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Author Topic: Mad Arms Race - Mereth Design Division (Fall 1965 - Final Design Phase)  (Read 83550 times)

Madman198237

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Re: Mad Arms Race - Mereth Design Division (Summer 1962 - Revision Phase)
« Reply #390 on: April 26, 2018, 02:30:50 pm »

Quote from: Revision Votebox
(1): Hell Bear Pit Duels: FallacyofUrist
(0): UT-62 "Battle Mole":
(0): Alternate Body Structure:
(1): Grizzly MkII: NUKE9.13
(0): Grizzly MkII:
(1): WALK-TALK Guildbreaker Activities: Happerry
(3): Bimodal ramjet: Andrea, Draignean, Madman
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Madman198237

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Re: Mad Arms Race - Mereth Design Division (Summer 1962 - Revision Phase)
« Reply #391 on: April 26, 2018, 03:35:28 pm »

ME-PA-62 'Bear Armor "Drop Bear" Modification'
Bear Armor is a wonderful thing. GOFAST is also a wonderful thing. Rockets are incredibly wonderful things. If you combine them all together, you get Bear Armor capable of jumping medium distances, and landing on things like infantrymen, tanks, and the ground. Not that anyone should ever be aiming for the ground while jumping near Aratamite positions. This modification to Bear Armor is a simple tank of GOFAST mounted to the back of the armor (with a lovely asbestos sheet between it and the Bear Armor itself), connected to four rocket nozzles spaced around the armor itself. Since the difference in masses between pilots is negligible compared to the mass of the entire suit, the nozzles do not need to be rebalanced based on the pilot's size. If it does become a problem, just make the rockets more powerful, and make the mass differences even less meaningful. The rockets are triggered via two buttons mounted on one of the arms of the Bear Armor (Whichever one is holding the gun). Two buttons so it cannot be accidentally triggered, and on the arm so that the arms are always in the same position when flying (which means the center of mass is ALWAYS where we expect it to be). This system might also, depending on how powerful it is, allow for Bear Armor to be dropped (with a parachute to reduce velocity from "terminal and spinning" to "mostly terminal and upright", of course) from a hypothetical future plane capable of carrying things like paratroopers.

Quote from: Revision Votebox
(1): Hell Bear Pit Duels: FallacyofUrist
(0): UT-62 "Battle Mole":
(0): Alternate Body Structure:
(1): Grizzly MkII: NUKE9.13
(0): Grizzly MkII:
(1): WALK-TALK Guildbreaker Activities: Happerry
(2): Bimodal ramjet: Andrea, Draignean
(1): ME-PA-62 'Bear Armor "Drop Bear" Modification': Madman
« Last Edit: April 26, 2018, 04:01:44 pm by Madman198237 »
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NUKE9.13

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Re: Mad Arms Race - Mereth Design Division (Summer 1962 - Revision Phase)
« Reply #392 on: April 26, 2018, 04:01:43 pm »

Quote from: Revision Votebox
(1): Hell Bear Pit Duels: FallacyofUrist
(0): UT-62 "Battle Mole":
(0): Alternate Body Structure:
(0): Grizzly MkII:
(0): Grizzly MkII-b:
(1): WALK-TALK Guildbreaker Activities: Happerry
(2): Bimodal ramjet: Andrea, Draignean
(2): ME-PA-62 'Bear Armor "Drop Bear" Modification': Madman, NUKE9.13
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Maximum Spin

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Re: Mad Arms Race - Mereth Design Division (Summer 1962 - Revision Phase)
« Reply #393 on: April 26, 2018, 04:13:25 pm »

Quote from: Revision Votebox
(1): Hell Bear Pit Duels: FallacyofUrist
(0): UT-62 "Battle Mole":
(0): Alternate Body Structure:
(0): Grizzly MkII:
(0): Grizzly MkII-b:
(1): WALK-TALK Guildbreaker Activities: Happerry
(2): Bimodal ramjet: Andrea, Draignean
(3): ME-PA-62 'Bear Armor "Drop Bear" Modification': Madman, NUKE9.13, Maximum Spin
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Jilladilla

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Re: Mad Arms Race - Mereth Design Division (Summer 1962 - Revision Phase)
« Reply #394 on: April 26, 2018, 04:22:07 pm »

I like this; the name, the concept, the practicality, the Madness...

Quote from: Revision Votebox
(1): Hell Bear Pit Duels: FallacyofUrist
(0): UT-62 "Battle Mole":
(0): Alternate Body Structure:
(0): Grizzly MkII:
(0): Grizzly MkII-b:
(1): WALK-TALK Guildbreaker Activities: Happerry
(2): Bimodal ramjet: Andrea, Draignean
(4): ME-PA-62 'Bear Armor "Drop Bear" Modification': Madman, NUKE9.13, Maximum Spin, Jilladilla
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Chiefwaffles

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Re: Mad Arms Race - Mereth Design Division (Summer 1962 - Revision Phase)
« Reply #395 on: April 30, 2018, 04:23:46 pm »

ME-PA-62 'Bear Armor "Drop Bear" Modification'
Bear Armor is a wonderful thing. GOFAST is also a wonderful thing. Rockets are incredibly wonderful things. If you combine them all together, you get Bear Armor capable of jumping medium distances, and landing on things like infantrymen, tanks, and the ground. Not that anyone should ever be aiming for the ground while jumping near Aratamite positions. This modification to Bear Armor is a simple tank of GOFAST mounted to the back of the armor (with a lovely asbestos sheet between it and the Bear Armor itself), connected to four rocket nozzles spaced around the armor itself. Since the difference in masses between pilots is negligible compared to the mass of the entire suit, the nozzles do not need to be rebalanced based on the pilot's size. If it does become a problem, just make the rockets more powerful, and make the mass differences even less meaningful. The rockets are triggered via two buttons mounted on one of the arms of the Bear Armor (Whichever one is holding the gun). Two buttons so it cannot be accidentally triggered, and on the arm so that the arms are always in the same position when flying (which means the center of mass is ALWAYS where we expect it to be). This system might also, depending on how powerful it is, allow for Bear Armor to be dropped (with a parachute to reduce velocity from "terminal and spinning" to "mostly terminal and upright", of course) from a hypothetical future plane capable of carrying things like paratroopers.
Revision: ME-PA-62 'Bear Armor' "Drop Bear" Modification'
(Normal) (3+2) = 5: Average
Before we discuss the incident in MAGMA, we'd like to go over the Drop Bear project.

In summary, it's largely a success. Through past innovations, Bear Armor already employs advanced shock-absorbing technology in order to allow recoil management of heavy weaponry. We can just bring this tech over to the legs to allow for a notably greater drop radius before injuries start occurring.
Normally, the amount of fuel to lift something as heavy as Bear Armor would be considered insane and impractical. With GOFAST, this no longer applies! Well, some people still call it that, but those people are now the minority so we can continue working on our flying power armor project despite their continuing disapproval. Admittedly, while GOFAST is great, it isn't that much of a miracle fuel and we can only include so much before the cost (or weight) per single bear suit becomes impractical. But it's enough to allow some definition of flight to occur.

The first tests didn't go great, to say the least. In hindsight, we should have done more calculations and calibrations of the Drop Bear pods before starting testing with live testers. We've already sent the letters informing the families.
The subsequent tests, however, gradually got better as we calibrated the pods. Eventually, casualty rates even approached acceptable numbers!

Drop Bear involves relatively large fuel tanks being fitted to the backside of a suit of Bear Armor and nozzles strategically situated around the rest of the suit. "Pilots" are instructed to move the suit to a set arrangement before hitting the buttons that activate Drop Bear. Once this happens, the majority of the fuel will be burned to launch the Bear Trooper forward into the sky. As we can't expect our shock absorbers to do all the work, a bit of remaining fuel is expended as the user falls in order to slow the descent. It's still a really fast descent, but just slow enough that the shock absorbers can handle the rest. The user will land on the ground with a hearty boom and mild shockwave.

Overall, the "pilot" is launched 50 meters forward at a very fast speed, and in such a trajectory (i.e. through the sky, not on the ground) that interception is difficult. Their direction is based entirely on the facing of the pilot on launch, and the fuel tanks are entirely used up during the flight and are discarded upon touchdown.
The general fuel cost (in addition to using GOFAST) is pretty expensive on a per-person basis, adding +2 Oil to any suit equipped with it, making it Expensive. Drop Bear pilots can't equip ICE Throwers due to the fuel tanks, and the use of heavy weaponry is unadvised due to potentially throwing off the calibrated launch/mass. But we expect this to certainly come in handy in the field.


And as for the incident;
Yes, there was a cave-in in one of MAGMA's upper residential complexes. Yes, routine inventory reported a missing Drop Bear set soon after the cave-in. Yes, there were traces of GOFAST in the wreckage. Yes, there were reports from residents of someone in "strange" Bear Armor calling themselves "Flightman" and claiming that they could do "impossible feats" like "crossing all of MAGMA in an instant!"

We deny all responsibility in the incident.
Please don't lower our funding.


Spoiler: Designs (click to show/hide)

The Combat Phase of Summer 1962 has begun. Post your propaganda entries in the Core thread before the Combat Report arrives for consideration. One entry per person.
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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!

andrea

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Re: Mad Arms Race - Mereth Design Division (Summer 1962 - Combat Phase)
« Reply #396 on: May 01, 2018, 05:35:09 am »

Got a grizzly video that can be presented for the contest. might do some tweaks (I want to add a shooting rocket and a fade to blue), but mostly this is it.

Spoiler (click to show/hide)

Chiefwaffles

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Re: Mad Arms Race - Mereth Design Division (Fall 1962 - Combat Phase)
« Reply #397 on: May 07, 2018, 06:20:36 pm »

Combat Report: Fall 1962

The military is admittedly panicking about the loss of the 1 Ore from the mountains. The Grizzly is becoming Very Expensive, and Bear Armor is now Expensive.
Well, kind of. The military has taken a bit of initiative in the design department for once and will be redeploying non-COMBAT Bear Armor this Winter in order to cover up the gaps created by the now-Expensive COMBAT-equipped versions. Though as the Grizzly was designed with COMBAT Plating in mind, the same can't be done for it.

Still, though. They have confidence in you. Other higher-ups are hoping that the Research Credit (while it can be saved) will make up for the loss in ore.

Spoiler: Designs (click to show/hide)

The Design Phase of Fall 1962 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!

Draignean

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Re: Mad Arms Race - Mereth Design Division (Fall 1962 - Design Phase)
« Reply #398 on: May 07, 2018, 07:42:40 pm »


'Destroying Angel' Shell
We've discovered something at the DUC. Calling it a molecule is premature, as this discovery represents a potential classification of compounds beyond the structure of known chemistry. For preliminary studies, my team has taken to calling the discovered structures 'Pontemes'; after the latin word for bridge. We discovered them when testing theoretical charge carrying structures for use in newer variants of electrogel, it was tentative work and yielded nothing particularly actionable- until we noticed a mass discrepancy in batch K-8802. Batch K-8802 had demonstrated strikingly low charge carrying ability, returning far less energy than expected during trials, and had been written off as one more possible formulation eliminated. The mass gain, however, was inexplicable. Initial hypothesis was experimental error, naturally, but the same error was shown in every sample of batch K-8802. More than that, the mass discrepancies worsened over time. I cannot stress that statement enough. Four separate, fully sealed, canisters of K-8802 were put on precision scales, with no contact, and the mass of all four canisters exhibited increases in mass. I trust that command is sufficiently acquainted with the basic laws of physics to understand that this should not be possible. And yet it occurred, and the phenomenon was able to be reproduced by synthesizing more electrogel to K-8802's formula and putting it through an identical number of charge and discharge cycles.

We went into the project with an open mind, but what we discovered is still difficult to put to pen without my mind balking slightly at the concept. We isolating the components withing K-8802's formula, and weighed each against its expected mass profile. All were perfect matches, except for the molecule that had been intended to be our chemoelectric capacitor- the molecule we'd dubbed deficient. It massed more than four times what it was expected to, and yet every attempt to verify its chemical structure succeeded. We could identify no addition to the compound, no large change in its structure, no rogue atom or secondary molecule attached- it was as if the protons, neutrons, and electrons that made of K-8802's charge carrier had suddenly increased in mass. Preposterous as this was, we attempted to test by breaking the compound down and weighing the resulting substructures. The result, in each case of division, was that most of the divided pieces returned to their expected mass, while a single subsection of the molecule retained all of the extra phantom mass. Examination of these superheavy substructures in suspension revealed that there was something more at work here than increased mass. They interacted with one another without contact. The phenomena was akin to the famed 'spooky' action at a distance. We struggled to come up with a new hypothesis to capture these findings, and largely fell back on bickering over quantum gravity and eddy-effects- until one of the junior leads proposed a simpler and more elegant conclusion: the substructures were not interacting in an unusual way, they were interacting in a perfectly normal manner using additional massed structures we were unable to detect.

I won't bore you further with the tests we ran after that, or the flurry of activity that followed, but we have come to a working theory. The charge carrier for batch K-8802 gained mass because it bonded with a molecule in another dimension- sharing mass across the border and becoming the first ponteme. The bonding process continued until nearly all of the original charge carriers were converted, a process that both explained the extra mass and proved amenable to replication and expedition. The hard part is getting a single ponteme, after that, they spread like a prion into like molecules, converting rapidly. While the practical applications of this technology are endless, a... laboratory accident gave us one idea in particular that we think the military might be keen on.

During chemical recombination testing performed on a tank of K-8802 derived ponteme gel, the tank vanished for nearly 47 minutes. During this period its weight disappeared from the scale, and no attempt to locate the tank was in any way successful. The experiment was to determine whether or not the Ponteme's could be easily broken from our end, using a recycling solvent typically used to break down old electrogel. It succeeded in breaking the pontemic bond, and we've been able to determine that it was the act of breaking that bond that caused something akin to a exothermic reaction at a dimensional level. The pontemes, as they broke apart, generated an evanescent wake that allowed nearby matter from our dimension to slip over to the other side and resulted in the canister temporarily disappearing from our dimension and only reappearing when the reaction ran its course. By taking advantage of this process, we've drafted a preliminary design for an artillery shell that the staff have lovingly dubbed the 'Destroying Angel'.

Designed to be used in the ubiquitous Bumblebee cannon, the base function of the Destroying Angel is the same as that of a 90mm grapeshot canister shell. However, the spaces between the round shot are filled with pontemic gel, and instead of the fuze and explosive being designed to spread the shot in a wide pattern, it spreads the shot in elongated oval oriented along the line of fire. When the Destroying Angel is fired, a predetermined (but very short) fuze triggers an explosive within the shell to disperse the grapeshot and activated the ponteme gel. This effectively causes the balls to disappear from our reality for a split second. The explosive action results in assymetric application of the ponteme gel to the balls, and the ponteme gel itself is relatively weak compared to initial variants, resulting in them rejoining our reality rapidly as the evanescent wake collapses. However, by that time the cloud of projectiles will have reached, and passed partially through, it's intended target. While the balls would be easily shrugged off by most vehicle armor, it will be impossible to ignore them when they suddenly re-materialize inside crew compartments, inside engines, ammunition storage, or inside the crew themselves- all without even slowing down.
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FallacyofUrist

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Re: Mad Arms Race - Mereth Design Division (Fall 1962 - Design Phase)
« Reply #399 on: May 07, 2018, 08:30:19 pm »

Well then. Superscience ahoy!

Quote from: Catcount
(2) - 'Destroying Angel' Shell: Draignean, FallacyofUrist
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Madman198237

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Re: Mad Arms Race - Mereth Design Division (Fall 1961 - Design Phase)
« Reply #400 on: May 07, 2018, 09:56:26 pm »

Quote
ME-MRAR-62 'Firedrake'
Based somewhat off of our existing MG and rifle, the Firedrake is a largely plastic 7.62x51 mm select-fire assault rifle/machinegun/marksman's rifle/sniper rifle. It has a simple rail system for sights, from simple iron sights to a basic red dot/holographic sight to a couple of different scopes. The barrel is interchangeable, and the weapon can use shorter barrels for close quarters, longer barrels for sniping, and heavy intermediate barrels with bipods for use as an LMG. It has a 20-round box magazine, a 30-round box magazine, or, for Bear Troopers and LMG gunners, a 100-round box mag, or the ability to take a disintegrating-belt feed (the belt just replaces the magazine). The largest innovation, however, comes from the projectiles. In them is a tiny amount of an incredibly volatile mixture of the nastiest chemicals the DUCs have ever gotten their hands on, a few ounces of which can burn through a tank and the concrete floor beneath it. We're not actually sure what's in there because the DUC-sane people liason had a fatal heart attack in the middle of the list. We think it included "chlorine trifluoride" a. And frankly, we don't want to know. We've decided to call this new horror FIRE: Fluoride Incredibly Reactive Exothermic, in honor of the way it reacts with everything to create quite the exothermic result. Anyway, these "Devil's Incendiaries" are available for things like antitank, anti-infantry, and anti-jungle work.

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

This patches up the infantry gap with a tank-meltingly-powerful weapon that will probably be Normal (it makes a do-everything/Lego-set gun and a new chemical), yet have a disproportionate impact (i.e., infantry no longer actually sucking and needing power armor to be competitive). Also, it opens the field for EVEN MORE fun chemistry, and branches out from ICE a bit (while still making use of the DUC).
« Last Edit: May 08, 2018, 11:08:32 am by Madman198237 »
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FallacyofUrist

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Re: Mad Arms Race - Mereth Design Division (Fall 1962 - Design Phase)
« Reply #401 on: May 07, 2018, 10:40:58 pm »

For the less sane among us:

The Duelist Initiative:
After we lost the Mountains(hopefully temporarily), one of our Designers decided to take a vacation. In Egypt.

On his "vacation", Designer FallacyofUrist found an ancient tomb. Within were odd inscriptions previously unknown to archeologists everywhere. Naturally, Fallacy decided that they described magic rituals to summon monsters. Astonishingly, he was right.

Back at Mereth, after overhearing several hours of chanting, Designer Dr. Aignean decided enough was enough and barged into Fallacy's quarters. The circle drawn in blood was a surprise, as were the candles and the incense and the... everything, really. What was even more surprising was the "giant cat woman". Dr. Aignean claimed that there was a "giant cat woman" in the room, which Fallacy backed up. Astonishingly, each and every one of the Designers proclaimed that, yes, somehow Fallacy had summoned a "giant cat woman". Which was completely invisible to most other people. Most. As it turns out, the same soldiers capable of instinctively detecting SEEM Commandos could also see Fallacy's "giant cat woman".

Further investigation was required. The whole Design Team took a thorough look at the inscriptions Fallacy had recorded, and noted some interesting patterns. We theorize that the inscriptions depict a civilization using those rituals to activate some hyper-advanced technology that somehow bores a hole into another realm of sorts, then draws a creature through to suit the user of the ritual. There's nothing stopping us from using those rituals ourselves, though... in an improved form.

By isolating the basic elements among the inscriptions, we've "condensed" the rituals into the form of "cards". Each card can be burnt to summon through an "astral entity" as Dr. Aignean calls them, but what everyone else calls "monsters". The "entities" maintain their astral properties, rendering them mostly invisible to those without psychic potential... unfortunately, they're still detectable by SEEM Commandos. While only some of our men can learn to use this cards, being the few with "psychic potential", we've trained those men to the very best they can be. Each monster summoned by our Duelists can influence this realm via powerful telekinesis and the occasional more... esoteric... ability. Eventually, each summoned monster will be automatically returned to the void, but in the meantime, each one can cause untold havoc. Furthermore, the monsters are perfect for occupying the attention of SEEM Commandos, as only they among the enemy can see our monsters, and without their help, the enemy will be fairly helpless against them.
« Last Edit: May 08, 2018, 09:19:16 am by FallacyofUrist »
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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.

NUKE9.13

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Re: Mad Arms Race - Mereth Design Division (Fall 1962 - Design Phase)
« Reply #402 on: May 08, 2018, 01:00:03 am »

I'll admit, the Duellist Initiative made me laugh. Unfortunately, we don't have any motorcycles.

Anyway... CW has said he is reconsidering the efficacy of the Grizzly in the mountains. I was gonna say, isn't one of the biggest advantages of a bipedal mech over a tank the fact that it can, you know, walk, meaning anywhere infantry can go it can go too? Unless these 'narrow mountain passes' are literally narrower than a Grizzly. Like, I had imagined the Grizzly would be super effective in the mountains, not less.
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NUKE9.13

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Re: Mad Arms Race - Mereth Design Division (Fall 1962 - Design Phase)
« Reply #403 on: May 08, 2018, 07:07:20 am »

Quote
Cerebral Action Translator: The human body is inefficient. Robotics are the future. Unfortunately, robotic brains are currently beyond us. But what if we could combine human brains and robotic bodies?
Introducing the Cerebral Action Translator. It turns thoughts into computer signals, and computer signals into thoughts. It consists of a helmet lined with Neural Yield Amplifiers that pick up on the electrical signals in the brain and amplify them, which are connected to a computer that digitises these signals and sends them on to connected robotics. At the same time, feedback is translated into neural signals and fed back into the brain by a Neural Injection Pin, connected to a jack in the user's spine.
We have installed this system into the Grizzly v2- removing the need for a large interior space for the pilot to move about in, the v2 is smaller and more lithe than the original, though no less powerful. Electrogel pressure pads located throughout the armour provide sensory feedback to the pilot through the Neural Injection Pin, making them feel more at one with the mech. The pilot still visually observes their surroundings through a fiberscope, but unlike the original Grizzly, the v2 can actually turn its head from side to side.

Shit, let's be cyborgs. Needless to say, this sort of mind/machine interface would be useful for more than just agile Grizzlies. Every vehicle we ever design can do away with inefficient, clunky controls, in favour of direct contact between the pilot and their craft.
« Last Edit: May 08, 2018, 10:49:13 am by NUKE9.13 »
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Madman198237

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Re: Mad Arms Race - Mereth Design Division (Fall 1962 - Design Phase)
« Reply #404 on: May 08, 2018, 09:05:17 am »

We should be very, very, very careful with it, so we don't end up with either Ready Player One or similar dystopia of mind-control.
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