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Author Topic: Inkling Research Facility - Splatoon Arms Race (Spring, Year 3)  (Read 35445 times)

Shadowclaw777

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Re: Inkling Research Facility - Splatoon Arms Race (Spring, Year 1)
« Reply #195 on: September 05, 2018, 07:15:53 pm »

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What sort of worries me the most, is that the Inktillery Walker would be a bit too immobile to be really effective. A good place to start with something like that, would maybe to give instead give it wheels or some kind of Ink lube to let it roll across the ground.

The reason that the Inktillery Walker would ill-effective is that its not the mobility of it, do you understand most artillery was drawn by horses and than vehicles and than self-propelled with their own engines. What does this mean?, well where are the Inkire Horses to carry our damn artillery cannons.

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Also, just as a thought, it might be effective to consider some sort of personal shield with all of our work in ink armor. Perhaps something like an armband that fills with shielding ink with a flick of a button. Groups of these sorts of Inkers could form a sort of Phalanx shield to protect them against a sudden attack like the Krakenblade. Our current armor leaves our Inklings too immobile, but with something like this, they could theoretically still attack, and retaliate swiftly with a smaller side arm like a Squiduizi.

Oh hell. Why not give the shield ink spikes! Glorious ink spike shields!

Yes in modern military application we really don't utilize Greek shields and the Tower Shields of the romans, it would be a RIOT shield or a BALLISTIC shield and yes with fancy technlogy you could put damn LEDS and flash your enemies, extendable see-through plastic for more protection, and put a taser on it. So yes Riot Shields are possible, and yes a automatic side inkarm would be nice, maybe the MAC-INK? Or a higher caliber secondary like the Dessert Seagull (Desert Eagle) that shoot .50 cal ink slugs that horrifically tear through inklings
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TricMagic

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Re: Inkling Research Facility - Splatoon Arms Race (Spring, Year 1)
« Reply #196 on: September 05, 2018, 07:25:27 pm »

    Two victories out of three is good. Let's make something to help out at the Lost Outpost!
    Inktillery Walker
    Bigger and Badder than anything designed by an Inkling before, the Inktillery Walker can be described as a very big gun that happens to be technically mobile. The core of the Inktillery Walker is the eponymous Zapfish powered Inktillery Cannon. Ink heavy and slow to fire, the cannon uses the basic principle of our already designed Inkerial Blotters only upscaled to fire Ink Shells with a blast radius large enough to splat a small battlefield all on its own. However, the walker can only move with the use of four lumbering legs and has only minimal armor, leaving it vulnerable to attack by an elite agent, but what are the odds of that happening?



    From base comes The Spider Walker. Despite the name, it has four legs.


    The Spider Walker has four legs, a new Rotation HydroLInk Tank in the back, and a gryo cannon attachment in it's head, just below the cranium.

    • Rotation HydroLink Tank
    This is the greatest strength of our superweapon, but also it's greatest weakness. Using fallen gear from the Octoling Tanks, we have come up with a Hydraulic system. A central Shaft is attached hear in a type of bulb, and the Zapfish powers the various motors that spin the turbines. The Ink is pushed down toward the legs, and air pushes against it, giving it movement. That ink then links up with the main reactor, and generates the ink needed for the cannon. The shot charges, is pushed up, charges a bit more, and fires in an arc of sorts.

    The Main issue with this is the fact that a few well placed hits to where the base shaft resides in the bulb can shut the whole thing down, and possibly cause it to explode with the ink and air mixing. Needless to say, this issue should be noted, it may be one last hurrah for it in enemy territory.


    • LInk Reactor
    This is where the magic of the Zapfish and SSS happens. It's short of like the Inkerial Blotter, but packed and jampped up to 11.  Add the energy from the hydraulics and the entire thing is supercompressed until it hits something. At which point, it realizes this and explosively decompresses. A plug is used to push the prepared shell into the cannon itself, located a bit further up.

    It should be noted that this is another weak point, though not as much as the other, being capable of being armored. The LInk Reacter is responsible for the converse of Zapfish energy into Ink Energy, the Electricity. And of Course, the same conversion process that turns Ink Energy to more Ink, as noted in the intial Special testing, jsut amped up.

    Ammo Generation-
    Like the Blotter, but not. Shells are created here. next to the Link Reacter, those shells get the Supercompressed ink put into them to form the shots. It even multiplies SSS essence for the ink thanks to Zapfish SSS anti-logic.


    • Cockpit and Cannon
    Literally a giant cannon with a spiral release valve, with a Plastiglass cockpit on top. All the controls link to here. It's heavily armored, but it does have issues with enemy ink gumming up the works. Nothing like a bottle of enemy ink down the old throat.

    To solve this issue, the hydraulics can cleanse the area with our own ink, though this does prevent movement during the process.

    This area can also move up and down due to some secret work to make the head more like a spider. Only with you know, Ink Cannons instead of Venom.


    • The Legs

    Heavily armored, beside the one spider joint on each leg where the hydraulics are. These legs use experimental Nano-Ink to auto repair itself with a Blast of Zapfish SSS Ink-Energy. Sound silly? That's cause it works, and who are we to question it.

    Another note, these things have a number of Hydro-Ink release valves which allow this thing to spin in place, Quickly. It can also slip backwards like this, getting those pesky heroes back in the Firink Line.


    • The Belly
    You remember the LInk Reactor right? Well, theres a weak point here too. Trying for it may get you splatted however, since it can dump it's ink straight on you from a number of release valves as it spins and moves


    [/list]

    Needless to say, the entire thing kinda takes after a spider in design, if a spider had a Zapfish infused into it.
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    birdy51

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    Re: Inkling Research Facility - Splatoon Arms Race (Spring, Year 1)
    « Reply #197 on: September 05, 2018, 07:54:38 pm »

    Oh God. Seahorses.. Ride them into battle on a glorious stallion of inky death! Why worried about long-range options when you can just bike in close?!

    * birdy51 shuffles the idea into a dossier.
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    Emral282

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    Re: Inkling Research Facility - Splatoon Arms Race (Spring, Year 1)
    « Reply #198 on: September 05, 2018, 08:10:37 pm »

    The Spider Walker looks way too ambitious for a first superweapon.
    The reason I had the Inktillery have terrible mobility and armor is to make sure that even with a below average roll the Cannon will still work how we want to.
    All that armor on the Spider Walker will only serve to make it harder to design as well as be useless because if your artillery is in a position where they need heavy armor, you're doing something wrong.
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    TricMagic

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    Re: Inkling Research Facility - Splatoon Arms Race (Spring, Year 1)
    « Reply #199 on: September 05, 2018, 08:15:39 pm »

    I want to kill Heroes with this thing. Also, does your weapon just have no armor? Why make the leg distinction then? Just focus on your canno and basic movement/positioning.
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    Emral282

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    Re: Inkling Research Facility - Splatoon Arms Race (Spring, Year 1)
    « Reply #200 on: September 05, 2018, 08:19:31 pm »

    I don't make a distinction on the leg's armor, the minimally armored part of the description applies to the entire thing.
    Also, if you want to splat Heroes superweapons are pretty much the worst possible way to do that. And even if that wasn't the case why do we need a hero splatting superweapon before the Octos have designed any heroes?
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    TricMagic

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    Re: Inkling Research Facility - Splatoon Arms Race (Spring, Year 1)
    « Reply #201 on: September 05, 2018, 08:23:46 pm »

    More the fact this thing can fight back, so less chance of losing our Zapfish. It's main job is artillery. But it does not make it easy for an under-equipped hero to deal with it. So no Krakenblade oneshots IF those heroes actually reach it.

    We will take a -2 modifier, or maybe -3 at worst, but my design is doable with our Zapfish.
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    Emral282

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    Re: Inkling Research Facility - Splatoon Arms Race (Spring, Year 1)
    « Reply #202 on: September 05, 2018, 08:27:52 pm »

    -2 or -3 on the roll is utterly unacceptable.
    Averaging out to buggy mess is not where we want our superweapon.
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    birdy51

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    Re: Inkling Research Facility - Splatoon Arms Race (Spring, Year 1)
    « Reply #203 on: September 05, 2018, 08:35:08 pm »

    I wouldn't read too far into it yet; the Spider Walker already seems to be Inktillery Walker's pie in the sky brother. If we ever want to build it, we ought to move through the Inktillery Walker, then upgrade when the infrastructure is there.
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    Shadowclaw777

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    Re: Inkling Research Facility - Splatoon Arms Race (Spring, Year 1)
    « Reply #204 on: September 06, 2018, 09:41:47 am »

    Quote from: Designs
    Firink Range Grand Tournament [-]
    Inktillery Walker [3] Emral282, testmen, TTE
    Inkerial Sky's Heaven [-]
    .36 Sonic Inkscope [4] TricMagic, D7, Birdy51, SC
    Vanguard Leather Jacket [-]
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    Taricus

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    Re: Inkling Research Facility - Splatoon Arms Race (Spring, Year 1)
    « Reply #205 on: September 06, 2018, 08:10:42 pm »

    Quote from: Designs
    Firink Range Grand Tournament [-]
    Inktillery Walker [4] Emral282, testmen, TTE, Taricus
    Inkerial Sky's Heaven [-]
    .36 Sonic Inkscope [4] TricMagic, D7, Birdy51, SC
    Vanguard Leather Jacket [-]
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    We sided with the holocaust for a fucking +1 roll

    TricMagic

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    Re: Inkling Research Facility - Splatoon Arms Race (Spring, Year 1)
    « Reply #206 on: September 06, 2018, 08:18:40 pm »

    Why have we ended up with another tie? Hua...
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    Emral282

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    Re: Inkling Research Facility - Splatoon Arms Race (Spring, Year 1)
    « Reply #207 on: September 06, 2018, 08:49:20 pm »

    Adding a vote to the Inkscope just so we can get an update.
    Quote from: Designs
    Firink Range Grand Tournament [-]
    Inktillery Walker [4] Emral282, testmen, TTE, Taricus
    Inkerial Sky's Heaven [-]
    .36 Sonic Inkscope [5] TricMagic, D7, Birdy51, SC, Emral282
    Vanguard Leather Jacket [-]
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    birdy51

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    Re: Inkling Research Facility - Splatoon Arms Race (Spring, Year 1)
    « Reply #208 on: September 06, 2018, 11:22:29 pm »

    Why have we ended up with another tie? Hua...

    It's healthy. Frankly, I think both ideas are good, even if the Inktillery Walker didn't sell to me immediately. I mean, we need to put a Zapfish in something!
    « Last Edit: September 07, 2018, 07:01:01 am by birdy51 »
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    Happerry

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    Re: Inkling Research Facility - Splatoon Arms Race (Summer, Year 1)
    « Reply #209 on: September 07, 2018, 07:54:25 pm »

    Design : .36 Sonic Inkscope (Hard Difficulty)
    2+2-1 = 3: Buggy Mess

    It has to be admitted that the original prototypes, the modifications of the Bamboozler that were fired by yelling into them, unfortunately seem to have set the general pattern for this project. Without any clear instructions for how this 'sonic force' that is supposed to be the main feature of the Sonic Inkscope is actually supposed to work, designers are forced to get... inventive. Several attempts are made at Boom Box powered guns before someone points out the need for a power cable makes the prototype a tad bit hard to use in the field, the 'Sonic Trumpet' line is disfavored after the tester almost chokes on her own ammo, the Drum series is literally too heavy to carry, it's impossible to actually aim the Triangle Gun, and so on.

    Attempts to make the ink fired from the gun break the sound barrier work even worse, with several of the prototypes literally exploding in the tester's hands. Eventually the designers give up on using this 'sonic force' and instead decide to simply brute force the design. Using several sketches of a potential 'revolver' mode for the Quickcharge Cartridges, the new ⑨-Scope works with an arrangement of eight Quickcharge Cartridges arrayed around the central firing chamber (thus the ⑨ name). When fired, each of the Cartridges activate at once, sending large amounts of energy slamming into the central firing chamber just as it itself fires. This suffices as to allow the ⑨-Scope to reach long range with its shots, but the need for high initial pressure in the firing chamber, as well as to replace all eight Quickcharge Cartridges between shots, gives it an extremely slow firing speed... and a very large amount of recoil when fired.

    At the very least, with a primary compression chamber and eight compressed cartridges of force behind them, each shot hits pretty hard. Also, the designers ran out of time and never got around to designing a scope for the gun, which hinders its accuracy at its maximum range.

    Costs 4 Plastic and is Complex, making it a Very Expensive.

    Spoiler: Resources (click to show/hide)
    Spoiler: Inkling Armory (click to show/hide)

    The Revision Phase of Summer, Year 1 has begun.
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