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Author Topic: WarBiz Arms Race // Victory Services Thread (Turn 5 Revision Phase)  (Read 17372 times)

frostgiant

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Re: WarBiz Arms Race // Victory Services Thread (Turn 1 Revision Phase)
« Reply #150 on: February 12, 2020, 04:02:53 pm »


Quote from: Votebox
Immolator Shattergun: (3) Madman, Happerry, Frostgiant

Honestly would prefer a Scourge Upgrade, But I'm Ok with this and its a bit late for a new vote.
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dgr11897

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Re: WarBiz Arms Race // Victory Services Thread (Turn 1 Revision Phase)
« Reply #151 on: February 12, 2020, 05:30:18 pm »


Quote from: Votebox
Immolator Shattergun: (4) Madman, Happerry, Frostgiant, DGR
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Happerry

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Re: WarBiz Arms Race // Victory Services Thread (Turn 1 Revision Phase)
« Reply #152 on: February 12, 2020, 08:24:32 pm »

Posting these design idea/s for later.

Quote
Victory Carapace Armor
A set of light carapace armor that includes several special features to allow Victory Services to, well, seize victory from their foes. First off, it carries light Illuin Battery Packs integrated into the armor to provide additional supplementary power, either to what the soldier in question is currently using or to nearby allies. Secondly, it has back mounted micro-medical nanite producer with a cache for nanite storage, allowing the armor to build up a reserve of medical nanites which the wearer can then release either at will, to give themselves a nanite shroud akin to the ones that the Caduceus can give people, or automatically upon receiving a major wound hopefully preventing the user from actually dying. Thirdly, it carries a head mounted sensor suit that includes thermal vision, light enhancement mode for night actions, a sonar based motion detector for detecting invisible enemies, the ability to link with included fiber-optic camera probes to allow the user to look around corners or over walls without actually exposing themselves, and with the help of local operators it can even transmit visual data to nearby team mates, allowing them to, say, reveal enemies behind walls to nearby allies. Lastly, it has an automatic grapple launcher, mountable either on the shoulder or the upper arm, for use in traversing over rough terrain, controlled either directly or through the helmet's HUD.

Of course, the suit also includes actual armor, increasing the base survivability of whoever's wearing it.

Quote
Victory Carapace Armor - No Nanites Version
A set of light carapace armor that includes several special features to allow Victory Services to, well, seize victory from their foes. First off, it carries light Illuin Battery Packs integrated into the armor to provide additional supplementary power, either to what the soldier in question is currently using or to nearby allies. Secondly, it carries a head mounted sensor suit that includes thermal vision, light enhancement mode for night actions, a sonar based motion detector for detecting invisible enemies, the ability to link with included fiber-optic camera probes to allow the user to look around corners or over walls without actually exposing themselves, and with the help of local operators it can even transmit visual data to nearby team mates, allowing them to, say, reveal enemies behind walls to nearby allies. Thirdly, it has an automatic grapple launcher, mountable either on the shoulder or the upper arm, for use in traversing over rough terrain, controlled either directly or through the helmet's HUD.

Of course, the suit also includes actual armor, increasing the base survivability of whoever's wearing it.

Quote
Regeneration Unit
This piece of supplementary equipment is meant to amplify and enhance Victory Service's already existant medical advantage by giving even more medical ability to every Victory Service's soldier with this gear. It consists of two primary pieces. First off, it has a micro-nanite factory that produces medical nanites. Secondly. it has a storage chamber meant to maintain and support the generated medical nanites for later use, so that even though the micro-nanite factory has too low of a production to be useful moment to moment, the production can be stored until it is at a level where it is, in fact, actually useful. With these two parts the Regeneration Unit allows the user to do two things, and does one additional thing on it's own. First off, it allows the user to trigger the chamber to generate their own medical nanite shroud, like the one the Caduceus Medical Applicator can give people. Secondly, it can be activated when a Caduceus Medical Applicator gives the user a shroud to start supporting the shroud with its own nanites, making the shroud last twice as long as it normally would. Thirdly, when the user takes critical damage, the Regeneration Unit will automatically directly release it's stored nanites into the user, potentially preventing them from actually perishing or reviving them if the damage was relatively minimal. Of course, once the nanites in the chamber are used up it can take a minute or three to refill, but that's a small price for on demand medical coverage.
« Last Edit: May 07, 2020, 10:16:25 pm by Happerry »
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Man of Paper

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WarBiz Arms Race // Victory Services Thread (Turn 1 Strategy Phase)
« Reply #153 on: March 18, 2020, 12:23:25 am »

Turn 1 Revision Phase

Proposal: Immolator Shattergun
Difficulty: Hard
Result: (6+6)-1=11, Masterwork

The Immolator was described by some of the designers as "The Razer but better", and they weren't quite wrong. The Shattergun uses a larger design similar to a blocky shotgun with a pistol grip, foldable stock, and ergonomic pump action/forward grip. The Shattergun is not a weapon for long-distance combat. It is, however, immensely devastating in close combat. A nearly solid cloud of Hardlight filament is fired from the weapon to lethal effect out to thirty meters or so. The Immolator's high-capacity Hardlight chamber creates large amounts of the dense filaments that annihilate shields, melt through personal armor, and burn through flesh (though more resilient materials tend to survive with some scorching).

The chamber takes a moment to refill after every shot (triggered by the pump action connected to a tiny speaker that emits a satisfying classic shell-racking sound), but it's pretty short, typically allowing the user to fire immediately after completing the pumping action. An Illuin Battery Pack provides three rapid bursts before needing to recharge for a few seconds.

The Immolator Shattergun is a beautiful upscaling of our Hardlight Shotpistol, and early reports from the field say that the people using it seem to be having fun with it. Needless to say, demand is high, and outweighs the cost of material enough to see it to deploy at a (CHEAP) level. This is a finely tuned machine however, so further modifications to the Immolator will almost definitely see cost increase. It can see use with all classes, and qualifies as a Primary Weapon.

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IT IS NOW THE STRATEGY PHASE.

In this phase you are responsible for deciding on which hex you will focus your offensive efforts on. You will also need to decide whether your Outfit will act Offensively or Defensively. If they act on Defense they will automatically see use at the Hex that needs them most. Offensives can occasionally be difficult on a battlefield where cost in men and material aren't a factor, and an Outfit present can often be a deciding factor.

You can also adjust loadouts in this phase, though they should be paired with a vote against the change so I don't see something with one vote and go "okay".

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

Spoiler: Map (click to show/hide)
Spoiler: Key (click to show/hide)
« Last Edit: March 18, 2020, 09:14:59 am by Man of Paper »
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Happerry

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Re: WarBiz Arms Race // Victory Services Thread (Turn 1 Strategy Phase)
« Reply #154 on: March 18, 2020, 01:05:17 am »

Quote
Strategy Vote
Attack tile C4 (With capital building/green dot): (1) Happerry

Outfit Stance
Offensive: (1) Happerry
Defensive: (0)

Loadout Votes
Give Shotgun to Medic, Engineer, and Light Assault, remove Shotpistol: (0)
Give Shotgun to Medic and Light Assault, remove Shotpistol: (1) Happerry
Give Shotgun to Engineer and Light Assault, remove Shotpistol: (0)
Give Shotgun to Medic and Engineer, remove Shotpistol: (0)
Give Shotgun to Medic, remove Shotpistol: (0)
Give Shotgun to Engineer, remove Shotpistol: (0)
Give Shotgun to Light Assault, remove Shotpistol: (0)
Don't change Loudouts: (0)
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Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Turn 1 Strategy Phase)
« Reply #155 on: March 18, 2020, 09:13:09 am »

Quote
Strategy Vote
Attack tile C4 (With capital building/green dot): (2) Happerry, Madman

Outfit Stance
Offensive: (2) Happerry, Madman
Defensive: (0)

Loadout Votes
Give Shotgun to Medic, Engineer, and Light Assault, remove Shotpistol: (0)
Give Shotgun to Medic and Light Assault, remove Shotpistol: (2) Happerry, Madman
Give Shotgun to Engineer and Light Assault, remove Shotpistol: (0)
Give Shotgun to Medic and Engineer, remove Shotpistol: (0)
Give Shotgun to Medic, remove Shotpistol: (0)
Give Shotgun to Engineer, remove Shotpistol: (0)
Give Shotgun to Light Assault, remove Shotpistol: (0)
Don't change Loudouts: (0)

Hopefully we won't regret going all-out assault right now.
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Light forger

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Re: WarBiz Arms Race // Victory Services Thread (Turn 1 Strategy Phase)
« Reply #156 on: March 18, 2020, 07:04:40 pm »

Quote
Strategy Vote
Attack tile C4 (With capital building/green dot): (3) Happerry, Madman, Lightforger

Outfit Stance
Offensive: (2) Happerry, Madman
Defensive: (1) Lightforger

Loadout Votes
Give Shotgun to Medic, Engineer, and Light Assault, remove Shotpistol: (0)
Give Shotgun to Medic and Light Assault, remove Shotpistol: (3) Happerry, Madman, Lightforger
Give Shotgun to Engineer and Light Assault, remove Shotpistol: (0)
Give Shotgun to Medic and Engineer, remove Shotpistol: (0)
Give Shotgun to Medic, remove Shotpistol: (0)
Give Shotgun to Engineer, remove Shotpistol: (0)
Give Shotgun to Light Assault, remove Shotpistol: (0)
Don't change Loudouts: (0)

I'm going to play it safe with the outfit, keeping our super cheap medical stuff is rather important.
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dgr11897

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Re: WarBiz Arms Race // Victory Services Thread (Turn 1 Strategy Phase)
« Reply #157 on: March 23, 2020, 03:29:33 pm »

Quote
Strategy Vote
Attack tile C4 (With capital building/green dot): (4) Happerry, Madman, Lightforger, DGR

Outfit Stance
Offensive: (3) Happerry, Madman, DGR
Defensive: (1) Lightforger

Loadout Votes
Give Shotgun to Medic, Engineer, and Light Assault, remove Shotpistol: (0)
Give Shotgun to Medic and Light Assault, remove Shotpistol: (4) Happerry, Madman, Lightforger, DGR
Give Shotgun to Engineer and Light Assault, remove Shotpistol: (0)
Give Shotgun to Medic and Engineer, remove Shotpistol: (0)
Give Shotgun to Medic, remove Shotpistol: (0)
Give Shotgun to Engineer, remove Shotpistol: (0)
Give Shotgun to Light Assault, remove Shotpistol: (0)
Don't change Loadouts: (0)
« Last Edit: March 23, 2020, 04:07:19 pm by dgr11897 »
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Man of Paper

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WarBiz Arms Race // Victory Services Thread (Turn 2 Design Phase)
« Reply #158 on: May 13, 2020, 09:55:35 pm »

IT IS NOW THE DESIGN PHASE.

Spoiler: VS 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)
« Last Edit: May 13, 2020, 09:57:18 pm by Man of Paper »
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Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Revision Phase)
« Reply #159 on: May 13, 2020, 10:34:47 pm »

Quote
Peregrine Air Superiority Fighter, Take Three
Based on the Einherjar's technology but being faster and meant for only a single pilot, the Peregrine will protect our forces from air attack, and grant us the capability to strike from the skies ourselves.

Well, it was supposed to do so, anyway. Let's try again, shall we?

Hey wait, this seems INCREDIBLY FAMILIAR. DANGIT DO IT RIGHT SO WE CAN HAVE SOMETHING VAGUELY EQUAL TO THE ENEMIES' AIRCRAFT.

The Peregrine is a VTOL-capable fighter using a massively powerful engine to reach much higher speeds than the Einherjar, speeds suited to a modern fighter, while still retaining the fantastic maneuverability that fully vectored thrust grants. Thrust is provided by Einherjar-based thrusters capable of being fully vectored (or gimballed, I don't know how they work in the Einherjar) for VTOL operation. The vehicle's combat computer is a sophisticated piece of hardware capable of flying the vehicle and also controlling the weapon mount, though it mostly is responsible for tracking targets and other points of interest and putting on the pilot's helmet-mounted HUD. The HUD is linked to a set of cameras to allow the pilot to see "through" the body of the aircraft through a sort of augmented reality (see modern fighter pilot helmets).

The main weapon is mounted in a carefully constructed gimbal at the front of the vehicle, capable of taking the Einherjar's 20mm cannon or the Illuminator laser turret's laser array (its tracking system and hardware are redundant), at present. This gimbal is linked directly to the combat computer and the flight controls---the turret knows what the fighter is going to do as soon as the pilot pushes the stick, and can correct for it, allowing it to remain supernaturally steady when pointed at any target within its field of traverse.

The aircraft's body is mostly unarmored and constructed as small and light as possible to save weight, increase speed, and decrease costs. It has space to mount additional hardware of various sorts or carry a mission load (bombs, missiles, sensors, etc.) in an internal weapons bay. This bay presently only holds a spare fuel tank which can be jettisoned when combat is entered. Its final trick is that the body is created according to stealth standards---the shape of every part of the fighter reflects radar waves, the thrusters are sunken into the hull to diminish IR signature, and the paint absorbs UV and radar waves and scatters them weakly in all directions. The Peregrine is hard to detect, hard to hit, and hard to dodge.

The Peregrine does of course carry a set of countermeasures---the pilot can dispense chaff or flares to confuse most conventional tracking methods, while the vehicle's abnormally high maneuverability allow the pilot a decent chance at outmaneuvering a missile if they're smart about it.

Quote from: Votebox
Peregrine Air Superiority Fighter: (1) Madman
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Happerry

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Re: WarBiz Arms Race // Victory Services Thread (Turn 2 Design Phase)
« Reply #160 on: May 13, 2020, 10:36:46 pm »

Quote
Peregrine Air Superiority Fighter: (2) Madman, Happerry
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frostgiant

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Re: WarBiz Arms Race // Victory Services Thread (Turn 2 Design Phase)
« Reply #161 on: May 13, 2020, 10:48:54 pm »


Quote
Peregrine Air Superiority Fighter: (3) Madman, Happerry,Frostgiant

Now I am going to go burn some incense and sacrifice a goat to the dice gods.
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dgr11897

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Re: WarBiz Arms Race // Victory Services Thread (Turn 2 Design Phase)
« Reply #162 on: May 13, 2020, 11:49:33 pm »

Quote
Peregrine Air Superiority Fighter: (4) Madman, Happerry,Frostgiant, DGR
SSF (Stupid Simple Fighter): (1) DGR
Stupid simple fighter:
Based on the Einherjar's technology the Stupid Simple Fighter program is designed around one guideline, KISS, Keep It Simple Stupid. So, we're just going to be taking the Einherjar's basic frame and overhauling it into a fighter. First big change is the addition of a bane in a fixed mount just below the cockpit. Second is the nose turret being moved into a rear gun position, though we're keeping it and keeping the gunner. The troop carrying space has been used to give the VTOL's engine's more space to be expanded into, and to mount a hardlight shield generator and a number of secondary shield generator cores, similar to our heavy assault's version. This grants the new SSF more speed and layered defensive shields.
« Last Edit: May 14, 2020, 10:59:00 am by dgr11897 »
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Quote from: Alice on a different discord, to iridium, kind of.
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frostgiant

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Re: WarBiz Arms Race // Victory Services Thread (Turn 2 Design Phase)
« Reply #163 on: May 14, 2020, 12:28:44 pm »

KISS Relay UAV
A simple Idea to amplify what's already there and solve simple problems, The Relay Follows the principles of KISS. Designed for the operator's The Relay is a Simple quad-copter drone mounting a simple camera. The majority of the drone is taken up by the Receiver and transmit, designed to act similarly to the operator's "Siren" unit. The KISS Relay act's as, A relay, Designed to increase the Effective range of the Operator by extending the distance that they can disrupt enemy communications.

By featuring a camera, the relay can double-check for false data and be used for simple scouting by the operator. When being used as a relay for hacking and disrupting enemy tech, The operator will most lily park the drone to prevent it from being treated as skeet and to prevent them from taking the extended range down easily. As TR has decided to simply turn off their IFF and Comms, The KISS relay will Increase the effective dead zone even further, Causing havoc with enemy squads as they lose their communications and IFF's making the area around an operator an effective dead zone for the TR. While The NC is not as affected by such, They will presumably also have trouble with this larger range.
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Man of Paper

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WarBiz Arms Race // Victory Services Thread (Turn 2 Revision Phase)
« Reply #164 on: May 28, 2020, 01:44:52 am »

Turn 2 Design Phase

Proposal: Peregrine Air Superiority Fighter, Take Three
Difficulty: Hard
Result: (6+5)-1=10, Superior

Third time's the charm. Even if said charm is just getting something, anything, to show off to investors. Luckily, that something happened to be the Peregrine.

The Peregrine is a fairly small, fast aircraft, and quite the departure from our present air force, as it can actually be considered a force in the air. While absolutely unarmored, the Peregrine is a VTOL fighter capable of high speeds and impressive maneuverability. The aircraft itself looks very sleek, with every facet of it attractively angled to reflect radar fairly effectively and coated in a UV/radio wave-absorbing paint. The very powerful engines are also seated further into the hull of the aircraft than standard, reducing the heat signature of the engines just below that of the less powerful engines typically seen at present.

Able to hit 1,200 (or 1.200 for the decimal-using types) kilometres per hour, the Peregrine far outpaces anything we've seen fielded by our enemies thusfar, and it's computer systems are something to be proud of. Every part of the aircraft responds in unison to the pilot's inputs, meaning that the gimballed forward turret can lock onto a target and maintain relatively accurate fire during combat maneuvers. The Peregrine always utilizes the 20mm cannon from the Einherjar, as the only setting an Illuminator has that'd be useful in an Air Superiority Fighter would be as effective, if not less-so, than the cannon. Testing showed that even with the improved tracking in the Peregrine's turret that there was just too much maneuvering in the air for the more powerful shots to be worth the required downtime of the weapon should they miss. Perhaps if we'd worked on developing the aircraft's power supply to work with the Illuminator we could get it to function better as a weapon designed for a vehicle, instead of just stapling it on to everything we produce that isn't schlepped around by some poor sap as-is, but I digress. The computer systems in the Peregrine also feed into the pilot's helmet, providing constant up-to-date information on the aircraft and it's surroundings with colored pips at the edges of the visor denoting contact in that direction, and an IFF-outline display that highlights targets it can identify in company-specific colors made visible even through the hull of the Peregrine.

An internal weapons bay currently holds extra fuel storage that can be dumped at-will (and is volatile enough to scare the shit out of people down below should the tank have fuel left in it), but can be easily modified should we develop weapons to deploy from the bottom of an Air Superiority Fighter. On top of everything else (no wonder why it took so long for us to develop our first fighter craft), the aircraft boast some relatively simple countermeasures with chaff and flares to baffle targeting systems.

Beyond the engine and the computers, there's remarkably little in the way of resource-intensive development of the Peregrine. Combined with the fact that the Peregrine is expected to be highly effective at it's role, we expect to the the aircraft deployed at a (CHEAP) level.

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IT IS NOW THE REVISION PHASE.

Spoiler: VS 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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