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Author Topic: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 5 Revision Phase)  (Read 28881 times)

Taricus

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Quote from: Votebox
Core: Mini (2): Taricus, Failbird
Vibration Damping ():
Powernet ():
Controller Combat Shotgun (1): Doomblade
EM PowerNET ():
Containment and Power Withdrawal of Core Fusion Reactor ():
Renderer Efficacy & Deployment Overhaul (1): Taricus
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Elvish Miner

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We aren't really taking advantage of our pilot's strength yet.

Wasp Weapons Upgrade: Guided Rocket Pods
Two of the Osprey's rocket pods are attached to opposite sides of the Wasp's body, right over the wings. A radio is synched from each rocket to the launcher, and the fins are able to be adjusted by a computer. While our average pilot can dumb fire them with decent accuracy, the TR Neurohelmet allows them to be controlled a fair amount, with limited input from the pilot themselves. A near miss can be adjusted to a hit, and a hit can be adjusted to strike a weakpoint. While complete wiffs can't be saved, the small on-the-fly adjustments make the Wasp a teriffying opponent in the sky.
Quote from: Votebox
Core: Mini (2): Taricus, Failbird
Vibration Damping (1): Elvish Miner
Powernet ():
Controller Combat Shotgun (1): Doomblade
EM PowerNET ():
Containment and Power Withdrawal of Core Fusion Reactor ():
Renderer Efficacy & Deployment Overhaul (1): Taricus
Wasp Weapons Upgrade: Guided Rocket Pods (1): Elvish Miner
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TricMagic

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Revision: Hornet

The Hornet is a version of the Wasp that does away with the integrated Respawn. Instead, it uses the space for computing and an ammo fabricator. In addition, the Rockets it produces can be loaded in-flight, and have a simple radio a Pilot can use to guide them in flight, and the Hornet's Radar System will allow them to easily hit evading aircraft as the Pilot wills. The Hornet is also still capable of ground-clearing operations like it's cousin, and hitting from farther away thanks to the Pilot's control.
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Doomblade187

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Edit: I forget things, ignore me.

Quote from: Votebox
Core: Mini (2): Taricus, Failbird
Vibration Damping (1): Elvish Miner
Powernet ():
Controller Combat Shotgun ():
EM PowerNET ():
Containment and Power Withdrawal of Core Fusion Reactor ():
Renderer Efficacy & Deployment Overhaul (1): Taricus
Wasp Weapons Upgrade: Guided Rocket Pods (2): Elvish Miner, 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.

Failbird105

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Quote from: Votebox
Core: Mini (2): Taricus, Failbird
Vibration Damping (1): Elvish Miner
Powernet ():
Controller Combat Shotgun ():
EM PowerNET ():
Containment and Power Withdrawal of Core Fusion Reactor ():
Renderer Efficacy & Deployment Overhaul (1): Taricus
Wasp Weapons Upgrade: Guided Rocket Pods (3): Elvish Miner, Doomblade, Failbird
Hmm, yeah I think this is good.
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TricMagic

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....

We can just revise up another version that doesn't have the pod and does use those guided rockets. So, you know, it's something other than just guided missiles. The Hornet isn't good enough to end up there, yet the EM Powernet Design goes in a revision votebox?
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Failbird105

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We can just revise up another version that doesn't have the pod and does use those guided rockets.
So, without the rocket pods, but also with the rocket pods?...

Gotta say I don't see your logic here.
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Elvish Miner

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Revision: Hornet

The Hornet is a version of the Wasp that does away with the integrated Respawn. Instead, it uses the space for computing and an ammo fabricator. In addition, the Rockets it produces can be loaded in-flight, and have a simple radio a Pilot can use to guide them in flight, and the Hornet's Radar System will allow them to easily hit evading aircraft as the Pilot wills. The Hornet is also still capable of ground-clearing operations like it's cousin, and hitting from farther away thanks to the Pilot's control.
The Wasp doesn't have integrated respawn. You must have your wires crossed.
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TricMagic

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Ah, apparently I do. Never mind then.
Quote from: Votebox
Core: Mini (2): Taricus, Failbird
Vibration Damping (1): Elvish Miner
Powernet ():
Controller Combat Shotgun ():
EM PowerNET ():
Containment and Power Withdrawal of Core Fusion Reactor ():
Renderer Efficacy & Deployment Overhaul (2): Taricus, TricMagic
Wasp Weapons Upgrade: Guided Rocket Pods (4): Elvish Miner, Doomblade, Failbird, TricMagic
Hmm, yeah I think this is good.
[/quote]
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Elvish Miner

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There is nothing wrong with eventually creating a stealth bomber Osprey variant though
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TricMagic

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Renderer Efficacy & Deployment Overhaul
Whilst the Renderer is a sturdy, workhorse design, it has a few issues that need to be addressed. Namely, the fact it's so expensive to deploy. By utilising advanced production techniques, we are able to improve the reliability and quality of the Renderer to a high level, and ensure that the vehicle would require a good hit to take out of commission permanently.
Renderer add on note-a
The Renderer has served as a good base to most of our ground vehicles. But it's still more expensive using the old production techniques. And it's other models are merely expensive with their own techniques.  So, why not use what we've learned to overhaul it's production. Better reliability and quality, along with being a bit cheaper to produce.[/quote]


Quote from: Votebox
Core: Mini (2): Taricus, Failbird
Vibration Damping (1): Elvish Miner
Powernet ():
Controller Combat Shotgun ():
EM PowerNET ():
Containment and Power Withdrawal of Core Fusion Reactor ():
Renderer Efficacy & Deployment Overhaul (2): Taricus, TricMagic
Renderer add-on note-a (1) TricMagic
Wasp Weapons Upgrade: Guided Rocket Pods (4): Elvish Miner, Doomblade, Failbird, TricMagic

Mostly on why it is a good thing. Note the experience we have with the base vehicle on why we can improve it.
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Doomblade187

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Quote from: Votebox
Core: Mini (3): Taricus, Failbird, Doomblade
Vibration Damping (1): Elvish Miner
Powernet ():
Controller Combat Shotgun ():
EM PowerNET ():
Containment and Power Withdrawal of Core Fusion Reactor ():
Renderer Efficacy & Deployment Overhaul (2): Taricus, TricMagic
Renderer add-on note-a (1) TricMagic
Wasp Weapons Upgrade: Guided Rocket Pods (4): Elvish Miner, Doomblade, Failbird, TricMagic
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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.

Elvish Miner

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Quote from: Votebox
Core: Mini (4): Taricus, Failbird, Doomblade, Elvish Miner
Vibration Damping ():
Powernet ():
Controller Combat Shotgun ():
EM PowerNET ():
Containment and Power Withdrawal of Core Fusion Reactor ():
Renderer Efficacy & Deployment Overhaul (2): Taricus, TricMagic
Renderer add-on note-a (1) TricMagic
Wasp Weapons Upgrade: Guided Rocket Pods (4): Elvish Miner, Doomblade, Failbird, TricMagic
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Man of Paper

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WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 5 Design Phase)
« Reply #193 on: August 02, 2019, 01:31:09 pm »

Prewar 4 Revision Phase


Proposal: Wasp Weapons Upgrade: Guided Rocket Pods
Difficulty: Hard
Result: (6+4)-1=9, Above Average

While not an insurmountable task thanks to it's fairly limited scope, redesigning our rockets to respond to remote input from the Neurohelmet was no trivial task. A rocket pod containing six semi-active guided rockets is placed on either side of the Wasp beneath the wings. We managed to retain the original payload size while adding the receiver equipment, increasing overall effectiveness at minimal cost. The pods themselves do affect the Wasp's aerodynamic profile, so speed sees a small drop down to 600km/h before instability begins impacting performance. Pilots utilizing a Neurohelmet are able to alter the trajectory of the rockets remotely to a fairly significant degree, though this added precision is only vaguely effective in the craft's fighter role. The ability to course-correct does become a massive boon against large, slow, or ground-based targets.

Even with limited ammunition, the added utility for what is now known as the Wasp VTOL Strike-Fighter sees it become (EXPENSIVE).


Proposal: Core: Mini
Difficulty: Very Hard
Result: (3+1)-2=2, Utter Failure

Miniaturization of something as unreliable and unrefined as the Core Fusion Reactor was, unfortunately, doomed from the start. All attempts to make a working Mini Core resulted either in a massive drop in energy output to practically nothing, the inability to sustain it's reaction, or massive cataclysmic failure. Some of our engineering staff are very glad that nanite reconstruction is a thing.


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


It is now the fifth and final prewar Design Phase. You have two designs to create, and both will be rerolled as if they've received a research credit. By the end of the next turn you will need to define the loadouts for each class as well as create an Outfit that fights for your company.

To reiterate and prevent the need to look through threads:
Loadouts are made up of a Primary Weapon, Secondary Weapon, Class-Defining Equipment, and up to Three Auxiliary Equipment slots. One Loadout is needed for every class, and cost of the items in the loadout affects how many of that class are deployed. Note that any equipment slot save for the Class-Defining one may be left empty.
Outfits need a Name, Favored Equipment, Methods of Engagement (Preferred Tactic and Strategies), and anything fluffy to further define the Outfit.

Remember also that troop deployment on new maps is blind, and the first turn of combat will consist largely of small skirmishes as troops claim the free real estate territories.

Spoiler: TR Armory (click to show/hide)
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Failbird105

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Re: WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 1 Design Phase)
« Reply #194 on: August 02, 2019, 02:57:36 pm »

Quote from: Shattershell
All Class gear: 'Shattershell' Fragmentation grenade
This is very much a basic piece of equipment. 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. Nothing more to it then that.
Bringing this back up, since we've currently got an extra Auxiliary slot for all our non-engineer characters to use. I've got some new ideas too, but it'll take some time to write them up.

Terran Rocket Propelled Grenade

A simple tube for firing rockets, the terran rocket propelled grenade is a well-built tube with an analog primer activator. A scope with drop and wind adjustment lines based on the ambient conditions, fed from the suit.

A small backpack carries the rounds, with two varieties: HEAT or AP Fragmentation Flechette rounds, based on the existing cannon round. All rounds have spring-loaded fins that start releasing on barrel exit.

This weapon is meant to be a secondary weapon for all classes.
Also this too, since we also could do with an infantry portable anti-vehicle option.

Edit: Made some Power Armor for our heavy assualts. I'm thinking of doing a 'legs and back only' version for our Light Assaults later to provide enhanced jumping, running, and landing capabilities.
Quote from: Bulwark Heavy Assault Powered Armor
Heavy Assault Specific Auxiliary
Based on the Legacy of Terra, the Bulwark is our first foray into Powered Armor. Making use of an advanced system of hydraulics, the Bulwark allows for greatly enhanced strength in the wearer. Allowing for significantly increased lifting and striking strength, running speed, and jumping height. This increase however is largely put to use allowing the armor to be far heavier and far more durable. The armor is quite a bit thicker, providing yet greater defenses from small arms, and even further increasing the survivability of explosions. The arms meanwhile, retain a larger portion of the increased strength, allowing for the comfortable wielding of particularly heavy, cumbersome weapons, such as the Bulldog. In addition to these improvements, the Bulwark also sports the additional Omnivisor suite, first-aid system, and life-support of the original LoT that it was based on. It should make a fine addition to our Heavy Assault soldiers arsenal. It should be noted however, that this is meant to replace the LoT for the Heavy Assaults, not the Overshield.

There are, of course, problems however. For one, the addition of Hydraulics and increased armor naturally makes it quite a bit bulkier than the LoT was. This makes it slightly difficult to move around in, and could potentially make it even harder to carry other equipment with it. And of course, if we made the armor too thick in some places, then the wearers would not be able to move, thus the hands and joints are much more lightly armored than the rest of the suit, bearing no more armor thatn the Legacy did. Finally, being powered armor, the Bulwark is of course powered. Having a pair of nanite batteries that are cycled between to keep the suit running. Should the current battery be low while the other is still recharging, then the minor systems of the suit will temporarily shut down to conserve power, starting with the first aid, then the Omnivisor, and if needs must, it can even drain power from the battery of the Overshield that the Heavy Assault soldier wearing it has equipped, though obviously as it can be worn by our regular forces as well if we haveba surplus, you don't need an Overshield to wear it.
« Last Edit: August 09, 2019, 07:18:00 am by Failbird105 »
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