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Author Topic: Mad Arms Race - Mereth Design Division (Fall 1965 - Final Design Phase)  (Read 82329 times)

Happerry

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Design Phase)
« Reply #690 on: March 24, 2019, 04:17:26 am »

Well, here's a design suggestion for dealing with the enemy psychics.

Design : Combative Astral Projection
Since our discovery that some of our soldiers can instinctively sense when a SEEM is in the area, we've done further research into this phenomenon. As it turns out, the soldiers who can sense SEEMs? They're psychic themselves. At least a little bit. They even demonstrate a little bit of psychic phenomena, not very much, easily discarded as trash science... but we're mad scientists. We can make it work. With the help of a little bit of drug use, granted, but we still make it work.

It took some time to work out the proper cocktail of mind altering chemicals, but we've successfully identified the proper mix to let people enter an altered state of conscience, described by some as 'totally groovy', whereupon they can detach, at least to some extent, their mind from their bodies and go wandering out into the astral plane. It's also a fact that it's possible to detect psychics by finding their link to the astral plane, from where they draw their powers. This means that, while wandering around in the astral plane, our own psychics can identify enemy psychics by following the flows of energy. And once they find an enemy psychics 'anchor', well, by way of some lucid dreaming based techniques they can materialize either weapons or change their 'avatar' to a more monstrous, combat ready, avatar.

And then, combat ready and enemy psychic found, they proceed to beat the unholy crap out of said enemy's brain meats, forcing them to either stop using psychic powers and to try to sever or otherwise block off their link to the astral plane to protect themselves, or to start fighting on the astral plane themselves instead of effecting our troops. Either way, they aren't driving our men insane any more, so we win.
« Last Edit: March 24, 2019, 04:25:34 am by Happerry »
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NUKE9.13

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Design Phase)
« Reply #691 on: March 24, 2019, 05:27:00 am »

An alternative to the above proposal. I'm not sure if it's acceptable as written- it makes a lot of assertions about the Astral Realm that may contradict existing lore, so it may need to be modified or even scrapped, depending on what Chief says.

Quote
HAUNTER:
We have long known about the alleged SEEM-sensing abilities presented by certain soldiers. Extensive testing has revealed that, yes, there is a common factor amongst the majority of these individuals. It's not magic. Magic does not exist. It is simply that these individuals have a neurological condition that creates a totally normal scientific link between them and an alternate dimension. Based on autopsies, we conclude that SEEM operatives have been altered in such a manner as to aggravate this neurological condition, strengthening the link.
Needless to say, this is a rather crude way of doing things. The human body is great and all, but we all know that machines are just better. So when news of the Blackwell Technique resulted in an emergency request to finally develop a weapon to fight these so-called psychics, we knew that developing psychics of our own would be a mug's game. We have a far more sensible solution.
Namely, forcibly tearing open a rift in space-time, granting physical access to the so-called astral realm (which we prefer to call Dimension N), and sending in robots to cause havoc.

The HAUNTER project consists of two main elements, the Giant Access Terminal Element which grants access to Dimension N, and a robotic entity (based on the SERF) designed to travel through it.

The GATE is a large, ring-shaped device attached to several banks of Magmagel. Connected via a specialised CAT interface to the GATE is someone possessed of the 'psychic' condition- the CAT being specifically designed to tap into the part of their brain that enables access to Dimension N, and copy that data into the GATE's computer banks (the majority of the necessary data is pre-loaded, but as of yet we are unable to fully replicate the link without an organic component; a problem to be fixed in future versions). With the necessary information on hand, the GATE is ready to be activated.
A suitably impressive red button is pressed, lights flash, sirens sound, and then 95% of the charge in the Magmagel banks is spent in a single burst, directed through circuits that replicate the "psychic" connection. This causes a catastrophic rupture in space-time, which is carefully maintained so as to neither disappear nor expand uncontrollably, which could never go wrong. Visually this presents as a sort of purple mirage in the centre of the ring. The audible effects are not to be spoken of, and all personnel are to wear earplugs whenever the GATE is active and communicate via sign language.

The robot, the titular Heavily Armed Unmanned Neurological Terrain Exploration Robot, is a slightly beefier SERF, armed with a CLAW integrated into the left arm, and a sword that can be wielded by the right arm (with the hand on the end). In terms of control, it is fairly similar, with a thick cable going between it and an operator using a CAT. It is also equipped with thrusters.
Once the GATE has been activated, several HAUNTERs can 'enter' it, causing them to leave this dimension and wind up in Dimension N. Early tests show that introducing space-time material into Dimension N has deleterious effects on both, and so deployments are limited to 90 minutes at most.
Once inside, a HAUNTER is capable of moving around using either regular locomotion or thrusters, depending on the nature of the 'terrain' they find themselves on. Obviously, the length of the cables limit how far they can travel, but we believe that Dimension N does not obey the same spatial rules as space-time, meaning a GATE situated several miles behind the front line may still allow for HAUNTERs to access the Dimension N equivalent of combat zones.
Navigation in Dimension N is tricky business, as if there are landmarks, we have yet to recognise them. Fortunately, we don't need landmarks, as we are only interested in SEEMs- and their connection to Dimension N is 'visible' as a sort of white glow from a considerable distance (insofar as distance exists)(lesser 'psychics' have a much less visible glow; the GATE manifests as a giant blue/black scar).
Thus, a HAUNTER enters the gate, then travels around looking for the tell-tale glow of a SEEM (or group of SEEMs). They then approach, and either open fire with their CLAW, or use their sword (depending on the local conditions of Dimension N, which in some cases may render ranged combat impossible). It is believed that the physical destruction of their 'projected' connection will at the very least render a SEEM powerless until they can recover, and may even cause mental scarring.
One concern is that SEEMs may be able to notice HAUNTERs, and flee or even fight back somehow, to which end HAUNTERs are possessed of armour around vital components.

Our goal is to establish GATEs in several strategic locations near the front line, and send through as many HAUNTERs as we can to cause havoc amongst enemy 'psychics'.
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Atomic Chicken

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Design Phase)
« Reply #692 on: March 24, 2019, 08:16:55 am »

As a much simpler alternative for dealing with the Blackwell technique, I suggest developing a computational method for detecting and censoring the symbol from visual input. Applied by supplying Grizzly pilots with video, or on a grander scale involving cybernetics for all troops.

Also, considering their ability to effectively disable ORACLE, now seems like a great time to get space intelligence in place.
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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. 

NUKE9.13

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Design Phase)
« Reply #693 on: March 24, 2019, 09:05:03 am »

Andrea suggested remote-controlled Grizzlies as another way of dealing with the issue. Which would mean designing a high-bandwidth form of wireless communication, but that ought to be doable. Said high-bandwidth wireless communication would also allow us to get intel in real time from a Spyranger, and would probably be useful in other applications as well.

Like, we shouldn't develop something just to counter the Blackwell Technique. We should either do something that will combat everything SEEMs do (eg CAP or HAUNTER), or something that will have wider applications beyond just countering Blackwell.

I might write up a comms proposal, actually.
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Madman198237

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Design Phase)
« Reply #694 on: March 24, 2019, 10:44:31 am »

Quote
ME-DNI-64 'Brainwave'
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.

Connecting a patch of the new Neurogel to a section of the temporal 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'. 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.

Another extension, to the occipital lobe, allows unprocessed visual data to be transmitted between soldiers. The system basically just directly feeds visual data from one user's occipital lobe to another's, without attempting to make sense of it or do anything except suppress things that exceed a simple mechanical limit on the strength of transmitted signal from the Neurogel to the radio (i.e., no transmitting flashbangs or anything). The use of a mental "switch" akin to the experiments in earlier designs allows the soldier to choose what other soldier's view he can see.

A comprehensive upgrade to the Bear Armor's integrated radio (also known as sticking a slightly larger radio on the back and tinkering a little bit) gives Bear Soldiers the increased bandwidth necessary to transmit this much data between each other.

Well, this would hopefully allow us to defeat their infantry units one-on-one, or at least not get wrecked so badly without vehicular support. It allows a squad of infantry to know when one of them's been hit with a symbol, and allows them to coordinate a response (including, but not limited to: "SHUT YOUR EYES YOU IDIOT" and "shoot that guy the incapacitated one's been looking at since looking at the symbol doesn't affect people who haven't seen it with their own eyes and you've got a video camera connected to his point of view")
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andrea

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Design Phase)
« Reply #695 on: March 24, 2019, 01:22:11 pm »

TAIGA: Teleoperated and Autonomous Interactive Grizzly Armour

It is an increasing concern that soldiers on the frontlines are a liability, especially when our equipment is controlled, in the end, by electrical stimuli.
This new version of the grizzly solves this slight issue by moving the soldier elsewhere.

The cockpit where the pilot used to sit is removed and replaced with a new piece of equipment called a bearbrain. This is made of 2 parts:
-A newly developed high capacity and fidelity radio with relatively short range ( tactical distance, but not enough to receive commands from outside theater)

-A birdbrain derived computer which can interpret signals received and translate them into commands for the grizzly. This solves the issue of errors in the radio signal causing loss of control and erroneous signals, thanks to an interposed interpreter. Furthermore, it provides targeting assist upon request of the soldier, taking command of one or more limbs to aim at the desired target. Of course, a computer needs data and with the pilot away the old optic fiber setup is useless. Instead, we have cameras covering the entire 360° field of view in both optical and infrared, plus a small radar. All this information being streamed directly to the soldier as well as the computer.

The bearbrain communicates with a mobile command unit in which pilots sit. This mobile command unit has its own radio array and bearbrain "interpreter" to talk with the grizzly mounted equivalent. Even should the insanity find the way to one of the pilots, he can be disconnected quickly and replaced with little ill effect.

Birdbrain and radio should overall be smaller than a pilot, so the mech can be more compact without sacrificing strength.

If the mech loses signal, we attempt to program the bearbrain to perform basic autonomous targeting and shooting duty, so that it can at least serve as a stationary turret until the problem is solved.
Data from the cameras is also relayed to ORACLE back in mereth, for intelligence assessment.

« Last Edit: March 24, 2019, 04:15:41 pm by andrea »
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Atomic Chicken

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Design Phase)
« Reply #696 on: March 24, 2019, 03:12:48 pm »

Like, we shouldn't develop something just to counter the Blackwell Technique. We should either do something that will combat everything SEEMs do (eg CAP or HAUNTER), or something that will have wider applications beyond just countering Blackwell.

My issue with CAP and HAUNTER is that they strike me as being overambitious given the long series of specialised designs that it took for Aratam to produce their SEEMs. It's a stretch to think that we can produce human psychics capable of matching them in a single turn. The alternative design seems tricky, given that it involves learning how to tear open a stable rift capable of transporting physical matter into a dimension we know absolutely nothing about.

TAIGA: Teleoperated and Autonomous Interactive Grizzly Armour
...
For full effectiveness, a small radar and cameras with a 360° field of view ( both optical and infrared) are added and available to the pilot to substitute for the optical fiber he would previously receive visual feedback from.
...

Won't the operator (the SEEMs' intended target) remain exposed to the Blackwell symbol through the camera feed though?
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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. 

andrea

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Design Phase)
« Reply #697 on: March 24, 2019, 03:16:24 pm »

it may or may not, depending on how well they can target. Keep in mind that the operator is kilometers away from the actual grizzly they would be trying to target. and routing everything through camera would also make the nearby grizzly immune to secondary effects.

Plus,if a pilot starts acting up, they could be disconnected and replaced fairly quickly in this setup.

Madman198237

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Design Phase)
« Reply #698 on: March 24, 2019, 03:28:35 pm »

My issue with CAP and HAUNTER is that they strike me as being overambitious given the long series of specialised designs that it took for Aratam to produce their SEEMs. It's a stretch to think that we can produce human psychics capable of matching them in a single turn. The alternative design seems tricky, given that it involves learning how to tear open a stable rift capable of transporting physical matter into a dimension we know absolutely nothing about.

We're not matching them, though: We're just making a device to allow us to send robots after their psychics, because robots don't care whatsoever if you're flashing eldritch symbols at them or making their brains feel funny or whatever. The symbol doesn't affect you if you don't see it with your own eyes at least once.

Won't the operator (the SEEMs' intended target) remain exposed to the Blackwell symbol through the camera feed though?

As above: Seeing the symbol ONLY through the camera without ever seeing the Blackwell symbol with your own eyes does not cause an effect. You must see that exact symbol with your eyes first, before the "reflection" of it through a camera or a photo or whatever will affect you. Or, at least, that's what it seems to be saying.
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NUKE9.13

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Design Phase)
« Reply #699 on: March 24, 2019, 04:20:29 pm »

My issue with CAP and HAUNTER is that they strike me as being overambitious given the long series of specialised designs that it took for Aratam to produce their SEEMs. It's a stretch to think that we can produce human psychics capable of matching them in a single turn. The alternative design seems tricky, given that it involves learning how to tear open a stable rift capable of transporting physical matter into a dimension we know absolutely nothing about.
Well, the way I see it, we aren't trying to match them- we're not shooting for preternatural senses or inflicting insanity.
It's just that SEEMs are incredibly resistant to attempts to kill them in the real world, so fighting them in the Astral Realm, whilst not easy, may be more fruitful.

That said, I'm waiting for feedback from CW regarding HAUNTER- depending on what he says, I might drop the idea.
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Madman198237

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Design Phase)
« Reply #700 on: March 24, 2019, 04:24:46 pm »

-snip-
Well, the way I see it, we aren't trying to match them- we're not shooting for preternatural senses or inflicting insanity.
It's just that SEEMs are incredibly resistant to attempts to kill them in the real world, so fighting them in the Astral Realm, whilst not easy, may be more fruitful.
-snip-

This is why I like HAUNTER even if I don't plan on voting for it: If you can't punch them in the face in the real world, follow their psychics into an eldritch dimension of power and horrors and punch them in the face there instead.
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FallacyofUrist

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Design Phase)
« Reply #701 on: March 24, 2019, 05:20:16 pm »

Quote from: Motefox
(1) - Combative Astral Projection: FallacyofUrist
Let's make Stand Users!
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Madman198237

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Design Phase)
« Reply #702 on: March 24, 2019, 05:22:24 pm »

Quote from: Votebox
Combative Astral Projection: (1) FallacyofUrist
Brainwave: (1) Madman
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Happerry

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Design Phase)
« Reply #703 on: March 24, 2019, 08:18:21 pm »

Quote from: Votebox
Combative Astral Projection: (2) FallacyofUrist, Happerry
Brainwave: (1) Madman

Even if we roll low, the attempt as Astral Projection will make any other Psychic stuff we do later easier... and I'm hoping to eventually advance the Combative Astral Projection into being able to project corporeal monsterforms into enemy lines.
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Atomic Chicken

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Design Phase)
« Reply #704 on: March 25, 2019, 01:15:58 am »

Quote from: Votebox
Combative Astral Projection: (2) FallacyofUrist, Happerry
Brainwave: (1) Madman
TAIGA: (1) AC

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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. 
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