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Author Topic: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 5 Revision Phase)  (Read 28827 times)

Man of Paper

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WarBiz Arms Race // Terrestrial Reserve Thread (Turn 2 Design Phase)
« Reply #300 on: May 13, 2020, 09:56:14 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)
Spoiler: Control Map (click to show/hide)
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Doomblade187

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 2 Design Phase)
« Reply #301 on: May 13, 2020, 11:03:05 pm »

TR-H1 Anchor (Auxillary Slot, Heavy Assault, Light Assault)

The first dedicated "Heavy Weapon" by the TR, the Anchor is at first appearance similar to a conventional rocket launcher. However, instead of rockets, it fires high-density uranium alloy tipped penetrator spears that penetrate enemy vehicle armor at high velocity and then expand to lock the dart into place. The dart is attached to a carbon composite nanofiber cable that unspools as the dart fires.The launcher has a built in "Anchor" mode, in which a small construction nanite cluster on the back of the launcher builds an anchoring spike for the cable (at it's current length) into the surface the launcher is placed against. The launcher can detach the cable by unlatching open, to allow the setup of multiple cables.

In addition, the Anchor comes with an alternative firing mode: tripwire. In Tripwire mode, an IR beam (range of a few hundred meters) is rigged to fire the harpoon when broken. This process is hardcoded, and also triggers the anchor feature on impact.

This weapon can be reloaded, though it is time consuming.

Revision ideas:
Remote control module for when we're against the NC.
Tripod that can anchor to allow anti-air usage more easily.
« Last Edit: May 14, 2020, 09:34:44 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.

Taricus

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 2 Design Phase)
« Reply #302 on: May 14, 2020, 12:30:24 am »

Sentinel Guided Missile Launcher (MANPAD/MANPAT; Secondary Slot for Heavy Assault.)
With the likelihood that encounters with both enemy aircraft and armour very much certain, the necessity of a weapon that gives our infantry to fight these vehicles is a necessity. With a multi-spectrum sensor to ensure a minimum of false-positives, Necessary due to the existence of the hawk, The Sentinel is able to accurately acquire and destroy targets within range and boasting a warhead developed to blow through the Hephaestus tank NC has deployed, and guided through a mixture of IR and UV spectrum sensors (Which can be disabled as expediency and/or VS hacker requires). Furthermore, to further bolster reliability, the sentinel is capable of using both fire & forget and laser-guided munitions.
« Last Edit: May 14, 2020, 02:51:03 pm by Taricus »
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Failbird105

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 2 Design Phase)
« Reply #303 on: May 14, 2020, 07:55:44 am »

Quote from: All Class gear: 'Shattershell' Fragmentation grenade
Grenades have proven themselves quite effective when utilized by NC forces. They, being who they are went out of their way to create some sticky gun-launched plasma thing, we imagine we can most likely achieve similar effect without spending all our time adding extra 'experimental' features. Thus, we dusted off the old Shattershell. It's a frag grenade, no fancy extras or gimmicks. An inner core of explosives, surrounded by a perforated casing made to separate into evenly sized and shaped pieces. Just pull the pin, it starts the five second fuse, and then it explodes at the end. So make sure it's out of your hand by the time the five seconds are up.

Quote from: Pilot Class-Defining equipment: TR Neurotech Plugsuit
The Neurohelmet is frankly a wonder of a thing. The main problem, of course, is that, well, it's old news at this point. We've already had the Neurohelmet for some time now, what the higher-ups want is something new and fresh. So the question then becomes, what do we do to improve upon it? Refining and miniaturizing the general hardware of the helmet itself is possible, though the much harder option given the current limits of our knowledge. The easier option meanwhile, is also the one that provides the most large scale change.

Where the Neurohelmet was, well, just a helmet, the plugsuit is a full body suit. Some amount of padding is applied to this suit, though no more than our old standard non-LoT armor. The main draw of the plugsuit however, is that while the Neurohelmet can only connect straight to the head, the plugsuit allows the Pilot to plug themselves in at several places along the spine as well. The increased number of connection points means greater bandwidth for the neural connection, which in-turn means faster initial linking and faster(if perhaps only slightly) response times.

Quote from: Pilot-Specific Vehicle: Skirmisher Infantry Assault ATV
Our Pilots unique capabilities provide us with a major advantage in the realm of vehicular warfare that our enemies simply can't properly match. That being: Agility. The problem of course, is that due to making all of our current vehicles able to be controlled by non-Pilots, we're forced to make sacrifices, both in the vehicles capability, and in terms of adding limited manual controls.
The Skirmisher does away with that entirely. Instead of standard manual controls, such as pedals, steering wheels, switches, buttons, and levers, the Skirmisher is controlled entirely through the pilots Neurotech. This allows us to save the space that we would otherwise have to dedicate to controls, and allows us to give it much more complex and versatile steering than we could with a centralized wheel.

From the outside, the Skirmisher looks a lot like a sort of metal box, with the wheels attached at the corners on separate 'limbs' that look similarly like metal boxes, but with a wheel at the bottom. It is not entirely rectangular of course, but it gives a very blocky impression. In contrast to its name as an ATV, it is also fully enclosed. The Pilot lays in a rather cramped cockpit. With a direct camera feed transmitted directly through the physical connection either to their Omnivisor(replacing their normal sight), or projected onto the inside of the cockpit itself if they're not wearing one. The 'limbs' that the Skirmishers wheels are attached to meanwhile, can individually move around the corner of the vehicle that they're attached to. This allows the Skirmisher to theoretically move directly sideways, raise or lower them to permit easier traversal of rough ground, or even spin completely in place, perhaps even while in motion if the Pilot is particularly skilled.

In terms of weaponry, the Skirmisher is generally rather lightly armed, being meant for fighting infantry rather than enemy vehicles. Its armaments consist of a pair of Bulldog LMGs, one on each side of the vehicle. Additionally, to lessen size and allow for greater speed, the Skirmisher is rather lightly armored. Infantry rifles are able to penetrate its armor, let alone proper vehicle weaponry. It relies on its great speed and maneuverability to run circles around enemy infantry, while gunning them down with heavy weaponry.

Others have brought up the possibility of VS Operators hacking into the vehicle and causing problems for the Pilot within. Thus, similarly to the Omnivisor, any form of wireless accessability can be disabled by the Pilot.

An old option brought back and two new ones put forward.
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Doomblade187

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 2 Design Phase)
« Reply #304 on: May 14, 2020, 02:41:20 pm »

Wallflower Satchel Printer (Auxiliary, Light Assault/Infiltrator)

The Wallflower is an upgraded nanite ammunition printer, with a focus on speed. It only prints 40mm fragmentation grenades, but does so very quickly. It is a small box with rigid carrying handles, about the size of a lunch box, and has a 40mm launch tube sticking out by 2 inches. The printer has two buttons - Cut and Print.

The "Cut" feature uses deconstruction nanites from a small integrated generator to cut hole just large enough for the launch tube through to the other side of a surface (limit ~1m)

The "Print" button starts or stops the frag grenade printer. Each grenade is launched by a small powder charge that is printed alongside it, and is a 40mm diameter spherical fragmentation grenade with a 3 second timer.

Quote from: Votes for Support Weapons
Shattershell (0):
Plugsuit (0):
Skirmisher (0):
Sentinel (0):
Anchor (0):
Wallflower (1): Doomblade
« Last Edit: May 18, 2020, 01:50:24 pm 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 (Turn 2 Design Phase)
« Reply #305 on: May 20, 2020, 08:46:36 am »

Quote from: Votes for Support Weapons
Shattershell (0):
Plugsuit (0):
Skirmisher (0):
Sentinel (1): Failbird
Anchor (0):
Wallflower (1): Doomblade
Much as I am fond of the Fuze bombs, I feel like proper infantry based anti-vehicle munitions are a must. They'll likely make our Heavies quite a bit more expensive, but frankly, I feel like that's worth the benefit.

Plus, since I've already got plans for improving their Class Defining gear in a way that should nicely decrease cost regardless, it should all even out in, like, a turn or two.
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Taricus

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 2 Design Phase)
« Reply #306 on: May 20, 2020, 09:04:26 am »

Quote from: Votes for Support Weapons
Shattershell (0):
Plugsuit (0):
Skirmisher (0):
Sentinel (2): Failbird, Taricus
Anchor (0):
Wallflower (1): Doomblade
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Doomblade187

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 2 Design Phase)
« Reply #307 on: May 20, 2020, 09:49:34 am »

I honestly feel that our anti-infantry is our weak point. Our vehicles have seen most of our designs and revisions, and we only really won the VS matchup because of our vehicles. While I'm not opposed to the Sentinel, I just personally prefer a more infantry focused design at this time. (Also, I do think we should lean into having good tanks, but we can't keep neglecting the soldies.)
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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.

Man of Paper

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WarBiz Arms Race // Terrestrial Reserve Thread (Turn 2 Revision Phase)
« Reply #308 on: May 28, 2020, 01:44:27 am »

Turn 2 Design Phase

Proposal: Sentinel Guided Missile Launcher
Difficulty: Easy
Result: (2+1)+1=4, Poor

The Sentinel should have been a fairly easy product to develop, especially as we'd focused development of the weapon system specifically for our Heavy Assaults. While things didn't go smoothly, we still managed to produce a workable weapon.

The Sentinel takes the shape of a metal tube with a boxy sight, both trigger and forward grips, and a shoulderpad for bracing. The sight, while it doesn't actually give much magnification, provides both standard and thermal imaging, and has a small laser designator installed. The lack of magnification makes lock-on targeting of distant or clustered targets something of a challenge. The laser designator also requires a target be constantly painted during the duration of flight, meaning the user needs to remain exposed after firing.

The missiles themselves could also use a bit of work. While they communicate with the launcher well enough, the space required for electronic equipment while simultaneously giving the missiles the ability to take on enemy MBTs and remain man-portable means there is little room for fuel. Maximum firing range on the Sentinel suffers greatly as a result, making it most effective at Medium range, with absolute maximum falling within Long Range. This makes them highly unsuitable for antiaircraft work, as even if a Sentinel gets a lock and fires, the missiles burn fuel too quickly to follow an aircraft through evasive maneuvers.

The Sentinel Guided Missile Launcher, in a massive shock to all involved in it's development, doesn't take off well among the soldiers. The Anti-tank capability is welcome, but limited munitions, limited range, and being told "oh this will totally work against aircraft too" by Marketing when it actually doesn't sees the Sentinel deploy at (VERY EXPENSIVE), and is Usable by Heavy Assaults as a Secondary Weapon.

The missiles are still cumbersome on their own, resulting in only a few rounds deployed alongside each launcher. A soldier can be equipped with Extra Sentinel Missiles, but they only come in a pair for each Auxiliary Slot equipped with them. Each set of missiles is (EXPENSIVE), since nobody really likes the system itself, so getting more ammo for it isn't really anyone's top priority.

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

IT IS NOW THE REVISION PHASE.

Spoiler: TR Armory (click to show/hide)
Spoiler: Class Loadouts (click to show/hide)
Spoiler: Outfit (click to show/hide)
Spoiler: Control Map (click to show/hide)
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Failbird105

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Quote from: Core Stabilization Refinement
The Core should have been a cornerstone of our defensive efforts, enormous size or no. Yet as is, it's practically too broken to even use. Being that we're about to be on the defensive, it's important this does not remain the case. This needs to be solved.

The first thing is to, as one designer put it, tell the nanites to "cool their tits", or, in more serious terms, make them react more reasonably. The range for how major a power fluctuation has to be before the Nanites respond. Of course, we have made certain the range is not too large. After all, a generator that shuts down when it shouldn't is far better than one that doesn't when it should.
We would have similarly worked on the 'shuts down from excessive vibrations' issue, but thus far, the members of the team who designed the thing have refused to tell anyone where the exact problem lies, nor allow us to see the blueprints in enough detail to figure it out ourselves. In fact, it's entirely possible that settling the Nanites tempers has already solved it. Until this wonton disobedience is dealt with however, we've decided to simply reduce the amount of vibrations the generator can receive.

As such, we've added some basic shock absorbers. This way, we can trust that the device will work at least until the building it is directly contained in is being bombarded.
Core fixes. Would have fixed the vibration issue directly, but there's no information given as to what's causing the issue, so it'll stay like this for the time being.
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Taricus

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Quote from: Votebox
Core Stabilization Refinement (1): Taricus
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Doomblade187

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Quote from: Votebox
Core Stabilization Refinement (2): Taricus, 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.

NUKE9.13

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Quote
Make Missile Gooder
It boggles the mind that a simple electronics package can take up a significant portion of a missile's mass. Just because some designers like to take inspiration from 20th-century technology, doesn't mean we actually have to use 20th-century electronics in our equipment. Fire whoever is responsible, and replace the electronics package with a more reasonably sized version, thereby allowing for an increased fuel capacity.

Quote from: Votebox
Core Stabilization Refinement (2): Taricus, Doomblade
Make Missile Gooder: (1) NUKE9.13
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Long Live United Forenia!

Taricus

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Sentinel Improvement Program
With the issues arising from the Sentinel's electronics package and fuel supply, the improvement program for the sentinel involves dealing with both of these issues effectively. Utilising a newer, nano-packed fuel sources, and a more efficient electronics package improves both ammunition capacity and fuel capacity and efficiency, ameliorating the range issues and ensuring the launcher is able to be used practically against aircraft.
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Tyrant Leviathan

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 2 Revision Phase)
« Reply #314 on: June 02, 2020, 01:05:57 am »

Cerberus Auto Cannon Array:

While we deal with vehicles and have vehicles this is fine. But we need a weapon to deal with all targets. A family of two guns, same make but different size.

The first model is a squad carry heavy machine with a single barrel, using our most advanced munitions in terms of delivery and storage. The biggest kick is the ammo itself. Massive slugs of reactive cores that when they strike, in moments of impact it releases an proverbial hell storm of heat upon the target.

The bullet does damage, then the burns, the target is on fire and makes target easier to be shit by combined ally fire.

The second model is for our vehicles, which is our strong point. Here the Cannon is a true barreled model that depots bullets at a much faster rate of speed, scale I’m too s and same result. Against a vehicle target that needs wiring and fuel, it is unfortunate for them as it is met to shoot into them and make them go boom.


Aside those ideas had an idea from X Com ( that’s always popular.)

Holo Bullets: Patterned display rounds that give off display lights to mark them in flight for the purpose to better hit targets, especially air craft.
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