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Author Topic: Mad Arms Race - Mereth Design Division (Fall 1965 - Final Design Phase)  (Read 82245 times)

NUKE9.13

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Re: Mad Arms Race - Mereth Design Division (Fall 1964 - Design Phase)
« Reply #855 on: June 11, 2019, 01:57:43 pm »

Quote
Chiefwaffles Today at 8:54 PM
@NUKE9.13, MASTER ACRONYMER I like the cucumber reference in HOPE.
And I'll say it's possible (and not an operation) and nothing else.
Also,
Quote
Chiefwaffles Today at 8:55 PM
I want to get the designs done today.
Both sides have a consensus, but Mereth's is pretty delicate so I'll give them a few hours or so to make sure that's what they want
Quote from: votebox
Military Design:
Tremor Bombs: (1) Failbird
SLOTH: (0)
Reality Anchored N-ship: (0)
LEO Space Station Aurora: (2) Flabort, TricMagic
Brainwave: (1) Madman
Firestorm: (3) AC, NUKE9.13, m1895
N-Tune: (0)


Hope Design:
Blue Whale: (0)
Lunar City: (0)
Usrsa Maximus: (0)
Watchtower: (0)
Dreamstate: (0)
Lunar Alternative Viable Autarky: (1) AC
PROPHET: (0)
HEATMISER: (2) Madman, Failbird
OCEAN: (0)
Non-limited Power Source via Zero-Point ICE: (0)
Flesh is Weak (1): Andrea
Virtual Reality: (3) Flabort, TricMagic, m1895
Healthy Offworld Population Equipment: (2) Jilladilla, NUKE9.13
Logged
Long Live United Forenia!

TricMagic

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Re: Mad Arms Race - Mereth Design Division (Fall 1964 - Design Phase)
« Reply #856 on: June 11, 2019, 02:06:54 pm »

Given that HOPE ticks off a bunch of stuff, and we're all starry eyed dreamers, probably best for further operations and expansion.

Quote from: votebox
Military Design:
Tremor Bombs: (1) Failbird
SLOTH: (0)
Reality Anchored N-ship: (0)
LEO Space Station Aurora: (1) Flabort,
Brainwave: (1) Madman
Firestorm: (4) AC, NUKE9.13, m1895, TricMagic
N-Tune: (0)


Hope Design:
Blue Whale: (0)
Lunar City: (0)
Usrsa Maximus: (0)
Watchtower: (0)
Dreamstate: (0)
Lunar Alternative Viable Autarky: (1) AC
PROPHET: (0)
HEATMISER: (2) Madman, Failbird
OCEAN: (0)
Non-limited Power Source via Zero-Point ICE: (0)
Flesh is Weak (1): Andrea
Virtual Reality: (2) Flabort, m1895
Healthy Offworld Population Equipment: (3) Jilladilla, NUKE9.13, TricMagic
« Last Edit: June 11, 2019, 02:12:48 pm by TricMagic »
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Atomic Chicken

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Re: Mad Arms Race - Mereth Design Division (Fall 1964 - Design Phase)
« Reply #857 on: June 11, 2019, 02:09:28 pm »

Quote from: votebox
Military Design:
Tremor Bombs: (1) Failbird
SLOTH: (0)
Reality Anchored N-ship: (0)
LEO Space Station Aurora: (1) Flabort,
Brainwave: (1) Madman
Firestorm: (4) AC, NUKE9.13, m1895, TricMagic
N-Tune: (0)


Hope Design:
Blue Whale: (0)
Lunar City: (0)
Usrsa Maximus: (0)
Watchtower: (0)
Dreamstate: (0)
Lunar Alternative Viable Autarky: (0)
PROPHET: (0)
HEATMISER: (2) Madman, Failbird
OCEAN: (0)
Non-limited Power Source via Zero-Point ICE: (0)
Flesh is Weak (1): Andrea
Virtual Reality: (2) Flabort, m1895
Healthy Offworld Population Equipment: (4) Jilladilla, NUKE9.13, TricMagic, AC
Logged
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. 

flabort

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Re: Mad Arms Race - Mereth Design Division (Fall 1964 - Design Phase)
« Reply #858 on: June 11, 2019, 08:36:22 pm »


Quote from: votebox
Military Design:
Tremor Bombs: (1) Failbird
SLOTH: (0)
Reality Anchored N-ship: (0)
LEO Space Station Aurora: (0)
Brainwave: (1) Madman
Firestorm: (5) AC, NUKE9.13, m1895, TricMagic, Flabort
N-Tune: (0)


Hope Design:
Blue Whale: (0)
Lunar City: (0)
Usrsa Maximus: (0)
Watchtower: (0)
Dreamstate: (0)
Lunar Alternative Viable Autarky: (0)
PROPHET: (0)
HEATMISER: (2) Madman, Failbird
OCEAN: (0)
Non-limited Power Source via Zero-Point ICE: (0)
Flesh is Weak (1): Andrea
Virtual Reality: (1)  m1895
Healthy Offworld Population Equipment: (4) Jilladilla, NUKE9.13, TricMagic, AC, Flabort
I kinda want consensus more at this point than I want any specific design. Heatmiser is good, but not great. Virtual Reality is fun, could lead to all sorts of military tech later (but is most definitely non-military as is) and is good escapism (look, I'm playing three video games and talking about a fictional war simultaneously right now. Escapism is my whole personality). Plus if it works whilst sleeping, a non-game office environment could be set up to allow office work to be done virtually 24/7. The phrase "I could do this in my sleep" would no longer be a metaphor. Flesh is Weak is cool, it would be my second choice if Virtual Reality weren't my top choice, but as is I'm going with my third choice just to get this vote done.

I'd honestly prefer the space station over the firestorm, especially because of the modular tech and dropping ICE from orbit, so we could always have a counter to that damn Meteor class frigate, but again, I will go with my second choice to finish the vote.
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Went away for a while, came back, went away for a while, and back for now.

Failbird105

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Re: Mad Arms Race - Mereth Design Division (Fall 1964 - Design Phase)
« Reply #859 on: June 11, 2019, 10:13:18 pm »

Quote from: votebox
Military Design:
Tremor Bombs: (1) Failbird
SLOTH: (0)
Reality Anchored N-ship: (0)
LEO Space Station Aurora: (0)
Brainwave: (1) Madman
Firestorm: (5) AC, NUKE9.13, m1895, TricMagic, Flabort
N-Tune: (0)


Hope Design:
Blue Whale: (0)
Lunar City: (0)
Usrsa Maximus: (0)
Watchtower: (0)
Dreamstate: (0)
Lunar Alternative Viable Autarky: (0)
PROPHET: (0)
HEATMISER: (1) Madman
OCEAN: (0)
Non-limited Power Source via Zero-Point ICE: (0)
Flesh is Weak (1): Andrea
Virtual Reality: (1)  m1895
Healthy Offworld Population Equipment: (6) Jilladilla, NUKE9.13, TricMagic, AC, Flabort, Failbird
Nyeh...
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TricMagic

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Re: Mad Arms Race - Mereth Design Division (Fall 1964 - Design Phase)
« Reply #860 on: June 12, 2019, 08:47:21 am »

Designs were locked a while ago, so it's a mute point.

Also, the human brain needs sleep. So no 24/7 Full-Dives. Though they can in fact sleep in virtual reality if they want to.

We would actually have programs to do simple or repetitive work though, part and parcel of any game is usually the NPCs.
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flabort

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Re: Mad Arms Race - Mereth Design Division (Fall 1964 - Design Phase)
« Reply #861 on: June 12, 2019, 09:55:57 am »

1) *moot
2) I hadn't checked the discord yet, didn't see that designs were locked.
3) Is it the brain, or the body? Last I checked brains are pretty busy while the body is asleep still, regulating breathing, coming up with bizarre fantasies or horrifying fears, and listening for the alarm clock.
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The Cyan Menace

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Madman198237

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Re: Mad Arms Race - Mereth Design Division (Fall 1964 - Design Phase)
« Reply #862 on: June 12, 2019, 10:07:39 am »

The brain is active during sleep, but it is active in specific ways that allow it to "reset". Too long without sleep will kill you because your brain's neurons cannot recharge fast enough to keep up with the demands of being awake.

So yes, your brain is still active while sleeping, but it's not active in a way that can really be exploited....certainly not safely.
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andrea

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Re: Mad Arms Race - Mereth Design Division (Fall 1964 - Design Phase)
« Reply #863 on: June 12, 2019, 03:18:34 pm »

High Earth Installation for Ground Heat Transmission - ME-HEIGHT-64

Thanks to the Starknight we can bring considerable mass in orbit, and thanks to the newly developed solar panels from HOPE we can sustain our presence there.
It is time to exploit our control of the orbital theater to support the ground war, in a way that they won't be able to simply avoid or intercept.

Our lasers have always had problems of atmospheric absorption, but that is a product of the wavelengths we use. By moving away from mobile weapons and into the realm of installations, we can dedicate more effort and space to harnessing wavelengths not absorbed by the atmosphere (and that also includes clouds). We then create the Mjolnir Cannon, a very large artillery class pulse laser designed to operate in space, using a Stabil-ICE cooler for high intensity firing and radiators for periods of lower activity. It is able to shoot from low Earth orbit to ground with enough power to create a sizeable explosion with reasonable accuracy.

The HEIGHT satellite is a large 18 ton satellite  made to fit in the Starknight hold. At its core is a Mjolnir cannon, aimed to the surface. Large optics provide both beam focusing to account for the distance to target and beam steering, based on our firestorm optical turret experiences. The cannon is fueled by magmatite batteries , which are recharged by solar panels. In its target 88 minutes orbit, it has a long time during which it can't target Aratam due not being above the island. This time is used to recharge batteries, which are then discharged in salvo firing when above our continent. To assist with aiming it has a telescope and a radar, plus a Ravenmind computer for calculations.
It uses small GOFAST thrusters for attitude control.

It is made to be refuelable through Starknight flights, to replace StabilICE and GOFAST as they get depleted, although reserves should last for enough time to not be a logistical issue.

A single satellite firing every 80 minutes or so would be underwhelming. That is why those satellites are meant to be deployed in constellations, providing semi continuous fire support. While its firepower might seem underwhelming compared to artillery due to the limited numbers in which it can be deployed, the ability to have limitless range can't be overstated.

Chiefwaffles

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #864 on: June 12, 2019, 06:16:37 pm »

Firestorm:
Military Design: Firestorm
(Easy) (4+3)+1 = 8: Unexpected Boon ((STOP GETTING GOOD ROLLS JESUS CHRIST))

Welll... they've done it again, we suppose.
Firestorm is amazing, it's a marvel of Merethan engineering, bla bla bla you get the gist. We've gone over this amazed introduction before. Unfortunately after some discussion we are in fact being billed for the windows in the spaceport after a test pilot got a little too cocky with their stunts.

The Firestorm is, in essence, not actually that much of a challenge. Just an amalgam of the nicer parts of designs we've already made. Engine from a Starknight using fuel from Skyrangers. COMBAT plating added, throw in some existing weapons, RCS thrusters, and a docking system. This is still a lot to do, which is why it's best done with the scope of a design and nothing less, but there's a reason behind doing so well.


It obviously looks based off of a Blizzard. But much sleeker, and with stubbier (4x Tereshkova effect) wings pushed to the back and feeling more like extrusions of the hull rather than actual wings. The entire craft is obsidian black, with subtle bronze highlights from the full encasing of COMBAT plating coming through. Looking closely reveals intricate and fascinating "wavy" patterns similar to damascus steel -- an unintentional appearance in COMBAT plating.

When fully closed, the cockpit doesn't stand out at all, being covered in the same COMBAT plating and not even forming a bulge in the top-front of the craft. It's surprisingly spacy compared to other aircraft on the inside for the one pilot. Blue accent lighting (and regular white LEDs if you're boring) illuminate the interior, with its surprisingly sparse controls and instruments.
This is thanks to the breakthrough we made while implementing the Birdbrain. Enter the Ravenmind Combat Assistive Computer, a single electronic computer inside the craft, placed behind the pilot's seat and going back into the chassis. It's relatively large, but it is extremely impressive. It can control all the weapons on the craft, monitor enemies and predicted flight paths (to a degree, SEEM pilots are annoyingly unpredictable), come up with plans for evasive manuevering and emergency manuevers in any condition, and more. When allowed by the pilot, the Ravenmind has control to flight systems as well. It can also be partially dismantled by the pilot without getting out of their cockpit, in the impossible scenario it malfunctions.

Based off of the more primitive one used in the Blizzard, a transparent screen on the cockpit glass serves as advanced heads-up display. It communicates everything, from Ravenmind's predictions and recommendations to altitude, systems status, crosshairs over enemies, capacitor/Magmagel stores, everything. It also has an amazing four colors! Holocubes also provide an in-depth look at their surroundings (such as showing all nearby friendly and enemy aircraft as known by the Ravenmind), exact 3D status of every system in the airspacecraft, and even a novel technique of communication where our commanders' (pixelated) talking heads can be transmitted to pilots for greater morale and easier transmission of orders.

Finally in this area, Ravenminds can communicate wirelessly with other nearby Ravenminds. While the density and bandwidth of the data is nowhere close to that of a Datalink cable, the transmitted information can be invaluable. Not only will you see what every other pilot in your area sees, but you'll have a good idea of what they're doing, planning to do, and how well their Firestorm is holding up. No, there is no form of swarm intelligence (yet?) as that is both A.) scary and B.) hard to do with current Ravenmind "intelligence" and more importantly radio limits. Contact with ORACLE-A can also be made to send small amounts of the most important data gathered by Ravenmind, and to see if there are any relevant predictions for the Ravenmind to, well, mind.
Given a large amount of time and constant transmissions of an up-to-date orbital model from an ORACLE-A node, a Ravenmind can devise an orbital flight plan all the way to landing/taking off on the Moon. Being transferred an ORACLE-A flight plan over Datalink is greatly preferred, as it doesn't take hours and provides a more comprehensive plan.

A COMBAT plating shutter can be extended over the cockpit when closed, providing complete protection. This does come at the cost of visibility, but with altitude being tracked, proximity alerts, tracking of every other aircraft/spacecraft, and a very rough representation of obstacles, flying can still be done at little to no penalty with the shutters closed.


The Firestorm has a multimodal GOFAST-Magmatite rocket engine, extremely similar/near-identical to the one employed in the Starknight. In-atmosphere, it can open intakes to add reaction mass for a bit more fuel efficiency. Its speed is far greater than anything before it, reaching Mach 3. Not for long, mind you -- STABIL-ICE cooling and GOFAST-M fuel both run out very quickly at that speed. About 5 minutes if you want a reasonable ability to finish flight and land afterwards. It cruises at just below Mach 2 and can fly subsonic speeds fine albeit at lower fuel efficiencies compared to the Blizzard and Aratam's Lantern.
This does come at the cost of range. At no speed is the Firestorm as fuel-efficient as its relatives, giving it about Medium range in-atmosphere. (And Medium range is far -- just not really far compared to other aircraft).
RCS thrusters allow for the full-range of manuevers in space and some very surprising (and fuel-costing) agility in-atmosphere if the situation really demands it.
The Firestorm is a VTOL craft as well, eliminating the need for runways. VTOL is relatively fuel-intensive, however.

Using the same intakes for the GOFAST-M engine is the front-mounted integrated TALON. It's a tad bit downsized, but still very devastating. Plenty of temperature and stability sensors mean that it won't fire if doing so will blow itself up, but it has a slow rate of fire when just using air-cooling. The pilot and Ravenmind can toggle STABIL-ICE cooling for a massive improvement in RoF but decrease in re-entry/Mach 3 capabilities as the Firestorm's STABIL-ICE tank is used up. It default aims downwards a bit from the chassis, but gimbals give it a modest area it can aim at.
More effective for non-forwards aiming are the two CLAWs, shaped like bubbles disrupting the sleek chassis. Internal mirror gimballing allows for a stunning maximum angle of fire, letting it fire almost completely forwards, backwards, upwards, and down. We recommend that pilots simply allow the Ravenmind full control of the CLAWs.


Finally, the Firestorm can go into space. Specifically, it can fly sub-orbitally. 4 hour-long life support and exactly eight MREs are provided for the pilot. By itself, this can be useful for limited orbital defense and interception but it is not all we plan to do. Our ambitions reach higher than that. Literally.
Using the RCS and Ravenmind, Firestorms posses docking capabilities. The cockpit canopy doesn't open outward, but slides further into the chassis. A tiny inflatable connector can be automatically deployed for crew transfer between the cockpit. Deployable docking clamps allow it to secure itself to whatever it's docking with, and extending conduits for power, fuel, Datalink, and oxygen (both ways) can be connected to the subject of the docking.
So far, only the Starknight can dock with the Firestorm. A Firestorm's Ravenmind can easily go through the entire procedure, linking all conduits to the Skyranger. The Ravenmind currently will take over Starknight flight systems and the Swallow with crew consent, using both craft to get to the needed destination. This is an easy and relatively convenient way to bring Ravenminds to the moon and/or refuel their GOFAST-M and oxygen supply.
Crew transfer is possible, albeit very awkward. The Firestorm has to dock its top to the side crew hatch of a Starknight, with its front facing below the Starknight. It is not a pleasing aesthetic at all, but it does allow for crew transfer so we can't really complain.


The Firestorm is, like we said amazing. Fast, durable, dangerous, smart. It can fly sub-orbital interceptions by itself, and with the aid of a Starknight become a fully orbital or lunar fighter. In-atmosphere, it will deal with their aircraft absolutely effortlessly. It does rely on the Starknight a lot for anything out of the atmosphere, but that should be fine at its current expense level.
It is Very Expensive, costing 6 Ore, 4 Oil, and 4 Magmatite. It costs just a bit more Ore than the Blizzard as despite being surrounded in COMBAT plating, SERFs handle that and the chassis itself is just a bit bigger. Oil is pretty much entirely fuel, with 2 Magmatite going towards GOFAST-M and 2 Magmatite going towards Magmagel for the weaponry and as general capacitors.


Interestingly, an ORACLE-A technician has come to us. Apparently they found fragments of what looks like a paper trail, deep inside the supercomputer's databanks yet hidden in plain sight. Most of it is corrupted or just missing, but somehow an additional Firestorm prototype was constructed without anyone in the military or in the Design Division knowing about it.



post to be continued because you bastards are forcing me over the character max count.
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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!

Chiefwaffles

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Re: Mad Arms Race - Mereth Design Division (Fall 1964 - Design Phase)
« Reply #865 on: June 12, 2019, 06:17:13 pm »

Healthy Offworld Population Equipment:
Hope Design: Healthy Offworld Population Equipment
(Normal) (6) = 6: Above Average

First, we've fired everyone in our marketing department (yes, we have that for some reason) after the best solution they came up with to the huge panic was call the new design "HOPE". They've been assigned to GASOLINE surface monitoring duty. Unfortunately the name has in fact stuck. And so have their suggestions for the individual names.
HOPE is an amalgamation of a lot of smaller things. If you took the difficulty of doing all this individually and put it together, it would be an easier project. But we're doing it all at once so it's just a regular challenge for us, even if they all are related well. For convenience we shall be separating this report into the individual results.


The Solaris System is actually one of the harder things. Solar panels exist, but we had to convince the DUC to part with their ways of enhancing them "that [they] were totally going to patent". Apparently Magmatite is quite good at breaking a few "laws" regulating solar cell efficiency. The same properties that make it great for Magmagel make it great for exploiting the photovoltaic effect. Crystallized Magmatite and semiconductors allow for practically all photons entering the solar cell to energize the Magmatite itself. A tiny layer of Magmagel is charged by the excess energy, and is where we draw the energy from. We expect 20% solar cell efficiency, which is quite nice and can definitely be expanded upon if we had more time.
Magmagel batteries optimized for slower charging/discharging hold large amounts of power to be used elsewhere, and are a part of the Solaris System. Currently we are not using the Solaris System anywhere.

Nanoseal Concrete is a pretty simple variant of the variant of Instant Roads meant to work on the moon. Now, instead of just working on the moon, Nanoseal Concrete creates airtight gaps. Not only is it just more material, but the DUC had the molecules soft-bond with each other in such a way that promotes slow movement of applied Nanoseal Concrete to complete coalesce into a sealing barrier. Unlikee Instant Roads, Nanoseal has to be more carefully applied over a great period of time. Excessive amounts of material have to be sprayed/applied over the area to be sealed, then watched as the concrete moves and properly forms, then the process must be repeated as many times until there are no gaps left. Gaps will be easily noticeable, as Nanoseal will migrate to sealed clumps rather than large patches of unsealed partially-covered area. Very minor breaches to Nanoseal Concrete, such as micrometeroids, are autonomously "fixed" over the course of about 10 minutes. Bigger breaches may slightly reduce in size, but would require re-application of Nanoseal (with a medium re-assembled in the breach for the Nanoseal to settle on).
While not recommended for long-term habitation (some nonsense about "cancer" as well as standard long-term integrtiy concerns), Nanoseal Concrete is perfect for temporary habitations and for construction sites before proper material can be covered. It also works just fine for pretty much everything, as long as we don't plan to keep a 24/7 crew of people in it who care about cancer. It'll be used wherever needed.

Ursa Polaris is a space suit. Based off of Bear Armor, with a bit of DUC-provided fabric covering gaps in the thin plating. We've replaced the standard helmet (which is extremely vision-inhibiting, it's amazing our soldiers put up with this) with one containing a large visor at the front with a radiation-reflecting optional cover. We wanted to include a cool HUD, but we had other things to do. An integrated circuit manages pressurization of the suit for the avoidance of nasty side effects to its occupant. Air tanks on the back give about three hours of air, and the power suit can be tethered to any other point, with an optional life support connection through this tether. Electric heating and a very small STABIL-ICE reservoir manage temperature for a short period of time. Ursa Polaris will be used a lot, in pretty much any needed scenario. It's significantly smaller than Bear Armor in outward size, as it both doesn't actually have any armor, uses fabric where it can, and we've made improvements in the tech since original Bear armor. It's still a hassle to get on/off.

B.R.E.A.T.H. (Baseline Recirculation for Expedient Air Treatment and Hydration) works with F.I.G. (Food Initiative for Growth in Space). A BREATH system automatically monitors and regulates the atmosphere of a closed environment, ensuring a proper mix of oxygen, nitrogen, and other trace elements. CO2 coming from humans can be recycled into oxygen and tiny amounts of solid carbon, though on the moon where it is very much a vacuum we cannot scrub CO2 from outside. Electrolysis of water supply keeps oxygen supply stable as well. We've laid out groundwork for electrolyzing oxygen from regolith, but that's not a simple task. Oxygen is also taken from FIG modules if present. For water, we'll just have to ship that from Earth for the time being until we locate ice on the Moon. BREATH also includes waste water recycling. It can good a good portion of drinkable water from waste, but a large amount is still left out of the process.
The BREATH module should be installed wherever possible, in varying sizes.

The F.I.G. represents parternership with top Merethan food companies for better and longer-lasting rations, and development of simple hydroponics to grow cucumbers and other foods. FIG modules are not expected to easily provide all food needed, and we will mostly rely on pre-packaged rations for missions for the time being. Nutrients required to grow the plants are taken from the BREATH waste recycling system.

Zephyr is a simple modular airlock. Containing its own tanks to hold atmosphere and Solaris system for independent power, it's, well, an airlock. It can be shipped in parts or whole as the main cargo of a Starknight. It has a cool interface to handle airlock operations, sensors to avoid locking people out or depressurizing with unsuited people inside, and two lockers for Ursa Polaris suits.

A.L.W.V. (Ambiguious Lunar Wheeled Vehicle) is a "foldable" Magmagel battery-operated vehicle. By itself, it's just basically a small flat bed with a driver's seat, 8 heavy-duty wheels, the battery, and locks for modules. Modules include an inflatable pressurized "cabin" for both the driver and up to 6 passengers; tanks for GOFAST, atmosphere, or STABIL-ICE; cargo hold; towing system; storage and laying for Datalink/Life Support/Fuel/Coolant conduits; and a lift. Modules can of course expand in variety in the future, but the ALWV should be a competent and reliable workhorse, even if pretty simple.


All of these (minus the Zephyr and Polaris) are designed to be easily added on as modules to existing structures, and especially to each other. The increased ability to explore the moon without relying 100% on Starknights and shipments from Earth helps our logistics here a lot, giving us +1 Region Rating.


This... helps people. Mereth's citizens can rest easier knowing about how much easier it'll soon be to colonize the moon. They can dream and, if they can see the sky, look up to the moon knowing that Mereth is in the process of setting up a permanent establishment there. But ultimately, they're still worried.
Aratam already has the Meteor; how easily will they be able to get to the moon and continue the war there? And is the moon really safe from outside powers? And will they be able to get to go to the moon themselves? Knowing that Mereth is moving towards ebing able to continue existing even if the Earth is destroyed genuinely helps them, but not enough.

 
Spoiler: Designs (click to show/hide)

The Revision 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 - Revision Phase)
« Reply #866 on: June 12, 2019, 06:49:27 pm »

The FANG
Full Anti-Air Network Gears

The FANG can best be described as a Hiker Backpack a Grizzly can lug around and set up in positions. Once set up, A Variant of the Ravenmind, Father Crow, holds data on recorded ally craft, as well as enemy. The FANG has radar that bounces back to it, creating a 3-D Vector Image of the area at all times for Father Crow to use. From this, it can track enemy air movement as well as ground movement to a degree. And through this, it's lasers control the entire area sky. If an Enemy Aircraft, or something that isn't a recorded ally craft, passes into it's range, the multiple laser banks will start up and continue their beam setting, sweeping in, out, and around to hit the enemy aircraft until it crashes to the ground.

We can avoid this by having our IFF signals running. The FANG can be connected via a Datalink to send information to ORACLE nodes as well. They're also fairly cheap to assemble, and multiple can be placed down and linked up to better coordinate their hemming in strategy. They are also automated, meaning SEEMs can't detect them. Enough laser fire can bring anything down. In addition, Ravenminds can receive data from these FANGs, and nearby FANGs can communicate to a small degree.

Likewise, it's possible to use Datalinks to override their usual orders, and control them remotely. Sticking them on a mountain pass to aim down and fire at ground troops is also viable. The FANG is a Portable Autonomous Turret that is great at Anti-Air control, can act to shoot down missiles easily, and generally render air movement in that area extremely dangerous until it gets taken out. Likewise, one can be programmed to focus only on ground troops to render passages useless. They can also just be used by Grizzlys, mounted on vehicles, sea, or space craft, one of our bases on the moon, or simply in an open field. Father Crow can also be linked to Grizzlys and Vehicles, allowing better team communication if they don't have any Ravenminds.

Suppose it depends on the situation. A Datalink greatly improves our ability to use and program them to do different things, but they can just be placed defensively to control areas. They work best when placed in groups, since each can better cover each other's firing areas.


Speaking of Placing, they use a 3 mechanic drills that goes down from their base to dig into rock when commanded by a Grizzly. They also have handles for Grizzlys to use, somewhat obviously, that can be detached once the FANG is placed, and reattached to bring the drills back up to remove it if needed.

A FANG can last for about 30 minutes of laser fire without refilling. Circulating Magmagel for each bank is powered by a GOFAST Generator, and the FANG is kept cool through an ICE reservoir when firing. This Magmagel is also used to store power in a Main Battery connecting to the Laser Banks. Needless to say, a FANG can also be powered through Datalinks. In it's low energy radar mode, they can last for days off their Main Battery. They are also painted in non-reflective camouflage for the area it's going to be in. No need for Aratam to just be able to just spot it.


Ravenminds. Anyone want to make a better writeup? Cause this should be nice. I thank the 8s.
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FANG: (1) TricMagic


LUNA
Lunar Underground Neutral Area

With the opening of Space to all nations, I think we can all agree that we can at least stop warring with those damn Aratams for Humanity's Prosperity. At least in a neutral area. LUNA is our proposal to that. With our current technology, powering an underground city is simple. Making it however, is not. We miss three things, Aratam's Material Recombination ability, their ANGEL, and peace.

We, on the other hand, have the ability to reach orbit, ferry materials on the cheap, and make it to the moon. And so I propose the following.

Use stripped down Starknights, the Starsquires. Not needing to exit orbit under our own power is a pretty major thing Oil-wise. Also see to it that they receive the new BREATH. So they should be dedicated to civilian use, and only expensive.

Using this, dig down, and create a massive underground cavern. And using our own HOPE, and our tech, we prep it with Aratam's own fast Recombination tech. In this manner, we create a neutral area on the moon, where scientists of all Earth can come and live, as well as some Civilians, should they choose. In this manner, do we gain access to the heat of the lower moon, plenty of ore to be used on the project, and some goodwill.

The last thing we can contribute is ADMIN, a totally not spy supercomputer similar to ORACLE. We can expect it to serve as a pinical of what we can do together. And then we go back to fighting over the rest.

LUNA is mostly our own tech, but this also serves to deprive them of a revision this turn.
« Last Edit: June 12, 2019, 07:27:56 pm by TricMagic »
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dgr11897

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Re: Mad Arms Race - Mereth Design Division (Fall 1964 - Revision Phase)
« Reply #867 on: June 12, 2019, 07:22:15 pm »

International Lunar Located Embassy and Mining facility. ILLEM
ILLEM, the first colony on the moon. Created using the fruits of project HOPE, along with the mass lifting capacity of Aratam's ANGEL facility, this new colony is built in much the same fashion as MAGMA. Dug out using SERFs, ALVWs, and various other methods, the insides are sealed airtight and the whole base is powered by a Solaris System solar farm. This colony serves two purposes, 1 as a scientific outpost, and 2 as a jumping off point for further colonization. Both of these functions are open to international groups. Lab space for experiments or living space/building equipment for facilities can both be rented out, under the condition that these may not be directly military in nature, and any fruits from these labs, or from any other project launched out of ILLEM must be shared with us.
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TricMagic

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Re: Mad Arms Race - Mereth Design Division (Fall 1964 - Revision Phase)
« Reply #868 on: June 12, 2019, 07:58:49 pm »

FANG checklist.

Quote
More effective for non-forwards aiming are the two CLAWs, shaped like bubbles disrupting the sleek chassis. Internal mirror gimballing allows for a stunning maximum angle of fire, letting it fire almost completely forwards, backwards, upwards, and down. We recommend that pilots simply allow the Ravenmind full control of the CLAWs.

3 drills to drill into whatever it's placed on. Handles for Grizzlys.

Ravenmind, can detect our soldiers IFF signals, link to other Ravenminds in the area to transfer datamaps, and fire at aircraft in sync once they enter a kill zone. Can also be programmed to fire down at enemy units, or across a battlefield

Flat base, can be used on Grizzlys and link to them to give similar results as the Firestorm's ability to act without sight, rendering the need for Ursine Vision unnecessary. Can also be mounted on vehicles, ships, or just on the moon. Single one fits in Starknights, obviously. One can in fact be cold-fused to Starknights that see constant space work. Stick one in a Starknight Cargo Hold, then use Haunters to attach it once in space.

Ravenmind. Enough said for their ability to just be placed to send information back to Oracle.

If that isn't enough, nothing is.

1 Firestorm style CLAW. GOFAST Generator. Magmagel Cycling. ICE coolant. 2 Magmatite, howevermuch Oil.
Drills, 3. In base, flat heads. Extend out into rock or earth. Handles.
Ravenmind. Usual Oracle Program Module. Datalink Connection Point for charging and orders, and linking to Grizzlys and other things if needed. Does not actually have a datalink built in, just the port.
Um... Right, can use Solar Panels to charge it's banks in the field for long operation. They're not part of the design itself though.
Ablative Armor. Access panels built into FANG armor for refilling the GOFAST/ICE if a Datalink is not available/GOFAST or ICE needs refilling.

Overall, Cheap. Maybe Expensive if we're unlucky. Very Versatile. Use in groups whenever and wherever possible. A Portable Autonomous Turret, and also a semi-upgrade for those Grizzlys that fight SEEMs.

Actually, it could also be sized down to an actual Bear Pack, couldn't it? Nope, needs power. Not an issue for something meant for a Grizzly to carry.
« Last Edit: June 12, 2019, 08:02:13 pm by TricMagic »
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Madman198237

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Re: Mad Arms Race - Mereth Design Division (Fall 1964 - Revision Phase)
« Reply #869 on: June 12, 2019, 08:40:34 pm »

Quote
ME-LEM-64 Cavern Resource Acquisition and Transport of Essential Resources (CRATER)
Based on MARIA and HOPE, CRATER makes use of every bit of Merethan technology ever produced. An Operation intended, first of all, to extract useful material from the lunar surface, CRATER is based around expansion and permanent habitation. In the proudest Merethan tradition, everything is intended to happen underground, though as the Operation is intended to be located around South or North Pole craters containing water ice, we'll have to work a little on the surface to keep a supply of water moving into the base.

In order to facilitate expansion and rapid construction without requiring much use of Starknight transport capacity, the DUC has built on Instant Roads/Nanoseal Concrete and the attempts to process regolith into oxygen and other usable materials, and have created a means to transform Regolith into a form of Instant Roads for use in rough tunnel construction, named Lunacrete since everything must obviously have a name. While not airtight, under the lunar surface it doesn't have to be. It is also a little better than Instant Roads, in that it is just tough enough to be used without regular replacement, allowing permanent structures to be erected with the material. This saves a lot of Starknight transport capacity by providing for in-situ resource-based construction... well, to some extent anyway.

An extension to FIG, titled the Air Processing and Production of Lovely Edibles System (APPLES), allows for almost perfect recycling by using a wider variety of plants and the use of lens and mirrors to get lots of light from the surface to the underground hydroponics setups, and powerful lights using stored energy provided by solar panels for lunar nights. Together, the system (with a little bit of human waste recycling) produces a nearly closed system, allowing for greatly reduced reliance on Starknight resupply. And of course, as the tunneling locates water ice in caverns, lava tubes, North/South Pole craters and the like, we'll be able to use that to help fuel our life support systems.

CRATER is a warren of tunnels and chambers primarily carved by Excavators, making use of every bit of HOPE tech we have to continue growing the compound. At first, it is little more than a MARIA setup with a permanent crew base set a short distance underground....but as more Starknights arrive to collect materials, they steadily drop off more and more materials to expand the habitable parts of the base and reduce the reliance on external resupply.

Firestorm bases are erected on the surface for defense as the colony expands, as well as sporadic mounted TALONs for additional defense. Aratam may wish to come to take the Moon from us, but it will be deadly difficult for them.

Sufficiently large CRATER outposts will begin to support other nations' science experiments and people, launched via ANGEL along with life support. Aratamites will be invited, because the international sections of CRATER outposts are not connected to the military parts of each outpost. All airlock inner doors are accessed via code only, and the outer doors of military airlocks are secured likewise, to ensure that people go only where they are supposed to, primarily for safety but also to maintain operational security.

So, here's a new Operation. Improved life support (hopefully massively reduced reliance on Starknight shipments), improved construction capability (concrete that doesn't have to be shipped in), checks off the international box while *also* making use of ANGEL in a non-damaging-to-us way.

What should I change, what should I extend, etc.?
« Last Edit: June 13, 2019, 09:18:51 pm by Madman198237 »
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