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Author Topic: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 5 Revision Phase)  (Read 28855 times)

Doomblade187

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 5 Strategy Phase)
« Reply #240 on: January 13, 2020, 06:28:24 am »

The New Terran Army

Light Assault
Overseer Battle Rifle (Primary)
Adjutant Pistol (Secondary)
Basic Jump Pack (Class Equipment)
Legacy of Terra Standard Armor (2 Aux)

Heavy Assault
Bulldog LMG (Primary)
Adjutant Pistol (Secondary)
Basic Overshield Generator (Class Equipment)
Legacy of Terra Standard Armor (2 Aux)

Combat Medic
Adjutant Pistol (Secondary)
Herald Heavy Medical Applicator (Class Equipment, Primary, 1 Aux)
Legacy of Terra Standard Armor (2 Aux)

Infiltrator
Imperator Sniper Rifle (Primary)
Adjutant Pistol (Secondary)
Basic Nanite Cloaking System (Class Equipment)
Legacy of Terra Standard Armor (2 Aux)

Engineer
Overseer Battle Rifle (Primary)
Adjutant Pistol (Secondary)
TR Repair Tool V2 (Class Equipment)
Legacy of Terra Standard Armor (2 Aux)
Auxiliary Cooling Cartridges (1 Aux)

Pilot
Overseer Battle Rifle (Primary)
Adjutant Pistol (Secondary)
Basic TR Neurohelmet (Class Equipment)
Legacy of Terra Standard Armor (2 Aux)

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.
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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 Strategy Phase)
« Reply #241 on: January 19, 2020, 07:49:34 am »

Quote
Loadout Votes
Loadout A/New Terran Army (2): Taricus, Doomblade

Outfit votes
Panzer-Grenadier-Battalion "Donnerschlag" (1): Taricus
TR ESAT (0):
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Failbird105

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 5 Strategy Phase)
« Reply #242 on: January 19, 2020, 09:42:54 am »

Quote from: Botevox
Loadout Votes
Loadout A/New Terran Army (3): Taricus, Doomblade, Failbird

Outfit votes
Panzer-Grenadier-Battalion "Donnerschlag" (2): Taricus, Failbird
TR ESAT (0):
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TricMagic

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 5 Strategy Phase)
« Reply #243 on: January 19, 2020, 09:56:36 am »

Quote from: Botevox
Loadout Votes
Loadout A/New Terran Army (4): Taricus, Doomblade, Failbird, TricMagic

Outfit votes
Panzer-Grenadier-Battalion "Donnerschlag" (3): Taricus, Failbird, TricMagic
TR ESAT (0):

Idea.

Grenadier Pack

Given the string of failures, we have gone back to the basics of warfare. Blind your enemies, and hit them hard.

To that point, grenades.

First, the flashbang. These stay intact and create a powerful explosion to disorient, while the filler consists of a pyrotechnic metal-oxidant mix of magnesium and aluminium, along with an oxidizer such as potassium perchlorate and/or potassium nitrate. Whichever combination works best. Needless to say, the explosion can blow out eardrums, and the light will blind. Shields aren't going to do much about them.

Next is the light grenade. Used to light up dark places, it generates a 360-wide focus illuminations to easily see motions and shadows. At 1500 lumens, tactical angled lighting is achieved, as well as removing the target that flashlights can cause normally. Nanobots are used to charge up the energy they need, and they can be reused. Just press a button to activate and deactivate it. They actual thing is made mostly of plastic, rubber, and indented bulletproof glass. They are quite useful for when you don't know an enemy is there, and can last for 30 minutes each. Recharge time is an hour, so bring 3 or 4 if dealing with long-term darkness.
Spoiler (click to show/hide)

Smoke Grenade. Produces a lot of smoke. Pretty simple, and used for blinding, choking the enemy, and forward charges. As well as retreats.

Fragmentation Grenade. Made to spec, this grenade uses the ever popular C4 explosive to shatter it's casing. What makes it a bit special is the use of titanium and tungsten flecks in the metal casing, which deal a lot of damage to an opponent. Against energy shields, being next to one going off drains it extremely.

Arc Grenade. Makes use of Nanobots to charge up and store the energy, and once activated and thrown, it will discharge. This lightning will jump to metal and nanobots, making it useful against energy shields and exposed weapons, since the electricity will flow through them. Somewhat heavy, like a slab of metal.


These five will do to give our men more options for their general loadouts.
« Last Edit: January 19, 2020, 10:44:53 am by TricMagic »
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Man of Paper

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WarBiz Arms Race // Terrestrial Reserve Thread (Turn 1 Design Phase)
« Reply #244 on: January 24, 2020, 10:57:50 pm »

IT IS NOW THE DESIGN PHASE.

Spoiler: TR Armory (click to show/hide)
Spoiler: Class Loadouts (click to show/hide)
Spoiler: Outfit (click to show/hide)
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TricMagic

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 1 Design Phase)
« Reply #245 on: January 25, 2020, 10:02:51 am »

Due to the issues of air combat and the need for rapid scanning of the city streets, Designers have decided to access the Blackbird Project from long ago. The Lockheed SR-71 Blackbird, during it's operation time, came to be known as the fastest plane in the sky, a claim very few have ever managed to dislodge. However, it still holds one of the records for the fastest air breathing aircraft.

In time, there were a few who outperformed it, but they all used advanced materials and tricks to do so. We here at Terrestrial Services however, have decided to stick with the Blackbird Model however.

First, Titanium. Nanobots make creating it a bit easier, but it doesn't change the fact this bird costs a lot. Not so much fuel though, given it only becomes more efficient at higher speeds.



Writing this will be.. Difficult. I'll just write the basics I'm going to want.

MACH 3=2301.83 miles per hour. This far outpaces the rest of the craft we face. Though merely hitting Mach 2 will do for it's goal
Titanium. The stresses it faces mean it's going to need a lot of strength.
Navigation System. We are going to need one, though most likely, only Pilots can crew these birds as the pilot.
https://en.wikipedia.org/wiki/Lockheed_SR-71_Blackbird#Sensors_and_payloads. Lot of stuff, but as a scout craft, it should perform it's job.
Life Support: We already have the basic suits for this.

The new air-breathing bird's main job is information acquirement. And in case where it's profile is found, it can just speed up.
In a worst case where it is NE, it will still be nice to know where targets have set up, then blast them into oblivion with Hail fire.

Anyway, information is important, why not reference the fastest thing to date. Or we can go with another famous scout craft, but aiming high now will keep it in relevance for the entire war, outside of places where there is no air.
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Failbird105

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 1 Design Phase)
« Reply #246 on: January 26, 2020, 02:46:01 pm »

So uh, anybody want to actually make some write-ups for this turn?
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TricMagic

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 1 Design Phase)
« Reply #247 on: January 26, 2020, 03:05:55 pm »

Like I said, Blackbird, or something approximating it. Alternatively, I can go grab the VTOL I wrote from a while back.

Pilot Exclusive: The Terror Blackbird

The Terror Blackbird comes from an old plane once deployed on Earth, the Lockheed SR-71. Known to be the fastest air-breathing plane of it's time, it's primary mission profiles came from scouting, rather than combat. When you are the fastest bird in the sky, you can literally outrun anything.

In our case, we've made some improvements. First, the entire frame is made from titanium for it's strength and lightness. This is slightly easier since nanobots build it, but not by much, we simply don't have a material deficient. Second is the shape. Rather than the original, this one is more a triangle. The jets are located at the back of the triangle, and use slots that change the size of their opening depending on the current speed. Air goes over the frame, cuts into the plane's edges, and enters the jets. Then goes out the back.

For cockpit, we have the Pilot's seat, and the Navigator's seat. These two are lined up vertically along the ship's spine, effectively set into it but for a bump.

Then comes the rest. Engine is behind the seats near the back, and can spin the jets up to speed. On the bottom of the Terror Blackbird are the Airborne Radar pointing down along the spine, and a Diagonal-looking airborne radar(D-LAR) to allow tracking during it's turns, and S-LAR on the sides to detect and record aircraft. The three of them record a lot of data when active. Also here are the cameras and Fairchild-type tracking camera. The first records the data it sees, and the second is good for taking images. Along with this, infrared imaging  and an infrared camera. These are recording during the entire mission time.

The Entire thing easily clears the Mach 3 threshold, but flies best at the upper edges of Mach 1 all the way to the middle of Mach 2. As for it's profile, it is very good at slipping past radar with it's RAM paint and flat profile. Airborne units would usually miss it completely with radar.

The flat triangle profile is actually very good for wide range turning. This is primarily because of it's primary and only defense besides the titanium frame, it's speed. When locked on to, it can just speed up and ignore whatever is trying to hit it. And that same speed means not much movement is needed to make wide sloping turns. Somewhat obviously, tight turns(right angle turns really are not it's thing, they need to be done over time) are really not it's thing, nor does it ever really fly slower than Mach 1 during missions. To help with this, ELINT is installed to aid the our Pilot classes control it. In fact, it's Pilot exclusive, since it really does go a bit too fast to react to. The Navigator meanwhile, simply monitors the incoming data to prevent them from being blindsided, and doesn't have to be a Pilot class, though it does help if they can access the information more directly on their various screens.


It's mission profile is simple. Go out into the field. Gather the data. Then beam it back via radio if you find something needing response immediately. Or simply to give target coordinates to fire teams. Upon returning, all the data is handed over from the Terror Bird's systems.  It's rapid sortie ability will let them run a lot of missions, as well as identify general aircraft locations for other planes to deal with afterward. The Terror Blackbird is indeed a terror for enemy secrecy on the ground.



My take on it. Based upon the Aurora myth.
« Last Edit: January 26, 2020, 06:01:16 pm by TricMagic »
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Doomblade187

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 1 Design Phase)
« Reply #248 on: January 30, 2020, 10:43:46 am »

Digital Terrain Control

We in the terrestrial reserve have long prided ourselves on battlefield control, and we're not about to stop just because the VS have some hackers. The primary vulnerability we face is in the omnivisor, but we plan to deploy this to all digital fronts.

The communications of the omnivisor are already encrypted, but this is clear insufficient. As such, we are now moving to a more secure encryption key generation method. Each data transmitter is to be encrypted and decrypted by hardware-generated keys, with increased complexity of encryption. Each data stream uses it's own set of encryption keys, allowing safety in case one stream is compromised. The key generators are automatically changed out each time a company member visits a re-arming station, via a locked (proprietary key design) hatch. The encryption and decryption key system is to be implemented in the Omnivisor.

"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: January 30, 2020, 10:51:16 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 (Turn 1 Design Phase)
« Reply #249 on: January 30, 2020, 11:01:27 am »

I think that is a good thing that we do not give them more stuff they can hack in battlefield conditions.

Also, please not OPPS again.
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Doomblade187

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 1 Design Phase)
« Reply #250 on: January 30, 2020, 11:03:03 am »

I think that is a good thing that we do not give them more stuff they can hack in battlefield conditions.

Also, please not OPPS again.
This makes it harder for them to hack, now they have to manually access the helmets to gain control of a visor stream.

Also, that shotgun is a *plain* shotgun, not the OOPS.
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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 (Turn 1 Design Phase)
« Reply #251 on: January 30, 2020, 11:45:36 am »

Super Wasp

The Super Wasp is a fighter aircraft with an ammo-maker built in, as well as Vulcan Rotary Cannons and missile/bomb loadouts, along with chaff generation. Built for speed and long flight times, it's fast, great turning, and a number of features.


Two General Electric F414-GE-400 turbofans for it's engines offer a lot of speed, hitting 1900 km/h at max speed. A 1 x 20 mm M61A2 Vulcan rotary six-barrel cannon. AIM-120 AMRAAM, AIM-7 Sparrow and AIM-9 Sidewinder air-to-air missiles.

The Chaff Generation is linked to the ammo fabricator inside it, and can generate a lot when needed. This does prevent new ammo from being generated while active, but ammo reserves keep a stockpile ready. Very good for ridding missile locks. As for our own missiles, we've upgraded them to work with Neurohelmet-control. The generator meanwhile, has been upgraded to be kept charged and powered by Nanites, somewhat reducing the need to refuel. The Super Wasp is meant to stay in the air for long periods of time.

More over, as it is based off of older tech blueprints given a new shine, it should prove it's role as Anti-air Fighter well. It's also possible for it to use any Air to Ground missiles we create, though this is a secondary role at best, and the Ammo-Fabricator is programmed to produce the missiles, ammo, and chafe. Run by a single pilot, with Pilot access for those who use it.



Use the old to make the new, I say. The Super Hornet entered service in 1999, and can be said to represent TR's appreciation of the classics. The Super Wasp is purely an Air to Air fighter for the most part though, not Multi-role. Focus on Quality, as this one can last a long time, hopefully.

The fact it isn't a VTOL craft is nice.
« Last Edit: January 30, 2020, 11:49:41 am by TricMagic »
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Doomblade187

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 1 Design Phase)
« Reply #252 on: January 30, 2020, 12:34:03 pm »

Overwatch Missile Fighter

The Overwatch is a fighter designed to rule the air. Based off a small nimble design, similar to the wasp. It is not a VTOL craft, however, instead using the space saved on engine configuration to both upsize the engine and add light armor around critical components. This results in a top speed around 750 kph, with a very tight turning radius. There is one missile pod (capacity 6) under each wing, and a nose-mounted cannon. The missile pods are designed for air combat, and are proximity-detonated warheads capable of tracking high speed (1000kph+) targets. In addition, target lock and remote detonation can be performed with the Neurohelmet, almost completely integrating the control of the vehicle into the Neurohelmet. The nose mounted cannon targeting is also controlled via neurohelm.
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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 (Turn 1 Design Phase)
« Reply #253 on: January 30, 2020, 01:30:05 pm »

Firgen Air Superiority Craft
Armed with a pair of 30mm revolver cannons, and four hardpoints which rocket pods or other ordinance can be connected to, the Firgen packs a respectable punch, mated to a durable and well armoured airframe capable of hitting transonic speeds and flying comfortably through them. Capable of carrying the Osprey rocket pods on it's hardpoints, the development of thermal-guided (heat-seeking) missiles alongside the Firgen for use in air-to-air combat is put forward to complement the Firgen greatly increases the range and lethality of the craft, which is further compounded by our neurohelmets.

As a V/STOL craft using vectored thrust, the Firgen requires runways to take off with ordinance, capable of landing without the need of a runway meaning rearm and refuel times are shortened markedly.
« Last Edit: January 31, 2020, 11:13:04 am by Taricus »
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TricMagic

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 1 Design Phase)
« Reply #254 on: January 30, 2020, 01:41:59 pm »

Quote from: We have the designs, so Vote
Firgen Air Superiority Craft: (1) TricMagic
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