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Author Topic: WarBiz Arms Race // Victory Services Thread (Turn 5 Revision Phase)  (Read 17354 times)

Man of Paper

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WarBiz Arms Race // Victory Services Thread (Turn 4 Design Phase)
« Reply #210 on: February 22, 2021, 02:22:15 am »

Remember folks! We're in the Design Phase for a new battlefield! Good luck!

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)
Spoiler: Credits (click to show/hide)
« Last Edit: February 22, 2021, 02:46:33 am by Man of Paper »
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Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Strategy Phase)
« Reply #211 on: February 22, 2021, 12:01:41 pm »

Quote
'Hardcase' Integrated Combat Suit
Built on the lessons of "if you wear body armor, you're a lot harder to kill" provided in unhelpful fashion by the TR and the lesson of "KILL! MURDER! KIIILLLLLLLLLLLLLLLLLL!" provided somewhat less unhelpfully by the easier-to-get-rid-of NC, we have elected to take the middle path. This new standard of VS body armor is a helmet and a series of carbon-composite plates distributed on an underlayer composed of a ballistic fiber/metal fiber mesh capable of dispersing heat from energy weapons (preventing the heating of the armor from cooking the user until it gets really extreme) and slowing bullets or stopping fragments. The underlayers are rated to stop, on their own, approximately a normal ballistic pistol's output in kinetic or thermal energy. The carbon composite plates are thick enough to stop several volleys of rifle-caliber energy and ballistic fire when combined with the underlayer. The plates are distributed to protect key areas that can kill or incapacitate a soldier quickly. Many areas of the body are left unprotected as they simply can't kill soldiers fast enough to prevent medics from helping them, and the increased mobility is worth more than the tradeoffs. The forearms do have optional bracers, they just tend to get left off for certain forms of class equipment. Think Mandalorian armor for very rough coverage goals and, yes, maybe a little bit of style influence.

The helmet is the main thrust of the design, however. Taking inspiration from the Peregrine's electronics suite and our hacking skills, we've engineered a really awesome integrated helmet electronics package. First up, the helmet itself is again made of carbon composites with layers of metal mesh to distribute heat and provide some more solidity to the helmet. The helmet is meant to survive half again the damage of the rest of the armor, since heads are the most often exposed element of a person. The helmet includes two external cameras, a visible-light camera and an infrared thermal camera. These two are integrated into the virtual-reality system that provides the user with a picture of the outside world. Typically, the user has a blast shield down over their lightweight transparent visor, letting the cameras feed them their view and leaving their face well protected against incoming fire. The virtual reality system also allows for units to share video feeds between soldiers and vehicles, see markers (like "objective" and "target" and "yikes that's a big tank run away") in 3-D space, and generally be better informed than the enemy, since we've hacked our enemies' similar equipment into near-uselessness.

Obviously the computer system needs power, and so the armor suit includes an Illuin battery mounted into the backplate, capable of powering the computer system and providing power to the rest of the user's equipment when necessary.

So, anybody want some infantry armor aimed at being Cheap? For revisions I'd like to follow this up with a LA Jetpack revision and an HA Overshield revision aimed at bringing the costs down.
« Last Edit: February 22, 2021, 12:40:34 pm by Madman198237 »
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

frostgiant

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Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Design Phase)
« Reply #212 on: February 22, 2021, 12:16:01 pm »

Quote
"Warframe" Nanite musculature composite powered armor

Taking experience from our work in the cadacues and our other nanite works, The warframe is an interesting exploration of nanite technology. Lacking the normal internal workings of a powered armour suit, The Warframe is composed of a series of nanite "Muscles" Cords of entwined nanites and carbon Nanotubes, forming powerful silver musculature that sits underneath the suits ceramic and alloy plating, having been designed and specialised to improve the physical capabilities of our soldiers to superhuman levels.

Made up of hundreds of thousands of nanites, the warframes musculature mimics and improves upon the human form. Every strand of "Muscle" is designed to be capable of stretching, contracting and pulling in excess of what is possible with the human body creating a second musculature network. This nanite musculature is connected to the user's own muscules through medical nanites, Allowing it to move with the user without hyperflexion and ripping them apart.

The nanite muscles of the warframe allow the user to run faster, hit harder, lift more - all the while maintaining a stunning degree of flexibility.
When struck, The nanites in the musculature will automatically react, Stiffening and contracting. By Hardening under the impact, the nanites are capable of defusing physical impacts as well as making it more difficult for energy weapons to burn the user underneath.
Damaged nanites are consumed and replaced by a series of Nanite generators around the suit, Copied almost wholesale from the cadues. This allows the Warframe to sustain minor damage, before repairing its nanite musculature in preparation for more combat.
In order to power the suit and nanite fabricators, The Suit runs off a series of relatively small power generators, in combination with the illium system in order to minimize profile and maintain mobility.

The external plating of the Suit is... Minimal, Only slightly tougher than standard armour, but the hope of the researchers is that combined with the toughness of the Nanite musculature and the highly increased speed and mobility, the suit will be able to increase the survivability of our soldiers. After all, the best response to overwhelming firepower is to simply not be there when it hits.
« Last Edit: February 22, 2021, 12:20:55 pm by frostgiant »
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dgr11897

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Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Design Phase)
« Reply #213 on: February 22, 2021, 12:31:53 pm »

"Medshell" Soldier Survival Kit: Designed to allow soldiers to survive incoming fire, rather than a conventional armor suit the Medshell is a combination hardlight shield generator and Healing nanite injector. Wired up to the user's vitals it constantly monitors them for injury. Upon detecting that the user has sustained a critical injury and is in danger of death, the system will automatically dump remaining healing nanite stores into the user, along with a massive shot of adrenaline, and activates the shield, healing the wound and giving them a few precious seconds of hardlight shielding to recover with.
"Minos" class Light Assault Boosting exoskeleton: A light exoskeleton powered by our Illuin network, the Minos radically increases the users strength, and thus also speed, in short bursts. Combined with a set of jet boosters to further increase the mobility of the suit, the Minos allows a user to jump incredible heights, sprint at frankly ridiculous speeds, wallrun, and deliver some devastating flying kicks.
"Yggdrasil" Infantry Support Vehicular Powered Armor: So large it is classified as a vehicle, the Yggdrasil is a suit of power armor more akin to a very light mech. Utilizing advanced computer systems based off of those utilized by the Peregrinne to control itself, and powered by our advanced Illuin battery pack system, the suit is an advanced patchwork of tech from across our arsenal. The Suit's armor is relatively light, but supplemented by a hardlight shield based off of that used by our Heavy Assaults, except this one can be maintained far longer, practically indefinitely in fact and is somewhat stronger as well, both are thanks to the larger generators and power supply. The suit is designed to be, above all else, highly modular, able to have different mission packages and weapons, and also mobile, able to be transported by Einherjar gunships and with a decent amount of speed on its own, letting it keep up with and outpace infantry. For now, it mounts a spotlight anti armor laser on one arm, and some modified Huscarls on the back. These Huscarls are modified for use as artillery, with a slower, more efficient engine and more fuel capacity, which makes the missiles larger, but that's a worthy tradeoff for their ability to provide mobile counter battery fire for our forces. Though they can be replaced with a conventional Huscarl box for AA use.
« Last Edit: February 22, 2021, 01:17:58 pm by dgr11897 »
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My Power armor arms race

Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Design Phase)
« Reply #214 on: February 23, 2021, 10:23:43 pm »

Quote from: Votebox
'Hardcase' Integrated Combat Suit: (1) Madman

I feel that this is the best possible use of this design; even if we want it to be Cheap without the help of the credit. I get it, it kind of sucks to risk wasting the credit. But it's time to fix our infantry, with this credit as a bonus to the cost of the armor. I guess it might make sense to add some basic nanite capabilities, since the credit allows us to do that without risking cost growth. It would be FAR more effective a use of a credit just because of how infantry-focused this game is.

And, again, it matters now, in the first turn of a new map, the phase in which we absolutely SHONE last time. We could get a serious initial advantage if we play this right, but artillery won't help us in the first scouting phase.
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dgr11897

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Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Design Phase)
« Reply #215 on: February 24, 2021, 12:28:13 am »

Quote from: Votebox
'Hardcase' Integrated Combat Suit: (2) Madman, DGR
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Quote from: evicted Saint on discord
Weaponizing Jesus isn't something you do turn 4
Quote from: Alice on a different discord, to iridium, kind of.
hold on, let me keep blowing kisses at him until he stops
My Power armor arms race

frostgiant

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Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Design Phase)
« Reply #216 on: February 24, 2021, 12:35:12 am »

Quote from: Votebox
'Hardcase' Integrated Combat Suit: (2) Madman, DGR

"Warframe" Nanite musculature composite powered armor: (1) Frostgiant
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dgr11897

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Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Design Phase)
« Reply #217 on: February 25, 2021, 06:07:43 pm »

Revision Idea
Valkyrie class improved Rapid Attack Gunship: An extensive upgrade of the Einherjar, the Valkyrie incorporates numerous innovations. The most drastic upgrades are the changes to the armaments, the 20mm turret is replaced with a spotlight and two hardpoints for Huscarl ASRAAMS giving it a significant amount of firepower. To control this array of weapons the computer systems of the Valkyrie are upgraded, allowing the Valkyrie to coordinate its large load of heavy weapons more easily. Additionally, the hull of the craft is painted with the same signature reducing paint as the Peregrinne, making it mildly more stealthy, making approaching targets somewhat easier.
« Last Edit: February 25, 2021, 06:09:29 pm by dgr11897 »
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Quote from: evicted Saint on discord
Weaponizing Jesus isn't something you do turn 4
Quote from: Alice on a different discord, to iridium, kind of.
hold on, let me keep blowing kisses at him until he stops
My Power armor arms race

Light forger

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Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Design Phase)
« Reply #218 on: February 25, 2021, 07:34:54 pm »

Given how much of our issues come from HE weapons being used to convert our soldiers to mush I'm not sure that armor is a holistic solutions to our issues. Although I will agree we need armor to deal with the explosives spam I think that would be better off as a revision and to use our design for a spawn relay. So here is a possible design.

Eternity Support Craft
Eternity is a fast two seater skirtless hovercraft roughly about the size of the tormentor; designed to act as a spawn relay allowing us to maintain control of the battlefield. The vast majority of the craft is taken up by a potent power plant allowing it to support the pricey cost of bringing troops to the front lines. The hovercraft itself is barely armored just enough to ward off infantry weapons and backed up with a remote controlled turret able to mount infantry weapons(almost always a scourge). However the eternity has a unique trick up its sleeve, thanks to its power plant it’s capable of short term free flight. While limited as extended use will burn out its thrusters it offers the eternity both unparalleled battlefield maneuverability and while using its small size to hide in unexpected locations. Though due to its spawn relay power requirements it needs to kill its engines to spawn troops in. Clearing a tower has never been more annoying than when an eternity has lodged itself on some random floor and you have to sweep them one by one while a coga line of medics keep respawning. As expected it has an Illuin system built in, both to support units when not spawning in reinforcements and to piggyback off of other equipment to improve its spawning abilities.
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Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Design Phase)
« Reply #219 on: February 25, 2021, 11:41:13 pm »

Remember that our soldiers are not really armored right now. Them getting shot by NC is solved by armor, them getting shot by the actually-armored TR is solved by armor, them getting hit by fragmentation from explosives is also solved by armor.

Armor leverages our medics' ability to heal anything that isn't immediately fatal by making fewer things immediately fatal, and it also means that soldiers everywhere are more capable, not just in the places we can get a mobile spawner to. Yes, a mobile spawnpoint is necessary, but that doesn't mean it's the best possible option right now.
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Light forger

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Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Design Phase)
« Reply #220 on: February 26, 2021, 12:15:01 am »

Remember that our soldiers are not really armored right now. Them getting shot by NC is solved by armor, them getting shot by the actually-armored TR is solved by armor, them getting hit by fragmentation from explosives is also solved by armor.

Armor leverages our medics' ability to heal anything that isn't immediately fatal by making fewer things immediately fatal, and it also means that soldiers everywhere are more capable, not just in the places we can get a mobile spawner to. Yes, a mobile spawnpoint is necessary, but that doesn't mean it's the best possible option right now.
The main thing a spawner fixes is our "weakness" to anti-vehicle weapons as noted in the batreps.
  • Without carapace armor protecting them, the NC were more vulnerable to VS fire than the TR, which would have made the VS ability to revive the fallen quite the benefit. Would have, because the crazy bastards used weapons that could fire exploding energy balls, and there's not much you can do for half an incinerated corpse except wait for respawn.
  • It wasn't uncommon for multiple Combat Medics to form a damn-near invincible pocket with their constant reviving. A well-placed missile usually ended that, though.
I do want armor as we are noted to be weak to shrapnel but, given that one of the main issues our medics are having is their inability to rez a pile of gore or ashes I don't think better armor will solve that. Also focusing on armor leaves us open to the NC doubling down on firepower, which lets be honest they are going to do.
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Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Design Phase)
« Reply #221 on: February 26, 2021, 12:33:14 am »

Armor will reduce the number of soldiers reduced to said piles of gore or ashes simply by providing some amount of protection.

The point about our armor being "vulnerable" to the NC doubling down on firepower is....not right? I mean, if an armored soldier is still vulnerable to being explodified then an unarmored soldier would have it EVEN WORSE. If the lethal blast radius of an explosives-firing weapon or ball of plasma or whatever will kill one armored guy so dead our medics can't save him, that's not great. But if your guys are unarmored, how big will the lethal radius get for the same weapon? Much bigger. Much, much bigger. If the enemy upgrades their weapons we are not somehow worse off for having armor at all...which is a sentiment I've now said at least twice in Arms Races and I can't believe I've had to even say it once.

We'll eventually get the mobile respawn moving but as of right now I feel that armoring our infantry is a bigger improvement since it is always in effect and, again, leverages our superb medics and their ridiculous availability.
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Light forger

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Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Design Phase)
« Reply #222 on: February 26, 2021, 12:43:58 am »

If a weapon is reducing your soldiers to ashes the ability of armor to help isn't very high, short of something like completely enclosed power armor. Our problem isn't that our troops are being killed too fast rather its that we are often unable to revive them. Once again I support armoring our troops in a revision as it will help a fair bit but, I don't feel investing a full design into armor is better then a spawn relay.
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Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Design Phase)
« Reply #223 on: February 26, 2021, 01:00:04 am »

If a weapon is reducing your soldiers to ash and your armor is good against energy weapons, fewer soldiers will be completely reduced to ash.

Infantry armor is absolutely worth a design, and it's worth a design right now when every other possible improvement would be of limited use since we're going into another scouting phase.
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Happerry

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Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Design Phase)
« Reply #224 on: February 27, 2021, 09:43:45 pm »

Quote from: Votebox
'Hardcase' Integrated Combat Suit: (3) Madman, DGR, Happerry

"Warframe" Nanite musculature composite powered armor: (1) Frostgiant
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