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Author Topic: Mad Arms Race - Mereth Design Division (Fall 1965 - Final Design Phase)  (Read 83438 times)

TricMagic

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #795 on: June 03, 2019, 12:34:27 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. (0):
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) (0)
No: (2) Madman, NUKE9.13

Internal investigation into suspicious DUC activities: (2) NUKE9.13, TricMagic
No:
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Madman198237

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #796 on: June 03, 2019, 12:48:58 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
Internal investigation into suspicious DUC activities: (3) NUKE9.13, TricMagic, Madman
No:
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

flabort

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Combat Phase)
« Reply #797 on: June 03, 2019, 12:57:47 pm »


Quote
Operations Setup
MARIA, Magmatite (5): TricMagic, m1895, Madman, Failbird, NUKE9.13, Flabort

Turn Plan
Use ORACLE-A to bury/place GATES in strategic positions. (3): TricMagic, m1895, Flabort

Additional Actions
Internal investigation into suspicious DUC activities: (3) NUKE9.13, TricMagic, Madman
No: (1) Flabort
Let the DUC continue making it's quacks, for now.
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The Cyan Menace

Went away for a while, came back, went away for a while, and back for now.

dgr11897

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Combat Phase)
« Reply #798 on: June 03, 2019, 07:55:14 pm »

Quote
Operations Setup
MARIA, Magmatite (6): TricMagic, m1895, Madman, Failbird, NUKE9.13, Flabort, DGR

Turn Plan
Use ORACLE-A to bury/place GATES in strategic positions. (4): TricMagic, m1895, Flabort, DGR

Additional Actions
Internal investigation into suspicious DUC activities: (4) NUKE9.13, TricMagic, Madman, DGR
No: (1) Flabort
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Quote from: evicted Saint on discord
Weaponizing Jesus isn't something you do turn 4
Quote from: Alice on a different discord, to iridium, kind of.
hold on, let me keep blowing kisses at him until he stops
My Power armor arms race

Madman198237

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Combat Phase)
« Reply #799 on: June 04, 2019, 01:50:32 pm »

Quote
Lunar Exploration And Very Expensive Exploitation of All Resources THere (LEAVEEARTH)
Our present lunar operation is little more than a baby step, a tiny investment in the grand scheme of things. In order to go bigger, we need some advantages. Reformulated Sprayable Walls now capable of being sprayed directly into a permanent, air-tight, free-standing structure even in airless environments. Starknight flights bringing airlock door assemblies and, piece by piece, the equipment necessary to process small amounts of Ore into metal, and metal into the things required for sustained human life. Some Magmatite-to-Magmagel processing equipment. The DUC's newest hazardous, mildly radioactive, and extremely toxic abomination of nature invention, a means to make Magmagel into a surprisingly efficient solar-energy-absorbing chemical. A lot of plants, some greenhouse glass, and some lights to keep the planets growing through the night. A couple extra lunar Excavators for additional expansion work.

Bit by bit, everything will shape. We dig in, spray concrete all over the place, then install the first airlock. We start shipping in the air and CO2 filters, followed by the plants to take the filters' place. Then more tunnels, more plants, more people on permanent assignment. Beds, desks, chairs, food, all provided by Starknights for a bit. The surface is gradually covered with solar panels, and then the plants start moving underground, fields of grass planted on top of dirt-covered concrete lit by Magmagel-powered lights.

Then we ship in the industry, and can start going through the Excavator-extracted materials and processing them. It'll take everything we can extract to expand until we reach self-sufficiency (or close enough, anyway), but the Magmatite extracted powers the expanding colony, the Ore becomes new doors, structural supports, bits of technology, everything necessary for a steadily-expanding lunar colony. Eventually, the expansion will reach a point at which it doesn't need to consume all its materials, and it will start shipping extra Magmatite and processed Ore back to Mereth via Starknight. The industry being located on the Moon means that we only ship processed materials, which are vastly lighter than unprocessed materials.

As each region becomes self-sufficient, its dependence on Starknight transport is steadily diminished, allowing the next region to be exploited in the same way.

I felt like writing.
« Last Edit: June 04, 2019, 02:24:05 pm by Madman198237 »
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

flabort

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Combat Phase)
« Reply #800 on: June 04, 2019, 05:14:59 pm »

For a future turn.

HAUNTER Vision
In which a convoluted series of accidents and an attempt to synthesize additional Magmacite lead to a GATE upgrade and a new way to create sci-fi materials.

Spoiler (click to show/hide)
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andrea

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Combat Phase)
« Reply #801 on: June 05, 2019, 12:57:19 pm »

Here is a proposal for a future moon operation

Magma furnace
On Earth, we extract ore from veins and deposits created by the action of geological and hydrological forces in millions of years. Those are completely absent on the moon, but that doesn't mean that metals are absent: in fact the crust of the moon is very rich of aluminum, iron, titanium and other useful things. However, they are spread out as simple rocks mixed with standard silicon minerals.
Another important point is that the remaining part of the lunar soil is made from another element which is currently precious: oxygen.

Enter the magma furnace. A big sealed cauldroun in which rock is fed, melted, and then separated by an electric current using special catalizing electrodes developed by DUC in order to choose the output metal according to our needs. A magma furnace, or a battery of them, is able to turn simple rock into metals ready for use or silicon. Furthermore, as waste product it produces heat for the cold lunar nights and oxygen to supply life support for our operatives on the moon. So much oxygen in fact, that if it is considered advantageous we could bring hydrogen instead of water, and combust it to get extra power and water.

As to how the furnace is powered, (here is a split: we can choose how when it is time)

- A small quantity of natively extracted magmatite is added to each batch to provide the energy to keep it molten. Waste heat is then recycled to generate electricity for the electrolysis process.

- An array of magmagel batteries and DUC boosted solar panels provides all that is needed for our smelting and life support needs.



This may be able to provide both an ore and an extra region rating. But to get access to more region rating we may need a spacesuit or a proper settlement first.

TricMagic

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Combat Phase)
« Reply #802 on: June 05, 2019, 01:00:12 pm »

Ursa Major

The first in dedicated Laser Platforms, the Ursa Major is a self contained suit, sealed off from atmosphere, with multiple redundancies in the cockpit, including simple air tanks, scubbers, and Integrated CAT.

What makes it an advance over the Grizzly is it's size, easily reaching 20 Feet High on it's four legs, and 30 feet long, and capable of climbing mountains, bounding across the landscape, or thrusting through the sea.

It's weapon system is pretty simple, integrated CLAWs in it's front paws capable of mowing down infantry and tearing straight through tanks. And a newly revised Laser System integrated into it's back beside the spine.

The two Sakura Cannons on it's back can be fired in either pulse form while standing still to aim, or a continual fire as it charges forward. The ICE flow keeps it cool, and the GOFAST generator has been refined using our knowledge of combustion to leave no smoke left unburned.

On top of it all, the Ursa Major is armored to the teeth, if it had teeth instead of a dedicated Ursine Vison unit as it's bear-shaped head, along with Fiberoptics as eyes..

One last modification is it's turbojet thrusters located in the backside and back legs, rated for multiple bursts to jump, or a controlled burn for forward thrust both underwater, or on the moon.

Overall, the Ursa Major is big, fairly Expensive, and rated for Land, Sea, and Lunar Operations. Being able to swim is a fairly big plus, and not at all difficult for it, since the water reduces the weight it carries.

Rated for 1 hour of operation in full combat, with the time increasing to 2 to 6 hours outside of that. Most of the time in combat is mostly the lasers burning through it's fuel supply. For supply, it uses Energy Filters filled with GOFAST which can be removed and inserted easily, once the backside armor has been pushed aside.



CAT Revision, need to work with none-humanoid shapes. Pre-programmed skills to assist in movement/weapon activation? Or just special training..

Claws, note that they are revisions which are literally located in the Claws. Can sweep across to hit a wide area, or grasp metal directly to tear through it with a wave.

Sakura Cannons. Run by Magmagel-feed, and Ice-Cooling. Upsized Claws similar to the Talon, with pulse, and auto-fire.

Back Turbojets. Not meant to fly, but to assist with jumping on land and moon. Mostly either forward jumps, and sometimes upward. Bears can in fact stand up. So more maneuverability than most would first think. This also applies to water, since that maneuverability of the legs means it can move with some agility underwater. Just don't expect it to manage swimming for more than a couple of hours though, without the turbojets, it still sinks. For the shore, that really isn't a major issue.

Ursine Vision, obviously upgraded in some way.


Split it down. Designing Systems for the Ursa Major.
Materials Limit, 4-5 Ore, 3-4 Oil, 2-3 Magmatite.

Claws:
Built into the claws of the Ursa Major, a line runs down the legs to fuel them. When swiped across, a line of laser-light is sent out along that trajectory. Likewise, it's paws can also grip, for a short range laser that tears straight through Tank and Ship armor with laser power.

Sakura Cannons:
Based upon the original CLAWs, where the TALON focused on overload for a pulse, this version works with it's partner. When still, aiming is simple, so long as that direction is ahead. A blast of focused laser pulse is sent out, turning what lies in it's path to plasma. Being a Paired Unit, this can be charged in 3 seconds, rather than 5. Alone, if the other has been damaged, it still takes 5 seconds.
Other ability of the Sakura Cannons is Auto-fire, which sends out many bursts as the Ursa Major Charges, and can also be a continuous stream for a short amount of time.
 Being Paired together, the load on each is shared, improving it's reliability. Runs off Magmagel flow and GOFAST Generators, along with ICE cooling tubes.

Ursine Vision Viser
Based upon the Starknight's own capabilities, the Ursine Vision Viser is a noticeable improvement, making use of a computer to track friend and foe, and Vector-modelling in real time. See new CAT Model [NERVEGEAR] for more information. Primary Sensors are mounted on the head, though a number of them are also mounted around the body as well.

Fiberoptics
Used to transmit primary vision to new CAT Model [NERVEGEAR].

Energy Filters
Effectively a giant battery filled with GOFAST for easy switch in. This GOFAST is used to power a Generator. 2 are used in operation of the Ursa Major, and each Energy Filter grants 30 minutes of full-scale combat, with 3 hours of standard movement. Includes Magmatite for added energy Production on burn. See GOFAST variant [GOFASTER] from DUC records. Energy Filter slots are located along top of the back rear of the Ursa Major.

Turbojet Boosters
A single Turbojet Booster each in the back paws of the Ursa Major, fueled through those legs. The Rear holds two more above the hind of the legs. The Generators are located slightly forward of this.

Cockpit and NERVEGEAR
Standing at 20 Feet Tall, and 30 Feet Long, the Ursa Major is a beast worthy of it's name. And the only way in is through the bottom, into it's stomach. Here the pilot lies down and puts on the NERVEGEAR, which connects and overrides their central nervous system. It catches the data outgoing from the brain, and can input it's own signals. The user is placed into a virtual world. The NERVEGEAR has an emergency shutdown switch similar to the GATE, if the Pilot's Brainwaves become too erratic.
From here, the programs act, and the Ursine Vision Viser draws the wireframe, even as the Fiberoptics work to bring terrain to the user in this Virtual World.

It really is the centerpiece, NERVEGEAR. There are a number of options, from sitting down and directing the Ursa Major from above in some flying Chair, to controlling it with mental thoughts alone, shutting down imput from anything but the eyes and skin of the Ursa Major. The Possibilities are limitless.

In the end though, it is a way to control the Ursa Major. They don't have to see, for the NERVEGEAR already controls what they can experience. Whether they go for Full-Dive control, or let the programs do most of the work for them as they direct it.

The NERVEGEAR uses a special Jack to work properly, ad so needs pilots need to have it installed. Thankfully, it's just an add on of the CAT to catch their brainwaves, interpret them through the NERVEGEAR, and input data for VR. This also allows pure Vector Modeling, likely to render SEEMs Blackwell technique obsolete. And even if it still works, the NERVEGEAR will just kick the Pilot out of control once the erratic activity is noticed.

Bear Necessity, Maneuverability.
Yes, Bears can in fact stand up. And their legs are quite maneuverable. This means climbing mountains, adjusting Sakura Cannon Aim, and even using the Turbojets to jump and thrust forward through the water, are all possible. The Bear truly is a marvel, isn't it?
« Last Edit: June 05, 2019, 04:21:31 pm by TricMagic »
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andrea

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Combat Phase)
« Reply #803 on: June 06, 2019, 03:52:32 pm »

Spaceranger interceptor
Our air force hasn't seen a chassis upgrade for years. Now the wait is over.

The spaceranger, as the name implies, takes heavy inspiration from the skyranger. However while the skyranger is a transport, the spaceranger is an heavy fighter and that shapes the design.

Gone is the cargo hold, allowing for a more streamlined and aerodynamic design. The fan part of the engines is removed, since it has no requirement of low altitude/speed flight nor vertical landing and take off from enemy territory. Instead, in addition to the powerful ramjets, it has a single auxiliary rocket engine based on the Starknight ones, used for take off and particularly demanding manoeuvres.
From the Starknight it also borrows the RCS system to assist in sharp turns and stability.

Thanks to its 4 wings ( in X configuration) providing extra lift and its take off boost, it can carry a significant payload, which is mostly dedicated to its weapon system. Inside the fuselage it can carry either 16 shrike missiles on a retractable pod, or an equivalent weight in bombs if desired. Furthermore, it has a birdbrain computer to assist targeting of its laser weapons: a claw module centrally mounted with a large firing angle, dedicated to point defense, and 2 turreted Talon cannons on the side.

To save on weight and cost, the heat shield is streamlined and toned down to just what is needed for high atmospheric flight, rather than full re-entry from orbital speed. 
During high altitude flight, less drag is encountered which together with the expanded fuel tank allows it to have a long range for its performance.

While it is not capable of the fast re-entry of the skyranger and the starknight, it is actually capable of getting to space and with its enlarged fuel tank it could even reach the moon. It is likely to be a one way trip for the craft, but it would be able to serve as a local weapon platform for the defense of our colony.
« Last Edit: June 06, 2019, 04:11:14 pm by andrea »
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TricMagic

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Combat Phase)
« Reply #804 on: June 06, 2019, 04:51:35 pm »

Tidal Class Aircraft Carrier

From the beginning of the war, we've lost at sea due to an inability to bring our Aircraft out to the ranges needed. This changes now. The Tidal Class Aircraft Carrier comes equipped with the latest in GOFAST Generators, it's turbocharger sending unburned GOFAST smoke back into the chamber. This gives it amazing efficiency. It also comes equipped with 2 systems. The ARC Reaction Plating, which uses uncharged Magmagel and the conductivity of metal enhanced by DUC to send the charge of their electricity where we want it. Most Specifically, to these batteries. This effectively removes their ability for indirect hits to do us in, and we can use it ourselves.

The second, is the TIDAL Anti-Air Laser Defense System. Making use of advanced trajectory tracking, the TIDAL can shoot missiles out of the air, as well as planes, with sweeping beams of Lasers. Perfect for preventing enemy aircraft from sinking us.

Beyond that, the Aircraft Carrier also has Missile launchers for Ship to Ship Combat, using info gathered real-time by Blizzards to strike precisely at very long range. The new Arctic Missiles are long, have a very big warhead, and use a turbojet along with the Tereshkova Effect to fly long distances. This is in addition to the Birdbrain computer in them, and the Vector Feed from our recent Spaceknights giving the computer data on where objects are. So long as we have coordinates on where the ship will be via Oracle and Blizzards, we can easily strike them. They are effectively derived from the best of the Shrike and Penguins.

Each ship is able to carry 20 Blizzards and supply them, with two TIDAL. This is mostly so we can mass-produce them, marking them Expensive at most.
« Last Edit: June 06, 2019, 06:01:20 pm by TricMagic »
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Chiefwaffles

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #805 on: June 08, 2019, 11:57:20 am »

Combat Report Fall 1964

GATEs continue to confuse our scientists and engineers and literally everyone who knows about them.
But they work to a degree? So good? Maybe? We don't know?

The additional Magmatite clearly helped with the deployment of CLAWs and TALONs, and it was a crutch we relied on to have our infantry carry our offensives in the Mountains and Plains.
 
Spoiler: Designs (click to show/hide)

The Design Phase of Fall 1964 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!

TricMagic

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Re: Mad Arms Race - Mereth Design Division (Fall 1964 - Design Phase)
« Reply #806 on: June 08, 2019, 12:59:26 pm »

The Blue Whale

With the current issues, people are understandably concerned. It's all okay though. The Extra Funding let's us go full Whale on Space Colonization.


The Blue Whale is a massive undertaking, being NE, a National Effort to produce. Oh is it impressive though. With Artificial Synthesis of GOFAST using Carbon and Magmatite, storage for a 100 Starknights, the New Magmaskell Mechs for civilian industry, wherever you land. On top of a thriving artificial ecosystem, and top of the line air filters and recycling. It also comes with Impact Gel for crash landings, made by DUC from Magmatite and Oils, and blast shielding that is actually perfect.

With this, we can easily take 1000 people to the moon, and set up a Colony. Why stop there though? Why not Mars? It's flight systems and it's suitability long-term voyage, along with being very fast in space as well as being capable of launching straight up to exit Earth's atmosphere. The amount of cargo it can carry will allow us to set up a permanent city, and then return. It's perfect for those who want to get away from it all for a while.

That doesn't mean it's defenseless though. It carries a number of Laser Defense Systems against enemy actions. These are for the passengers safety.

Probably best to mention it also makes heavy use of the Magmatite Processors recently developed alongside it to upgrade Oracle.
« Last Edit: June 08, 2019, 01:11:42 pm by TricMagic »
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Failbird105

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Re: Mad Arms Race - Mereth Design Division (Fall 1964 - Design Phase)
« Reply #807 on: June 08, 2019, 01:06:11 pm »

Well, since we're not at the sea, and thus don't need to focus a design on such, Tremor Bombs are completely viable for this turns military design. Therefor, Tremor Bombs.

Tremor Bombs
This idea came about as something of an accident. A separate design meant to reduce Hellborer risks significantly, by using vibrations to find a frequency that drives them away, if not entirely than at least enough to make them less likely to stick around. In doing so, we did actually find a frequency which Hellborers simply hate, but uh, not in the good 'I don't want to be here' way. More in the 'DESTROY IT AND EVERYTHING ASSOCIATED WITH IT' way. Needless to say, it was far better at attracting Hellborers than repelling them. Then this idea came in. Simply put, it is a bomb, designed to hold a machine which vibrates the earth around it at that precise frequency, thus calling Hellborers towards it, significantly enraged.

That is not to say the method works perfectly of course. Hellborers dwell deep, deep underground. This isn't a problem when the machine is underground too, but when deployed via air it only makes it a short distance into the ground before starting. As such, it will take several bombs in close proximity adding to each-others vibrations to reliably call the angry Hellborers to surface level. Once it has been done however, only a slow but steady trickle of more Tremor bombs, or more hostiles to draw their attention, is needed to keep them at surface level. It should also be obvious that these won't work in the sea, what we are unsure about however, is the moon. We certainly haven't seen any Hellborers there yet, but we may just not be digging deep enough. Whatever comes of it however, if anything, our scientists are eager to find out.

This does, however, present the risk of potentially harming our own subterranean, and potentially surface operations in the area for a short time until the Hellborers decide to return to the depths from whence they came... if they return.
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TricMagic

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Re: Mad Arms Race - Mereth Design Division (Fall 1964 - Design Phase)
« Reply #808 on: June 08, 2019, 01:28:22 pm »

The Lunar Light: City on the Moon.
In this time of chaos and war, come to the Lunar City, see the Earth from a new perspective. Enjoy the sights and reduced gravity!

This is the slogan, though we do argue on how to do so. One Researcher puts an intern on finding the trail of regolith, perhaps they've come up with something.

Take sight, as a scientist has managed to create something. This dusty dirt appears to catch Co2 in it's own structure, and catch carbon in itself. This turns it rather black, though pouring water through it makes it wet, and the carbon slicks to the top, liquid carbon.

This stuff, based on preliminary testing, is perfect for both a source of carbon and oxygen, just from Co2 and water. That's air down, for the most part. Just need to make a recycler to get the proportions of air correct.
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FallacyofUrist

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Re: Mad Arms Race - Mereth Design Division (Fall 1964 - Design Phase)
« Reply #809 on: June 08, 2019, 02:07:26 pm »

Hope Design: Ursa Maximus:

After the last few assassination attempts, our president Nix Gelus decided that his personal Bear Armor suit just wasn't going to cut it. So he requested something developed specifically for him. What followed was a continuous process of him approaching more civilian governmental agencies to get a suit sourced, and getting sent ceremonial prototypes.

That's how Nix Gelus himself ended up on the Merethian Design Division's front door, obviously pissed. Nobody was in a position to say no to the obviously angry President of Mereth. "I want laser blasters! A direct connection to ORACLE-A! CAT integration! Invulnerability! Flight capabilities!"

We will not be making another Ursa Maximus suit. Ever. Nix Gelus insisted that he get the only one. (Also, another one would be way beyond our current budget). That said, we cannot help but admire this fantastic piece of hardware. We... managed... to fit everything required into the suit. Aside from the invulnerability, but we've managed something approximating that.

We've integrated compressed CLAW blasters into each of the suit's arms for high-intensity blasting. A direct radio connection to a trained team of "liaisons" who interpret ORACLE's output regarding inner Mereth and feed it to Nix Gelus through a voice modulator that makes their communication sound robotic. An adjusted Drop Bear pack using GOFAST-M fuel and deployable gliding wings cover flight. Finally, we made all of that controlled by an integrated CAT connection in the suit. All of that was... fairly easy, if expensive.

The most expensive and complex part of the Ursa Maximus suit would be the Barrier Against Turmoil - Magmatite Advanced Negator. Or as we call it, BATMAN. The extreme amount of Magmatite the BATMAN module costs is one of the main reasons it's impractical to make more. of the Ursa Maximus suit.  BATMAN is an effective cage of magnetic coils underneath the outer COMBAT armor of the Ursa Maximus suit. Said magnetic coils are made of a Magmatite-neodynium alloy we are calling Magnetite. The Magnetite coils are themselves powered via high-energy Magmagel. While BATMAN is powered on, intense magnetic fields shroud the Ursa Maximus suit, with more unusual properties than normal. This shroud is entirely repulsive in nature, and can deflect all calibers of bullets that we've tested, block electric blasts generated via a looted Tesla Rifle, and even diffuse the strength of a CLAW laser beam. The energy intensity of BATMAN is very high, however, and can't be powered on for more than around 30 minutes at a time before the Magmagel is completely drained. On top of that, the Magnetite coil magnets get hot quickly and have to be cooled via an integrated ICE cooling system.

We thought all this would be an immense waste of time. Then Nix Gelus took the Ursa Maximus armor out for a "test drive". After the resulting destruction of a criminal hideout, we must conclude that Nix Gelus is our world's very first... "superhero". A symbol of hope to the masses. A champion of all that is good. Under no circumstances will he be permitted to pilot the Ursa Maximus suit into battle. It's far too expensive to replace our hero's life must not be put in danger against the turmoil of war.

~~~
~~~
~~~

Hope Design: The Watchtower:

The threat of nuclear detonation hangs over the populace, like a tipping anvil ready to drop. The fear can be tasted like cinnamon ICE cream(not a good flavor). A team of Merethian engineers and scientists was put in charge of building something to protect Mereth against nuclear missiles. The Watchtower was the result. The Watchtower is a massive tower situated near MAGMA, easily visible from that area.

The Watchtower has three main modules. A floor for an ORACLE-A node, a floor filled with the best scanners Mereth can manufacture, and a giant laser emitter that's effectively a scaled-up TALON. The end result is this. The scanners constantly scan the skies for incoming projectiles, and feed the data to ORACLE. ORACLE processes the data and calculates how likely it is that there's an incoming projectile, and where it's coming from. If it thinks it's likely there's an incoming projectile, it'll send a warning to stationed operators and ask for them to analyze the processed data and give permission to fire.

If they don't respond, or there doesn't seem to be enough time for analysis, ORACLE-A is capable of firing the beam on its own. We calculate that the beam fired by the Watchtower could completely vaporize any and all missiles or incoming long-ranged bombers. We even tested this with some Skyranger drops, which performed as intended.

In an absolute emergency, the beam can also be aimed at the ground to devastate ground threats near MAGMA, something that we demonstrated to great applause on a captured Glaive tank.
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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.

Would you like to play a game of Mafia? The subforum is always open to new players.
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