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Author Topic: Mad Arms Race - Mereth Design Division (Fall 1965 - Final Design Phase)  (Read 82281 times)

TricMagic

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #780 on: June 02, 2019, 07:27:57 pm »

Design: Solar SONGBIRD
Solar SCA/OCA Negative-G Bandit Infrared Radar Detector.

The Solar SONGBIRD is a Laser Emplacement that is capable of shooting down anything in it's line of sight. It uses it's SONGBIRD system to detect the enemy with infrared radar and track their trajectories and previous flight path to lay down a withering barrage of Lasers, encircling the target before closing them inward, like a cone closing in on them. It's abilities leave it as the last and only word on anti-air defense, and the distance lasers can fire make it one of the strongest emplacements we can build on the battlefield.

It requires a lot of power, and a lot of ICE, due to it being on the beam setting, with multiple moving laser cannons whose light merges together on their target. Though the Solar SONGBIRD can immediately focus it's fire on particularly large targets, like that airship, or any tanks that get within it's range. Anything within it's sight will disappear in a solar light, once turned upon them.

That isn't the only thing though. Due to it's size, a new method was developed of cutting Magmatite to line the inside of the barrels.
Likewise, c-Sl has been made into solar panels, with major capacitors of Rechargeable Electrogel.

This mostly means that once assembled on the moon, it becomes a terrifying system. And the SONGBIRD can track anything coming from Earth, and shoot it down before it gets here if its IFF doesn't match our military codes.

On Earth though, it's still terrifying. So long as it's within sight, the Solar Songbird can shoot it down in molten metal.
« Last Edit: June 02, 2019, 07:35:10 pm by TricMagic »
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flabort

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #781 on: June 02, 2019, 08:29:09 pm »

Solar SONGBIRD is definitely cool, but this time it's my time to say that's probably not for this turn, we'll want to do that next turn. Probably.

Assuming MARIA can get us enough Magmatite (and ore) to ship home to earth, CLAW becomes cheap, TALON becomes Expensive, GATE/HAUNTER becomes Very Expensive, and... that's it.

You guys said LAVA is likely too ambitious, but I argue it should only be as expensive as ORACLE-A. It's duplicating existing infrastructure, shipped in the same way that MARIA or ELM Operations wants to do it, piece by piece. So that lowers the cost significantly as compared to the original ORACLE. It then installs an existing design from our new rocket, which is based on an existing design from our suborbital airplane, into existing vehicles, which can be shipped in. Which these additions add to the lowered cost for a sum... around what ORACLE-A cost in the first place. Which isn't listed in the designs, but shouldn't be too bad - ORACLE-A was only "HARD", for a -1.

I argue that assuming LAVA is successful, it should provide one ore AND one Magmacite. Importing the Ore would reduce the Skyknight's complexity to Expensive, and the decrease in expense level should give +1 STC, allowing us to import the Magmacite as well. The upshot of this is Blizzard becomes Cheap and Skyranger becomes expensive. Cataphract also becomes Cheap, and that's in addition to what MARIA achieves.

Quote from: MERETH VOTEBOX RULES
MARIA (5): Madman, TricMagic, Failbird, m1895, DGR
ELM Operations (0):
L.A.V.A (0): Flabort
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Happerry

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #782 on: June 02, 2019, 08:55:53 pm »

Quote from: MERETH VOTEBOX RULES
MARIA (5): Madman, TricMagic, Failbird, m1895, DGR
ELM Operations (0):
L.A.V.A (2): Flabort, Happerry
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GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

NUKE9.13

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #783 on: June 03, 2019, 01:43:36 am »

Quote from: MERETH VOTEBOX RULES
MARIA (6): Madman, TricMagic, Failbird, m1895, DGR, NUKE9.13
ELM Operations (0):
L.A.V.A (2): Flabort, Happerry
I don't believe we will be able to get +1 Ore and +1 Magmatite with a single revision, especially not one that also upgrades our computer technology.
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Atomic Chicken

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #784 on: June 03, 2019, 02:31:30 am »

Quote from: MERETH VOTEBOX RULES
MARIA (7): Madman, TricMagic, Failbird, m1895, DGR, NUKE9.13, AC
ELM Operations (0):
L.A.V.A (2): Flabort, Happerry
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As mentioned in the previous turn, the most exciting field of battle this year will be in the Arstotzkan capitol, with plenty of close-quarter fighting and siege warfare.  Arstotzka, accordingly, spent their design phase developing a high-altitude tactical bomber. 

Chiefwaffles

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #785 on: June 03, 2019, 10:33:23 am »

ME-LEM-64 Magmatite Acquisition via Remote In-situ Activities (MARIA) --- LUNAR OPERATION
Revision: ME-LEM-64 Magmatite Aquisition via Remote In-Situ Activities (MARIA)
(Easy) (4+4)+1 = 9: Unexpected Boon

While it is multiple things, this revision is easy due to how utterly trivial those things are. Practically just minor tweaks to a couple thing plus some considerations to tie it all together.

Finding a variant of Instant Roads fit for lunar use (i.e. where there's no atmosphere to react with) is best described as "beyond trivial". All we have to do is assign an intern to finding where trace amounts of lunar regolith has disappeared to. Just as expected, the DUC has already started trying to mess with it before we tell them to. Starting with Instant Roads. So Instant Roads now works without an atmosphere. Great for our goals here. Excavators can now maintain stable underground tunnels to depths suitable for ore mining.

Excavator pressurization is similarly trivial. Excavators are already designed to work in fairly hostile areas (more-so keeping atmosphere out rather than atmosphere in, but details) and all that's needed is a bit more plating and a couple of oxygen tanks and CO2 scrubbers. We've elected to only keep the pilot's area pressurized. The new life support system is still very basic, but it gets the job done. It does take up some of the cabin space in the Excavator and means more to transport to the moon, but we had enough left-over space from half of an Excavator to fit in the additional equipment. When a bottle of water and suspiciously dehydrated sandwhich is included, we can expect about 8 hours of independent Excavator time.
Two people can crew an Excavator -- most typically one to pilot the vehicle while the other one uses the integrated CAT to handle a SERF for mining. This variant of the Excavator is deemed the "Excavator-L".

Docking is a bit harder to implement, but nowhere near impossible. While the Starknight has an atmospherically-sealed door to the crew compartment, it is not an airlock and humans cannot travel outside pressurized areas. A soft "inflatable" docking connector has been developed. It can be brought in the cargo hold taking up remarkably little space and weight. Two or more SERFs take it out to unfold it and secure both ends to the pressurized doors of the Excavator and Starknight. Atmosphere is gradually vented into the connector, inflating it and creating a pressurized connector between two pressurized areas. It is delicate and takes an annoyingly long time to set up, but it works. People can move between vehicles (Starknight/Starknight, Excavator/Starknight, etc.) and SERFs can transport the cargo.
Both the Starknight and Excavator can pressurize areas like this with flexible piping connected to their life support systems.


An unexpected breakthrough was made while setting up SERF transport on Excavators. We were encountering some problems initially as the Excavator didn't build a wild enough tunnel for SERFs to hang onto the outside of them, and putting them in the Excavator's cargo cabin decreased ore capacity.
But when one engineer knocked apart a partially-dissembled SERF out of rage in testing and panickedly put it back together before it was deducted from his pay, we found out how to solve the issue. While quite obvious and not-up-to-par, the engineer's recreation was unusually easy to reassemble. Some more ideas and one promised promotion to the original engineer later, we arrived at the SERF-2: extremely portable.

The SERF-2 is distinctly less "empty Bear armor" than its predecessor, as we changed its chassis to be more of a robotic skeleton rather than something originally meant to surround a human with their own human skeleton and fleshy bits. Not only does it make them cheaper (at cost of durability), it lets us easily take apart their joints to be compacted into what's basically a thick square. Remarkably, with a simple signal, it can reassemble itself to a complete SERF-2 within a few minutes. It can also re-compact itself, but that takes much longer at about 30 minutes. To not traumatize controllers into believing they themselves are being compacted, both of these are done by a simple button press before/after CAT usage.
SERF-2s are much easier to transport both with Excavators and with Starknights. They're also cheaper than the original SERFs, though we aren't tracking their expense levels precisely at the moment.


The most important part of all this is the culmination. We've established an Operation plan. Several landing pads (with cool blue Merethan insignias on them, of course) surround a warehouse building where ore is brought to and organized before being sent to the landing pads for loading onto Starknights for transport to Earth. It also holds some life support supplies and GOFAST fuel for both Starknights and Excavators. Beneath the warehouse will be a series of underground "docks" for Excavators, where they can easily drive up to and connect to fuel+atmosphere. Inflatable docking connectors connect the spacecraft with the warehouse, and the warehouse with the Excavators.

It's a remarkable operation considering the tech we have. It will be able to provide 1 Magmatite OR 1 Ore and is Unique, meaning we can only have one instance of it at a time.
Uniqueness is due to multiple reasons, namely the difficulty in transporting human personnel between Excavators and Starknights, the general scarcity of ore/magmatite on the moon (we're sure we could exploit a lot more, but it'd need more than just some independent Excavators) and whatnot.


In completely unrelated news, we've started to have to increase psychological screening for Lunarnauts returning home. Some of them (not many, but enough for statistical alarm) have stated that they've noticed disrepencies in Earth since they were last here. Strange. The inclusion of the number eight in unconscious activities is even stranger.
It doesn't seem to affect their work at all. We're just keeping an eye on those affected by this phenomenon.
 
Spoiler: Designs (click to show/hide)

The Combat Phase of Summer 1964 has begun. Vote on Operation planning and National Effort Deployment.
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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!

TricMagic

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Combat Phase)
« Reply #786 on: June 03, 2019, 10:49:17 am »

Quote
Operations Setup
MARIA, Magmatite (1) TricMagic

Turn Plan
Use ORACLE-A to bury/place GATES in strategic positions. (1) TricMagic
Limit on activation is one at a time, but having multiple means we can activate them as needed to disrupt enemy forces.

Actually, is it possible to lock larger areas with more gates? Probably need an ORACLE upgrade for that.
« Last Edit: June 03, 2019, 10:57:06 am by TricMagic »
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m1895

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #787 on: June 03, 2019, 11:01:00 am »


Quote
Operations Setup
MARIA, Magmatite (2): TricMagic, m1895

Turn Plan
Use ORACLE-A to bury/place GATES in strategic positions. (2): TricMagic, m1895
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Madman198237

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #788 on: June 03, 2019, 11:12:26 am »

Quote
Operations Setup
MARIA, Magmatite (3): TricMagic, m1895, Madman

Turn Plan
Use ORACLE-A to bury/place GATES in strategic positions. (2): TricMagic, m1895
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Failbird105

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #789 on: June 03, 2019, 11:20:53 am »

Quote
Operations Setup
MARIA, Magmatite (4): TricMagic, m1895, Madman, Failbird

Turn Plan
Use ORACLE-A to bury/place GATES in strategic positions. (2): TricMagic, m1895
Not going to vote for where to deploy our GATE this turn because I don't actually know if we need to if it gets brought down to VE.
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TricMagic

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #790 on: June 03, 2019, 11:22:04 am »

Quote
Operations Setup
MARIA, Magmatite (3): TricMagic, m1895, Madman, Failbird

Turn Plan
Use ORACLE-A to bury/place GATES in strategic positions. (2): TricMagic, m1895

Additional
Talk to 17 & Oracle. (1) TricMagic
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NUKE9.13

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #791 on: June 03, 2019, 11:46:50 am »

Quote
Operations Setup
MARIA, Magmatite (4): TricMagic, m1895, Madman, Failbird, NUKE9.13

Turn Plan
Use ORACLE-A to bury/place GATES in strategic positions. (2): TricMagic, m1895

Additional
Talk to 17 & Oracle. (1): TricMagic
Don't talk to 17 & ORACLE any more than we already do: (1) NUKE9.13
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Long Live United Forenia!

TricMagic

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #792 on: June 03, 2019, 12:04:23 pm »

Quote
Operations Setup
MARIA, Magmatite (4): TricMagic, m1895, Madman, Failbird, NUKE9.13

Turn Plan
Use ORACLE-A to bury/place GATES in strategic positions. (2): TricMagic, m1895

Additional Actions
Talk to 17 & Oracle a bit more about the N-dimension. (1): TricMagic
Don't talk to 17 & ORACLE any more than we already do: (1) NUKE9.13

Subsidize the new TV Show Greater Lives (0):
« Last Edit: June 03, 2019, 12:28:36 pm by TricMagic »
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Madman198237

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #793 on: June 03, 2019, 12:23:23 pm »

Quote
Operations Setup
MARIA, Magmatite (4): TricMagic, m1895, Madman, Failbird, NUKE9.13

Turn Plan
Use ORACLE-A to bury/place GATES in strategic positions. (2): TricMagic, m1895

Additional Actions
Talk to 17 & Oracle a bit more about the N-dimension. (1): TricMagic
Don't talk to 17 & ORACLE any more than we already do: (2) NUKE9.13, Madman

Subsidize the new TV Show Greater Lives (0):
Use New SERF-2 and cheap Claws, along with new Excavator-Ls to investigate(read capture/kill) the criminal Elements in the Underworld.(Depths of MAGMA) (1) TricMagic
No: (1) Madman

How about we leave military equipment to the military, and not try to use things in places where they don't belong. For instance, why would we use space-adapted equipment for police activity?
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

NUKE9.13

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #794 on: June 03, 2019, 12:32:43 pm »

Quote
Operations Setup
MARIA, Magmatite (4): TricMagic, m1895, Madman, Failbird, NUKE9.13

Turn Plan
Use ORACLE-A to bury/place GATES in strategic positions. (2): TricMagic, m1895

Additional Actions
Talk to 17 & Oracle a bit more about the N-dimension. (1): TricMagic
Don't talk to 17 & ORACLE any more than we already do: (2) NUKE9.13, Madman

Subsidize the new TV Show Greater Lives (0):
No, why on earth would we do that: (1) NUKE9.13

Use New SERF-2 and cheap Claws, along with new Excavator-Ls to investigate(read capture/kill) the criminal Elements in the Underworld.(Depths of MAGMA) (1) TricMagic
No: (2) Madman, NUKE9.13

Internal investigation into suspicious DUC activities: (1) NUKE9.13
No:
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