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Author Topic: Mad Arms Race - Mereth Design Division (Fall 1965 - Final Design Phase)  (Read 82170 times)

andrea

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Re: Mad Arms Race - Mereth Design Division (1957 - Revision Phase)
« Reply #90 on: December 10, 2017, 05:59:54 pm »

Quote from: Votebox
Revision:
WALK-TALK Mk.II (1) Hibou
ME-SM-57 'Earth Ear' (4) Jilladilla, NUKE9.13, MaxSpin, Andrea

Import:
UF-MRL-40 'SARUKH' (1): Andrea

Chiefwaffles

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Re: Mad Arms Race - Mereth Design Division (1957 - Revision Phase)
« Reply #91 on: December 10, 2017, 10:26:06 pm »

ME-SM-57 'Earth Ear'
Our Burrowers are the proof of concept of our future subterranean forces, an excellent proof of concept, yes, and it has fortunately highlighted one of the major issues with such a method of locomotion; namely that of navigating. Our latest development, the 'Earth Ear', intends to address this issue.
Based upon the theories behind both SONAR and seismometers; the Earth Ear sends out pings of vibrations through the surrounding earth, gaining a rough picture of the surrounding landscape; while it's not expected to be anywhere as good as even the Mk 1 Eyeball; it should be more than enough to forewarn our Tunneling Corps if they're about to, say, tunnel out of a cliff side, or into a cavern, or even if they're just very close to the surface. It's hopeful that large structures such as buildings and tanks (or similar equipment) will also be shown, allowing our tunnelers to attack from directly below if they so wish, or to deploy troops and vehicles in an area they really did not expect troops and vehicles to come from.
Revision: ME-SM-57 'Earth Ear'
Easy: (3+3)+1 = 7: Superior Craftsmanship

The aptly-named Earth Ear, another excellent innovation from our engineers, is a set of small attachments to be placed on preferably all faces of our subterranean vehicles. They work as expected - in the most basic terms, it's a SONAR for underground. Through receiving back vibration-based pings, it can assemble a rough picture of where there's stuff, and where there's not stuff.

It can be placed anywhere on the top, bottom, sides, or front of a subterranean vehicle. Once placed and hooked up to a power source, it connects to a specific device in the cockpit. Specifically, a variant of the "screen" we developed earlier for the MXETE. We found an intern who developed a very interesting display technology. Using a relatively small hollow glass cube filled with certain gases and some careful stimulated emission of light, we can create a three-dimensional projection. The only color we can use is orange, as an anecdote.
We felt this was perfect for our needs.

The Earth Ear can be toggled on and off with a switch. The 3D-display is very simplistic, but should be effective regardless. A physical sphere in the center represents the vehicle. Dots of orange light represent the landscape or other physical structures. Spaces in the glass cube where no light lies mean either "air" or "we have no idea". Either way, it's generally recommended to be cautious around those spots. The entire display is updated every 4 seconds as the Earth Ear works. The Earth Ear has a range of 10km in every direction and understandably doesn't pick up any targets such as surface/air vehicles or infantry. But both those areas should be easy to improve in.


Import: UF-MRL-40 "SARUKH"
An... eccentric person claiming to be part of the "PAROI Party" accompanies the blueprints to the Sarukh. They ask to help work on anything involving missiles, but are turned down for potential concerns of mental stability. They help with understanding the blueprints, though; our lack of oil makes the whole thing Expensive.

Quote
UF-MRL-40 'SARUKH': The Sarukh is a multiple rocket launcher, which fires rockets one meter long to deliver 6kg warheads at a maximum range of 12000 meters. The rockets have impressive destructive power, compared to shells they do not need thick metal casings, so most of the weight of the rocket is either warhead or propellant. The rockets are launched electrically off of rails, and the rails are in a 4x2 array. The rockets can be fired all at once, but it takes about four minutes to reload the whole launcher, so the sustained rate of fire is not better than regular artillery. However, a rocket array is extremely light compared to a cannon, and can move very quickly, firing all at once and retreating before fire is returned from the enemy. Accuracy is poor compared to shells; to reliably hit a single target with a volley they should be used within 8km. Currently available as a truck trailer. [1 Ore, 3 Oil]


Spoiler: Designs (click to show/hide)

The Design Phase of 1958 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!

Madman198237

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Re: Mad Arms Race - Mereth Design Division (1958 - Design Phase)
« Reply #92 on: December 10, 2017, 11:34:55 pm »

Intense and Chemically-Endothermic Reaction Rockets (ICE-R)
One of the more civics-minded members of the Division of Unusual Chemistry was working on a compound for refrigeration during their free time, and well, according to the reports it was apparently very effective. We have already filed a request for a replacement lab aide, as frostbitten, well, everything, makes it hard to work in a chemistry lab. Either way those of us with our minds working towards proper productive means have seen the obvious utility in freezing Aratam troops and equipment when they least expect it, and as a result, said member received funding to properly develop such a substance, hereby after termed as ICE.

When exposed to air, the ICE-R compound undergoes a series of ridiculously endothermic reactions, tearing heat out of the air so fast you'd swear you had just stepped outside in the Northern Wastes during the dark months. We've theorized on methods to get a proper amount of the ICE to the target location for useful effect, without it dissipating or being too scattered. However, our recent import from Forenia, the SARUKH Multiple Launch Rocket System, offered a superb solution. As Rocket Artillery is excellent method for delivering shock-and-awe and/or massed volley bombardment, it'll fill the role we need nicely. After managing to find out methods for mass producing ICE, our engineers are to perform the simple process of making a SARUKH rocket with an ICE warhead. On impact, the warhead "detonates" with a tiny explosion that scatters the compound just far enough to turn the area it hits into an Instant Winter Wonderland, complete with frostbitten Aratamites and tanksicles.

I took Nemonole's ICE design and modified it somewhat. It does the same thing, but now with more bad jokes and tanksicles wait, those are the same thing. Anyway, it has more bad jokes.
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NUKE9.13

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Re: Mad Arms Race - Mereth Design Division (1958 - Design Phase)
« Reply #93 on: December 11, 2017, 07:30:31 am »

I prefer the original ICE design. I mean, there's no practical difference, the acronym is better, and the writing less cluttered.

Quote from: "Democracy"
ICE Rocket: (1) NUKE9.13

Assuming this works, we'll want to make an ICE-thrower with the revision.
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Long Live United Forenia!

andrea

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Re: Mad Arms Race - Mereth Design Division (1958 - Design Phase)
« Reply #94 on: December 11, 2017, 08:36:33 am »



Quote from: "Democracy"
ICE Rocket: (2) NUKE9.13, Andrea

I vote for any ICE, and we totally need an ICE thrower, since you denied me my other weapons.

Jilladilla

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Re: Mad Arms Race - Mereth Design Division (1958 - Design Phase)
« Reply #95 on: December 11, 2017, 09:00:31 am »

Ice thrower should be easily doable after this, but we can all agree that the instant Winter Wonderland barrage is going to be wonderful yes?

Quote from: "Democracy"
ICE Rocket: (3) NUKE9.13, Andrea, Jilladilla
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Glory to United Forenia!

If you see a 'Nemonole' on the internet elsewhere, it's probably me

Maximum Spin

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Re: Mad Arms Race - Mereth Design Division (1958 - Design Phase)
« Reply #96 on: December 11, 2017, 09:07:23 am »

Quote from: "Democracy"
ICE Rocket: (4) NUKE9.13, Andrea, Jilladilla, Maximum Spin
♪ Under Pressure ♪
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andrea

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Re: Mad Arms Race - Mereth Design Division (1958 - Design Phase)
« Reply #97 on: December 11, 2017, 09:20:04 am »

Is it wrong that I imagine our soldiers in Santa-like power armor, spreading frost and singing christmas songs?

Jilladilla

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Re: Mad Arms Race - Mereth Design Division (1958 - Design Phase)
« Reply #98 on: December 11, 2017, 10:06:31 am »

Is it wrong that I imagine our soldiers in Santa-like power armor, spreading frost and singing christmas songs?

But we got Blue as our color, Aratam got red...
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Glory to United Forenia!

If you see a 'Nemonole' on the internet elsewhere, it's probably me

FallacyofUrist

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Re: Mad Arms Race - Mereth Design Division (1958 - Design Phase)
« Reply #99 on: December 11, 2017, 10:08:12 am »

We can go with Jack Frost instead.
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NUKE9.13

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Re: Mad Arms Race - Mereth Design Division (1958 - Design Phase)
« Reply #100 on: December 13, 2017, 01:03:20 pm »

Alright, so, let's assume the ICE Rockets work flawlessly. Our revision might look something like this:

ICE Thrower: Fire is so passé. ICE is where it's at. The success of the ICE Rocket has led to us looking for other applications for the substance. The ICE Thrower is simply a tank of pressurised ICE combined with a stabiliser that keeps it from immediately reacting with the air (it now takes a few seconds), with a sprayer capable of projecting the substance a reasonable distance. It can be wielded as an infantry weapon, where an effective range of 20 meters is expected (a reduced potency mixture might be necessary to prevent the wielder from falling within the affected area). With a thicker tank enabling higher pressures, much longer ranges are possible, but such devices would be too heavy for infantry to carry... unassisted. Vehicles, of course, have no such limitations, and ICE throwers with ranges of up to 200 meters should be possible.

(I'm basing the ranges on flamethrowers)

EDIT: Specified addition of stabiliser to ICE mixture, that delays the reaction to ensure it reaches the target before completely dispersing.
EDIT 2: Added clause to infantry version, to ensure the short range does not cause auto-friendly-fire.
« Last Edit: December 14, 2017, 05:50:08 pm by NUKE9.13 »
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Chiefwaffles

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Re: Mad Arms Race - Mereth Design Division (1958 - Design Phase)
« Reply #101 on: December 13, 2017, 07:04:23 pm »

Intense Chemical Endotherm (ICE) Rocket
One of the more civic minded members of the Division of Unusual Chemistry was working on a compound for refrigeration, during their free time, and well, according to the reports it was apparently very effective. Either way those of us with our minds working towards proper productive means have seen the obvious utility in freezing Aratam troops and equipment when they least expect it, and as a result, said member received funding to properly develop such a substance, hereby after termed as ICE.

ICE creates an endothermic reaction when exposed to the air, rapidly causing the temperature to plummet towards and beyond freezing. We've theorized on methods to get a proper amount of the ICE to the target location for useful effect, without it dissipating or being too scattered. However, our recent import from Forenia, the SARUKH Multiple Rocket Launch system, offers a solution. As Rocket Artillery is excellent method for sudden saturation bombardment, it'll fill the role we need nicely. After managing to find out methods for mass producing ICE, our engineers are to perform the simple process of making a SARUKH rocket with an ICE warhead, maybe do a fancy two-stage system where a tiny regular explosive is used to scatter the primary ICE payload. Either way, the ICE rockets should allow us to unleash the wrath of the tundra upon our foes.
Design: Intense Chemical Endotherm (ICE) Rocket
Easy: (2+2)+1 = 5: Average

The ICE Rocket is, fun fact, the first weapon we've designed. And the offensive begins in the beginning of 1960. Funny, huh?

In terms of performance, it more or less does exactly what we suspect. Using what we've now patented as QuikFreeze™ in the civilian sector in a warhead can very effectively freeze a patch of land. Humans within approximately 5 meters of the impact site are effectively dead, though they may stay alive for anywhere from a couple seconds to a few minutes. At 10 meters, fatalities are still at very high percentages but survival is possible - relatively more-so with gear to keep warm. This 10m area is of course completely frozen over and while not lethal (unless it's already particularly cold in the general area), passage through it by vehicle or foot is not advised. In addition to just the general cold, traversing the frozen-solid ground is notably more difficult than regular ground.
For about 50m, most would grade the temperature as "very very cold", humans will likely suffer serious frostbite with the occasional casualty, and vehicles are often rendered unable to move due to their engines and/or other parts being frozen. The cold starts to have largely unnoticeable serious effects as we go further from the blast site.
The ICE dissipates near-instantly producing the reaction, so the cold doesn't linger outdoors. But if for whatever reason a warhead goes off indoors, it can be rendered inhabitable for a decent period of time.

The rocket itself is identical to any other SARUKH rocket - we didn't make any changes there. We didn't have time to implement a conventional payload to scatter the ICE. It fortunately adds no cost relative to conventional rockets.


Spoiler: Designs (click to show/hide)

The Revision Phase of 1958 has begun. Submit your votes for what to import at the beginning of 1959 as well.
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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!

FallacyofUrist

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Re: Mad Arms Race - Mereth Design Division (1958 - Revision Phase)
« Reply #102 on: December 13, 2017, 09:09:59 pm »

Well that's neat.

GOFAR Rocket Fuel:
We create a variant of our GOFAST fuel designed to be used in rockets. This should increase the range and possibly velocity of our rockets.
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NUKE9.13

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Re: Mad Arms Race - Mereth Design Division (1958 - Revision Phase)
« Reply #103 on: December 14, 2017, 03:47:53 am »

ICE Thrower is my vote. For our import, I guess the jet would be useful to a degree- we don't want to start with absolutely no airforce.
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Jilladilla

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Re: Mad Arms Race - Mereth Design Division (1958 - Revision Phase)
« Reply #104 on: December 14, 2017, 04:23:15 am »

This is our last import everyone, let's make it count.

That said, the Lightning Streak is likely the best choice, due to a lack of things that are only Expensive at most and aren't horribly outdated.
Let's be glad the Burrower got us that +1 Ore, the Streak would be a National Effort without that.

So, two more designs after this, the plans were for Bear Armor and a heavy duty Mole Tank yeah? (We can just use a Cataphract gun for it) Any more minor things we want to use revisions on, or are we content with saving them for 'Fix the Bear Armor/Mole Tank', and then figuring out what to do if they don't need revisions?

(Chiefwaffles, you listed the Earth Ear with a 'UF' identification code, when it should have 'ME'. It was designed by Mereth, not United Forenia, after all. Also, question; did we get examples of Forenian Rocketshells with the Cataphract? (Obviously only for the Cataphract's guns, of course.))
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Glory to United Forenia!

If you see a 'Nemonole' on the internet elsewhere, it's probably me
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