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Author Topic: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 5 Revision Phase)  (Read 28948 times)

Man of Paper

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WarBiz Arms Race // Terrestrial Reserve Thread (Turn 2 Strategy Phase)
« Reply #315 on: June 27, 2020, 06:36:40 pm »

Turn 2 Revision

Proposal: Core Stabilization Refinement
Difficulty: Very Easy
Result: (2+1)+2=5, Below Average

Well, it isn't perfect, but we managed to do it to a degree. The Core Fusion Reactor is stabilized in both senses of the word. The reaction is better regulated by nanites within the device, and it is now secured within a shock-absorbing framework of pistons, springs, and metal. The Core Fusion Reactor works kind of as intended, save for the fact that it's even larger and uses more material to construct, making it less attractive to potential customers. It remains a (NATIONAL EFFORT) but can actually provide power to a sector reliably.

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

IT IS NOW THE STRATEGY PHASE!

Pick a hex to attack, how to deploy your Outfit and any potential National Efforts, and adjust any loadouts you want to switch around.

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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Taricus

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 2 Strategy Phase)
« Reply #316 on: June 27, 2020, 10:02:34 pm »

Hrm. At the very least the core is stable. So we might want to deploy that on the defence in C-4

As for an attack, either A-2 or C-8 would be preferable, with my vote going to A-2

Quote from: Votebox
Reactor Deployment:
C-4: (1) Taricus

Attack:
A-2: (1) Taricus

Outfit Deployment:
A-2: (1) Taricus
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Failbird105

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 2 Strategy Phase)
« Reply #317 on: June 28, 2020, 11:02:12 am »

Spoiler: Heavy Artillery (click to show/hide)

Quote from: Votebox
Reactor Deployment:
C-4: (1) Taricus
Don't Deploy: (1) Failbird

Attack:
A-2: (2) Taricus, Failbird

Outfit Deployment:
A-2: (1) Taricus

Loadout Change:
Heavy Artillery: (1) Failbird
« Last Edit: June 28, 2020, 11:08:50 am by Failbird105 »
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Doomblade187

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 2 Strategy Phase)
« Reply #318 on: June 29, 2020, 09:55:01 am »

Quote from: Votebox
Reactor Deployment:
C-4: (1) Taricus
Don't Deploy: (2) Failbird, Doomblade

Attack:
A-2: (3) Taricus, Failbird, Doomblade

Outfit Deployment:
A-2: (1) Taricus
C-4: (1) Doomblade

Loadout Change:
Heavy Artillery: (2) Failbird, 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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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 2 Strategy Phase)
« Reply #319 on: June 29, 2020, 01:29:13 pm »

Quote from: Votebox
Reactor Deployment:
C-4: (1) Taricus
Don't Deploy: (3) Failbird, Doomblade, NUKE9.13

Attack:
A-2: (3) Taricus, Failbird, Doomblade
C-6: (1) NUKE9.13

Outfit Deployment:
A-2: (1) Taricus
C-4: (2) Doomblade, NUKE9.13
   -No special orders:
   -Directed to proactively smash enemy advances where possible, especially targeting high concentrations of enemy vehicles. If both NC and VS attack, prioritise NC targets: (1) NUKE9.13

Loadout Change:
Heavy Artillery: (3) Failbird, Doomblade, NUKE9.13

Okay, so. I like C-6 over A-2 for several reasons:
  -First, A-2 (and C-8) feature a lot of underground fighting, where neither our artillery nor aircraft will be usable. The dense ruins are not idea either, but they're better than a tunnel.
  -Second, we know we can beat VS, we don't know if we can beat NC. Obviously VS might've developed tech that makes that not true anymore, but I figure it's better odds than facing NC (who can also beat VS, and have the medic advantage thing).
  -Third, if captured, it would prevent C-4 from being cut off, unlikely as that is to be a concern.

I also included directives for our outfit to follow, since I was re-reading the rules and we're encouraged to do so.
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Long Live United Forenia!

Failbird105

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 2 Strategy Phase)
« Reply #320 on: June 29, 2020, 01:38:41 pm »

Quote from: Votebox
Reactor Deployment:
C-4: (1) Taricus
Don't Deploy: (3) Failbird, Doomblade, NUKE9.13

Attack:
A-2: (2) Taricus, Doomblade
C-6: (2) NUKE9.13, Failbird

Outfit Deployment:
A-2: (1) Taricus
C-4: (3) Doomblade, NUKE9.13, Failbird
   -No special orders:
   -Directed to proactively smash enemy advances where possible, especially targeting high concentrations of enemy vehicles. If both NC and VS attack, prioritise NC targets: (2) NUKE9.13, Failbird

Loadout Change:
Heavy Artillery: (3) Failbird, Doomblade, NUKE9.13
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NUKE9.13

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 2 Strategy Phase)
« Reply #321 on: June 29, 2020, 02:05:37 pm »

Changed Outfit vote after discussion, including MoP pointing out that Outfits can defend multiple tiles at once.
Quote from: Votebox
Reactor Deployment:
C-4: (1) Taricus
Don't Deploy: (3) Failbird, Doomblade, NUKE9.13

Attack:
A-2: (2) Taricus, Doomblade
C-6: (2) NUKE9.13, Failbird

Outfit Deployment:
A-2: (1) Taricus
C-4: (2) Doomblade, Failbird
   -No special orders:
   -Directed to proactively smash enemy advances where possible, especially targeting high concentrations of enemy vehicles. If both NC and VS attack, prioritise NC targets: (1) Failbird
C-4 & B-5 (prioritise B-5 if both are attacked), directed to proactively smash enemy advances where possible, especially targeting high concentrations of enemy vehicles. If both NC and VS attack, prioritise NC targets: (1) NUKE9.13

Loadout Change:
Heavy Artillery: (3) Failbird, Doomblade, NUKE9.13
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Doomblade187

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 2 Strategy Phase)
« Reply #322 on: June 29, 2020, 02:07:13 pm »

Quote from: Votebox
Reactor Deployment:
C-4: (1) Taricus
Don't Deploy: (3) Failbird, Doomblade, NUKE9.13

Attack:
A-2: (2) Taricus, Doomblade
C-6: (2) NUKE9.13, Failbird

Outfit Deployment:
A-2: (1) Taricus
C-4: (1) Failbird
   -No special orders:
   -Directed to proactively smash enemy advances where possible, especially targeting high concentrations of enemy vehicles. If both NC and VS attack, prioritise NC targets: (1) Failbird
C-4 & B-5 (prioritise B-5 if both are attacked), directed to proactively smash enemy advances where possible, especially targeting high concentrations of enemy vehicles. If both NC and VS attack, prioritise NC targets: (2) NUKE9.13, Doomblade

Loadout Change:
Heavy Artillery: (3) Failbird, Doomblade, NUKE9.13
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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 Strategy Phase)
« Reply #323 on: June 29, 2020, 02:15:50 pm »

Quote from: Votebox
Reactor Deployment:
C-4: (1) Taricus
Don't Deploy: (3) Failbird, Doomblade, NUKE9.13

Attack:
A-2: (2) Taricus, Doomblade
C-6: (2) NUKE9.13, Failbird

Outfit Deployment:
A-2: (1) Taricus
C-4: ()
   -No special orders:
   -Directed to proactively smash enemy advances where possible, especially targeting high concentrations of enemy vehicles. If both NC and VS attack, prioritise NC targets: ()
C-4 & B-5 (prioritise B-5 if both are attacked), directed to proactively smash enemy advances where possible, especially targeting high concentrations of enemy vehicles. If both NC and VS attack the same tile, prioritise NC targets: (3) NUKE9.13, Doomblade, Failbird

Loadout Change:
Heavy Artillery: (3) Failbird, Doomblade, NUKE9.13
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Taricus

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 2 Strategy Phase)
« Reply #324 on: June 29, 2020, 06:09:09 pm »

Quote from: Votebox
Reactor Deployment:
Don't Deploy: (4) Failbird, Doomblade, NUKE9.13, Taricus

Attack:
A-2: (1) Doomblade
C-6: (2) NUKE9.13, Failbird
C-8: (1) Taricus

Outfit Deployment:
A-2: ()
C-4: ()
   -No special orders:
   -Directed to proactively smash enemy advances where possible, especially targeting high concentrations of enemy vehicles. If both NC and VS attack, prioritise NC targets: ()
C-4 & B-5 (prioritise B-5 if both are attacked), directed to proactively smash enemy advances where possible, especially targeting high concentrations of enemy vehicles. If both NC and VS attack the same tile, prioritise NC targets: (3) NUKE9.13, Doomblade, Failbird

Loadout Change:
Heavy Artillery: (4) Failbird, Doomblade, NUKE9.13, Taricus
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We sided with the holocaust for a fucking +1 roll

Man of Paper

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WarBiz Arms Race // Terrestrial Reserve Thread (Turn 3 Design Phase)
« Reply #325 on: August 23, 2020, 07:14:24 pm »

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)
Spoiler: Terrain Map (click to show/hide)
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Taricus

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 3 Design Phase)
« Reply #326 on: August 23, 2020, 08:37:31 pm »

Bastion Defensive Network Centre

With our CORE power generators finally able to be deployed in an effective manner, the Bastion is intended to serve as a combination of network hub, defensive position and spawn point for our forces. Equipped with eight spawners, the Bastion is capable of sustaining a large force in it's area and rapidly reinforcing in case of an enemy assault on the bunker itself, it's defensive capabilities bolstered by the 12 turrets embedded on the structure; Eight on the top of the structure, armed with twin sentinel launchers and fed via ammo fabricator to ensure a steady stream of missiles flowing from the launchers, and four twin bulldog turrets arrayed around the bottom of the structure to suppress and eliminate enemy infantry. All twelve turrets are manned rather than automated, both to protect against VS operators and to simplify design costs.

The biggest benefit of the Bastion however, is it's network and sensor systems. With a wide-spectrum array of sensors and a formidable network emitter the Bastion is capable of detecting, pinpointing and co-ordinating the elimination of enemy forces into the sector it watches over. Moreover, the data structure of the Bastion requires enemy hackers actually enter the structure in order to effect changes onto our tactical networks; the scale of the changes necessary requires direct access to the Bastion's computational resources, which are not accessible via wireless means due to device whitelisting.
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We sided with the holocaust for a fucking +1 roll

Doomblade187

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 3 Design Phase)
« Reply #327 on: August 23, 2020, 11:14:57 pm »

Peregrine VTOL Fighter [Pilot Exclusive]

At first glance, the Peregrine looks like a swightwy larger Wasp, with similar aerodynamic suwfaces to capitawize on maneuverability. However, power plant upgrades have yielded top speeds in excess of 1200 kph. The craft maintains it's manuvewabiwity at top speed, with one notable feature. At the pilot's command, the Pewegwine can shunt thrust down out under the wings at chosen locations to allow sick loops strafing. Of course, to protect the Pilots, g-force cushioning nanites now pad the cockpit. Armor is slightly thicker than before, but only so that small arms don't bother it as much. As for awmament, the Peregrine sports the same rotary autocannon and wocket pods that the Wasp mounted.
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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 3 Design Phase)
« Reply #328 on: August 23, 2020, 11:53:33 pm »

I want to point out that VS made a fighter called Peregrine just this turn, but given the W's, I'm unable to tell if it's intentional or not.
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Failbird105

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 3 Design Phase)
« Reply #329 on: August 24, 2020, 10:27:46 am »

Vigilo High-Evasion Fighter: Pilot Specific
For quite some time now, we've been wondering how to fully take advantage of the significantly increased control and response times of the Pilots with their Neurohelmet. Enter, the Vigilo.

Vigilo is a vehicle intentionally designed to be used only by the pilot. As such, the cockpit itself contains minimal controls. All control is done through the Neurohelmet. All the cockpit holds is a seat for the Pilot, a connection point for the Neurohelmet, and a pair of cameras on the back of the cockpit that allows the Pilot to observe what is in the air behind them.

The Vigilo's shape is that of a saucer overall. Curved on both the top and bottom for aerodynamics, and the cockpit is halfway sunken into the center of the craft, both for the safety of the pilot and preventing to great a losd in aerodynamics. With the missile pods directly on the bottom and able to close up so as to look identical front and back, and two main guns on the front to the sides of the turbine closed up and hidden when not in use. The front and back are almost indistinguishable until it starts firing.

The Vigilo's method of propulsion is its most unique aspect however. Four of our normal Turbines in the 'corners' of the craft, however, rather than providing that thrust directly, it makes use of thrust vectoring to instead output through a variety of 'shunts', that can be opened and closed. These shunts redirect the output of the turbines into that direction. Additionally, the turbines themselves can be opened up on either end for straight forward(or backward) flight. These shunt allow the force of anywhere from one to all of the Vigilo's engines(depending on the side) to, at any time, be directed in a completely different direction. This permits the Vigilo to perform great feats of aerial agility. Switching rapidly from flying forward to strafing, suddenly rising flat or dropping, spinning (roughly)in place, and though this requires skillful multi tasking; even using the rear cameras to fly backwards while firing on enemies in pursuit.

While we have done what we can to improve engine power, we doubt it will keep up in raw speed with the enemy fighters. Instead, the Vigilo relies on its ability to rapidly out-maneuver enemy missiles and fighters.
It should also be noted that, due to the size and shape of the Vigilo, ground based Anti-Air is liable to be rather effective, though direct gunfire being moreso than missiles or rockets.
Additionally, the issue of climb and drop speed was brought up. Drop speed should be fine despite the air friction, being assisted not only by the Vigilo's full thrust but also gravity. Rising however, is less certain, and may end up either slower or faster than sideways strafing
« Last Edit: August 24, 2020, 01:18:48 pm by Failbird105 »
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