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Author Topic: Octoling Development Facility - Splatoon Arms Race (Spring, Year 3)  (Read 26104 times)

KitRougard

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Re: Octoling Development Facility - Splatoon Arms Race (Spring, Year 2)
« Reply #225 on: March 10, 2019, 07:09:21 pm »

Quick edit made, and as such...
Quote from: Veemobox
Swizzler (3): Failbird, The Ensorceler, Slick
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Newspaper Knight ():
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The Roll-Out (1): KitRougard
Another reminder that the next Vehicle (which The Roll-Out is!) gets a +1 to its score.
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Failbird105

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Re: Octoling Development Facility - Splatoon Arms Race (Spring, Year 2)
« Reply #226 on: March 10, 2019, 09:07:27 pm »

An update from the discord. It's not specifically the next vehicle it's just whatever vehicle design/revision we want to use it on. So we could totally upgrade the sky-breeze a bit more or make a minor variant of it without wasting the +1
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Failbird105

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Re: Octoling Development Facility - Splatoon Arms Race (Spring, Year 2)
« Reply #227 on: March 11, 2019, 09:05:44 am »

A new design from the discord. Definitely not meant for this turn. It's a simple way to get a start to using Octarians, pretty much taking a design directly from the games themselves and importing it into our forces. The intention is to effectively be a moving wall that our soldiers can stand behind, with some minor ability to defend itself if necessary.

Octostamp
Octarians are a known and well documented phenomena already, Octoling loses a tentacle, tentacle eventually sprouts legs and grows a face, then grows into a creature all its own. This would be incredible for us... if they weren't so dumb and lacking in arms. This doesn't mean they can't be useful though, and this idea is just one way we are looking into utilizing them. The Octostamp is effectively an Octarian grown inside of a large stamp-like casing, in such a way that the two are effectively inseparable. These Octarians are protected from the sides, top, and bottom(except their legs) by thick layer of plastic. The 'face' of the casing meanwhile, has a face carved into it through which the Octarian can see and be fed, and has an outer layer of spongey foam(the solid kind used for paint rollers not frothy liquid) which ink soaks into and holds to rather well, with a less thick inner layer that is once again just plastic.
The Octarians own ink flows through the casing, and into the stamp face. While the ink being constantly sent to its stamp stops it from spitting projectile globs of the stuff, this whole casing contraption effectively means that the Octostamp, though slow and heavy, is very hard to damage from the protected sides with ink-based weapons. That being said, for various reasons(medical, economical, and more), we had to leave a side unobstructed, so its back is exposed, making it vulnerable to typical inktech attacks from behind. Additionally, and we don't exactly know if this is some undeveloped expression of ink energy or what, but the Octostamps seem to have the ability to leap up into the air rather high despite their slow speed, stumpy legs, and heavy casing, but of course their weight sends them crashing to the ground face first. This is actually somewhat useful, since their face is soaked with ink and they're so big and heavy this means that getting hit by one directly is straight-up deadly to the average 'ling, and on landing they create a decently sized splat that can also be harmful, though this manuever does of course open their one weakpoint to attack and leaves them struggling to get up.
Primarily, the Octostamps purpose is to act as mobile walls, walking forward and shrugging off the enemies futile attacks on its face and sides as a few(or less depending on individual size) Octolings take cover behind it, but it can also be used as an effective ambush starter in areas with lots of vertical differences.

After all, one of our biggest problems tends to be that we can't reach their snipers because of the lack of cover between us and them, therefor, why not make cover that can move.
« Last Edit: March 15, 2019, 05:30:28 pm by Failbird105 »
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Happerry

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Re: Octoling Development Facility - Splatoon Arms Race (Spring, Year 2)
« Reply #228 on: March 12, 2019, 02:59:09 am »

Design : Swizzler (Normal Difficulty)
4+1 = 5: Average

It's an amazing thing, engineering these days. Taking a Splatling and turning it into a charger/blaster hybrid is some doing, but it's a doing the engineers have done proudly. Somehow the spinning gyroscopic force causes the ink to stay together instead of spraying everything as it flies by, and a new and advanced scope means the Octolings using this new weapon can properly employ the range this spinning grants to the utmost. Things aren't all perfect, of course, as the needed winding gives it a noticeable waiting time between shots and the gun has noticeable kickback when fired due to the force of a long ranged shot and all that spinning. Lastly, while the spinning does give it an unusually pretty explosive splash pattern and allow it to sustain bolt coherency farther then any other Octoling weapon, it does cause the bolt to start... well, spinning apart at the far ends of its range, reducing its power from 'splat in one hit' to 'wow that really hurt' and causing a certain wobble in the trajectory which doesn't help accuracy at said far extent of the range. It's also fairly ink efficient at all ranges.

Still, it's a sniping weapon superior (for that purpose) to the Bamboozler Mk.2b and should therefor allow some much needed counter-snipping verses the enemy Markslings.

Costs 4 Plastic and 0 Super Sea Snails, making it Expensive.

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

The Revision Phase of Fall, Year 2 has begun.
« Last Edit: March 12, 2019, 04:07:06 am by Happerry »
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Failbird105

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Re: Octoling Development Facility - Splatoon Arms Race (Spring, Year 2)
« Reply #229 on: March 12, 2019, 12:26:22 pm »

Dofley Blademaster Training
Dofley has managed something special with those Krakenblades of his. His ability to control his own Ink Energy to such a degree makes him the ideal user of these weapons, we simply need to train him better. Our attempt to use him as a way to push past prejudices against training subspecies of Octoling in ways fit to their talents costed him training time and achieved nothing. So we're going to be giving him more training, and true to our ideals, that training will be to emphasize on his own skills and talents. This training will aim to make him a master of the Krakenblade, starting with training to perfect his general swordslingship, then moving onto traits more unique to the Krakenblade itself. Things such as using its intense inkflow to stop enemy projectiles mid-air, possibly even their discs, and the ability to change directions while dashing. Should we still have more time, we will try to achieve one more thing, the ability to dash multiple times before running out of energy, if we can even manage as much as one extra full length dash out of this then it would be a massive boon to Dofleys abilities.
While succeeding at this last aspect would be a tremendous accomplishment, we realize there's only so much that can be done within the amount of time being provided, and there can always be further sessions should we find such a thing to truly be necessary. Simply managing the first two portions of the training will be a success in our books, and should make Dofley all the more terrifying and effective a combatant.

Giant Octoling Specialization Training
Our Giant Octoling soldiers have already proven themselves a great boon to our forces, and have put the specialized training of other sub-species into consideration. However they could certainly be made better. While they've been trained in ways to put the particular talents of their race into use on the battlefield, ways that in particular lend to them being natural heavy weapons specialists. Despite this though, we haven't really given them dedicated training as heavy weapons specialists. So, that's what we're doing here, training them specifically with heavy weapons, maximizing their skill at handling their heft, managing recoil, and so on. Just generally working to make them more skilled with heavy weaponry, which currently just means our splatling(we should really work on getting more of it), over our other equipment.

Auto-Pump Simplification project
This is a fairly simple project. The current auto-pumps that we use for our balloon mines are complex and slow, lacking in efficiency and thus made harder to produce, limiting our ability to make them and limiting the usability of the balloon mines in general. So, for this we want to work on fixing up the Automatic Pumps, simply looking through the design specifications, finding components that are unnecessary and/or inefficient, and removing/replacing them to make the pumps just generally easier to make and capable of faster pumping. If all goes well, we may even be able to apply this to the pumps used by our ink tanks to potentially increase refill speed.
« Last Edit: March 12, 2019, 03:07:34 pm by Failbird105 »
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Failbird105

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Re: Octoling Development Facility - Splatoon Arms Race (Spring, Year 2)
« Reply #230 on: March 14, 2019, 08:47:20 am »

Double Ink-Tank
So you know how Dofley has a custom ink tank that's just two normal ink tanks connected to each other? This is effectively just mass producing that. Not exactly of course, specifically the main change we're making is to actually combine them properly into one tank instead of just a pair of tanks with combined systems, thus giving access to the potential ink capacity that would otherwise be wasted. These will be issued to our Giant Octolings primarily, normal Octolings may be able to handle the weight, but they don't really use the sort of weaponry that needs so much ink capacity anyway, while our Giant Octolings mostly use the ink-hungry Splatlings. Obviously we will of course let Dofley have one of these to replace his current one, we'd have to be morons to not keep our heroes equipment up to date.


Frankly, I'm somewhat interested in this one, though I feel like working on Dofleys skills would perhaps be better, give him a better chance against the enemy heroes.

Edit: Votebox
Quote from: Veemobox
DBT ():
GOST ():
APS ():
Double Ink-Tank (1): Failbird
« Last Edit: March 14, 2019, 10:34:50 am by Failbird105 »
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piratejoe

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Re: Octoling Development Facility - Splatoon Arms Race (Spring, Year 2)
« Reply #231 on: March 14, 2019, 10:05:14 am »

Quote from: Veemobox
DBT ():
GOST ():
APS ():
Double Ink-Tank (2): Failbird, Piratejoe73
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Slick

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Re: Octoling Development Facility - Splatoon Arms Race (Spring, Year 2)
« Reply #232 on: March 14, 2019, 03:59:04 pm »

Quote from: Veemobox
DBT ():
GOST ():
APS ():
Double Ink-Tank (3): Failbird, Piratejoe73, Slick
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KitRougard

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Re: Octoling Development Facility - Splatoon Arms Race (Spring, Year 2)
« Reply #233 on: March 14, 2019, 05:13:24 pm »

Quote from: Veemobox
DBT ():
GOST ():
APS ():
Double Ink-Tank (4): Failbird, Piratejoe73, Slick, KitRougard
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Happerry

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Re: Octoling Development Facility - Splatoon Arms Race (Spring, Year 2)
« Reply #234 on: March 19, 2019, 01:42:19 am »

Revision : Double Ink-Tank (Easy Difficulty)
3+1+1 = 5: Average

When it comes down to it, taking something you already have and making it bigger is not an especially difficult task. While engineers do examine Dofley's twin tanked ink tank, the larger gearing that allows it to function efficiently instead of taking substantially more time refill, as well as adaptions for making sure the ink flow to weapons remains at optimal flow levels, depends on the separate tanks and the resulting twin flows of ink. As such, while still taking what seems useful from the existing larger tank, they go back to the original blueprints and start scaling things up. After the first few errors involving pumps and tubes that are much too large, they come up with a nice new reinforced pump and pneumatic tubing array that allows for Giant Octolings to use a tank twice the size of the ones used by a normal Octoling. Without loosing any major degree in pumping and refilling speed, either! Oh, it does take longer to refill... but only a second or three longer instead of the '50% longer' some original projections suggested would be necessary.

The engineers even managed to keep the plastic use efficient enough that it costs about the same, proportionally, as a normal ink tank. Thus allowing them to be given to every Giant Octoling in service.

Costs 2 Plastic and 0 Super Sea Snails, making it Cheap.

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

The Deployment Phase of Fall, Year 2 has begun.
Please vote for which two fronts reinforcements should be actively deployed to in an attempt to push forwards, and where heroes should be sent- Warning, Warning. Anomalous energy signature detected. Scanning... Scanning...

Wild Zap Fish Detected!

Forces may be sent to capture the Wild Zap Fish, adding it to the reserves. Advisory Notice. It is highly likely enemy forces have also made the same detection. Opposition may be encountered in the field.

Sensors now have a lock on the Zap Fish, so if it is not captured this turn, by one side or another, forces can be sent after it next turn.
« Last Edit: March 19, 2019, 01:52:13 am by Happerry »
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Failbird105

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Re: Octoling Development Facility - Splatoon Arms Race (Spring, Year 2)
« Reply #235 on: March 19, 2019, 08:28:18 am »

Plan "That's Bait"
Deploy one army to Moray Towers
Deploy Typhoon to Moray Towers
Deploy other army to Calamari Country
Send Dofley to steal enemy Zapfish.


The reasonings behind this plan are thus:
We deploy an army to Moray Towers because that's where we have the biggest advantage, and we can easily push there.
We deploy Typhoon to Moray Towers because with Dofley occupied Typhoon is vulnerable, so we'll send it to the place they'd least expect it to be, under the expectation that they'd send a hero to Calamari Country expecting Typhoon to be unguarded and understanding that CC is the best zone for it of the three options.
We deploy the other army to CC because it's not like there's a reason to stop pushing there.
We send Dofley to steal the enemy Zapfish instead of retrieving the wild one because we expect they'll be more focused on catching the wild one and/or guarding the lanes, and thus the ones they already have will be relatively undefended, thus we both gain a Zapfish, deny them from having 3 Zapfish, and can devote all of our troops to pushing.

The reason we're sending nothing to the Mountain is because if they push Mount Nantai, they wind up in a zone that Typhoon is almost perfect for just completely shit-stomping.
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The Ensorceler

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Re: Octoling Development Facility - Splatoon Arms Race (Spring, Year 2)
« Reply #236 on: March 19, 2019, 09:53:46 am »

Quote from: Planbox
"That's Bait" (2): Failbird, The Ensorceler
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piratejoe

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Re: Octoling Development Facility - Splatoon Arms Race (Spring, Year 2)
« Reply #237 on: March 19, 2019, 09:56:22 am »

Quote from: Planbox
"That's Bait" (3): Failbird, The Ensorceler, Piratejoe
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dgr11897

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Re: Octoling Development Facility - Splatoon Arms Race (Spring, Year 2)
« Reply #238 on: March 19, 2019, 10:05:57 am »


Quote from: Plankbox
"That's Bait" (4): Failbird, The Ensorceler, Piratejoe, DGR
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Slick

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Re: Octoling Development Facility - Splatoon Arms Race (Spring, Year 2)
« Reply #239 on: March 19, 2019, 04:11:10 pm »

Quote from: Plankbox
"That's Bait" (5): Failbird, The Ensorceler, Piratejoe, DGR, Slick
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