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Author Topic: WarBiz Arms Race // Victory Services Thread (Turn 5 Revision Phase)  (Read 17363 times)

Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Design Phase)
« Reply #180 on: August 23, 2020, 08:19:11 pm »

Quote
Huscarl Advanced Variable Range Anti-Air/Anti-Armor Multipurpose Modular Missile Munitions System
The Huscarl is a completely modular missile system meant to be used against every conceivable threat, while also filling some concerning gaps in our lineup---anti-aircraft, artillery, non-tank-based antiarmor, antiaircraft, artillery, and anti-aircraft artillery.

First up, the warhead. It's a single unit based on the Immolator's functionality, of all things, though obviously specially designed for the purpose. It produces a very large hardlight generator, much larger than any mere shotgun's, inside the front of the missile, where a warhead would typically go. Right in front of the generator is an empty space in the nosecone, which is then filled with highly condensed hardlight, as much as can be crammed in. When aimed at soft targets like planes and infantry, the generator overloads the hardlight containment which causes the warhead to fire the hardlight like the Immolator, in a gigantic and extremely widely-spread shotgun blast of hardlight destruction. When aimed at a hard target, the missile instead impacts the target, collapsing the lightweight aerodynamic nosecone and causing the hardlight to come into direct contact with the surface. The hardlight system maintains the hardlight's shape as long as possible, allowing it to burn through armor. Eventually, however, the hardlight system is damaged or disabled, and the hardlight bubble bursts, turning the inside of whatever vehicle is impacted into a hellscape of fire and hardlight as melted armor and fragments of hardlight are blown around the inside of the vehicle.

Second, guidance. The Huscarl is, of course, a guided weapon, capable of using its own network of sensors or any other network of sensors we have (satellite, recon aircraft, etc.) to make its way to the target and kill it. It can communicate with any computer system in our battle network for its targeting orders, and thus the launcher unit(s) don't need to be able to see a target to kill it. Control is provided via fins.

Third, propulsion. The Huscarl comes in two propulsion configurations, "short" or "long". Short is a simple rocket booster that quickly accelerates the rocket to high speed but burns out and falls away after only a short time. Long still has a "short" engine on it, which accelerates the rocket to supersonic speeds before dropping away. But after the short engine drops, there is a ramjet attached to the payload that maintains the weapon's speed until it can strike a target. Short Huscarls are useful on aircraft for air-to-air missiles over moderate ranges, air-to-ground work, or as short-ranged antitank missiles, and fit in the Peregrine's weapons bay. Long Huscarls are used as surface-to-surface or surface-to-air missiles.

Finally, mountings. The Short Huscarl is used in Peregrine weapons bays, but it also comes in a two-missile box launcher for surface use with either Long or Short variants. This box launcher can be mounted to the Rampage, Desert Rat, or Tormentor, and slung underneath the wings of the Einherjar.

Quote
Huscarl ASRAAM (Advanced Short Range Anti-Air/Anti-Armor Multipurpose Missile Munitions System)
The Huscarl is a universal missile system meant to be used against air and surface targets from every vehicle we possess.

First up, the warhead. It's a single unit based on the Immolator's functionality, of all things, though obviously specially designed for the purpose. It produces a very large hardlight generator, much larger than any mere shotgun's, inside the front of the missile, where a warhead would typically go. Right in front of the generator is an empty space in the nosecone, which is then filled with highly condensed hardlight, as much as can be crammed in. When aimed at soft targets like planes and infantry, the generator overloads the hardlight containment which causes the warhead to fire the hardlight like the Immolator, in a gigantic and extremely widely-spread shotgun blast of hardlight destruction. When aimed at a hard target, the missile instead impacts the target, collapsing the lightweight aerodynamic nosecone and causing the hardlight to come into direct contact with the surface. The hardlight system maintains the hardlight's shape as long as possible, allowing it to burn through armor. Eventually, however, the hardlight system is damaged or disabled, and the hardlight bubble bursts, turning the inside of whatever vehicle is impacted into a hellscape of fire and hardlight as melted armor and fragments of hardlight are blown around the inside of the vehicle. The warhead is sized for vehicle deployment and antivehicle use, so it's built to overkill the heaviest enemy tank (the NC's Hephaestus) to a small degree. As in, it pretty well always kills the tank if it hits, and could conceivably also kill a better-protected tank.

Second, guidance. The Huscarl is, of course, a guided weapon, homing in by using IR and IR-laser guided. This means that a running vehicle can be tracked, but so can a vehicle that is being painted through the simple expedient of pointing a laser rifle at it and burning off the paint. The sensor will detect the heat signature of the laser or running vehicle and track that target. The Huscarl is locked before launch and detonates either on contact (when in armor-piercing mode) or a set distance from the target (in area-target/anti-aircraft mode).

Third, propulsion. The Huscarl packs a powerful fast-burning rocket motor that accelerates it to high speed before burning out. This rocket motor is optimized for short length but high thrust so that the missile is overall smaller and lighter so as to be easy to fit on vehicles. This gives the Huscarl ASRAAM a relatively short range when fired from the surface, but respectable enough range when launched from an aircraft at higher altitudes.

Finally, mountings. The Huscarl is used directly in Peregrine weapons bays, but it also comes in a two-missile box launcher for surface use. This box launcher can be mounted to the Rampage, Desert Rat, or Tormentor, and slung underneath the wings of the Einherjar.
« Last Edit: August 25, 2020, 06:36:37 pm by Madman198237 »
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frostgiant

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Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Design Phase)
« Reply #181 on: August 23, 2020, 08:36:43 pm »

Quote from:  Votebox
Huscarl ASRAAM (1): Frostgiant


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Happerry

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Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Design Phase)
« Reply #182 on: August 23, 2020, 08:47:20 pm »

Here's a potential revision to take the Nanite Deconstruction System and make it a land mine.

'Entropy' Nanite Landmine
Based on the Nanite Deconstruction System, the Entropy is, while non-deployed, a small disk that can be deployed where someone wants a land mine. Once deployed, it builds out into a larger disk that comes with a magnetic detector, a motion detector, and a IFF signal checker surrounding a smaller disk shaped payload. Once it detects an enemy vehicle overhead, the smaller disk shaped payload launches four suction magnet equipped cords directly upwards, which then reals in the payload to the enemy vehicle. Afterwards, said enemy vehicle will soon find its armor lacking as it's being given a solid dose of entropy causing nanites, rendering it easy to destroy. Meanwhile the larger disk will be busy building a new payload disk for the next enemy vehicle...

Incidentally, they are also air droppable. Though of course when that is done they're usually less well disguised.


And here's a design.

Desert Fox Logistics and Support Buggy
Based on the Desert Rat Ruggedized Buggy, the Desert Fox replaces the entire passenger space and large weapon mount with two different systems, and one new front attachment. First of all, it has a built in Illuin Signal Booster as well as a large amount of Illuin Battery Packs taking up the majority of what once was passenger space, literally powering up friendly troops. Secondly, where the large used to be now lies the Vulcan Vehicle Construction Mega-Tool, a vehicle sized nanite construction system based on, though of course properly re-engineered and designed for its new scale, the Hephaestian Repair Tool allowing the Desert Fox to repair friendly vehicles, assist in the construction of remote weapon platforms like the Illuminator Anti-Armor Laser Turret, and construct any prefab designs we might later come up with. Lastly, it comes modified so it can, optionally, mount a dozer blade on the front for if stuff needs running over, any earth needs moving, or trenches need digging out.

Speaking of Prefabs, if the designers have time they're meant to come up with a wall design (door optional), a roof design, a 'wall with firing slits' design, and a waist height wall design for building with the Desert Fox.

Also have my vote.
Quote from:  Votebox
Huscarl ASRAAM (2): Frostgiant, Happerry

« Last Edit: August 23, 2020, 09:13:16 pm by Happerry »
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Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Design Phase)
« Reply #183 on: August 23, 2020, 08:53:22 pm »

Quote from:  Votebox
Huscarl ASRAAM (3): Frostgiant, Happerry, Madman
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dgr11897

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Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Design Phase)
« Reply #184 on: August 24, 2020, 12:39:20 pm »

Quote from:  Votebox
Huscarl ASRAAM (4): Frostgiant, Happerry, Madman, DGR
Feels a bit reaching, but also like something that could easily be worth the risk.
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My Power armor arms race

Naturegirl1999

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Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Design Phase)
« Reply #185 on: August 27, 2020, 07:13:50 pm »

I’ll join, also an engineer will be helpful
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Man of Paper

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WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
« Reply #186 on: September 07, 2020, 06:10:42 pm »

Turn 3 Design Phase

Proposal: Huscarl ASRAAM
Difficulty: Hard
Result: (6+5)-1=10, Superior

This ambitious project was quite the hassle for our R&D teams. While a familiarity with hardlight weaponry helped significantly, we don't have much knowledge in rocketry. Luckily, that's a relatively easy obstacle to tackle nowadays.

First, the dual-purpose hardlight warhead was an interesting concept that proved initially difficult to pull off, but we made it work. A high-power hardlight barrier is projected along the interior of the missile's nosecone forward of the hardlight generator and contains the build-up of "free" hardlight. Those operating the weapon system can toggle between a Hard and Soft Target mode. When in Hard Target mode, the containment field holds as long as it can, while the nose cone is designed to crumple on impact. The hardlight barrier within the nosecone is energetic enough to melt away the nosecone and cut through the object it's slamming into for a moment before that too collapses, releasing the hardlight that had been pumped into the nosecone for the duration of the missile's flight. These blasts can be devastating when they occur, say, within a vehicle or building. In Soft Target mode, the missile overloads it's hardlight barrier catastrophically, destroying the nosecone and throwing a massive dense concentration of hardlight in a cone forward. While the blast isn't that effective against harder targets (which are covered by the Hard Target mode anyways), lighter vehicles and infantry are thoroughly punished by the cone of hardlight.

Second, guidance. The missiles lock onto infra-red signatures and can be guided by IR-laser as well. The sensors in the missiles are designed to set the IR signature of the laser as priority over other environmental signatures, but the system operator can also override that option before launch to prevent accidental interference.

Third, the Huscarl uses a very potent propulsion system. The missile is loaded with an extremely efficient and potent fuel, allowing high thrust and high speed enough to take out targets at high altitude (so long as the aircraft doesn't maneuver too much). It also has a number of vector thrusters to allow the missile to turn on a dime and track agile targets with ease, but use of these will obviously impact overall flight time.

Finally, the Huscarl can be launched from the Peregrine's weapons bay as well as four-missile box launchers that can be mounted on vehicle hardpoints across our entire armory.

The Huscarl is a bit more complex than your standard missile, but it's potent enough that demand is extremely high, making it (CHEAP).

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

IT IS NOW THE REVISION PHASE!

The suits have decided to expand operations even further, and have dedicated a significant amount of facilities to the Contract Wars! This means that from here on out, every turn will have 2 REVISIONS, allowing more flexibility in our progress as we move forward.

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

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Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
« Reply #187 on: September 07, 2020, 06:36:19 pm »

Quote
Pebble Anti-Infantry Explosive Mine.

The pebble is designed to piss off the enemy logistics, and hopefully drive them to an anerism.

The pebble Comes in a Small , Botchi ball Sized Cube. When thrown or dropped, the pebble detonates in midair spreading its payload far and wide. The payload consists of a Explosive charge, Made of the same fuel as that used by the Huskarl mixed with some Coagulents for fast and even combustion AKA an explosion, and a small Nano fabricator with Extremly limited lifespan.

Upon impact with the ground or concrete, the Fabricator, nased of work of both the cadiues and the Heasphestus, Begins to Dig itself and the charge into the surface. Small Ballbearing like orbs are Constructed from the surroudnings, packed tight and made very dense by the construction nanites, and are in fact what give the pebble its name.
When triggered by pressure,the explosive charge detonates, Propelling the Constructed pebbles like the claymore mine of old into whoever was unlucky enough to step on it.

A single Pebble Orbposses 12 charges and Fbaricator units, Creating 12 mines after throuwn by an infantry men, However, the primary use for the pebble will be Drops from peregrine bomb bays, dropping many Of the pebbles at the same time, each detonating into its components to cover swaths of territory in anti-personel mines.

If the enemy manages to clear the area of Pebble mines, a swift pass over head by a sigle peregrine should be enough to reapply the mines, erasing all of the enemies hard work.
Quote
ROUS Ruggedized Artillery/Logistics buggy.

The ROUS (Rodent of unusal size) Is designed to fuffil multiple roles at the same time, even if it does not excel at any of them. Stripping out all of the passenger seating and mouting more armour then the standard desert rat it was built from, The ROUS trades all of its Passenger space and storage compartment for Massive banks for Ilium batteries and Relays, Enough to feed entire assaults by itself provided short enough engagements.
In addition, The Rous Carries a pair of Box launchers, mounting the Huskarl. This enables it to Fire on IR designated targets and contribute to its own defense and the offense besides acting as a Massive energy Pylon.

The armouring that protects the Vehicle is light and is instead supplemented by Hardlight emitters similar to those we have used on the rampage and our own heavy assaults. Because of the sheer amount of power the ROUS can provide, its estimated that the Hardlight emitters will burn out from constant use long before the Rous runs out of power to feed it. This makes the ROUS at least a little resistant to logistics raiding, as it can turn on its Hardlight armour before trying to disengage, waiting for reinforcements or Blasting them to shreds with the 8 Huskarl Missles it mounts.
« Last Edit: September 07, 2020, 06:53:51 pm by frostgiant »
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Happerry

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Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
« Reply #188 on: September 07, 2020, 07:46:27 pm »

Quote
'Spotlight' Illuminator Refit
While our Illuin Battery Packs are a marvel of usefulness, it is a sad fact that most of our weapon systems aren't really designed to take full advantage of the ample power supplies they offer, often from being designed before we invented the Illuin. The 'Spotlight' Refit is intended to be an across the board reworking of the Illuminator Turrets, as well as other systems which use Illuminator based laser cannons, to properly take advantage of the Illuin to increase firing rate in relation to the advantages of the enlarged power grid available to such weapons beyond their own, individual, power supplies.

Quote
Desert Shrew Logistics and Support Buggy
Based on the Desert Rat Ruggedized Buggy, the Desert Shrew replaces the entire passenger space and large weapon mount with two different systems, and one new front attachment. First of all, it has a built in Illuin Signal Booster as well as a large amount of Illuin Battery Packs taking up the majority of what once was passenger space, literally powering up friendly troops. Secondly, where the large used to be now lies the Vulcan Repair Mega-Tool, a vehicle sized nanite repair system based on, though of course properly re-engineered and designed for its new scale, the Hephaestian Repair Tool allowing the Desert Fox to repair friendly vehicles and assist local engineers in construction tasks. Lastly, it comes modified so it can, optionally, mount a dozer blade on the front for if stuff needs running over, any earth needs moving, or other dozer blade type tasks need to be done.

Quote
"Shelter" VS Overshield Generator
Much like our weapon systems, the Overshield Generator used by our Heavies predates the invention of the Illuin Power Sharing System, and as such is not optimized to fully use said system. With some hopefully simple changes, allowing the Overshield to do things such as absorb additional power from nearby supplies when the shield is stressed or as otherwise needed, the recharge rate, activation duration, and strength of the Overshield should be noticeably improved.

Quote
"Shadow" VS Nanite Cloaking System
Much like our weapon systems, the Nanite Cloaking System used by our Infiltrators predates the invention of the Illuin Power Sharing System, and as such is not optimized to fully use said system. As well, Victory Services has made advancements in Nanite manufacturing technology since the original design, as seen in the Caduceus. By integrating these newer then the cloaking system advancements into the cloaking system, allowing the Nanite Cloaking System to do things such as absorb additional power from nearby supplies when in use or stressed as well as improving it's ability to manufacture cloaking nanites, the duration and stability of the cloak should be noticeably improved.
« Last Edit: September 07, 2020, 08:14:44 pm by Happerry »
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Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
« Reply #189 on: September 07, 2020, 09:45:28 pm »

Quote
Illuin Proprietary High-Density Power Supply Portable Unit
The 'Illuin Proprietary High-Density Power Supply Portable Unit', 'Illuin PHDPS portable unit', or just 'Illuin box', are all simple modifications of an existing standard small power supply to be completely independent, using the Illuin system to spread power to the rest of a soldier's equipment. This particular Illuin module is good only for extremely short-ranged transfer and has minimal storage, as it is meant only to power other devices with their own internal storage. It is further optimized to boost the functionality of various class items such as Light Assault jetpacks and Heavy Assault shields with a constant additional supply of power to increase uptimes and reduce the downtime between uses.

Quote
Conflagration Shatter Grenade
The Immolator is the bigger, unreasonably angrier brother of the now-seemingly-adorable little Razer shotpistol. The Conflagration is the Immolator's earth-shatteringly angry second cousin, a spherical "grenade" packing an Illuin high-density battery surrounded by hardlight emitters. When tossed into a room, trench, bunker, or squad of enemies, the battery lasts just long enough to fire off a storm of Immolator-esque shotgun blasts of hardlight in every direction for almost an entire second. The physical size of the mechanism and its energy requirements have been downsized by removing any piece of the hardlight system that had to do with "safe heat dispersion" or "accuracy" or "range" or "not shooting hardlight straight back into the user's face", and so the storm of razor-sharp bits of energy is completely random in direction and tends to liberally distribute a set of small molten holes in everything within a handful of meters.

The fun doesn't end there, however. The use of an Illuin battery means that the system can be recharged, so a soldier must only pick up their grenade and hit the other button (the one that doesn't result in everything being full of holes after approximately eleven seconds) to allow the grenade to recharge itself before being thrown again, at another hapless group of foes.

Quote from: Votebox
Desert Shrew Logistics and Support Buggy: (1) Madman
'Spotlight' Illuminator Refit: (1) Madman
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Naturegirl1999

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Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
« Reply #190 on: September 07, 2020, 09:51:42 pm »

Quote from: Votebox
Desert Shrew Logistics and Support Buggy: (1) Madman
'Spotlight' Illuminator Refit: (2) Madman, NG
"Shelter" VS Overshield Generator: (1) NG
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Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
« Reply #191 on: September 07, 2020, 10:01:32 pm »

I read the Shelter again and part of it started me thinking. Dangit.

Quote
Illuin Requirements Adaptation System
Illuin is a unique and powerful system for redistributing energy from unused or non-stressed systems, but it can be better. We've altered the power-sharing setup to use a priority system that users can customize, but is also subject to certain predetermined limitations. This means that a "high priority" draw can override "low priority" draws, for instance a Heavy Assault's failing shield might begin to siphon energy from their weapon or nearby allies' presently unused weapons in order to keep the shield up longer, whereas an Infiltrator's rifle might be capable of drawing extra power from their unengaged squadmates for a more powerful shot as a "low priority" action. The predetermined limitations might include an engineering unit being set up so that their vehicle or repair equipment will siphon power to maintain vehicle functionality rather than the combat capability of members of the unit, since keeping their vehicles functioning is their primary purpose.
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Naturegirl1999

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Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
« Reply #192 on: September 07, 2020, 10:06:46 pm »

Quote from: Votebox
Desert Shrew Logistics and Support Buggy: (1) Madman
'Spotlight' Illuminator Refit: (1) Madman
"Shelter" VS Overshield Generator: (1) NG
Illuin Requirements Adaptation System: (1) NG
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Happerry

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Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
« Reply #193 on: September 07, 2020, 10:58:15 pm »

Quote from: Votebox
Desert Shrew Logistics and Support Buggy: (1) Madman
'Spotlight' Illuminator Refit: (2) Madman, Happerry
"Shelter" VS Overshield Generator: (1) NG
Illuin Requirements Adaptation System: (1) NG
Pebble Anti-Infantry Explosive Mine: (1) Happerry
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frostgiant

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Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
« Reply #194 on: September 08, 2020, 10:24:11 am »


Quote from: Votebox
Desert Shrew Logistics and Support Buggy: (1) Madman
'Spotlight' Illuminator Refit: (3) Madman, Happerry , Frostgiant
"Shelter" VS Overshield Generator: (1) NG
Illuin Requirements Adaptation System: (1) NG
Pebble Anti-Infantry Explosive Mine: (2) Happerry, Frostgiant
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