable configuration for all flight regimes up to (we hope) hypersonic.

Now, all this raw power would be worth little on a conventional plane: it would most simply melt. However Mereth is master of cold and we learned how to cool the skin of a vehicle while working on our missile destroyers (I bet everyone forgot about them). The plane uses a STABIL-ICE cooling system to avoid overheating during cruise and re-entry. The cabin, sized for 2, is also, obviously, environmentally sealed and with an oxygen reservoir, plus amenities such as a couple energy bars, a bottle of water and a tube for all your bathroom needs. In truth, most missions should be too short and eventful for anything beyond the oxygen, but it is better to be prepared.

But what can it do?
With enormous power density and the extra lift granted by the Tereshkova effect, we found it able to carry a significant payload, at least 8 tonnes in an internal cargo bay, enough to make it a bomber. Plus, it is fitted with the best camera we could find in order to try to gain intel while flying above enemy lands.
It is meant to fly far above what is feasible to intercept with missiles, and far faster. Then, after deciding a target it dives relying on the cooling system and high temperature skin alloys to stay intact until close enough to deploy the payload, does the deed, then scrambles as fast as possible, although probably not back to space.
In theory, it could achieve orbit although at this time such capability isn't useful for anything besides long term reconaissance.

Chiefwaffles

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Re: Mad Arms Race - Mereth Design Division (Summer 1963 - Revision Phase)
« Reply #545 on: July 23, 2018, 11:44:37 pm »

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Blizzard Upgrade Program
Originally started as a brainstorming session to optimize Shrike attachment point placement; news of our newest weapon and what it's capable of has kicked this into an actual serious project.

The Blizzard is capable of carrying 4 rockets and 1 Tonne of bombs at full load, yet our rapid and makeshift modifications only allow it to carry 2 100kg Shrikes; a tragic under-utilization of the Blizzard's carrying capacity. The attachment hardpoints are to be redesigned; gone are the old rockets and bombs, and in are 8 Shrike attachment points.

Also up for consideration is the 'Blizzard Pattern C' (with the previous upgrade being the 'Pattern B'), intended to make full use of CLAW's accuracy; the Pattern C, in addition to the Pattern B's upgrades, has the Velociraptor autocannons are replaced with a very basic 'turret' assembly; enough to make the CLAW turn roughly 15 degrees in any direction. This assembly is meant to be controlled by the Pattern C's slightly more integrated Birdbrain pod, allowing it to be automatically aimed right at the selected target. The CLAW can also be manually aimed at the pilots wish, having a brand new joystick in the cockpit for that purpose, and a new setting for the Holo-HUD to assist in aiming.
Revision: Blizzard Upgrade Program
(Normal) (2+4) = 6: Above Average

The age of clumsy bombs and rockets are over, and the Shrike has replaced them. All explosive payloads from existing Blizzards have been removed in favor of 8 Shrikes -- 2 on each wing. Pilots and engineers and technicians very much enjoy painting Shrikes with phrases such as "Sense this!" and some more vulgar things. It's quite fun.

But that's easy. Just throwing out the bombs and sticking on some more Shrikes. Our real accomplishment here is the Pattern C. The Velociraptors have been removed, and a single CLAW hooked up to a (rudimentary, but non-awful) turret replaces them. We've included a joystick in the cockpit to aim it, though aiming it manually is a very difficult endeavor. Instead, most pilots rely on the main method of control: the Birdbrain.
The Birdbrain automatically tracks the target it deems as most important (not that it's very good at this, but it's enough to be shooting at Torches rather than some very unlucky birds) and keeps the turret trained on the target. Magmagel banks allow a small amount of effective "ammunition", though this plus heat generation means that the CLAW can't be used too often. We believe that with the annoyingly-agile Torches the Birdbrain will have trouble with the rudimentary turret getting it on target, but it still occasionally will be able to get a lock-on for a few seconds, and will notify the pilot when this happens.

We also took the liberty of doing some testing against salvaged bits of Torch fuselage we've recovered. The "metal-recombinated" armor that Aratam uses means we can't exactly effortlessly saw off wings (our pilots are very disappointed by this), but it's still armor for a jet fighter and not a tank, so while we won't get 100% lethality rates on hits, damage isn't a concern. As atmosphere thins, the laser is a bit more effective thanks to lower scattering values.
Magmagel stores are calibrated to ultimately take up 1 Magmatite, which is a small amount of ammo. The Blizzard is configured to use excess power to charge empty Magmagel, but as the Blizzard isn't designed for this it can't recharge at a fast enough pace to get recently-used Magmagel ready for combat in a short time period. The CLAW will be very useful for situations and doesn't traditionally run out of ammo as it does recharge over time, but it can't be used that much in a single dogfight.


The skies shall be even blu-er wherever our air force goes.
Spoiler: Designs (click to show/hide)

The Combat Phase of Summer 1963 has begun.
« Last Edit: July 23, 2018, 11:59:07 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!

piratejoe

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Re: Mad Arms Race - Mereth Design Division (Summer 1963 - Combat Phase)
« Reply #546 on: July 25, 2018, 04:47:26 pm »

I'm joining this because why not.
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Chiefwaffles

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Re: Mad Arms Race - Mereth Design Division (Summer 1963 - Combat Phase)
« Reply #547 on: August 05, 2018, 03:30:46 am »

Combat Phase: Fall 1963

Command is happy with your successes in the field, and implores you to keep up the good work. Though they're not happy about the rumored "secret project" -- as far as they know, it could be entirely backed by the Design Division.
Either way, we're getting closer and closer to winning this war!

Spoiler: Designs (click to show/hide)

The Design Phase of Fall 1963 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 (Fall 1963 - Design Phase)
« Reply #548 on: August 05, 2018, 03:51:26 am »

Okay, so, 100% mono-focus on the mountains. No groundwork designs this turn- space will have to wait. We hold the mountains, and our fortunes will be reversed. The Plains will fall to increased Grizzly presence if we secure the Mountain ore.
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andrea

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Re: Mad Arms Race - Mereth Design Division (Fall 1963 - Design Phase)
« Reply #549 on: August 05, 2018, 04:16:53 am »

ME-EAP-63 "Skyranger"
ORACLE can predict where to hit for maximum effect. However, sometimes our soldiers just can't get in place fast enough, or the predicted target is behind enemy lines where we can't safely reach. Excavators were supposed to be stealthy for behind enemy lines operations, but they have failed in the role; instead of stealth, therefore, we should use raw speed.

The Skyranger is a transport plane using our 4 wing design. It has enough capacity to transport a grizzly and some bear soldiers, or equivalent equipment. So far, so good: it is quite standard. The meat of the design is the propulsion. It has 2 pairs of engines of new design: they are multimodal propulsion units. AT low speed, an electric fan produces high thrust efficiently , avoiding the low performance of our current engines. As Speed increases, GOFAST injection begins, then switching to pure ramjet/rocket mode after breaking the sound barrier. The fuels are suitably improved for the performance required: electricity is provided by a magmagel reservoir, while GOFAST uses magmatite additives developed by DUC to increase its power density. The engines Can swivel allowing vertical take off and landing capabilities.

Taking hints from the chillwind design, it has ICE circulation just below its skin to protect from the heat of the flight regimes it is expected to face.

But which are those flight regimes? Here is a description of the expected capabilities. A loaded skyranger will take off from a friendly base deep in Merethian territory. Using its electric fans it will quickly get beyond sound barrier, then it will engage its ramjets/rockets to reach a suborbital trajectory with an apoapsis above atmosphere. Following the necessary corrections to bring the expected landing point where we want it, it will start falling down in the atmosphere again. ICE cooling ensures that the skin can sustain the heat without requiring special and heavy materials. The electric fans, also cooled, will be used to provide regenerative braking when the combination of speed and atmosphere allows them to be opened without risk. It will come down fast and hot, a meteor from the sky on a very vertical trajectory, then ideally it will slow down in roughly a minute using aerodynamics and engines (note: a minute is what you need to slow down from MACH 5 to standstill at 3g).
Mounted on the hulls are a couple of hardpoints to use to support the ground team with autocannons, ICE throwers or a CLAW. After the deed is done, soldiers board again and the skyranger returns, although leftover fuel may not allow a full suborbital hop.

With the ability to get anywhere on the island in under 30 minutes and drop far behind enemy lines too fast for enemies to redeploy their soldiers to react, combined with our ability to predict their movements, The skyranger will be the nightmare of their logistics and supply lines, leaving the front line soldiers badly supplied and equipped. Plus on a more tactical level it allows us to take hold of important positions that may otherwise be unreachable on foot, thanks to its VTOL capability. On a lighter load it should be able to reach orbit, which is not useful now (except as a staging point for a large attack) but has potentential for the future.

Oh, lets also not forget the possibility of just loading a big shell of metal and ICE in the hold and releasing it at the apex of the suborbital trajectory, bombarding the enemy while the skyranger comes down safely.
« Last Edit: September 03, 2018, 03:14:25 pm by andrea »
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Maximum Spin

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Re: Mad Arms Race - Mereth Design Division (Fall 1963 - Design Phase)
« Reply #550 on: August 05, 2018, 04:52:04 am »

ME-APR-63 "Agatha" Plasma Penetrator
Ongoing study of MAGMAtic ores by the DUC has revealed the presence of a perovskite mineral, which we've been calling Agatite, with interesting properties relating to energy conduction. We have determined that these properties are ultimately the result of a hitherto undiscovered metallic element in the crystal structure, which we named Proagatium to keep the theme going. We don't fully understand the nature of Proagatium or Agatite yet, but one of the first results of our experimentation has been, we hope, a useful one: Refinement of proagatium under certain atmospheres yields a fascinating helical crystal with what appears to be self-similarity at the nanometre scale — we named this concept too, it's a "nanogressive structure" — the 'edge' of which continuously self-ionises in air; the crystal therefore becomes a sort of plasma knife, both extremely sharp and extremely hot, and makes a phenomenal cutting edge suitable for drilling. Although we haven't yet produced single crystals large enough to use in our excavators, we have successfully fused crystals onto projectiles of various calibres, producing the "Agatha" line of armour-piercing rounds which easily bore through inches of solid metal or ceramic, and can even cut the strong polyamide fibres now being developed by our international partners. Because of science. Obviously, we predict this will be very useful in overcoming Aratam's superior armour technology.
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Madman198237

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Re: Mad Arms Race - Mereth Design Division (Summer 1963 - Design Phase)
« Reply #551 on: August 05, 2018, 08:17:31 am »

Quote
ME-DNI-63 'Brainwave'
There is a simple truth, one that has been passed down through all of warfare: Individuals do not win wars. No matter how exceptional, no matter how powerful. The greatest individual warriors of entire peoples and nations lost, time and again, to the Greek hoplites, the Macedonian Phalangites, the Roman Legionnaires, the Swiss pikemen, the armored divisions. They worked as units, each individual not being a great warrior or even a mediocre one. But with coordination, you can win.

The Brainwave is a CAT-based project that aims to improve the combat capabilities of every soldier in the Merethan military. It makes use of Neurogel, the most recent brainchild (heeheehee) of the DUC. It is based off of the primitive Electrogel "neurons", but the DUC has condensed them into a far more efficient volume by improving the structure of the chemical. It's useless for providing power, now, but retains just enough electric potential to act like a neuron when provided with an external power source. Because of Neurogel's advanced capabilities, a segment of it can be "plugged" into a soldier's occipital lobe and translate the picture into extremely low-quality video with lots of static and meaningless flashes. This is...less than useful. However, if you instead encode the signal from the Neurogel directly into a radio, and then reverse the encoding process and feed the raw data into another soldier's brain, it can produce a very good-quality image in somebody else's brain. Brains are better than computers at processing visual information, who knew. Neurogel's advanced capabilities make the expanded area of coverage necessary to get motor and visual control only slightly more invasive (surgery-wise) than the basic CAT procedure. And it itches less.

We didn't stop there, though. A small and simple additional connection to a section of the occipital lobes allows the transmission of speech without needing the person to actually speak the words. Cutting out the muscle middleman in communication is both simple and improves squad-level reaction times beyond even the best-trained militaries'.

Oh, and in order to facilitate this we attached a radio system (carefully going around the silly electronics union) to the Bear Armor and modified it slightly so it operates in very-high frequency ranges over short distances only. VHF allows for faster data transmission, short-range is not a problem because the data is all from your own squad only. Grizzlies get the same system but a better radio capable of talking to other Grizzlies, ideally allowing for inter-unit communications. Finally, Blizzard units get the same (Grizzly) system, allowing wingmen unprecedented coordination and visibility.

Helps advance pretty much everywhere, helps us outdo SEEMs and company (can't do much about getting shot if you're getting shot from every direction, after all).


Quote
ME-GWM-63 'Firedrake'
Since the invention of the Gatling gun, people everywhere have wondered: "What would happen if you rechambered this for a long 20mm cartridge, motorized the turning system, and added a hideously powerful incendiary and a chemical capable of freezing things? AND THEN, what if you stuck it onto a 3-meter-plus tall metal monstrosity and told it to go kill things?" OK, maybe they haven't actually wondered EXACTLY that, but still. The Firedrake is a Grizzly arm attachment. Specifically, it is a 20mm 12-barrelled rotary autocannon, capable of firing obscene numbers of bullets from an obscenely large magazine at pretty much anything you want to cease existing. The firerate alone is enough to chew through tank armor given enough time, but the largest innovation is in the projectiles. In them is what the DUC described as "a sufficient 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 because the DUC-to-Sane People Liason had a fatal heart attack in the middle of the list. We think it included "chlorine trifluoride" a. 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.

As an added bonus, FIRE can be used in any weapons that use warheads (Sarukh, autocannon, Grizzly cannon, naval guns, bombs and Shrikes), because it's just another type of warhead. But more deadly, because DUC was bored since we've given them so little to do. Or so they said...

Grizzlies equipped with Firedrakes also have a Birdbrain computing pod added to the suit, based on the CLAW system on the Blizzard and adapted to aid the shoot in firing on long-range targets.

If tanks and precognitive infantry are a problem, just set them all on fire.
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FallacyofUrist

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Re: Mad Arms Race - Mereth Design Division (Fall 1963 - Design Phase)
« Reply #552 on: August 05, 2018, 03:44:04 pm »

Quote from: Votebox
(1) ME-EAP-63 "Skyranger": FallacyofUrist
We're taking the mountains. Meaning expensive Grizzlies. Meaning that the ability to just suddenly drop a Grizzly in the middle of the enemy trenches could push the Plains forwards. And it makes good progress towards SPACE. And it can actually bomb people.

So I'm voting the Skyranger for now unless something better comes up.
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piratejoe

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Re: Mad Arms Race - Mereth Design Division (Fall 1963 - Design Phase)
« Reply #553 on: August 05, 2018, 03:55:02 pm »

You know, I had a thought. They can know that we have particular soldiers nearby all the time but they can't tell where exactly they are from what I gather. Might make a 'wolf armour' for stealth that makes the one wearing it invisible tomorrow if anyone is interested in that. Alternatively we could upgrade Bear armour, or we can go full space marines and vote for the sky ranger which I hereby decree should have been named steel rain. I kinda want space marines so, may as well make the space part accurate.

Quote from: Votebox
(1) ME-EAP-63 "Skyranger": FallacyofUrist, Piratejoe
- (1) but rename it ME-EAP-63 "Steel Rain": Piratejoe
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andrea

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Re: Mad Arms Race - Mereth Design Division (Fall 1963 - Design Phase)
« Reply #554 on: August 05, 2018, 03:56:51 pm »

I am posting an updated firetsorm, since when describing the skyranger I thought of a better way to drop bombs.


ME-EAP-62 "Firestorm"

ORACLE can tell us where to hit for best effect. Troop positions, tactics used. But sometimes, the targets it proposes combined with the experience of our generals reveal crucial targets behind enemy lines that we can't reach, such as major supply routes. The ground way is barred by the front lines. Our excavators are too slow and easily revealed. Going by plane is impossible so deep in enemy airspace. The logical solution, therefore, is to travel above the enemy airspace.

The firestorm is an extra atmospheric plane combining our experience in rocket fuels, engines and the newly discovered magmatite, which will allow us to finally breach the endless void that Gagarin first opened for us a mere couple of years ago.

It is a quite peculiar craft, unique, for it is meant to travel where no plane has ever been before. Its body is long and sleek, with a bulge in the middle and tapering flattened sides. It has 4 delta wings on its back arranged in a blizzard configuration providing great lift and between the wings are the 2 engines of this craft which are the real wonder.

This new kind of engine is a bimodal electric/GOFAST design. At low altitudes and speeds, it works as an electric fan engine, in which a ducted fan is powered by an internal reservoid of high capacity magmagel (if we can't still figure out how to extract electricity from it without pushing, add a piston in the reservoir). WIth the high efficiency of electric engines and the high power density of magmagel, at low altitudes when the air is thick and the plane is slow it generates a truly staggering amount of thrust. Then, after the sound barrier is broken, the traditional ramjet activates with a special mixture of GOFAST burns to augment the exhaust. This GOFAST mixture has magmagel dispersed in it to increase the stored energy, with the proper chemicals to allow magmatite energy to be released by the combustion. Finally at high enough altitude it switches to full rocket mode, turning off the fan, closing the intakes, making al the changes required for full bypass of the fan blades.
This combination of actions allows it to have the most suitable configuration for all flight regimes up to (we hope) hypersonic.

Now, all this raw power would be worth little on a conventional plane: it would most simply melt. However Mereth is master of cold and we learned how to cool the skin of a vehicle while working on our missile destroyers (I bet everyone forgot about them). The plane uses a STABIL-ICE cooling system to avoid overheating during cruise and re-entry. The cabin, sized for 2, is also, obviously, environmentally sealed and with an oxygen reservoir.

It has a significant cargo bay capable of carrying many tons of payload. To assist in targeting it uses a birdbrain computer.

In a typical mission, it would receive a target by ORACLE or conventional intelligence. Then, the Birdbrain calculates the trajectory and the plane lifts off, reaching a suborbital path peaking outside the atmosphere.  While out of the atmosphere the pilot does final adjustments to match the trajectory with the desired target area, then opens the cargo bay and expels the payload. FInally, the engines are lit again to return home safely, while bombs travel on their merry ballistic way toward the enemy convoy/stronghold/command post.
All this should only take half an hour or so between lift off and impact, giving the enemy very little time to react.

As for the kind of payload, ICE bombs of any size are a mainstay, since they inherently have the cooling required to survive re-entry. Other possibilities are mentioned such as thermal shock pellets in which a solid metal ball with just enough stabil ice to barely avoid melting contains an internal reservoid of ICE which shatters on impact, causing thermal shock large enough to make the projectile explode. They are, however, not essential.

The idea behind the concept is dropping a large payload on a significant area behind enemy lines on the shortest notice, to disrupt enemy operations and make the most of any target of opportunity. Plus, it opens the doors of space.
« Last Edit: August 05, 2018, 03:58:58 pm by andrea »
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