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Author Topic: WarBiz Arms Race // Victory Services Thread (Turn 5 Revision Phase)  (Read 17346 times)

frostgiant

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Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Revision Phase)
« Reply #240 on: March 12, 2021, 11:52:18 am »


Quote from: Revisions
Hades (2): Frostgiant, Lightforger
Ouiji (0):
'HOTAS' Light Assault Jump Pack: (2) Madman, Happerry
'Breathing Room' Overshield Generator: (1) Happerry
Dragonfly Flight Harness(Revised): (1) Lightforger
'Spectre' Sniper Rifle: (2) Madman, Frostgiant
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Light forger

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Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Revision Phase)
« Reply #241 on: March 12, 2021, 12:34:56 pm »

Quote from: Revisions
Hades (1): Frostgiant
Ouiji (0):
'HOTAS' Light Assault Jump Pack: (3) Madman, Happerry, Lightforger
'Breathing Room' Overshield Generator: (1) Happerry
'Spectre' Sniper Rifle: (3) Madman, Frostgiant, Lightforger
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Man of Paper

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WarBiz Arms Race // Victory Services Thread (Turn 4 Strategy Phase)
« Reply #242 on: July 22, 2021, 10:47:38 pm »

Turn 4 Revision Phase

Proposal: 'HOTAS' Light Assault Jump Pack
Difficulty: Hard
Result: (3+2)-1=4, Poor

Before we continue, let's make one thing clear. Our engineers had no problems with managing what the HOTAS was supposed to do, but instead how it was meant to do it, and meeting the criteria set for them proved to be an issue.

The Basic Jump Pack uses a button on the forearm - unobtrusive, easy to use, simple. It takes the user up, and hopefully they kept enough juice in the thing to slow their descent. The problems with the HOTAS stem from the replacement of the Light Assault's bracers with thrusters that are meant to provide control to the user, so we'll cover the pack itself first.

The HOTAS Jump Pack itself works very similarly to our basic pack, with the added bonus of a "suicide burn" that is controlled automatically by a Clearance Sensor. Once the Clearance Sensor detects a surface cross closer than a couple meters to the bottom of the pack, the pack dumps whatever remaining energy the pack has into reducing the speed of the fall and resulting impact of landing to manageable levels. This functions well enough.

The bracer thrusters, however, are...problematic in their design. They're meant to provide directional movement and finer controls to the kit, but triggering them in the same way as the Jump Pack is obviously not viable - anything but in-hand controls would mean the thrusters would be pointed somewhere other than the direction the user wanted them to be once they were activated. The issue with in-hand controls is, obviously, it interferes with the user's ability to make use of their hands. When the designers were pressed about this, the response was "they shouldn't be shooting in the air". The engineers agreed, but the user would probably want the option to shoot when not in the air, so in order to meet (some) design expectations as well as provide something that would actually see use in the field, the engineers compromised. The Thrusters slide over the hands and forearms of the user and clip onto their bracers, with a small stick with a thrust trigger for the user to grab onto. A large cable runs from the end of the Thruster near the elbow, and connects to the Jump Pack itself, which it draws power from. Once the Thrusters are used, the user can unclip the thrusters and hook them onto waist clips. The Thruster Gauntlets protrude a fair bit, making them damage-prone as the user moves about the battlefield.

The HOTAS doesn't store much more power than the Basic Jump Pack, but at least the Thrusters don't noticeably decrease flight time unless they're being fired off the entire time.

Once again, thanks to our marketing efforts, this substandard piece of equipment actually garnered a fair bit of attention, seeing it get used at an (EXPENSIVE) level. It is, obviously, Class-Defining Equipment usable by Light Assaults.

----

Proposal: 'Spectre' Sniper Rifle
Difficulty: Very Easy
Result: (5+5)+2=12, Unexpected Boon

Ah yes, sniper rifles, the bread and butter of the VS in the arms market. The Spectre is yet another addition to the VS Armory that will surely be remembered for a long time to come. For the people on the right end of the scope, anyways.

The Spectre is nearly unrecognizable as a relative of the Phantom. The Spectre is much lighter than it's counterpart, utilizing various alloys and polymers to replace heavier components of the weapon while maintaining it's integrity. The quick-charge, high-capacity Illuin battery that replaces the stock gives the weapon the ability to utilize it's Primary Fire Mode (Bake), the standard Phantom shot, in succession without interruption for recharge so long as a couple seconds are given to the battery to do a little topping up of itself, or the entire thing can be drained by firing a half dozen shots very rapidly. The Spectre also has a Secondary Fire Mode (Thaw), selected with a small dial on the side of the weapon, that reduces the overall power of each individual round to something akin to the Monolith's laser fire while, thanks to the improved battery, being able to maintain a consistent rate of fire until the weapon or user is, ah, destroyed. A Tertiary Fire Mode (Saute), which greatly reduces the damage caused by the Spectre, but leaves a very unique heat signature on the target that can be used by Huscarl-carrying vehicles to ID and eliminate targets.

The Spectre uses an improved version of the Phantom's scope, which piggybacks off of Operator signals to identify and display targets utilizing compromised systems and highlighting these targets in Faction-appropriate outlines. The scope also has an ENVG mode suitable for low-light environments and identifying heat signatures (which would also have a sharp colored outline if electronically compromised), but will partially compensate automatically for sudden changes in illumination like, say, a burst of light firing out of the end of the gun or something like that. While partial compensation may sound bad, our engineers assure us that this means the entire FoV of the scope will not be affected by adjustments for lighting, only the areas of the scope affected, leaving a crisp, clean image for the user the entire time.

The Spectre is quite a versatile sniper rifle, capable of effective engagements at any range from Medium to Extreme. It is usable only by Infiltrators, takes up the Primary Weapon Slot, and due to both a convincing marketing campaign and even more convincing performance, is (CHEAP).

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

It is now the Strategy Phase! Remember, you can adjust loadouts for your classes during this time. Remember to keep in mind that the first deployment in a new battlefield will see Light Assaults and Infiltrators doing the most work trying to claim territory, supported largely by whatever fast, light vehicles you have, as well as whatever you have for an air force.

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)
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Happerry

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Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Strategy Phase)
« Reply #243 on: July 22, 2021, 11:09:51 pm »

Quote from: Box of Things
Change the Infiltrator's primary weapon to the 'Spectre' Sniper Rifle : (1) Happerry
Change the Light Assault's Class Defining Equipment to the 'HOTAS' Light Assault Jump Pack : (1) Happerry
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Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Strategy Phase)
« Reply #244 on: July 22, 2021, 11:11:19 pm »

Quote from: Box of Things
Change the Infiltrator's primary weapon to the 'Spectre' Sniper Rifle : (2) Happerry, Madman
Change the Light Assault's Class Defining Equipment to the 'HOTAS' Light Assault Jump Pack : (2) Happerry, Madman
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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 Strategy Phase)
« Reply #245 on: July 22, 2021, 11:12:25 pm »

Quote from: Box of Things
Change the Infiltrator's primary weapon to the 'Spectre' Sniper Rifle : (3) Happerry, Madman, Frostgiant
Change the Light Assault's Class Defining Equipment to the 'HOTAS' Light Assault Jump Pack : (3) Happerry, Madman, Frostgiant
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Light forger

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Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Strategy Phase)
« Reply #246 on: July 22, 2021, 11:39:09 pm »

Quote from: Box of Things
Change the Infiltrator's primary weapon to the 'Spectre' Sniper Rifle : (4) Happerry, Madman, Frostgiant, Lightforger
Change the Light Assault's Class Defining Equipment to the 'HOTAS' Light Assault Jump Pack : (4) Happerry, Madman, Frostgiant, Lightforger
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frostgiant

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Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Strategy Phase)
« Reply #247 on: July 23, 2021, 12:33:08 am »

Quote
RainDancer artillery Buggy

The raindancer is created from a Desert rat, similar to many other vehicles in the VS arsenal. replacing the infantry compartment to similar fabrication tools to the Near failed Desert shrew, The Raindancer is designed to be fully automated, Producing its own ammunition while on the move while coordinating with Nearby raindancers and operators to deliver continuous, devastating barrages forcing enemies to either take cover or be burnt to a crisp in plasma fire.

Featuring a crew of 3, including the driver and Spotter located in the front along with the gunner located in the roof-mounted howitzer The raindancer will, Once a target has been chosen move to a suitable location, Deploy stabalizers, DUmp as many shells on target as possible and then procede to Reposition itself as fast as its Desert rat derived buggy chasssis will carry it.

All in all, Not so special aside from the internal fabricator. The special part of the raindancer comes in its projectile. Formed from a Dual-layered Hardlight shield, The internal Generator will protect itself from the payload and contain the payload all at the same time. In this case, the payload is highly pressurized, superheated plasma.
Upon contact with structures or the ground, The Harldight shielding holding the plasma as a Highly pressurized, coherent mass will shatter, sending an alarm through the Generator and triggering a rapid cascade of self-destruction. All said and down this will create a Blanket of Highly pressurized plasma, Burning anything that is sufficiently protected to nothing more than ash. AS the additional "Shells" Rain down from both the original Raindancer and any coordinating raindancers, It will ensure that the soldier deployed to that location will either be nothing more than ash or Hunkered down so tight that it gives our own soldiers free reign.

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Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Strategy Phase)
« Reply #248 on: July 23, 2021, 09:19:34 pm »

Preliminary respawn APC suggestion.

Quote
Space Gavin/Armored Clown Car (definitely not final name)
We've lacked both an APC and a mobile spawnpoint setup for quite awhile now, and we're going to rectify both. Actually we're going to fix one and let the other one be kinda-sorta fixed as a helpful benefit of fixing the first one.

The [insert non-placeholder name here] is a full-tracked sort-of APC, an armored box capable of resisting weapons slightly more powerful than our sniper rifles and just about small enough to avoid the rest. The armor is layered in the same fashion as the Rampage, with a reflective outer layer covering ablative composite armor beneath. It is propelled along by its tracks at the same speed as the Rampage, though its only weapons are a remote-controlled Spotlight turret bolted to the roof and a Huscarl missile box. It is relatively low-lying for an APC, and carries only three crew: A driver and gunner up front, and a technician or Engineer operating the respawn equipment in back. Its reactor is of course linked in to the Illuin system like everything else we own.

The important bit of the vehicle, however, is the mobile respawn point. It contains the hardware necessary to generate new bodies for Victory Services soldiers who get themselves killed. A nanite reserve for a squad's worth of guys and a nanite generator allow the not-APC to keep a squad or two going assuming they don't all welp themselves into an enemy position all at once, as the nanite generator prioritizes space efficiency over raw speed, hence the squad-respawn-sized reserve. Respawned soldiers exit through a door-like hatch at the back of the vehicle, which does not in any way result in the vehicle looking like a clown car during extended operations.
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frostgiant

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Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Strategy Phase)
« Reply #249 on: July 23, 2021, 09:36:51 pm »

Dane Missle launcher

When inactive, The Dane looks like a small Pistol grip attached to a Thick hoop. After activated, The inbuilt hardlight generator forms a long, Barrel in order to help guide the Primary projectile.
The primary projectile of the Dane is, Of course, the huskarl, Loaded in the front of the hoop, The barrel of hardlight is then formed creating a long barrel that will guide the projectile out of the barrel, at which point the inbuilt systems of the huskarl take over.


The small compact form of the dane means that, aside from A compact kit allowing the carrying of multiple deactivated huskarl missiles, It takes up a rather small space, Typically the same amount of space as a pistol aside from the Huskarls that will be added to the Soldiers kit. Designed for Heavy's, The Dane is meant to replace the razer in the Heavies kits.
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Man of Paper

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WarBiz Arms Race // Victory Services Thread (Turn 5 Design Phase)
« Reply #250 on: July 25, 2021, 12:15:21 am »

IT IS NOW THE DESIGN PHASE. You have One Design! Go forth!

Spoiler: VS Armory (click to show/hide)
Spoiler: Class Loadouts (click to show/hide)
Spoiler: Outfit (click to show/hide)
Spoiler: Terrain Map (click to show/hide)
Spoiler: Control Map (click to show/hide)
Spoiler: Credits (click to show/hide)
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Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Strategy Phase)
« Reply #251 on: July 25, 2021, 09:13:39 am »

Quote
Linebacker Mobile Respawn Vehicle
We've lacked both an APC and a mobile spawnpoint setup for quite awhile now, and we're going to rectify both. Actually we're going to fix one and let the other one be kinda-sorta fixed as a helpful benefit of fixing the first one.

The Linebacker is a full-tracked sort-of APC, an armored box with all sides being capable of resisting weapons slightly more powerful than our sniper rifles and just about small enough to avoid the rest. The armor is layered in the same fashion as the Rampage, with a reflective outer layer covering ablative composite armor beneath. The driver and gunner sit in the front of the vehicle underneath the sloped upper glacis. They enter and exit through hatches above their seats. There is one other crewman in the back who uses the main hatch that the respawned soldiers use, and his only job is to keep the reactor and respawner running. Whether he's an Engineer or not is dependent on the availability of spare Engineers. The sides and top of the vehicle are simple flat surfaces, with the tracks covered by a lightly armored skirt, and the rear contains the main door as mentioned.

It is propelled along by its tracks slightly faster than the Rampage, though its only weapons are a remote-controlled Spotlight turret bolted to the roof and a Huscarl missile box. It is relatively low-lying for an APC or not-quite-APC, and carries only three crew: It is sized to be the right size to carry a squad of nine troops were it actually a proper APC, with extra space not taken up by the respawn system instead taken up by the oversized reactor, which is connected to the Illuin network.

The important bit of the vehicle, however, is the mobile respawn point. It contains the hardware necessary to generate new bodies for Victory Services soldiers who get themselves killed. The nanite generator and reactor fill the back of the vehicle, which is the correct size to be an actual APC carrying a squad of nine guys with minimal elbow room. The nanite generator is engineered to run fast enough to maintain one squad continuously through the sort of pitched combat we've already seen. Respawned soldiers exit through a door-like hatch at the back of the vehicle, which does not in any way result in the vehicle looking like a clown car during extended operations.

Suggestions for improvements?

And a proposed revision, just for the heck of it:

Quote
Huscarl AVRAAM Upgrade
The Huscarl's a pretty good missile but it could use some more advantages to help our suffering jet fighters. To do that, we're going to duplicate its existing engine section and make it into an optional in-line first stage booster that is discarded after it runs out of fuel and/or energy. This new 2-stage Huscarl has substantially improved range over the single-stage variant, and so provides fighters with a long-ranged missile option to keep the enemies at arm's length. The other improvement we're going to make is to the seeker heads of all Huscarls, refining the sensors to work at the new longer range and giving it a wider cone of "vision" so that it's much harder to evade and can be fired at targets further from the aircraft's heading in close fights.
« Last Edit: July 26, 2021, 11:14:27 pm by Madman198237 »
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Light forger

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Re: WarBiz Arms Race // Victory Services Thread (Turn 5 Design Phase)
« Reply #252 on: July 25, 2021, 10:31:06 am »

Relay Deployable Spawn Generator (Medic equipment)

Designed to give our troops the extra bodies needed to hold captured ground. The relay in it’s undeployed form is a tube a fair bit larger than one of our rifles. Once secured to the ground by one of our medics the relay makes use of a built in Illium battery alongside a reverse of nanites to construct a spawnpoint generator. The completed device looks like a large tube from which the troops emerge from. Making clever use of our Ilium technology the relay can draw on nearby power sources(including other Relays) to both speed up it’s construction and to speed up respawning. When idle it can also route it’s modest power supply to nearby troops. It also has a trio of anti-tamper features, the first is a simple camera mounted on the Relay. This lets our soldier check to make sure the spawn area is safe. The second is the ability to remotely detonate the generator with surprising explosive force; to eliminate anyone lingering by the Relay. Finally and the most straight forward is a very noticeable button protected by a cover that says DON’T PRESS, pressing the button detonates the Relay.

My main note for the Linebacker it I think it won't be able to traverse the jungle. It's likely to be larger then our buggy and that wasn't mentioned in the battle report.
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frostgiant

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Re: WarBiz Arms Race // Victory Services Thread (Turn 5 Design Phase)
« Reply #253 on: July 25, 2021, 05:37:40 pm »

"SightlineM(aker)" Light PlasmaThrower

A two-handed, short range Compact Thermal weapon designed for light assaults, The sightline maker was designed for clearing thick, Clogging heavy cover. Most plasma weaponry faces the problem of containing the plasma in order to enable it to act as a effect weapon past an arms throw from the user. The SightlineM forgoes this problem in exchange for creating as much plasma from its Internal Tanks as possible, In an attempt to reduce everything in front of the barrel into slag similar to a flamethrowers bigger, Meaner and higher tech cousin

When holding ground, The SightlineM Is used to burn away old metallic wrecks, Abandoned buildings, Tree's, Rocks and other such pieces of cover that could be used by an advancing enemy to protect themselves from withering Spectre fire and machineguns strafing. This makes any attempt to attack a VS position a harrowing prospect as the potential cover has been turned to ash, Robbing footing in the piles of powder or ashmuck.

In the event of offensive operations, The sightlineM is used to set fire to flammable terrain near the enemy position, Burning away Bisual covering and Surrounding the enemy position in a firestorm of plasmatic hell. Really, it is a coincidence that such as useful tool is useful for clearing tight quarters, Filling Hallways with Billowing Plasma storms thrown from Light assaults working by themselves or in "Fire"Teams.

The sightline(M) is currently ongoing certain revisions by the VS marketing department to see sales in the Pest control and other, Niche markets.
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frostgiant

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Re: WarBiz Arms Race // Victory Services Thread (Turn 5 Design Phase)
« Reply #254 on: July 26, 2021, 06:22:39 pm »

Quote from: VS design

Linebacker Mobile respawn Vehicle (1): Frostgiant

Quote
Silverwing Peregrine Revision package

With the enemy now having Meaningful competition for the peregrine, and in fact eclipsing it in some ways, It has become important for the Peregrine to take a new form in order to better combat its new competition. AS PTSD and harrowing many of the design staff find the concept of returning to aero-space work so soon Needs must when the devil, and our investors, Drive.

The silver wing gains its name from the increased profile, Expanded in order to fit larger engines to once more reclaim the speed dominance that it once possed as well as increase it mission load of Huskarls and similar munitions, allowing it to bring more munitions to bear on the heavily armoured TR craft or Waste munitions on possible false positives such as those created by the NC new cloaking system.
In order to fully maintain its aero dynamic profile, The addition of what has quickly become a vs signature have been planned.

Using a series of form-fitting hard light Plates and generators, The Silverwing creates its own armouring from Hardlight. The advantages are obvious, but in truth, Come mostly from the ability to form a perfectly aerodynamic shell without increasing weight to compensate for its new bulk.
During combat, When the order to fire is given, a small section of the hardlight is shut off directly in front of the firing weapon, creating gaps in the armour momentarily and allowing the weapon to pass through without slamming into the silverwings on Hardlight armour While preventing the need to fully shut off the armour around the entire plane.

The end goal of the Silverwing is an increase of speed due to bigger engines, An increase in the number of Missles it can bring to combat and the addition of minor hard light armour, providing some protection from glancing hits while maintaining its aerodynamic and light profile.
« Last Edit: July 26, 2021, 06:38:57 pm by frostgiant »
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