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Author Topic: Arks Race - Exploratory Systems, Incoporated: Ark Endeavour (Jump 1, Revision)  (Read 16586 times)

TricMagic

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I don't really want the flashlight.. No way we get that going in time. I think having more die and just 2 projects would be enough.

If you guys want it though, not much I can do. The Factsphere would be useful to us.
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Nirur Torir

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Quote from: Votes
Fission Dust Drive: (7) SC, 10ebbor10, Powder Miner, Nirur, Madman, Talion, Kashyyk
        3 dice: (4) Madman, Talion, Kashyyk, Nirur
        4 dice (extra to Time):
Whipple and Decoy Shielding: (7) SC, 10ebbor10, Powder Miner, Doomblade, Nirur, Madman, TricMagic
        3 dice: (4) Madman, Nirur, Talion, Ebbor
        4 dice (extra to Time): (3) SC, Doomblade, Powder Miner
Spiral Assault Particle Accelerator:
Factsphere Sensor: (2): Powder Miner, TricMagic
Maelstrom MAC: (1) SC
Bomblet Launch Module: (2) Talion, Doomblade
Thrasher MAC Array: (0)
Flashlight Defensive Laser Array: (4) Madman, Talion, Kashyyk, Nirur
"Sanctuary" Layered Defense Armor: (1) Kashyyk
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Madman198237

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I don't really want the flashlight.. No way we get that going in time. I think having more die and just 2 projects would be enough.

If you guys want it though, not much I can do. The Factsphere would be useful to us.

Why not? The Flashlight is basically a modern chemical laser missile defense system, put in space. The reusable chemicals is the only innovation, and I've never looked into the chemical reactions used in modern military lasers so I don't know whether or not those are actually different from what is presently in use. This is a medium sci-fi setting placed far enough in the future that we have fusion power and a gigantic Ark constructed in space, I suspect that these lasers are going to cost mostly materials and not nearly so much scientific effort.

As for the Factsphere… it's just not very good. Sorry, but it's a single point source/receiver for detection and ranging. Using visible light for ranging is silly as well, radar waves are far better for this because they can be used omnidirectionally.

We COULD maybe make use of infrared sensors and whatnot to track missiles (again, maybe), but we can again just use radar instead, until and unless they attempt radar stealth in space (oh, and use missiles at all in the first place...).
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

TricMagic

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It's more a multi-system compliment to augment the ships sensors...


Granted, it looks like it's locked. So FDE, W&D Shielding, and Flashlight DLA are the projects, GM Waffle.


Also, its an upgrade and Multiple, goes on the outside of the ship, so no frame loss.
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Chiefwaffles

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Project costs have been removed (but resources have not been simplified, for those who've read the post in the Core Thread).
Jump 1: Design Phase
The strange sounds of the Slipdrive fade out as the crew let go from their brace positions and start wandering about the ship again. Ah, real space. Something somehow taken for granted.
Most of the more proper crew accommodations were unfortunately destroyed in the sabotage (not that we had many anyways -- the Arks were intended to have a skeleton crew until they arrived), so we've had to assemble makeshift quarters around the Cryovault to give our crew places to sleep (and eat).

Downtime is used to go over Jump 1 design results.
Design: Fission Dust Drive
Quote
The Fission Dust drive directly harnesses nuclear fission products to provide propulsion, avoiding the mechanical complexity and propellant demands of indirect drive systems.  Fissile nano particles are injected into a vacuum chamber. There the particles undergo fission. The resulting fragments are ionized, and travel at speeds of around 0.03 to 0.05 c. A magnetic mirror channels these particles into a single coherent beam, which provides thrust. Thanks to the tremendous exhaust velocity, this system has an ISP of around 1 million seconds and an efficiency of nearly 90%.
Since the drive is basically an open ended nuclear reactor, it is of course fully automated. The lack of mechanical complexity and utter lack of working fluids should hopefully keep costs low. Energy consumption should be limited, as the all the power driving the propellant originates from the nuclear reaction, not any other system.
Project
Time: [2] Progress: [3]

Fission isn't tremendously complicated, in the grand scheme of things. But the archives we're bringing with us from Earth don't exactly cover that much ground regarding it.
So most of our work here is re-inventing the wheel. It'll take some time, and we also have to get to the more advanced groundbreaking parts, but we're not horrifically worried about it.

Fission Dust Drive: 0/14 [2] | Rushed 0 Times | Nothing Invested

Prototype
Efficacy: [4]
What we have so far suggests that the Fission Dust Drive should be fairly effective. All things considered, it's relatively cheap too. The constant fission reaction can give the ship considerable (for an Ark) speed. It won't be useful out of combat as the Ark does most of its movements via the reactionless Slipdrive, but in combat it should be a completely different story.
It's not particularly responsive to slowing down or speeding up as the fission reaction has to be managed for thrust, but the speed granted to the Ark combined with the effective gimballing afforded by manipulating the direction of the beam should give us a nice advantage in combat.

It costs a decent amount of Uranics to run, and is pretty delicate; as we don't want any malfunctions increasing fission rate beyond viable levels. It will, like the Seraph, shut down at 90% damage. But it'll at least help us avoid damage.

  • Design: Fission Dust Drive
    -1 Power;   -0 LS Capacity;   -1 Skeleton Space
    Consumes 25 Uranics / Jump
    Effectively an open-ended nuclear reactor situated at the back of a ship, using uranic nanoparticles to induce fission and the byproducts for thrust. Shuts down at 90% integrity to avoid disastrous effects. Fast speeds and relatively good maneuvering capabilities, but slow to adjust throttle.
    100 Uranics, 300 Metal, 100 Non-Metal


Design: Whipple and Decoy Shielding
Quote
A relatively simple shielding system. A series of thin armor layers that extends around a section of the vessel. Any projectile, laser or other weapon will hit the first layer, then crack and smash into the second, third and following layers, losing energy all the while. To make the design more interesting, the outer layer is fitted with some decoys spoofing heat and other emissions. This makes it seem like the most important part of the stuff it's protecting is actually elsewhere.
Project
Time: [5] Progress: [3]

Throw on layers of shielding in a precise matter, get some emission spoofing going, and baby, you have shielding.
...well, almost. Not quite that easy. But still, this project is not something that'll give our engineers any sweat.

Whipple and Decoy Shielding: 0/4 [2] | Rushed 0 Times | Nothing Invested

Prototype
Efficacy: [4]

Whipple Shielding is simple. The concept has been around since the mid-20th century, and it was even planned to be implemented on the Ark (for micrometeorites) itself once all modules had completed construction. The same applies to emission spoofing; not a new concept at all.

What we have so far should be effective against weaponry. The current prototype has four layers to stop projectiles. A single section of the shielding is planned to be able to stop up to ~20% integrity damage from a single projectile (or dense volley of projectiles), but only for the first time. After that, the shielding itself is nearly useless and needs to be repaired.
Integrated emission spoofing allows us to set a single shielded module as "Spoofed" (in the Production Phase), leading the enemy to think that the module is something important and increasing its chances of getting hit over other modules.

Any shielding that's been damaged will cost the full add-on cost to repair, and we should always keep mind that not all weapons may necessarily be stopped completely by shielding.

  • Design: Whipple and Decoy Shielding
    [ADD-ON] -0 Power;   -0 LS Capacity;   -0 Skeleton Space
    Whipple shielding that can stop a single projectile/dense-volley-of-projectiles for up to 20% integrity damage, but breaks (0% integrity) after the projectile(s) regardless of actual damage done.
    20 Metal, 20 Non-Metal


Design: Flashlight Defensive Bank Laser Array
Quote
A bank of extremely high-powered chemical lasers, spaced evenly around the ship to cover every possible angle of approach. A radar system linked to computerized fire-control (basically what we have on modern warships, except it's in space with lasers and bigger numbers in the range and velocity categories) directs the lasers in intercepting any solid threats to the Endeavour, also known as "anything on a collision course moving fast enough to cause damage, and anything [including the enemy Ark] that the human operators mark as a valid target, prioritizing things that will cause damage before going on the offensive". Each chemical laser is a mirror-walled tube with a tiny hole in the center of one of the mirrors. The tube is filled with two gasses, and a reaction is triggered between them. When the reaction finishes, a beam of light is pumped through the mixture. The photons are absorbed, and then re-released as coherent light. This cascades through the entire mixture until the tube is full of bouncing photons rapidly finding the exit and being emitted in a single powerful beam of light. This tube assembly plus the tubes and cables necessary to run it are mounted in a gimbal, which rotates around in its socket to maximize the laser's arcs of fire, while also conveniently preventing the barrel from depressing past horizontal (i.e., being capable of striking the Ark itself). The gas mixture is made to provide maximum power, but also to be separable by electrolysis. As in, running an electrical current through the substance will cause it to break down into the two gasses originally used for firing. This process isn't necessarily fast, but it means that once the gas canisters are filled, we won't need to worry about constantly replacing the gasses within them.
Project
Time: [3] Progress: [4]

Lasers aren't particularly hard, but we do need not only create the laser system but also enough to be able to effectively cover the entire Ark and control systems to manage them along with radar-based fire-control. All in all, it'll take some time to do get the schematics for the system all set-up.

Flashlight Defensive Bank Laser Array 0/8 [3] | Rushed 0 Times | Nothing Invested

Prototype
Efficacy: [4]

Overall, we expect the system to work at its assigned job. The lasers don't have to be powerful enough to break down systems of an enemy Ark or completely vaporize huge projectiles, but just enough to render notable incoming projectiles relatively harmless. A straight-forward radar system linked to the lasers is enough to detect and track most physical projectiles of Moderate or above size that aren't going insanely fast (e.g. a railgun round), and the near lasers will gimbal to the target and begin firing.
The fire-control system is effective as anticipated, but still needs some crew to operate and coordinate the broader systems and keep it all functional, avoiding potential malfunctions.

The system has four "charges", representing the overall power of the lasers.  Each charge represents the ability to focus sufficient lasers on a dense volley or singular projectile to have a chance of rendering it ineffective against the Ark. A single charge will be expended in an attempt to destroy threats (by order of appearance), with a ~75% chance of successful interception assuming the projectile has no countermeasures against the Flashlight Array (whether it's armor, sensor jamming, evasive manuevers, or anything). A failed interception attempt will expend a charge, and by the time it's "failed" it'll be too late to spend any more charges on the same target. Once the charges are all expended, the Flashlight Array will be ineffective for the rest of the battle.

Unused charges are set to be fired (after it's made relatively certain that there are no new projectiles) at the enemy for ~2% module damage per charge.

However, the Flashlight Array simply needs power to effectively "recharge" via electrolysis between seeing combat. It doesn't need a tremendous amount of power to do this. Thanks to the fact that the only power it needs to actively fire is small enough to be provided by internal capacitors, it can operate regardless of power flow in the middle of combat.

  • Design: Flashlight Defensive Bank Laser Array
    -2 Power; -1 Life Support Capacity; -1 Skeleton Space
    A laser defense system. Has 4 Charges, expended when attempting an interception of an incoming physical projectile of non-insane speed and of Moderate or above size. A charge has a 75% base chance of successful interception, and multiple charges cannot be used on the same projectile. Works regardless of current power flow.
    50 Noble Gases, 100 Metal, 100 Non-Metal


Spoiler: Resources (click to show/hide)

Spoiler: Ark Endeavour (click to show/hide)

Spoiler: Designs (click to show/hide)
Spoiler: Projects (click to show/hide)

Challenge: VIP Accomodations
Though the crew has to live in their makeshift rooms, a decent number of higher-quality rooms originally intended for the higher-priority original skeleton rooms remain. We have several choices here (to make by the end of Jump 1's production phase):
  • Scrap the rooms: Gain 100 Metal and 150 Non-Metal and +1 Skeleton Space from taking apart the rooms and leaving the skeleton.
  • Convert the rooms: Converting the rooms into further R&D spaces could yield +1 Dice.
  • Use the rooms: Gain +2 Life Support Capacity by using the rooms to house more crew in.
The Revision Phase of Jump 1 has begun. We will encounter the stolen Ark on the beginning of Jump 3.
« Last Edit: July 19, 2018, 01:30:21 pm by Chiefwaffles »
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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!

Nirur Torir

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The PD lasers are disappointingly weak offensively. If we're just using them for that then a lucky reactor hit would shave off about 54 non-plastics and 3 plastics. (We shouldn't have used WH40k laser rifles  :P)

For the event:
We have 3 LS and 7 power.
Drive + Harvester + Flashlight costs 5 power, 3 lifesupport.

We have 1000 M and 1500 NM.
Drive + Harvester + Flashlight costs 500+300+100=900 metal and 600+100+100=800 non-metals, leaving just enough to armor the power plant and ion drives, protecting our plastics.

The extra die is pretty tempting, but so is a permanent, power-free LS bonus.

Edit: It's a pretty small gain, though. If we scrap it, we could buy 2 old-style mining bays and the drive, potentially getting a big leg up on resources.

Edit edit: Or we could buy 2 mining bays, armor, and maybe a laser, while still using the rooms.
« Last Edit: July 18, 2018, 08:51:42 pm by Nirur Torir »
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Doomblade187

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Dice dice dice dice.
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

Madman198237

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Just one die, though. If we finagle it right, we might not need that die so much as we might want more skeleton space, or even just more life support. We have one more turn before combat, so we'll obviously be finishing as many projects as we can.

Yeah, the lasers are very underpowered for what I was hoping for. Especially the interception chance, what with that whole "Speed of light" thing that the laser beams do.
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Rockeater

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Die, LS is tempting but extra reaserch die is so good
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

10ebbor10

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I'd go for life support.

Having that means that the enemy can't knock out our entire ship by tsrgetting life support.
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NUKE9.13

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:/

Yeah, as I feared, the Flashlight is gonna be useless if they don't roll out missiles/fighters. I mean, it can do, at most, 6% damage per battle. Obviously we don't know what an 'average' weapon deals, but I guarantee that 6% is godsdamned toilets.

Anyway, is that +1 die permanent, or one-off? Because if it's permanent, it's a no-brainer. If it's one-off, it's probably not worth it. I assume it's a one-off. In which case I'd go for the resources. We have life support sorted already, and more skeleton space is really valuable.
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Long Live United Forenia!

Rockeater

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:/

Yeah, as I feared, the Flashlight is gonna be useless if they don't roll out missiles/fighters. I mean, it can do, at most, 6% damage per battle. Obviously we don't know what an 'average' weapon deals, but I guarantee that 6% is godsdamned toilets.

Anyway, is that +1 die permanent, or one-off? Because if it's permanent, it's a no-brainer. If it's one-off, it's probably not worth it. I assume it's a one-off. In which case I'd go for the resources. We have life support sorted already, and more skeleton space is really valuable.
Didn't think of that it's a 1 off
Rethinking that yea, scrapping give us more
« Last Edit: July 19, 2018, 04:23:11 am by Rockeater »
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

10ebbor10

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Anyway, I'm not happy with anything we've designed.

The Fission dust drive is ridicously fragile.
The Whipple shielding is near useless, effectively increasing repair costs for many modules.
And the point defense is meh as point defense, and scratch damage as a weapon.
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Kashyyk

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Quote from: Precision Lighting
By fine-tuning the targeting algorithms and dedicating some extra hardware to crunch through the maths, we should be able to improve the accuracy of the Flashlight Array. This will have a compound effect of both as higher hit rate and the ability to intercept smaller targets.

If they do go for a rail-gun, I doubt they'll get to "insane speeds" immediately. A quick google says current rialguns are firing projectiles at 0.0008% of the speed of light. Even if we assume they do one hundred times better, that's still 0.08%. Our scanners and lasers are operating at light speed, so we'll be  able to detect and fire 10,000 times faster. Our calculations should be doable in that time.
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NUKE9.13

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Except we don't know if they're even developing railguns. Maybe let's not waste dice on hypotheticals (any more than we already have).
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Long Live United Forenia!
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