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Author Topic: Mad Arms Race - Mereth Design Division (Fall 1965 - Final Design Phase)  (Read 82287 times)

Chiefwaffles

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Design Phase)
« Reply #765 on: June 01, 2019, 04:53:13 pm »

Design: ME-STS-64 'Starknight'
(Hard) (4+4)-1 = 7: Superior Craftsmanship

Lights move on the display. The Starknight has no actual window in its cockpit, being deemed a structural integrity. Instead, the Birdbrain guidance system displays lights and guidance and statistics on the electronic screen where the window would be. A dashed line moves slowly forward, a vector-constructed digital Earth disappears to the side of the large cockpit-encompassing screen.
The engine shuts off, allowing a few minutes of power in Electrogel stores before the generators kick in. STABIL-ICE coolant falls silent as pumps recognize target temperatures finally reached.

Silence.
All six of the cramped crew appreciated the brief respite. Daniel Leino, chosen as Pilot Commander for his experience flying the first sub-orbital Skyranger, leans back in his seat. Watching the lights on the screen. The burn completed, all they have to do is wait until near the moon for a retrograde thrust. Not that any of the crew would have to do anything -- the Swallow would do that for them. Their job was to monitor it in case of errors, and be there to tweak the mission plan as needed in real time.

Back in MAGMA, things are different.
A television feed is broadcast to an assembled audience in a huge platform suspended in the middle of MAGMA. Carved into and built out of the surrounding walls are additional places for the many citizens of MAGMA to sit. Of course, the feed is sent to all of Mereth, but the people have assembled here. From the wealthy to the middle class and poor. It's a perfect sample of Mereth.
"...a day for history!" Exclaims President Nix Gelus at a podium dwarfed by the screen,  "No matter what the future may hold, our accomplishments shall ring through all of time and beyond. We cannot comprehend, truly, the breadth of this impact. And we will not stop here; I assure you!"
His long-running speech at an end, he departs from the podium. A stranger of familiar yet odd appearance accompanies him. They get into a either a deep conservation or fight as he and his Bearguard disappear.

Similar events are held for the first landing on the moon, and their safe return to Earth as Merethan heroes.

...

The Starknight is a marvel of engineering. A larger Skyranger with stubby wings and thrusters bulging out both sides. The spacecraft is powered by a single yet very powerful GOFAST turbopump engine. A preburner combusting a small amount of fuel powers a turbopump bringing GOFAST into main combustion chambers outputting through the primary engine nozzles towards the rear at each side, as well as many nozzles across the craft for complete RCS and control. The Starknight can hover in place, turn in any direction with remarkable time, anything. Claims that this is overengineered are preposterous.
Power is provided by the engine during burns, and from auxiliary GOFAST sources other times. Small Electrogel batteries hold minutes of charge. While hovering, airtime is to be minimized to keep its massive fuel expenditures as low as possible.

We split the craft into two compartments. First, a pressurized front cabin: amenities, stations, and storage for essentials. Three double-bunks occupy this cabin, two on the side and one one at a divider between the "crew area" and pressurized cargo area. A deployed table for eating lies between the bunks. Near the front of the spacecraft are the crew stations. Two seats are placed at the front to see the panoramic screen and pilot. This screen shows immense amounts of data pertinent to piloting. Four seats behind, facing the walls, are for the rest of the crew. All seats have integrated CATs, data fed into a central Datalink in chassis.
Any Datalink-compatible piece of equipment can be plugged into ports inside the unpressurized cargo bay or covered ports on the outside. Uses so far include syncing the ship with ORACLE-A (useful for reasons expanded on later) and having the crew control any CAT-operated equipment from within the craft.

The aft unpressurized compartment takes up the majority of the spacecraft. Standard loadout includes two HAUNTERs and four SERFs to be used for anything. Two GOFAST generators connected directly to electrical systems and fuel lines provide power to the Starknight. These generators can be moved elsewhere outside and kept connected by long fuel lines; alternatively, power cabling can be led outside. A Starknight could power small outposts by connecting fuel/power to them. Long Datalink cables allow "distant" SERF operation, though maximum tether length will always be a problem.
Plenty of space is left, to be used for whatever the mission needs, like half a dissembled Excavator.
A crew of 6 fits here, lasting for about two weeks on admittedly basic life support. STABIL-ICE pipes effortlessly cool the craft and, combined with ablative shielding, minimize re-entry damage.


Orbital mechanics and navigation isn't the most trivial of tasks, but isn't hard. We could manually plot courses to and from the moon or any other destination. But...
A.) This is very much not the Merethan way (very important).
B.) The logistics cost of organizing multiple constant trips between here and the Moon is just too high (less important).

We've devised a guidance system to solve the issue. Named the "Swallow" when accidentally used to calculate flight paths for different swallows, it's heavily based off of the Skyranger's guidance.
Provided a flight plan, it uses the flight systems of the Skyknight and its sensors to maintain said plan to the letter. It can land and take off quite well, compensate for unexpected deviance from the plan, and warns its human pilots if it cannot compensate or if it expects the flight plan to be flawed (in which case our pilots step in). It processes a lot of data for this, all fed to the pilots in the form of a giant panoramic electronic screen in the cockpit where a window would normally be. The crew may not be able to see outside, but they'll see everything the Swallow does. Which is a lot.

Now, our Swallow is nowhere near smart enough to form a plan on its own. The ORACLE-A calculates a comprehensive flight plan -- from take off to landing back on Earth -- uploaded via Datalink connection to the Starknight. During ORACLE-A connections the Starknight also uploads its own flight log, which can be of use for the ORACLE.
Software updates allow the ORACLE-A to "know" some orbital navigation, but for now it can only monitor the Earth, moon, and our flights.

A former ORACLE-A node and Skyranger airfield has been converted into a spaceport. It provides beds for crew and staff. It has large underground warehouses for storage of useful materiel, underground Starknight hangars, and Starknight launch facilities. Importantly, it also houses an expanded ORACLE-A Node giving ORACLE-A power for orbital navigation.
We've optimized the fuel storage for trips as far as the moon with extra allowance for unplanned adjustments. While (minimal) dedicated launching infrastructure is used on Earth, the Starknight can quite easily land and take off vertically anywhere.


We've successfully landed Starknights on the moon where a port has been assembled. So far: a a single completed excavator, generators, a tank of fuel, and a metal landing pad. Knowledge of suitable areas for operations is at best completely unknown. But it has potential.

Congratulations, you have reached a new theatre: the Moon!
The Moon represents a place you know little about and is completely inhospitable to almost all of your technology. It has several different mechanics.
  • You do not know the number of regions in the moon, as each region represents a  patch of lunar land useful for operating in, not just arbitrary chunks of land. Each region has 2 sections of territory, and given proper equipment/advantage you can advance 2 sections at a time.
  • Each owned region allows for an Operation, used for practically anything, from moon mining to military outposts to -- again -- anything. They can affect combat in their region, on the Moon, in space, on Earth, anywhere. Operations are created in Design/Revision actions and are assigned to regions in Combat Phase. Unless otherwise stated, Operations can have multiple instances in play (ieiyj one operation type and 6 regions, you can have the same operation in each region). You can perform an unlimited operation actions in the combat phase.
  • Empty regions can have an operation placed immediately. Regions with an existing allied Operation require one turn to switch.
    • Enemy Operations, held by you, can be dismantled as a free instant action. A revision can be spent to gain varying amounts of knowledge on its inner mechanics (roll, techniques, and how alien the operation is) and dismantle; or a revision can be spent to take control of the Operation if you can feasibly understand how to operate them without significant effort.
  • Ambitious Operations can have two types of cost:
    • A "construction cost": requisite materials are made unusable to you for a single combat report, or...
    • A "maintenance cost": requisite materials are made unusable to you as long as the Operation is active.
  • You have a region rating: how well your logistics network works on the moon. Your max regions held is equal to your region rating. This is expanded with further investments to support extended activity on the moon.
  • If the other side ends up at the Moon, then Combat will occur as long as as at least one side has any form of offensive capabilities.
    • Regions are not linear. You may choose to attack (settle, if unopposed) any region; they may do the same. By default, you can only attack one other region at a time. It is possible to, for example, have an operation reinforce another region (or itself), thus creating your version of linear regions.
    • Offenses on the Moon occur even with a full Region Rating. The opponent will lose a section/the region if on the losing side, but the attacker can't hold it. The area becomes unoccupied.
    • An Orbital Theatre has been created, representing the balance of power in orbit. Assets in this theatre can affect both planet(oids), though the Moon is easier to help.
  • Space TU (STU) represents the ability of the logistics network to transport between the Moon and Earth. Designs providing STU will likely provide extra  if their expense is decreased.
Remember: you can be very creative in your Operations. It's not just things that would be only useful on the moon, but anything that could be useful to your side.

Importantly, Aratam will be made aware of your presence on the moon this coming Combat Report.

Complete lack of armor means the Starknight costs less: 5 Ore. Its extreme usage of fuel makes it cost 5 Oil. Together making it Very Expensive.
It provides +1 STU and +1 Moon Region Rating. Due to its versatility, it should provide +1 STU for every decrease in expense level. Region rating would be helped most by improving the Starknight itself.

According to reports, the requirement for Datalink cables tethered to a landed craft give a very short range and our logistics suffers.
The single makeshift "spaceport" on the Moon is only good for one Starknight at a time, creating a soft bottleneck. Starknights can only hold so much Datalink cabling to use , tethering SERFs and HAUNTERs. Humans cannot travel outside at all, forcing us to hope that bots can do everything. Time spent on the voyage means spacecraft can't spend much time on the Moon before having to depart. With many more problems.
But we're on the Moon.

Spoiler: Designs (click to show/hide)

The Revision Phase of Summer 1964 has begun.
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You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

TricMagic

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #766 on: June 01, 2019, 05:27:57 pm »

We've done it. Made it to the Moon and back. Moreover, ideas are brimming among the military and civilians, and one particular researcher is furiously working away at a design for a Space Mech. For now though, it needs to be decieded on what we should do first on the moon.

ELM Operations
Expand Landing & Mining Operations.

First things first. We need to set up a greater number of landing pads, allowing more activity. From there, we can also build a basic base for long term mining operations.

  • Build more Landing Pads/Ports around our central area in the Landing Region.
  • Set up a more permanent life support system base, allowing for long term crew and resetting the Starknights' life support system for longer operations.
  • More Excavators from the greater presence in the landing region, allowing us to go to Magmatite mining immediately. In addition, new Instant Roads derivative, get DUC on that.

Of these, the first 3 can be done over a bit of time. More Landing pads mean more materials and Starknights, which lead to a base being built. And then more Excavators. The only thing we need is for DUC to work on an Instant Roads that does not need air to set.



For a FlowChart.

> Build landing pads with Starknights.
> Starknights bring more materials to build More Landing Pads.
> More Starknights can land, and so we build more Landing Pads, and a full Spaceport.
> Now that we have enough Landing Pads, Starknights can bring prefab pieces of a long term base, from the Life Support Systems to the walls, floors, and ceilings. And Radios. Mostly for communicating with Incoming Starknights.
> Long Term Base is built up, with it's own SERFs and airlocks. Spaceknights can now use the Base's Life Support System to recycle their own, allowing longer Operations. As well as a full Radio System, for communicating with Starknights..
> Having sufficiently built up a Long-term Base, bring many Excavators, and the DUC should be finished working on the Instant Roads that work in Vacuum. Start the digging in the Region.


(Never Forget, RIP Kot, Forgot to bring a Radio.)
« Last Edit: June 02, 2019, 04:04:13 pm by TricMagic »
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flabort

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #767 on: June 01, 2019, 08:01:08 pm »

L.A.V.A: Lunar Autonomous Vehicular Activities
With our landing on the moon, we immediately want to start exploiting it's resources. The Sparrow system on board the Starknight has room to fit a star plan, but also has enough leftover memory to hold some extra data uploaded from our primary ORACLE-A network to be delivered to a secondary ORACLE system, LAVA, installed on the lunar surface. This secondary system allows for only half of the flightplan to be programmed into Sparrow on Earth, and we can upload the return trip from the LAVA on the moon. LAVA accepts the data from it's Earth counterpart, and can send data of lunar activities back to earth from the moon.

The purpose of installing a secondary ORACLE system on the moon is for the operation of unmanned vehicles, primarily Excavators outfitted with Sparrows for the time being, retrofit with smart-drills for collection of ores and valuable lunar rocks into it's hold, where as before that space was required for manned operation. The unmanned Excavators will not merely dig underground, but instead be directed into digging a stripmine, a borehole like MAGMA on earth. Ores will be delivered to the space base, where Sparrow equipped SERFs are waiting to unload the ore, sorting it under LAVA's guidance and loading useful ores, and especially Magmatite onto the Starknight for the return trip. Useless rocks are ground into gravel or processed into concrete to expand the moon base, into buildings or larger landing pads; LAVA only being a computer, personnel aboard Starknight will direct the layout of buildings. LAVA also guides the deployment of a few Sparrow equipped HAUNTERs for defense, though for now until there is a military threat on the moon very few HAUNTERs will be delivered and deployed for LAVA's use.

When Starknight is sent home with a full load of ore, LAVA uploads updated data from lunar operations to send to ORACLE-A for processing along with the return flight path.
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Madman198237

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #768 on: June 01, 2019, 09:09:27 pm »

So yeah, let's get mining on the lunar surface. Specifically, mining Magmatite.

Quote
ME-LEM-64 Magmatite Acquisition via Remote In-situ Activities (MARIA) --- LUNAR OPERATION
Our reliance on Datalinks for pretty much all lunar operations is a hamper when it comes to expanding on the lunar surface. Luckily, Excavators are not far from being properly spaceworthy. A little extra metal here and there, plus a simple pressurized oxygen tank and CO2 filters allow for independent operation, while a docking system allows for an airtight connection between an Excavator and a Starknight's cargo bay door.

Another important feature is a slight change to the Datalink cables. By making the cables detachable and adding a pair of CAT systems/Datalink sockets to each lunar Excavator, we can allow each working Excavator to have SERF support for mining operations. The addition of a couple steel hand- and footholds make it possible for a SERF to hold onto the outside of the Excavator and be carried along by it as it tunnels, before being used as necessary for mining operations.

To aid in mining operations, Instant Roads is adapted for lunar use by the DUC. We're sure one of them has already messed around with the lunar regolith and made a chemical capable of doing this, it's just a matter of bribing the right chemist with funding for their pet project to get them to give us the formula.

These lunar Excavators can be assembled one by one on the surface and used to mine out Magmatite, which can then be loaded into the Starknight and taken back to Mereth. It's not efficient and it's certainly not very fast, but considering that we only need relatively small amounts of Magmatite to build even our most powerful devices it should be enough to provide us with another Magmatite.
« Last Edit: June 02, 2019, 06:59:04 pm by Madman198237 »
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TricMagic

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #769 on: June 02, 2019, 10:07:32 am »

Quote
(MARIA) --- LUNAR OPERATION (0):
ELM Operations (1): TricMagic
L.A.V.A (0):

I would suggest you change it so we do add a new pads before we begin that op.

Effectively, the ELM Op is meant to expand our ability to partake in operation in the Region. Starknights from other regions can also use it to increase their Operation time. And once we have more pads, we can use more Excavaors and bring more back. It isn't super difficult, just a bit time consuming.
« Last Edit: June 02, 2019, 04:04:23 pm by TricMagic »
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NUKE9.13

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #770 on: June 02, 2019, 10:14:03 am »

Effectively, the ELM Op is meant to expand our ability to partake in operation in the Region. Starknights from other regions can also use it to increase their Operation time. And once we have more pads, we can use more Excavaors and bring more back. It isn't super difficult, just a bit time consuming.
Which would be fine, except you seem to have forgotten the entire reason we went to the moon, which is to get more Magmatite. We can worry about expanding our reach later, after we have more Magmatite.
Anyway, the GM said that MARIA is extremely under-reaching, so we should definitely do something more ambitious than that, but I fear that LAVA is too ambitious, and not sufficiently focused on getting us more Magmatite.
So, I'm trying to think of a good revision that will get us that Magmatite mining operation and also some other useful stuff, without being too hard- I ideally want this revision to be Easy, since we really want it to work.
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TricMagic

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #771 on: June 02, 2019, 10:23:23 am »

Do an Instant Roads Revision in it. We have DUC for a reason. Focusing on more landing pads so we can do a better op there is also simple, 4 should be doable, which means about 4-12 Excavators in operation at a time..

4 Spacekinghts land, 2 excavators are set up. 2 head back.

Next time, 2 more come in to replace, and the current ones carry their Magmatite load back. And now there are 3 Excavators. And so on. We have two Spaceknights at the port all the time.
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TricMagic

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #772 on: June 02, 2019, 04:02:02 pm »

Per Cheifwaffles, we can in fact have a mission that does more than one thing. So ELM Operations are valid. Build up the Spaceport/base, which allows us to use more Starknights which mean more Excavators active, which means more mining.
« Last Edit: June 02, 2019, 04:04:59 pm by TricMagic »
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Madman198237

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #773 on: June 02, 2019, 06:14:45 pm »

Quote
MARIA (1): Madman
ELM Operations (1): TricMagic
L.A.V.A (0):

Heavily updated MARIA. I'd be concerned that it may now be a little more difficult than we perhaps want it to be. Opinions needed.
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TricMagic

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #774 on: June 02, 2019, 06:19:04 pm »

I would add DUC making Instant Road set without Air being needed. Without Instant Road, the tunnels collapse behind it, making outside operation difficult to say the least. A single Chemical made by DUC should do the trick, what else do we pay them for?
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Madman198237

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #775 on: June 02, 2019, 06:59:48 pm »

I would add DUC making Instant Road set without Air being needed. Without Instant Road, the tunnels collapse behind it, making outside operation difficult to say the least. A single Chemical made by DUC should do the trick, what else do we pay them for?

Having asked Chief about difficulties and gotten mostly "yeah that'll be easy" for answers, I've added the Instant Roads thing as well.
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TricMagic

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #776 on: June 02, 2019, 07:02:37 pm »

Quote
MARIA (2): Madman , TricMagic
ELM Operations (0):
L.A.V.A (0):

MARIA it shall be.
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Failbird105

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #777 on: June 02, 2019, 07:04:42 pm »

Quote
MARIA (3): Madman, TricMagic, Failbird
ELM Operations (0):
L.A.V.A (0):
Yeah sure, I'll put a vote to this.
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m1895

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #778 on: June 02, 2019, 07:19:04 pm »

Quote
MARIA (4): Madman, TricMagic, Failbird, m1895
ELM Operations (0):
L.A.V.A (0):
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dgr11897

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Re: Mad Arms Race - Mereth Design Division (Summer 1964 - Revision Phase)
« Reply #779 on: June 02, 2019, 07:23:08 pm »

Quote from: MERETH VOTEBOX RULES
MARIA (5): Madman, TricMagic, Failbird, m1895, DGR
ELM Operations (0):
L.A.V.A (0):
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