Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 33 34 [35] 36 37 ... 74

Author Topic: Mad Arms Race - Mereth Design Division (Fall 1965 - Final Design Phase)  (Read 83008 times)

dgr11897

  • Bay Watcher
    • View Profile
Re: Mad Arms Race - Mereth Design Division (Spring 1963 - Design Phase)
« Reply #510 on: July 10, 2018, 06:45:19 pm »


Quote from: FOR SCIENCE
The Duelist Initiative (Using Research Credit) (2): FallacyofUrist, Happerry
DA VINCI (Using Research Credit):
COMMANDER (Using Research Credit): (1) Andrea
Brainwave (With research credit): (1) Madman
ME-AEM-63 'Shrike' (Using Research Credit): (5) Jilladilla, NUKE9.13, Maximum Spin, Draignean, DGR
Logged
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

Chiefwaffles

  • Bay Watcher
  • I've been told that waffles are no longer funny.
    • View Profile
Re: Mad Arms Race - Mereth Design Division (Spring 1963 - Design Phase)
« Reply #511 on: July 10, 2018, 08:49:44 pm »

So, here is my suggestion; an Air-to-Everything Missile (Okay, Air-to-Anything is probably more accurate, but Air-to-Air already has the AAM designation soooooo). Shoot down those annoying Torches, help bomb the enemies things, all using the power of our now much more advanced computers!

ME-AEM-63 'Shrike'
ORACLE-A's entrance to the computing scene has caused a number of possibilities that were previously discarded as 'too complex'. The ME-AEM-63 "Shrike" was one of those things. The Shrike is a GOFAST powered missile intended for use primarily by aerial combatants.

Paired with this missile is the 'Birdbrain' computing pod, which is based upon the ORACLE-A, but is much, much smaller and tasked with pattern recognition and IFF duties. This pod handles the work of a Holographic Heads Up Display for the pilot, although this is a very bare-bones one to prevent obstruction of said pilots vision. The Holo-HUD highlights known enemy vehicles and with just a touch, allows the Birdbrain to lock-on to that particular target.

The missile itself sports an impressive and very advanced optical sensor, capable of incredible magnification and resolution. This sensor is mounted at the very front of the missile and is capable of (limited) rotation, which should grant the Shrike a good field of vision. The missile weighs in at around 100 kg, with a 15 of those being for the warhead. The Shrike carries its own computer, responsible for guiding it to its target; which is supplied to it by the Birdbrain carried on its host aircraft when it's pilot selects a target. The Shrike will then chase that target when launched, and that target alone. In the off chance that the Shrike loses said target, it is capable of locking onto a similar target; although it won't exactly hunt one out.

Finally, the Shrike carries a 'WAR' (Warhead Adaptive Reconfiguration) System, allowing it to adjust the shape of its warhead to better suit its target. If it's targeting a Torch? It'll reconfigure to optimize for an airburst. A harder target such as a Hydra or pillbox? It'll reconfigure for a shaped charge to focus the blast more. This system also clues in the computer if a non-impact detonation is ideal or even helpful, meaning that it will gladly airburst against a Torch, and wait for a direct hit when used against a bunker.
Design: ME-AEM-63 'Shrike'
(Hard) (4+1+3)-1 = 6: Above Average

The biggest innovation by far in the new Shrike missile is the Birdbrain computing pod. Based off of both Earth Ear Mk.IV and ORACLE technology, it's able to keep track of the local battlefield and targets within. Using sensor data, it analyzes each target against stored signatures and when a match is found, determines the best tactic against the target (and said tactic is stored in the Birdbrain at construction). This is an amazing feat of technology, though it's not without its limits. Live tracking/analyzing of targets using real-time sensor data is taxing work, and the Birdbrain can only keep track of so many targets at a time. We've implemented software locks to keep it from overtaxing itself completely, but that means any new targets above a set limit won't be registered. Not to worry, though, as we doubt this scenario would happen in conventional air combat.
Birdbrain pods are fit onto Blizzards and using a holographic suite improved upon existing holocubes, can highlight all registered targets with simple (red only, we aren't that good of a R&D team) holographic reticules. Though for both technological reasons (tracking limb movement in air without Electrogel sensors isn't trivial, and that's needed) and tactical reasons (it takes time to touch targets) target selection is done with a set of small buttons easily accessible to the pilot that scroll through current targets, highlighting them in an orange reticule.

As for the Shrike itself, it's a fairly standard missile. It comes in ICE and conventional variants (though for mass/volume reasons we can't have both in one missile and let the computer choose) and expect to use mostly ICE. Its WAR System allows for effective adjustment of the warhead by the computer, from air-bursting to shaped charges and more. Using GOFAST, it's fairly fast and agile and will be very reliable against Spearhead-Bs. However, against Torch jets and SEEM pilots, it won't be as effective. The general agility and capability of the Birdbrain to choose the best tactic such as air-bursting at opportune times allow a decent-enough hit rate against Torches, but it's far from perfect against their psychic pilots. It can be used against all ground and naval targets, though it won't be terribly effective against groups of infantry compared to the Penguin (smaller AoE, and while it can actively track people can move in different directions).
It has enough fuel for full effectiveness as an air-launched missile but we advise against ground or naval-based launching.

The Shrike's on-board computer is fairly small and unpowerful; it's main job is allowing the sensors to do their job, and storing data sent from the Birdbrain before launch. But if something happens to its targets, it can get new orders from the Birdbrain wirelessly if possible.


It is 2 Oil and 2 Ore, making it Cheap. Blizzards can equip 2 missiles each in place of their rockets. They could theoretically fit more, but it was a fast refitting. The Shrike is expected to replace ICE Rockets in most-all scenarios, excepting certain widespread infantry bombardment cases (in which the greater AoE of the ICE Rocket is much more useful, and the dumbfire factor is less relevant).

Spoiler: Designs (click to show/hide)

The Revision Phase of Spring 1963 has begun.
Logged
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!

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Mad Arms Race - Mereth Design Division (Spring 1963 - Revision Phase)
« Reply #512 on: July 11, 2018, 03:13:42 pm »

Bear HUG: The time has come. How long have we been talking about this? At long last, Bear Armour will be available to all our soldiers, around the clock. This is due to our development of Heavy Use Gel, the latest iteration of Electrogel to come out of the DUC's labs. The addition of small amounts of some 'unusual' minerals found deep within MAGMA has increased the energy capacity considerably, and sped up the recharging process, meaning a trooper can fight all day without worrying his armour will run out of charge, and not have to spend a day recharging afterwards.
Furthermore, a number of charge sensors have been placed throughout the armour, with a small dial inside the helmet showing the remaining charge of the most depleted area, so that in the rare situation that a soldier isn't sure they have enough charge left, they can always check.
Whilst upgrading the armour, we also took the time to add rubber soles to the boots, and place some more rubber insulation throughout, to mitigate the worst of Aratam's lightning guns. We don't expect it to have a major impact, but if it increases survival odds by 10%, we'll take it.
Logged
Long Live United Forenia!

Madman198237

  • Bay Watcher
    • View Profile
Re: Mad Arms Race - Mereth Design Division (Spring 1963 - Revision Phase)
« Reply #513 on: July 13, 2018, 08:23:02 pm »

Quote from: Votebox
Bear HUG: (2) Madman, NUKE

Yes, I know NUKE didn't actually write down a vote. I'm assuming. Sue me.
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

FallacyofUrist

  • Bay Watcher
  • Blatant furry. Also a hypnotist.
    • View Profile
Re: Mad Arms Race - Mereth Design Division (Spring 1963 - Revision Phase)
« Reply #514 on: July 13, 2018, 08:25:22 pm »

"Ghost" Mental Training Protocols:
We have some theories about how Aratam's SEEMs work. Our best guess so far is that they're telepaths of a sort, using their thought detection to locate and anticipate our soldiers. If we could train our soldiers to, you know, not be vulnerable to telepathy...

So we did that. A minority of our soldiers have an instinctive awareness of when SEEMs are in the area. This soldiers tend to have exceptional mental abilities. Not like intelligence, usually, but focus. They're very good at focusing. In fact, with our new Ghost Mental Training Protocols, we can train them to focus so hard they basically enter a trance in which they stop thinking and act completely on autopilot. In addition to making them more effective soldiers, this should make them invisible to SEEMs. Which is good.
You know. Because not thinking makes you invisible to telepaths.

Quote from: Catbox
Bear HUG: (2) Madman, NUKE
"Ghost" Mental Training Protocols: (1) FallacyofUrist
We do kinda need to counter SEEMs.
Logged
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.

Jilladilla

  • Bay Watcher
  • Most Sleep Deprived
    • View Profile
Re: Mad Arms Race - Mereth Design Division (Spring 1963 - Revision Phase)
« Reply #515 on: July 13, 2018, 08:27:26 pm »


Quote from: votebox
Bear HUG: (3) Madman, NUKE, Jilladilla
"Ghost" Mental Training Protocols: (1) FallacyofUrist
Logged

Glory to United Forenia!

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

Maximum Spin

  • Bay Watcher
  • [OPPOSED_TO_LIFE] [GOES_TO_ELEVEN]
    • View Profile
Re: Mad Arms Race - Mereth Design Division (Spring 1963 - Revision Phase)
« Reply #516 on: July 13, 2018, 10:02:43 pm »

Quote from: votebox
Bear HUG: (3) Madman, NUKE, Jilladilla
"Ghost" Mental Training Protocols: (2) FallacyofUrist, Maximum Spin

1) We do actually need to counter SEEMs.
2) "Not thinking makes you invisible to telepaths" is hilarious.
3) AT LEAST IT ISN'T CATS OR ANIMU
Logged

Chiefwaffles

  • Bay Watcher
  • I've been told that waffles are no longer funny.
    • View Profile
Re: Mad Arms Race - Mereth Design Division (Spring 1963 - Revision Phase)
« Reply #517 on: July 15, 2018, 05:27:01 pm »

Bear HUG: The time has come. How long have we been talking about this? At long last, Bear Armour will be available to all our soldiers, around the clock. This is due to our development of Heavy Use Gel, the latest iteration of Electrogel to come out of the DUC's labs. The addition of small amounts of some 'unusual' minerals found deep within MAGMA has increased the energy capacity considerably, and sped up the recharging process, meaning a trooper can fight all day without worrying his armour will run out of charge, and not have to spend a day recharging afterwards.
Furthermore, a number of charge sensors have been placed throughout the armour, with a small dial inside the helmet showing the remaining charge of the most depleted area, so that in the rare situation that a soldier isn't sure they have enough charge left, they can always check.
Whilst upgrading the armour, we also took the time to add rubber soles to the boots, and place some more rubber insulation throughout, to mitigate the worst of Aratam's lightning guns. We don't expect it to have a major impact, but if it increases survival odds by 10%, we'll take it.
Revision: Bear HUG
(Normal) (4+4) = 8: Unexpected Boon

Incident Report D129
MAST Bear Officer was hit by a contraband Aratamite "Tesla Rifle" in Lower MAGMA. COMBAT Plating absorbed blow, but residual kinetic force toppled officer, pushing him into the nearby rock wall.
Nearby officers report a "blinding flash" on impact, and MAST Bear Officer is knocked unconscious. Criminal elements were pacified with no further casualties.
Report send to Mereth Design Division for further analysis.


We had this report sitting around for a while, but an engineer started to feel that it was a bit suspicious. Bear Armor doesn't just make a flash for no reason. We confiscated the damaged Bear Armor and did some further investigation -- Electrogel conduits on the backside of the suit, where it collided with the rock wall, were exposed to the outside and had strange properties.
A team sent to the site of the incident managed to succesfully extract a strange material from the area -- something we're now calling Magmatite based off where it was discovered -- and we started doing more analysis on it.

It turns out that Magmatite is a strange energy-rich element formed by either radiation and/or heat in very precise amounts. The energy is "hidden" in such a way that any non-exhaustive analysis would have likely not found it, and is organized throughout the chemical bonds in such a manner that combustion and other methods just wouldn't work to extract this energy. The layout also creates a large number of very strange behaviors that we've only barely scratched the surface of; for now, we're focusing on just the energy part as we found a way to use it for our new revision.
Magmatite, when specially "grounded" and combined with standard Electrogel formulas, has interesting results. Sufficient amounts can increase the energy capacity to insane levels, but we don't have enough to practically do that; instead, we've found a way to basically drastically increase a kind of conductivity in the Electrogel, making charging nearly instantaneous.

Magmatite-enhanced Electrogel (for which we are accepting better names) has been implemented in Bear and Grizzly armor, along with a "charging port" that can be opened to have a large cable plugged into it. After about a minute for Bears and ten minutes for Grizzlies, the enhanced Electrogel is at 100% capacity. Operation while charging is also theoretically possible, but our limited experiments in the area have resulted in the charging Electrogel making its own sporadic movements that could very well break some bones, so we've tabled that for now.
The enhanced Electrogel's ability to quickly charge also lets it absorb some energy from Tesla weaponry, though not much. Survival rate should be increased by a tiny bit, and those who do survive should have some mildly-overcharged suits.

MAGMA has 1 Magmatite in it. We could potentially find the stuff in other areas as well, and it's unlikely that MAGMA has any more in it. The sections housing Magmatite have been seized/purchased by the government, military, and contracted corporations in order to begin extraction of Magmatite immediately.

Spoiler: Designs (click to show/hide)

The Combat Phase of Spring 1963 has begun.
Logged
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

  • Bay Watcher
    • View Profile
Re: Mad Arms Race - Mereth Design Division (Spring 1963 - Combat Phase)
« Reply #518 on: July 16, 2018, 02:54:23 pm »

While we wait for the BR (We don't have anything else to do this turn that I've forgotten, do we?), have a design for sometime after we upgrade CAT and make all our soldiers superhumanly better. Probably also should be after NUKE's CLAW proposal or a similar weapon system, since this probably won't be capable of killing SEEMs and we already have weapons capable of dealing with armor...mostly anyway.

Quote
ME-MAW-64 'Black Maw'
The Magnetic Accelerator Weapon "Black Maw" is basically nothing more than a pair of metal rails instead of rifling, inside a 30mm lightweight barrel, little more than a plastic cover. A projectile is loaded via magazine into the barrel assembly, which places it in contact with the rails. A capacitor, itself powered by a Magmatite-enhanced Electrogel (Magmagel for now and forever) high-capacity battery system in a second "magazine" which sits within the skeletal stock, dumps charge onto the rails, which produce a powerful, steady acceleration on the projectile. This projectile is basically a 30mm grenade, except usually filled with chemical payloads (FIRE and ICE, and anything else we develop). The gun fires at speeds generally used by 30mm grenade launchers, but can fire a APDS at very high velocity, at the cost of more barrel wear. Other than the firing method, the weapon is basically a BEAR Trooper sized assault rifle in design. Along the sides, a second battery balances out a computer system which reconfigures the holographic (literally) sights based on what percent of max firing power has been selected.
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Mad Arms Race - Mereth Design Division (Spring 1963 - Combat Phase)
« Reply #519 on: July 16, 2018, 04:01:13 pm »

The CLAW proposal in question:

Quote
ME-CLAW-6X "Clever Laser Augmented Weapon": Throw out all your old projects, there's a new game in town! The discovery of Magmatite has opened the door to a wealth of proposals once thought utterly impractical (even by our standards). Amongst them is the suggestion that we use newfangled 'lasers' as weapons. Since our troops have been complaining for a while about the lacklustre state of their weaponry, we decided to investigate the potential for man-portable laser weapons.
Well, Bear-portable.
CLAW is the result. The weapon is built around a Magmatite laser emitter, which produces patriotic blue lasers of variable intensity. Magmatite's unusual interactions with energy extend to light emission, and properly treated it becomes translucent, resulting in an extraordinarily effective laser emitter- an order of magnitude more efficient than conventional emitters. Reflectors are used to concentrate the beam. The weapon can be fired in a pulse mode, or in a continuous beam.
Power is provided by canisters containing high-capacity Magmagel, that can be swapped out when depleted, and recharged at base. Two canisters can be inserted at once, with power drawn from one at a time- this is to ensure that CLAW emplacements can lay down continuous fire easily.
If standard cooling methods prove insufficient, a small tank of STABIL-ICE can be used to supplement them, though only if needed.
The standard CLAW is in the same size/weight category as the Sorraia, and can easily be wielded by Bear Troopers. An upsized version (more akin to the Velociraptor) is available for installation on vehicles (eg Grizzlies, Blizzards).
A fairly simple scope is provided, with 3x magnification. Elevation and windage are obviously not a concern. It is intended that the weapon be useable by snipers, as well as those fighting more conventionally- though it is expected to be a more specialist weapon, not available to all our forces.

So, this would be a fairly simple energy weapon. I mean, obviously the phrase "Fairly simple energy weapon" sounds like an oxymoron, but this is MAR. Anyway, feel free to suggest improvements.
Logged
Long Live United Forenia!

Madman198237

  • Bay Watcher
    • View Profile
Re: Mad Arms Race - Mereth Design Division (Spring 1963 - Combat Phase)
« Reply #520 on: July 16, 2018, 04:34:42 pm »

If I recall solid-state laser emission correctly, Nevermind I actually bothered to do research: To make something lase, you excite the molecules in the lasing material (by running electricity, radio waves, or light through them). Then, you send a beam of photons into the lasing material, which absorbs the photons and reemits somewhat more powerful photons all vibrating in unison.

If our lasing material is transparent or nearly so, we can place two mirrors, one on either end of a tube. The one pointed towards the enemy has a tiny hole in it, so you get a very focused beam of coherent photons. Or, more correctly, a short pulse. Solid-state lasers are good for high-energy but short-duration pulses of laser light, which is probably good for combat and energy consumption.

EDIT: Hey I forgot to actually provide more specific improvement suggestions.
If the inside of the lasing chamber is just a mirrored surface, we shouldn't (?) have too many issues with heating. Probably. If we do, we can always just pump STABIL-ICE through a set of radiator fins on the outside. We don't exactly need an ejection mechanism for spent cartridges, after all.
While blue lasers are cool we could go higher-frequency and pack more power into the things. But you know, maybe we can wave the physics here in favor of thematic-appropriateness?
A direct connection option (i.e., to a Magmagel backpack or Grizzly generator, or emplacement power source) would be good, too
Other than that, it seems good.
« Last Edit: July 16, 2018, 04:43:52 pm by Madman198237 »
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Chiefwaffles

  • Bay Watcher
  • I've been told that waffles are no longer funny.
    • View Profile
Re: Mad Arms Race - Mereth Design Division (Spring 1963 - Combat Phase)
« Reply #521 on: July 17, 2018, 01:29:07 am »

Combat Report Summer 1963

The Commanders of the military are worried about the enemy approaching the Tundra, but we managed to hold our own against them well enough in the plains that it shouldn't be a huge hurdle to keep them out of our home territory.

Spoiler: Designs (click to show/hide)

The Design Phase of Summer 1963 has begun.
Logged
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!

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Mad Arms Race - Mereth Design Division (Summer 1963 - Design Phase)
« Reply #522 on: July 17, 2018, 11:14:45 am »

ME-CLAW-63 "Clever Laser Augmented Weapon": Throw out all your old projects, there's a new game in town! The discovery of Magmatite has opened the door to a wealth of proposals once thought utterly impractical (even by our standards). Amongst them is the suggestion that we use newfangled 'lasers' as weapons. Since our troops have been complaining for a while about the lacklustre state of their weaponry, we decided to investigate the potential for man-portable laser weapons.
Well, Bear-portable.
CLAW is the result. The weapon is built around a Magmatite laser emitter, which produces patriotic blue lasers* of variable intensity. Magmatite's unusual interactions with energy extend to light emission, and properly treated it becomes translucent, resulting in an extraordinarily effective laser emitter- an order of magnitude more efficient than conventional emitters. Reflectors are used to concentrate the beam. The weapon can be fired in a pulse mode, or in a continuous beam. Both are expected to be able to easily pierce light-medium armour, with beam mode capable of slicing people in half.
Power is provided by canisters containing high-capacity Magmagel, that can be swapped out when depleted, and recharged at base. Two canisters can be inserted at once, with power drawn from one at a time- this is to ensure that CLAW emplacements can lay down continuous fire easily. Alternatively, the weapon can be attached to an external power source, such as a large tank of Magmagel attached to a Grizzly, or a generator in a stationary emplacement.
If standard cooling methods prove insufficient, a small tank of STABIL-ICE can be used to supplement them, though only if needed.
The standard CLAW is slightly smaller and lighter than the Sorraia- portable without Bear Armour, but somewhat unwieldy, whilst those with Bear Armour can wield it one-handed. An upsized version (more akin to the Velociraptor) is available for installation on vehicles (eg Grizzlies, Blizzards) or use in stationary emplacements.
A fairly simple scope is provided, with 3x magnification. Elevation and windage are obviously not a concern, making this an excellent sniper weapon, though it can also be wielded more  conventionally. It is not expected to be available to all our forces with current Magmatite availability.

Made some minor changes. Not going to vote for this immediately, since that might discourage others from suggesting stuff. Other forms of energy weaponry might also be interesting to explore, for example.
Logged
Long Live United Forenia!

FallacyofUrist

  • Bay Watcher
  • Blatant furry. Also a hypnotist.
    • View Profile
Re: Mad Arms Race - Mereth Design Division (Summer 1963 - Design Phase)
« Reply #523 on: July 17, 2018, 03:32:52 pm »

ME-BALL-63 "Deathball":
There's this thing called the Death Ball used in the old war between Forenia and Cannala. It's a massive concrete ball used to crush tanks. We can do it better.

The Deathball is a massive metal sphere, hollow and divided into sections. It can be taken apart and pieced together with ease. What do we put inside the Deathball? It depends. You see, the Deathball is capable of being opened up from the inside. So we can place a Bear Trooper inside and have them use it as a hamster ball charging towards the enemy. The ball's inner and outer rubber lining protect it from electricity. Alternatively, we can fill it with rapidly created Insta-Pykrete. The first mode protects a Bear Trooper and allows them to maneuver the ball towards the enemy, crushing troops and letting them pop out in the middle of their forces. The second mode has enough mass to crush tanks but can't be steered.
~~~
ME-LRMA-63 "Hailstorm":
Our new Long Range Missile Aircraft is made to replace the Blizzard. It still uses many of the same technologies. Freezing Stovepipe ramjet engines with Stabil-ICE, for example. Four wings using the Tereshkova effect for maneuverability. But we've made improvements. The Hailstorm uses GOFAST-M in place of the Blizzard's GOFAST. GOFAST-M is treated with Magmatite, creating an absurd energy and hence speed boost. We've treated the Hailstorm with Anti-Icer, a new chemical that prevents water molecules from bonding to it. Preventing icing entirely and improving performance at high altitudes.

The most potent changes are in its armament. We've ditched the bombs and autocannons of the Blizzard for more Shrikes. Shrikes can do it better anyways. The Hailstorm mounts a total of sixteen Shrikes. Just think about that. Two Shrikes make the Blizzard competitive with the Torch. Sixteen should make it a curbstomp. Naturally, we've further improved the deadliness of the Birdbrain computing pod. What if... we could fire Shrikes to where the enemy planes are going to be? The Birdbrain has been updated with ORACLE-A based programming and hardware to enable short-term predictions of enemy planes. It can now predict where enemy planes are going to dodge and follow up accordingly. Imagine, firing a Shrike and having it swerve right as the enemy attempts a dodge... Or firing one Shrike to make the opponent dodge right into another one. All this and more is finally possible. We've even added CAT integration to make this even worse for the enemy. Anyone with a CAT can connect into the Hailstorm and use their mental connection to decide targets and even filter out excess ones.

Good luck beating this, Aratam. You have no chance.
Logged
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.

Madman198237

  • Bay Watcher
    • View Profile
Re: Mad Arms Race - Mereth Design Division (Summer 1963 - Design Phase)
« Reply #524 on: July 17, 2018, 05:27:47 pm »

Quote
ME-DNI-63 'Brainwave'
There is a simple truth, one that has been passed down through all of warfare: Individuals do not win wars. No matter how exceptional, no matter how powerful. The greatest individual warriors of entire peoples and nations lost, time and again, to the Greek hoplites, the Macedonian Phalangites, the Roman Legionnaires, the Swiss pikemen, the armored divisions. They worked as units, each individual not being a great warrior or even a mediocre one. But with coordination, you can win.

The Brainwave is a CAT-based project that aims to improve the combat capabilities of every soldier in the Merethan military. It makes use of Neurogel, the most recent brainchild (heeheehee) of the DUC. It is based off of the primitive Electrogel "neurons", but the DUC has condensed them into a far more efficient volume by improving the structure of the chemical. It's useless for providing power, now, but retains just enough electric potential to act like a neuron when provided with an external power source. Because of Neurogel's advanced capabilities, a segment of it can be "plugged" into a soldier's occipital lobe and translate the picture into extremely low-quality video with lots of static and meaningless flashes. This is...less than useful. However, if you instead encode the signal from the Neurogel directly into a radio, and then reverse the encoding process and feed the raw data into another soldier's brain, it can produce a very good-quality image in somebody else's brain. Brains are better than computers at processing visual information, who knew. Neurogel's advanced capabilities make the expanded area of coverage necessary to get motor and visual control only slightly more invasive (surgery-wise) than the basic CAT procedure. And it itches less.

We didn't stop there, though. A small and simple additional connection to a section of the occipital lobes allows the transmission of speech without needing the person to actually speak the words. Cutting out the muscle middleman in communication is both simple and improves squad-level reaction times beyond even the best-trained militaries'.

Oh, and in order to facilitate this we attached a WALK-TALK to the Bear Armor and modified it slightly so it operates in very-high frequency ranges over short distances only. VHF allows for faster data transmission, short-range is not a problem because the data is all from your own squad only. Grizzlies get the same system but a better radio capable of talking to other Grizzlies, ideally allowing for inter-unit communications. Finally, Blizzard units get the same (Grizzly) system, allowing wingmen unprecedented coordination and visibility.

Reworked to be a bit simpler and not include the "make Bear Armor always useful" step. Should we attempt to use Magmatite in faking neurons instead of just a refined Electrogel solution? I feel like this will be better than the laser rifle right now. It gives us a solid advantage over Aratam's psychics---while their individuals are good, our teams are better.
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.
Pages: 1 ... 33 34 [35] 36 37 ... 74