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Author Topic: WarBiz Arms Race // Victory Services Thread (Turn 5 Revision Phase)  (Read 17352 times)

Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Design Phase)
« Reply #30 on: May 19, 2019, 04:05:07 pm »

No, no need to differentiate between friendlies and enemies unless we start unleashing clouds of nanites in combat zones.
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frostgiant

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Design Phase)
« Reply #31 on: May 19, 2019, 06:40:56 pm »

Quote from: Votebox with all currently written up designs.
Infiltrator Gear
Hellstrike Plasma Knife (0):

Heavy Assault Gear
Storm Hammer Energy Torpedo Projector (0):

Light Assault Gear
Spark Electrocarbine (1): Happerry

Combat Medic Gear
Bubble Barrier Bombs (0):

Engineer Gear
Muninn Surveillance UAVs (0):
Pylon Point Defense Tower (0):
Anvil Class repair tool. (0):
Illuminator Anti-Armor Laser Turret (4):DGR, Jerick, Madman, Frostgiant

All Class Gear
Blue Burst Magnet Grenade (0):
Pulser Laser Pistol (2): Happerry, Frostgiant
Light Charger Laser Grenade/Mine (0):
Nameless Death SMG (0):
Nanite deconstruction field projector (3):Jerick, DGR, Madman

Vehicles
Falcon (0):
Comforter class Repair Buggy (0):

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Man of Paper

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WarBiz Arms Race // Victory Services Thread (Prewar 1 Revision Phase)
« Reply #32 on: May 20, 2019, 04:04:27 am »

PREWAR 1 DESIGN PHASE


Proposal: Nanite Deconstruction Field Projector
Difficulty: Theoretical
Result: (4+1)-3=2, Utter Failure

Victory Services has some experience working with nanites, obviously. Most of the experience we have is with adding or supplementing material, so we imagined it would be fairly easy to reverse the process. Indeed it is possible to use nanites to disassemble materials. However the issue of when and where they stop is a significant issue. Our attempts to create a device to guide and control nanite deconstruction faltered as the controlling mechanisms turned out to be an active target of the deconstruction process regardless of how we approached the issue. Once the limiters within the cylinder are destroyed the process stops and the nanites go inert. Ultimately the cylinder barely manages to eat away at itself before critical failure.

The Nanite Deconstruction Field Projector (also known as The Self-Deleting Tube) is (VERY EXPENSIVE) and is usable by All Classes.


Proposal: Illuminator Anti-Armor Laser Turret
Difficulty: Hard
Result: (4+2)-1=5, Below Average

The IAALT is a remotely operated turret that fires a powerful, continuous beam 8cm in diameter for a duration of up to two seconds before needing to recharge for thirty seconds. The IAALT is given targets via a laser designator equipped by an Engineer within 200 meters of the turret, and while it can certainly punch through or at the very least compromise most armor it needs to remain concentrated for the whole two second duration it is firing to be most effective. This is where the IAALT hits a speed-bump, as it relies on continuous laser marking to track targets and it is very difficult in most cases for a human being to hold a small light on a specific point while said target is in motion. Tracking accuracy is not perfect either, slightly diminishing it's effectiveness further. Optimal accuracy occurs a Medium to Long range.

The IAALT is capable of replacing the Phantom used on the Tormentor LAB, though it takes up the space used by the rear passenger. Unfortunately accuracy takes a much greater hit when the turret itself is in motion. As an Engineer deployable the IAALT comes in the form of a mildly cumbersome metal disc to be placed on the ground and activated, where nanites stored within the device will construct the turret.

The Illuminator Anti-Armor Laser Turret is considered (VERY EXPENSIVE) and is Usable by Engineers as Auxiliary Equipment.


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


It is now the Revision Phase! You have TWO revisions to utilize this turn.


Spoiler: VS Armory (click to show/hide)
« Last Edit: May 20, 2019, 05:15:33 am by Man of Paper »
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Jerick

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Those were not good dice rolls...
We might be able to fix the illuminator with auto tracking, a secondary capacitor bank that it cycles to after firing to give it better firing speed and a more focused beam.
But the deconstructor field, I don't know maybe protect the control mechanisms with hard light when active? That might be too much in a small package and might well price it out of practicality even if it works. It might be a write off.
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Happerry

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Here's a different pistol write up that fits our faction theme of high damage low fire rate weapons better, for the next design phase.

Quote from: Sunspitter Pistol
The Sunspitter Pistol is a slow but steady weapon with greater firepower then many of its peers, even if each shot takes up a substantial amount of power from the hilt integrated power core. When fired, said power core generates an impressive amount of plasma and accelerates it down the acceleration rails built into the gun proper. At the end of the rails, the accelerating bolt of plasma finds a newly woven thin film of liquid plastic is created between the two 'spinnerets' located opposite each other which finds itself deformed into a orb by the impact of the plasma. This plastic contains the plasma, preventing it from dispersing into the air as it flies through the air like it normally would. Until, at least, it strikes something, whereupon the plastic, already melted away by the plasma it has within, will burst, resulting it whatever was impacted to find itself experiencing the unpleasent experience of being coated in exceedingly hot and painful plasma. Flesh and armor alike are melted through, rendering the target to be, at the very least, quite damaged.

Revision wise, I want to suggest maybe revising some of the class tools to be better? To be more precise, what do people think about upgrading the Basic Medical Applicator so that it can heal a bit faster and Revivify fallen comrades in the field, instead of forcing them to respawn all the way back at the base and come back to the fight the long way? We also might want to look at making the Basic Repair Tool not overheat as much and generally not take forever to repair anything.
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dgr11897

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Those were not good dice rolls...
We might be able to fix the illuminator with auto tracking, a secondary capacitor bank that it cycles to after firing to give it better firing speed and a more focused beam.
But the deconstructor field, I don't know maybe protect the control mechanisms with hard light when active? That might be too much in a small package and might well price it out of practicality even if it works. It might be a write off.
have the machine preseed nanites before going off, then even if the control mechanism gets deleted, the tube has also weakened whatever we attached it to, and deleted any evidence of it's existence.
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My Power armor arms race

Madman198237

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Instead we can used timed deconstruction on nanites, or a directional deconstruction pattern. Probably not in a revision, though, since that was Theoretical.
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dgr11897

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Yeah, how about we switch the turret to a pulse laser and amp up it's power supply as one revision (maybe). Then add a bayonet to our monolith rifles for our second revision, giving monolith users some close combat capabilities beyond hitting with the butt of a rifle.
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My Power armor arms race

Jerick

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We've got time, we don't need the wielders of the monoliths to have a CQC option this turn. Rather than making the monolith good at CQC we should make a decent CQC weapon and allow our weapons to occupy specific roles. Trying to get weapons that can do everything well is a great route to mediocrity. Giving the monolith a blade at the end won't make all that much of an impact. Where as something like a faster medical applicator could be pretty big. It's noted in the armoury that it in theory can revive someone but is too slow to do it before they automatically respawn.
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frostgiant

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The monolith doesn't need to be CQC, we will be better off making a good sidearm and a Dedicated CQC then trying to make a weapon into a jack of all trades.
I would love to improve the medical applicator or the repair tool, but I think those would be better off being improved from scratch rather then improved patchwork with a revision.

I feel like we should improve the scourge along with the turret. The scourge is pretty good, but its fairly heavy and lacks a bipod/tripod or anything and it has that overheating problem.

Scourger revision project

The scourge is a good weapon, however, it could be better, As such The Scourger project will take care of the two primary problems present in the weapon.
The first and easiest is the addition of a bipod, providing the scourge a base to make firing the heavy weapon much easier. Thousand of years of history should speak for itself why its important for the weapon to have a solid base for firing.
This bipod is designed to function as a forward grip when not in use, and can be removed with the press of a small button. When in use as a bipod, the Forward Grip split apart and extends. This allows the Bipod to be used as both a bipod and a forward handle, better controlling the aim and kick of the scourge whether in an offensive or defensive posture.
The additional support should serve as a fairly simple and easy change that will have a larger impact than the difficulty of the actual project.

To solve the overheating issue, the scourger adds a pair of cryotransformer panels, typically used in the cooling of ship-mounted systems and Generators. These panels absorb thermal energy and transform it back into electrical energy. This serves the dual purpose of extending both the lifespan of the power bank and the firing cycle of the weapon, Both recycling power back into the weapon battery and cooling it at the same time.
While overheating is still possible, It has become much harder to accomplish with the Cryo-transformer panels Serving to slow down the accumulation of thermal energy inside of the weapon before it can overheat, and will help rapidly cool the weapon when it does.
« Last Edit: May 20, 2019, 06:40:26 pm by frostgiant »
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Happerry

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Quote from: Basic VS Nanite Cloaking System - Extended Nanite Reserves
Currently, the Nanite Cloaking System used by Infiltrators has what is, to be honest, an exceedingly short amount of time it actually works as well as being completely disrupted when the Infiltrator uses a weapon. Neither of these issues are good, and both can (hopefully) be fixed with the same upgrade. More Nanites! The addition of a secondary and extended Nanite Reserve allows for longer cloak times from, well, more nanites, and equally importantly, instead of having firing a weapon break the whole cloak, instead a large load of nanites can be launched out of the Reserve when a weapon fires to stabilize the cloak, preventing it from immediately dissipating. While this use of lots of nanites to stabilize the cloak will still negatively effect the maximum time spent under cloak when a weapon is fired, it should prevent both immediate de-activation of the cloak, and the whole system needing to reboot even if a weapon is fired after only two seconds of cloaking. With extended time available for invisibility, and even a limited ability to kill while invisible, our Infiltrators should be far more able to actually infiltrate things.

Quote from: Basic Jump Pack - Variable Nozzle Array
As designed, the Jump Pack of Light Assault units can only push them upwards. That is a shame, because a jump pack could be useful in more ways then just jumping. That's why this upgrade allows it, and it's user, to redirect the force of the jump pack in any direction they want instead of just using it to jump, allowing them to use it to accelerate forwards, backwards, sideways, at angles between, and even downwards for all their high speed maneuvering needs. As well, a secondary power cell is added, increasing the speed of which the jump pack recharges and becomes usable once more.

Quote from: Basic Medical Applicator - Backarm Bracer
The Basic Medical Applicator can not revive people, it heals slowly, and in general it's kinda crappy. To fix that, this revision offers a total redesign of the Applicator's physical housing. Instead of a limited sized handgun, this variant of the Applicator is shaped like a bracer with the majority of its systems mounted on the back of the users arm, designed to integrate and fit in, or at least over, a Combat Medic's combat armor with the nanite dispensor's retractable nozzle extending over the back of the user's hand while in use. With additional space to utilize, the Bracer varient's medical abilities are much improved from a larger nanite reserve, a higher speed nanite pump, a superior sized power core, and even better heat sinks. This allows the Applicator to heal much faster, and even revive the fallen if a corpse is gotten to in time.

Quote from: Basic Repair Tool - Thermal Capacitor
Repeated and consistent overheating is not the sign of a well designed tool. The current Basic Repair Tool overheats a lot, and so needs an upgrade. The addition of a dedicated Thermal Capacitor, which absorbs, dissipates, and even recycles the heat generated by the repair tool. This recycled heat is used to amplify nanite construction and application speeds, meaning with this upgrade the Basic Repair Tool not only can repair for longer periods of time, but actually repairs more damage per second the longer it is used as it continues to heat up and therefor feed more power into the Capacitor, where it is then used to produce more repair nanites.

Quote from: Basic Overshield Generator - Secondary Power Core
Having a forcefield is good. Having a forcefield take forever to recharge is less good. As such, this upgrade to the generator integrates a secondary power core, with its own power reserve, into the generator allowing for the generator to have two, instead of one charge bars. This means that when the first bar's shield ends, the second can be triggered either immediately or half way through the charging cycle (or any other time the Heavy wants), allowing for staggered deployments of the shield. Through allowing a Heavy Assault to remake their shield far sooner, which thus allows them to survive more enemy attention and gunfire, the Basic Overshield Generator will therefor give us better Heavy Assault troopers.

I still think our most useful revisions are going to be the ones that upgrade the basic functions of our advanced classes, both to make them work better and to hopefully get more of them produced, as the Very Expensive class defining equipment are the things that are going to be limiting our deployment of advanced troop types currently, as nothing else we have costs as much. Well, besides the vehicles and the new turret, but vehicles don't inherently limit the amount of advanced infantry we can deploy like other gear can do, as well as the class defining gear having such a major effect on how good the classes actually are. As such, have a revision for each type of Class Defining Gear to hopefully make them better.
« Last Edit: May 20, 2019, 06:36:54 pm by Happerry »
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Madman198237

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I realized that this was rapidly becoming more of a design than a revision, so here is a design to make some really, really nice power packs for all our stuff.
Quote
Illuin Proprietary High-Density Power Supplies
Our basic self-charging power packs are really great items, since they are capable of recharging rapidly enough to provide a soldier with a continuous supply of flaming hot laser beams with which to fry his enemies. Some additional tweaking, however, has made them even better, by integrating a system capable of sharing power with any other Illuin-type power pack through the use of (mostly) harmless electromagnetic emissions. Each Illuin power pack is constructed so that the storage medium can be excited by electromagnetic energy. An emission system for the proper type of electromagnetic waves is included in each power pack, though it has a rather short range. A booster system is also available, that can be used to move energy over distances suitable to sharing infantry amongst multiple vehicles working together instead of just between soldiers in a rather tight formation.

Using this transfer capability, a sniper's rifle suddenly becomes capable of sharing power with his own electronics (HUD, radio, etc.), with his squadmate's presently-unused machinegun, the engineer's turret, and his APC's booster power output. There are limits---not every power pack must be actively sharing power and not all should be at any given time. Programming and easily-accessed control systems ensure that soldiers can set their machineguns to not be draining power to the sniper's depleted batteries when there are enemies just around the corner, for example, while sometimes every soldier's weapons must be ready for action even if one power-hungry weapon is running dry.

Special engineering care was taken to miniaturize the emission systems so that Illuin-type power packs can replace all standard power packs without necessitating changes in the structure or function of the devices they're attached to. This included improvement to the capabilities of the power packs so that the Illuin modules don't have less capacity or power-generating ability than the packs they're replacing, which are the same size but don't have the power transfer mechanism (i.e., old power packs had more space dedicated to storage or generation so we need to offset that with an improvement). Hopefully they'll end up being faster to recharge instead of equal to the old power packs.

An actual revision for the laser turret:
Quote
Illuminator Target Illumination Device
Well, the Illuminator ran into a predictable but unpredicted problem. Oops. Turns out, that programming turrets to follow a single point without any marker of any kind is hard, and that humans aren't exactly fully stabilized weapons platforms. Instead we've given it a pair of laser rangefinders and software that lets it use triangulation between the two to determine a distance to a laser pointer projected (very briefly, since the computer program runs fast) onto the target point. The system then use the two rangefinders to measure the object's velocity and thus keep the laser beam pointed at the target point until it's finished the burst. Obviously the pointers have to work in a different wavelength than the laser itself, but other than that the system is simple, reliable, and cuts down on the issues of pointing the laser properly and the engineer needing to be supernaturally stable and consistent with his targeting.

And a revision to give us a decent heavy MG-type laser, hopefully. We'll need one to fill that role on vehicles and a little firepower upgrade and improved cooling system, made possible through the liberal addition of extra weight, should make it capable enough.

Quote
Bane Heavy Autolaser
Based on the Scourge laser machinegun, the Bane is just what it says on the tin. It's a little bigger, capable of killing a lightly-armored man in a couple hits, it draws a lot of extra power from the vehicle it's attached, and it's got a bulky cooling system, again powered by the mounting vehicle. It's not really suitable for infantry use but if you're really desperate you can still use it on foot. You're just going to burn through the power pack, the barrel, and your muscles trying to hold the thing up.

Right now, the Bane is an option for the Tormentor buggy and can replace the turret on the Einherjar.
« Last Edit: May 21, 2019, 10:56:21 pm by Madman198237 »
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frostgiant

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Quote


Scourger revision project (1): frostgiant

Basic Overshield Generator - Secondary Power Core (1): frostgiant
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Happerry

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Quote
Autotarget Illuminator Autobrain
The Autotarget Autobrain is a simple upgrade to the Illuminator that adds a computer brain, a trio of cameras, two visual and one thermal, to the turret and then programs the computer brain to aim the Illuminator by way of the newly including visual sensors, detecting enemy vehicles and automatically targeting the laser on their known weak points to melt through the armor and fry said vehicle to bits.

Here's an alternate autotarget upgrade to the Illuminator so we aren't dependent on having someone manually target designate each shot to have it actually do anything like the other proposed upgrade does and how it currently works.

Quote from: Votebox
Heavy Assault Gear
Scourger revision project (1): frostgiant
Basic Overshield Generator - Secondary Power Core (2): frostgiant, Happerry

Light Assault Gear
Basic Jump Pack - Variable Nozzle Array (1): Happerry

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Madman198237

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Quote from: Votebox
Heavy Assault Gear
Scourger revision project (1): frostgiant
Basic Overshield Generator - Secondary Power Core (2): frostgiant, Happerry
Bane Heavy Autolaser (1): Madman

Light Assault Gear
Basic Jump Pack - Variable Nozzle Array (1): Happerry

Engineer Gear]
Illuminator Target Illumination Device (1): Madman

Let's get some basic components done, shall we? I feel like a shield for vehicles is much of a in-the-design thing, jump packs can wait, and the Scourge is sufficiently OK that it doesn't need to be a priority. We can't do everything, we have to specialize.
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