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Author Topic: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 5 Revision Phase)  (Read 28872 times)

Doomblade187

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 3 Design Phase)
« Reply #195 on: August 02, 2019, 04:51:18 pm »

SPADE:
Let's call this what it is: a Superior Personal Assembly, Demolition, & Excavation device. This rather bulky piece of kit is exclusively available to Engineers as class-defining equipment. Where the Repair Tool is only used to repair, the SPADE can also be used to build (or demolish or excavate).

When repairing, the SPADE works just like the standard Repair Tool, with which it shares many characteristics. It is similarly liquid-cooled, using the same cryo cartridges, but is noticeably larger- it is more of a two-handed implement. Despite the increased size, repair speed is not substantially higher, as the added hardware exists primarily to enable the other modes of operation.

The excavation mode involves a modified nanite stream, configured to rapidly break down and absorb dirt and rock, allowing for an Engineer to rapidly dig through the earth. Can also be used to 'dig' through other materials, but not as effectively.
The demolition mode is similar, except that the nanites are configured to more carefully disassemble nanite-assembled structures, recycling the material- not at 100% efficiency, but enough to be worth the bother. This could theoretically be used offensively, to break down enemy equipment, vehicles, and structures, but the slow speed would in most circumstances make this impractical. However, engineers can and should recycle the remnants of destroyed enemy vehicles and suchlike once fighting has subsisted.

The main focus, of course, is the assembly mode, in which the nanite stream is programmed to create any number of things- the SPADE in this case essentially acting as a miniature nanite manufactory. The SPADE can (and should) be connected to an Omnivisor, which will then display a translucent image of the finished structure, so the Engineer can easily visualise placement. Objects may be rotated in all directions, may be embedded in the ground, can 'snap' to other objects (in which case the two will be joined together when built), but cannot be built in mid-air. 
The list of things the SPADE could potentially create is endless, but for practical purposes, designs must be specifically tailored to be constructable using a SPADE, as the limited hardware requires an entirely different set of nanite programming compared to more conventional construction equipment. For now, we will include a fairly simple roster of walls (of varying thicknesses), doors, windows and floors, allowing for SPADE-equipped Engineers to quickly assemble basic structures in the field. More complex items, such as stationary turrets, generators, etc, can be the subject of future projects.
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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.

Taricus

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 5 Design Phase)
« Reply #196 on: August 02, 2019, 10:02:42 pm »

Standard Fusion Engine
Taking the lessons from our catastrophic miniaturisation program, and the experience in developing a larger base reactor, the Standard Fusion Engine is our intended engine upgrade, intended to massively improve both power output for our vehicles whilst increasing survivability from the lack of volatile fuels and heavy reactor shielding and failsafes.

To do this, Capacitor banks are built into the engine block's design, and the fusion reactor itself uses light hydrogen rather than heavier elements to fuel the reactor, essentially enabling it to be refuelled from what is essentially distilled water (Given the relative efficiency and power draw on the engine, something which is likely to be decades between).

Workman Engineering Vehicle
To further our engineering capabilities and support our forces in a more mobile manner, the Workman Engineering Vehicle is equipped with powerful nanite generators and projectors to enable it to quickly and easily set up fortifications, roads and bridges when and where we needed, with a platoon of the vehicles being able to put up entire bases in short order. Whilst the components need to be designed for the Workman to construct, the workman is able to host the nanites and material needed to do so relatively easily.

EDIT: And for the outfit:
Panzer-Grenadier-Battalion "Donnerschlag"
Favoured Equipment: Tanks, IFVs, SP-Artillery.
Methods of Engagement:
-Strategic: Strategically, the Donnerschlag battalion is used as a spearhead unit, breaking through the weakest point in the enemy lines in order to encircle and cut off an enemy strongpoint. Using it's superior firepower, protection and mobility afforded to it as an armoured unit, it is capable of chewing through an enemy line in short order.
-Tactical: The Donnerschlag Battalion is relatively flexible, given the armoured units the unit possesses and the support options available.
Fluff: (Blank for now, but feel free to come up with some stuff guys, and I'll chuck it here.)
« Last Edit: August 09, 2019, 10:46:08 pm by Taricus »
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Doomblade187

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 5 Design Phase)
« Reply #197 on: August 03, 2019, 01:27:38 am »

"Spearhead" TR Magnetogun [Heavy Assault]

The Spearhead is a miniaturized railgun fed by a block of specialized nanites. Meant for operation by our Heavy Assault troopers, the nanite ammo block can form a burst of flechettes, an armor piercing sabot, or an HE grenade round.

For the heavy assaults. I can make it a caseless round if you think if would help difficulty.

"Spearhead" TR Gyrorifle [Heavy Assault]

Meant for operation by our Heavy Assault troopers, the Spearhead is a heavy gun that fires small AP or HE rockets, formed by nanites from an ammo block on the fly. The weapon is also capable of firing caseless rounds, with a 1-minute changeover time for the rifle internals. The nanite-processed ammo block can form an AP or HE rocket, a burst of flechettes, an armor piercing sabot, and Fragmentation or HE grenade rounds. The weapon has a detachable 2x scope.

Chameleon Suit [Infiltrator]

The chameleon suit is a heavily modified Legacy of Terra suit of armor, with the armor almost entirely removed to make room for a full body cloaking device. The cloaking device has two modes, camo and light. In Camo mode, the run time is greatly increased, but the suit doesn't turn invisible, instead approximating the thermal and visual characteristics of the environment around it. The cloaking mode is true invisibility, as per the standard device, with focus on maximal runtime. An optional travel pack with terrain traversal gear for far-ahead scouting, though the cloaking is less effective when wearing this.

TR ESAT [Division]
Favoured equipment: Teamsters, SPGs, IFVs, Workman's
Methods of engagement: TR ESAT is the core of every TR operation, quickly establishing supply lines, infrastructure, and fortifications. They also provide long range fire support for the frontline, and shuttle construction gear and men to and from the front to cement our gains.

This is only if we design the workman or the SPADE, obviously. That said, having a group dedicated to defending the front with fortifications and reinforcements has obvious benefits.

"Automate" Subcompact Automatic Sidearm [Revision]

The Automate is an automatic 10mm sidearm based on the Adjutant pistol semiautomatic mechanism, adjusted to fire at a fully automatic pace. The barrel is doubled in length, and an adjustable grip and sights modeled on the Overseer aid in ranged accuracy. The magazine feeds though the handle, with 30 round capacity, and a folding stock is used for maximal flexibility.

"Regulator" Compact Flechette Sidearm [Revision]

The regulator is a semiautomatic flechette shotgun holding 10 shots in a bottom fed magazine. The internal mechanism is based on the Overseer rifle, with a half-length smoothbore barrel and similar sight setup. A vertical grip at the front of the weapon allows improved control.
« Last Edit: August 04, 2019, 09:36:21 am by Doomblade187 »
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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.

TricMagic

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 4 Revision Phase)
« Reply #198 on: August 04, 2019, 08:42:30 am »

EM PowerNET

By using a Transformer to turn power into a tightly knit ElectoMagnetic energy wave, we can transfer large amounts of power across the air above the battlefield. We can draw on this immense power through Receiver Transformers, turning the EM Waves back into electrical power by drawing it down into them.

This will eventually mean we can power anything in these areas without the need for conventional batteries. Just a Transformer Receiver can power most vehicles. More than that, thanks to nanites, we can make very small ones for gear. They don't draw enough to power a vehicle, but it's more than enough to power smaller objects, which is what they would be used for anyway. Likewise, larger ones can power larger vehicles or buildings.. The amount of Power in the the EM PowerNET is immense, due to being powered by our Core Fusion Reactor. Once we've managed to produce them beyond our only one, we can expect to never worry about power in areas a PowerNET exists.



For making use of our Fusion Reactor, the abilty to power anything off the PowerNET.
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Doomblade187

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 5 Design Phase)
« Reply #199 on: August 04, 2019, 09:47:52 am »

"Workforce" Engineering Vehicle

To further our engineering capabilities and support our forces in a more mobile manner, the Workforce Engineering Vehicle is equipped with powerful nanite generators and projectors to enable it to quickly and easily set up fortifications, roads and bridges when and where we needed, with a platoon of the vehicles being able to put up entire bases in short order. Whilst the components need to be designed for the Workforce to construct, the workforce is able to host the nanites and material needed to do so relatively easily.

The vehicle itself is based on the renderer, with the option for either wheels or treads as the terrain dictates. The armor is retained, and an operator riding up by the driver runs the manufactory via a tablet connected to his Omnivisor. The tablet can be connected to other Omnivisors as well for collaboration. The manufactory is in the back of the vehicle, ensconced in the armor.

The manufactory functions resemble the repair tool, but has several other features in addition. It is similarly liquid-cooled, using the same cryo system, but on a vehicular scale. Despite the increased size, repair speed is not substantially higher, as the added hardware exists primarily to enable the other modes of operation, though range extenders are included.

The excavation mode involves a modified nanite stream, configured to rapidly break down and absorb dirt and rock, allowing for an Operator to rapidly dig through the earth. Can also be used to 'dig' through other materials, but not as effectively. This can also be used to simply shift around dirt and rock.

The demolition mode is similar, except that the nanites are configured to more carefully disassemble nanite-assembled structures, recycling the material- not at 100% efficiency, but enough to be worth the bother. This could theoretically be used offensively, to break down enemy equipment, vehicles, and structures, but the slow speed would in most circumstances make this impractical. However, operators can and should recycle the remnants of destroyed enemy vehicles and suchlike once fighting has subsisted.

The main focus, of course, is the assembly mode, in which the nanite stream is programmed to create any number of things- the Workforce in this case essentially acting as a miniature nanite manufactory. The manufactory can (and should) be connected to an Omnivisor, which will then display a translucent image of the finished structure, so the operator can easily visualise placement. Objects may be rotated in all directions, may be embedded in the ground, can 'snap' to other objects (in which case the two will be joined together when built), but cannot be built in mid-air. 
The list of things the Workforce could potentially create is endless, but for practical purposes, designs must be specifically tailored to be constructable using Workforce, as the limited hardware requires an entirely different set of nanite programming compared to more conventional construction equipment. For now, we will include a fairly simple roster of walls (of varying thicknesses), doors, windows and floors, allowing for operators to quickly assemble basic structures in the field. More complex items, such as stationary turrets, generators, etc, can be the subject of future projects.

------------------------------

Quote from: Whatever Floats your Vote
Design 1:
Workforce: (1) Doomblade

Design 2:
Bulwark: (1) Doomblade
« Last Edit: August 04, 2019, 10:16:14 am by Doomblade187 »
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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.

Failbird105

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 5 Design Phase)
« Reply #200 on: August 04, 2019, 10:11:32 am »

Quote from: Whatever Floats your Vote
Design 1:
Workforce: (2) Doomblade, Failbird

Design 2:
Bulwark: (2) Doomblade, Failbird
We've got rerolls, now's the best time to get risky. Plus, I mean, power armor for our other classes is like, the whole reason why I didn't want a MAX style special class.
« Last Edit: August 04, 2019, 11:14:41 am by Failbird105 »
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Taricus

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 5 Design Phase)
« Reply #201 on: August 04, 2019, 06:24:36 pm »

Quote from: Whatever Floats your Vote
Design 1:
Workforce: (3) Doomblade, Failbird, Taricus

Design 2:
Bulwark: (2) Doomblade, Failbird
Standard Fusion Engine: (1) Taricus
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Elvish Miner

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 5 Design Phase)
« Reply #202 on: August 07, 2019, 12:32:09 pm »

Quote from: Whatever Floats your Vote
Design 1:
Workforce: (4) Doomblade, Failbird, Taricus, Elvish Miner

Design 2:
Bulwark: (2) Doomblade, Failbird
Standard Fusion Engine: (1) Taricus
I haven't made up my mind if I want the reactor, so I am abstaining from voting for design 2 atm.
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Failbird105

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 5 Design Phase)
« Reply #203 on: August 07, 2019, 12:47:14 pm »

My main reason for not wanting the reactor is more just how little explanation there is. It says what we want to do, but doesn't really give say how we'd go about doing it.
That, and I'd rather spend our rerolls on breaking into new fields than in re-trying something we've already spent two actions working on.
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Taricus

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 5 Design Phase)
« Reply #204 on: August 07, 2019, 07:37:38 pm »

The bulwark doesn't really do much for our forces, and is going to be limited very much by the class defining equipment, so I don't feel it's enough of an upgrade over what we currently have to actually vote for it.

As for the fusion engine, there's a limit to the technobabble one can use, and in the interest of making it readable whilst not having an in-depth knowledge of nuclear fusion, inevitably it's going to look a little light.
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Doomblade187

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 5 Design Phase)
« Reply #205 on: August 11, 2019, 02:38:30 am »

The bulwark will make our heavy assaults much more mobile, and will complement the overshield. I think it is a notable tech leap, and suitable for the reroll.

Edit: Hm. Reactor design good enough now.

Quote from: Whatever Floats your Vote
Design 1:
Workforce: (4) Doomblade, Failbird, Taricus, Elvish Miner

Design 2:
Bulwark: (1) Failbird
Standard Fusion Engine: (2) Taricus, Doomblade
« Last Edit: August 11, 2019, 03:01:15 am by Doomblade187 »
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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.

TricMagic

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 5 Design Phase)
« Reply #206 on: August 14, 2019, 08:11:58 am »

Quote from: Whatever Floats your Vote
Design 1:
Workforce: (4) Doomblade, Failbird, Taricus, Elvish Miner

Design 2:
Bulwark: (1) Failbird
Standard Fusion Engine: (3) Taricus, Doomblade, TricMagic

Napalm Overloading Particle Energy

The NOPE is a shell filled with a large amount of nanites, which when fired and released, quickly spread into the surrounding area, before ramping up their energy till they become red-hot and bursting into a long lasting flame. This flame spreads over the area, using any materials to spread itself. It has a limited range, but so long as it goes off above an area, it will spread far enough to turn the target zone into a hellscape of burning hot flames. This is done through a smart trigger which can tell when the shell fired by the Artillery is approaching the ground via simple radar response. Getting it shot out of the sky won't help either, since our Artillery is so long ranged it will already be above the target area most times.
« Last Edit: August 14, 2019, 02:20:32 pm by TricMagic »
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Doomblade187

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 5 Design Phase)
« Reply #207 on: August 14, 2019, 11:54:53 am »

Quote from: Whatever Floats your Vote
Design 1:
Workforce: (4) Doomblade, Failbird, Taricus, Elvish Miner

Design 2:
Bulwark: (1) Failbird
Standard Engine: (2) Taricus, TricMagic
Spearhead TR Gyrorifle: (1) Doomblade
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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.

Wozzy

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 5 Design Phase)
« Reply #208 on: August 15, 2019, 03:31:44 pm »

Outlandish Ordnance Pump-action Shotgun
The OOPS is a sturdy and reliable pump-action shotgun. The barrel is a standard 12 guage (18.5mm in the superior metric format), with a rifled choke at the end to aid in range and accuracy for larger projectiles and reduce the spread of pellet type projectiles. While the gun itself looks quite standard, it is fed by a block of nanites that allows it change ammo types on the fly.
The gun has an easy access dial that allows the user to rapidly switch which type of ammunition will be loaded in the chamber next. The pump action has a secondary feature where the user can reset which type of ammo is currently loaded, in case they choose one that is not ideal. Those with an Omnivisor Suite will get a HUD update showing which ammo type is currently loaded.
While each ammo type can be created from the same nanite block, they use various amounts of material. The first version includes the following ammo types:
  • Buckshot: Very-close range, wide spread. The large pellets are devestating at very-close range, but still have plenty of stopping power beyond 25m. Buckshot shells are easy to create and don't use a lot of material.
  • Slug: Close range, high accuracy. A hollowed out rear and ribbing on the slug provides incredible accuracy up to 200 meters, even through light cover. Slug shotshells are easy to create and don't require a lot of material.
  • Fletchette: Close range, wide spread. Due to their unique shape, the projectiles have a flatter flight pattern while also being able to pierce light body armor. In ideal situations, fletchettes have about four times the range of buckshots, while lacking some of the devestation at very close range. The fletchettes are made of an incredibly dense material, allowing them to have decent stopping power at max range, which causes the nanite block to use more material for each shotshell.
  • Boomers: Close range. Essentially a fragmentation grenade pretending to be a slug loaded into OOPS that explodes on impact. While the explosion is not very large, the resulting fragments can be lethal to enemy soldiers around the impact site. For safety reasons, the grenade only arms after it travels 3m from the barrel. If it impacts a surface before 3m, it disables itself. They are very heavy, and quite complex, meaning the nanite block will use a drastic amount of material.
  • High Explosive Armor Piercing: Close to Medium range, anti-vehicle. Featuring a secondary firing mechanism and stabilizing fins, the HEAP is a shotshell containing a small warhead and propelant. The warhead is able to penetrate up to 1.25cm of armor plating before exploding and sending fragments into the interior of the vehicle or behind cover. The missile requires about 50 meters to get up to full speed, but can reliably hit a still target at 600m away. Due to its complexity, large ammo size, and exotic material usage, a nanite block can only create four and requires a short cooldown period of three seconds after creation of the HEAP shotshell (note: this means that as long as one has already been created and put in the chamber, the soldier can fire two in quick succession after leaving cover).
  • Hellfire: Very-close range, incendiary. A casing filled with thermite based incendiary material and a high-temperature ignition device. The material continues to burn long after firing, making it difficult to receive aid from a medical applicator due to nanites being unable to approach the wounds. Since the material is lightweight, the incendiary pellets lose most of their stopping power beyond 25m, but still continue to burn. Hellfire shotshells are complex, but do not use a lot of material.

Quote from: Whatever Floats your Vote
Design 1:
Workforce: (5) Doomblade, Failbird, Taricus, Elvish Miner, Wozzy

Design 2:
Bulwark: (1) Failbird
Standard Engine: (2) Taricus, TricMagic
Spearhead TR Gyrorifle: (1) Doomblade
OOPS: (1) Wozzy
« Last Edit: August 19, 2019, 12:00:34 pm by Wozzy »
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Doomblade187

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 5 Design Phase)
« Reply #209 on: August 16, 2019, 12:45:06 pm »

Quote from: Whatever Floats your Vote
Design 1:
Workforce: (5) Doomblade, Failbird, Taricus, Elvish Miner, Wozzy

Design 2:
Bulwark: (1) Failbird
Standard Engine: (2) Taricus, TricMagic
Spearhead TR Gyrorifle: (0)
OOPS: (2) Wozzy, Doomblade

I, for one, like our new accident prone overlord gun.
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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.
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