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Author Topic: WarBiz Arms Race // Victory Services Thread (Turn 5 Revision Phase)  (Read 17379 times)

Man of Paper

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WarBiz Arms Race // Victory Services Thread (Prewar 3 Design Phase)
« Reply #75 on: May 31, 2019, 10:08:05 pm »

Prewar 2 Revision Phase


Proposal: Bane Heavy Autolaser
Difficulty: Hard
Result: (2+1)-1=2, Utter Failure

The Bane Heavy Autolaser is designed as a vehicle-mounted automatic laser weapon equivalent to a 12.8mm weapon. The weapon fires at 100 RPM as the Scourge it's based off of, but due to faulty engineering and design issues will eat through it's own power pack in a matter of seconds. Issues with focal lenses within the weapon muck up accuracy and effective range of each shot. Even worse is the fact that there is no limiter in regard to the power the weapon draws from the vehicle. This can lead to the weapon overloading it's attached vehicle and causing power failures. The weapon can be pulled off of it's vehicle mount, but inconveniently placed cabling and ports makes it an unnecessarily complex task.

The Bane Heavy Autolaser is not assignable to any class, as it is too cumbersome for extended infantry use. Instead it's ability to be man-portable could aid in future projects involving this otherwise absolute disaster. The weapon can be assigned to replace Scourge mounts based on it's availability. The Bane Heavy Autolaser is currently considered a (NATIONAL EFFORT) until we make it actually, well, functional.


Proposal: Desert Rat Ruggedized Buggy
Difficulty: Easy
Result: (6+4)+1=11, Masterwork

The Desert Rat is to the Tormentor what a sniper rifle is to a crossbow. The body of the Tormentor is extended enough to add a pair of rear seats, and the rear gun mount is replaced by a heavy weapons mount on top of it's roll cage that can be easily accessed from anywhere on the vehicle. The forward passenger also has a forward-facing weapon mount for more readily infantry-portable weaponry. The space in the back where the weapon mount used to reside is taken up by a pair of small benches along the sides for two more soldiers apiece. The seats can be removed and supplies strapped into place in their stead. Numerous hand- and footholds make it relatively easy and somewhat safer to move about the vehicle while in motion if, for example, someone needs to man the turret after the gunner is downed. The chassis and roll cage is made of reinforced steel, but the vehicle remains mostly open to the air which helps facilitate freedom of movement as well as keep weight to a minimum. The upsized vehicle also receives an upsized engine, letting it maintain the 120km/h speeds offered by the Tormentor, while upgrades to suspension diminish the effects of rough terrain greatly.

The Desert Rat Ruggedized Buggy is considered (EXPENSIVE).


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


IT IS NOW THE DESIGN PHASE. Once again you will have two designs to work with this turn. One design will need to be new class-defining equipment, and will be rolled for as if it had a Research Credit (but no difficulty adjustments this time). To clarify, you are not creating a new class, just a new piece of class-specific tech. It doesn't need to be related to a classes current equipment, but will need to tie into the role in some way.


Spoiler: VS Armory (click to show/hide)
« Last Edit: June 11, 2019, 08:32:21 pm by Man of Paper »
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Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Design Phase)
« Reply #76 on: May 31, 2019, 10:59:53 pm »

So we have some really strange dice. I love the results of the Desert Rat, though.

Quote
Rampage Main Battle Tank
Based around an upscaled and fully stabilized Illuminator capable of opening up most tanks with nonstop continuous beam fire, the Rampage MBT is our solution to that age-old question: "what if the enemy has really big tanks and is trying to kill us with them?" The Rampage is, primarily, fast. Its layered armor is engineered to have a surface reflective enough and capable of dissipating enough heat to survive an Illuminator burn, while the underlying hardened ceramic and metal can defeat a similarly-powerful projectile. Not much more than one in the same spot, though, since every hit breaks through more layers of the composite until it's useless.

Spare power from the two reactors (gun reactor and drive reactor) is utilized to keep a bank of supercapacitors charged. These serve as the shield reserve, intended to be powerful enough to double survivability without adding too much weight to the vehicle. If the armor is nearly breached, the shield system activates to protect the vehicle from destruction or crippling damage, allowing the crew time to maneuver their vehicle to present undamaged armor to the opponent, flee, or abandon the vehicle.

The drive is powered by a miniature reactor capable of sending the Rampage down the roads at speeds nearly comparable to our buggy, while its durable tracks and power allow it to make extremely high speed offroad. Turning, stopping, and acceleration are all very fast due to its power and light weight, making the Rampage far more maneuverable than our enemies could ever dream of being.

Finally, the gun system. Based on the Illuminator and powered by a second small power source in the armored box at the back of the turret, this weapon is capable of continuous fire for an extended period of time. Swap the power mode down to "thaw" instead of "bake" and you can sweep the beam back and forth across the battlefield indefinitely, killing infantry and forcing armored vehicles to button up and disabling camera systems and periscopes. If the gunner pushes the switch to "bonfire" instead the capacitors can be drained in a few seconds, allowing for a devastating burst, at the cost of heating the mechanisms and requiring time to build up charge again. The turret is powered by the drive reactor and can be computer-guided to keep the laser right on target even if the tank and its target are bouncing around over rough terrain. There is an optional (mostly used in urban/close combat situations) RCWS mounting on the top, next to the commander's hatch and controlled by him, though without a really decent weapon to use right now that station is usually just filled with our standard infantry laser MG. The main gun's low-powered mode is used in place of a coaxial light weapon.

Alright, let's make a tank. I am going to push for Illuin power pack technology *later*, since part of the design will be immediate interchangeability with no loss of performance. Right now, we need a tank and we need air support, and of the two we don't have anything to fill the tank role yet but we have a really basic air combat capability. Let's make a tank and then we can work on air support.


Quote
Caduceus Medical Applicator
By using much better-programmed nanites and the patented scheme of "using more nanites to fix bigger holes", the Caduceus Medical Applicator is a much better tool capable of field revives as well as much better medical work in general. Its nanites are capable of prioritizing fatal damage and crippling injuries first, before healing flesh wounds. The rapid healing of lethal injuries allows the applicator to restart vital functions of the downed soldier before they are automatically returned to base, bringing them from "KIA" to "getting a lecture from the sergeant on how to duck" in less time than it takes Sarge to finish off a bunker full of amateurs.

In addition, the nanites are programmed to be capable of being deployed to an uninjured soldier, ready to immediately react to any injury received after application. This allows a medic to give a short "health boost" to any soldier (including themselves) that functions until the nanites run out of power or the soldier is injured more than the nanites can repair.

In order to hold the additional nanites and also make the applicator easier to carry and use, the system is moved to the medic's bracers. Nanite reserves and controls on each bracer allow the medic to rapidly apply nanite aid to soldiers without needing to do anything more than taking a hand momentarily off their weapon.

Also, some class-defining equipment. A nice upgrade to our medics that should improve field performance and give them a neat additional role to play when not patching people up.
« Last Edit: May 31, 2019, 11:15:12 pm by Madman198237 »
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Happerry

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Design Phase)
« Reply #77 on: May 31, 2019, 11:52:49 pm »

Looks good enough to me. We do need a tank, and a revive ability is probably one of the most valuable class specific upgrades we can do. I'd still prefer an energy shell type tank over a laser tank so it can do indirect fire, but no one else seems to agree with me on that so oh well.

Quote from: Votebox
Rampage Main Battle Tank (1): Happerry
Caduceus Medical Applicator (1): Happerry
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frostgiant

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Design Phase)
« Reply #78 on: June 01, 2019, 01:06:27 am »



Quote from: Votebox
Rampage Main Battle Tank (2): Happerry, Frostgiant
Caduceus Medical Applicator (2): Happerry, Frostgiant
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Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Design Phase)
« Reply #79 on: June 01, 2019, 11:46:06 am »

Quote from: Votebox
Universal Equipment/Vehicles:
Rampage Main Battle Tank (3): Happerry, Frostgiant, Madman

Medic Equipment:
Caduceus Medical Applicator (3): Happerry, Frostgiant, Madman
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dgr11897

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Design Phase)
« Reply #80 on: June 01, 2019, 12:11:20 pm »

Quote from: Victory Votebox
Universal Equipment/Vehicles:
Rampage Main Battle Tank (4): Happerry, Frostgiant, Madman, DGR

Medic Equipment:
Caduceus Medical Applicator (4): Happerry, Frostgiant, Madman, DGR
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Light forger

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Design Phase)
« Reply #81 on: June 02, 2019, 08:32:34 pm »

Armature Medium Tank
Designed to take full advantage of our laser and shielding tech the Armature is a modern marvel. It's armed with a slightly modified Illuminator mounted on a three axis articulated arm thanks to the removal of the need to feed ammo or control significant recoil. The arm also includes a number of camera with built in and a coaxial mount of a anti-infantry weapon(which for now is a scourge). The Illuminator is altered to be cooled from the tanks coolant supplies and powered by it's generator increasing it's fire and optionally increasing it's burst duration. As a added benefit the arm helps keep the weapon stable during movement improving penetration when fired on the move. In order to make sure it can be disabled too easily the arm has the same level of armor as the hull, redundant optics and, can be protect by the vehicle's shield
It's hull is designed to be low to the ground both making it harder to hit and easier to hide behind cover, this in conjuncture with it's arm makes the Armature the hulldown king. The vehicle is powered by a brand new generator using what we learned form the desert rat offer it ample power supplies. In order to maximizes the speed of the vehicle the armor is only thick enough to defeat anti-infantry weapons and some light anti-vehicle weapons. Instead the Armature relies on a dual shield shield for most of it's self defense. The 'passive' shields is designed to be always on and is able to defeat a round or two from most anti-tank weapons. The active is design to active if the passive on fails or the crew turn it on and, is able to stop a decent amount of enemy fire at the cost of drain the tanks power reverses. Do to this design choice the Armature is fairly fast almost able to keep up with our buggy. It's crewed by three a gunner, driver and commander. As a side note both the Illuminator and the dual shield are design to be readily replaceable with future designs.

I'm nothing if not a contrarian also I don't think the rampage is taking full advantage of our shielding tech or laser weaponry.

Quote from: Victory Votebox
Universal Equipment/Vehicles:
Rampage Main Battle Tank (4): Happerry, Frostgiant, Madman, DGR
Armature Medium Tank (1): Lightforger

Medic Equipment:
Caduceus Medical Applicator (5): Happerry, Frostgiant, Madman, DGR, Lightforger
« Last Edit: June 02, 2019, 10:03:57 pm by Light forger »
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Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Design Phase)
« Reply #82 on: June 02, 2019, 08:59:41 pm »

First off: We have no fancy shielding tech. All we accomplished was adding some backup batteries to our shields. That's...not really a hardware upgrade, that's just "add more shields to survive more shots", basically.

Second: The reason the Rampage still has a turret is because a turret is a good way to carry a lot of armor. Having no recoil and no need to reloads means your weapon system can be outside of a turret.....UNLESS you want to use armor to protect it. I happen to want to use armor to protect it.
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Light forger

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Design Phase)
« Reply #83 on: June 02, 2019, 10:02:25 pm »

Nor do we have any fancy armor in both cases we are largely starting from scratch however we at least have a revision worth of effort in shields. In addition since we didn't make an exosuit any armor tech is going to be harder to port over to infantry.

The shields can protect the weapon system and, in addition the target area is greatly reduce lower the chance to hit in the first place. Further more hulldown is king while our repair tool is crap we can work on it, a tank with a turret can be fixed a tank without a crew can't be. Also our laser needs to hit roughly the same spot on the enemy vehicle to be effective something which the arm can do way better then a large heavy turret. Although I will add in a notice that the arm is protect they the shield and has the same level of armor as the hull, just to be sure.
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Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Design Phase)
« Reply #84 on: June 02, 2019, 10:24:33 pm »

A revision's worth of effort NOT invested in improving shields but instead in increasing the amount of shield equipment being carried. We didn't make any physical improvement to the shield systems so at best we can claim that we've worked with them a tiny little itty bitty bit more than we have armor.

Armor does not rely on power, cannot be EMP'd, does not need charge time, won't be disabled due to an engine hit, etc. Both have advantages. As for being the "hull-down king", that's only true if the first shield-penetrating hit doesn't disable your cameras. Which it probably will if you're using an armature, since you can't use periscopic sighting tech of any kind and also can't use much armor or you'd invalidate the entire point of using any form of gun-pointing apparatus other than a turret.

You seem to be under the impression that even a modern tank turret couldn't do what we need it to do with that laser. A modern tank turret tracks fast enough and is almost stabilized well enough to keep our laser perfectly on target. We're asking a more lightly armored turret from the future to do only a bit better than a modern tank turret can do.


The hull-down position is great but if your vehicle is a one-trick-pony meant only for operating hull-down then it's useless if you, say, get engaged on terrain you didn't get to pick and then get fired at without having that lovely hull-down position.
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Light forger

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Design Phase)
« Reply #85 on: June 03, 2019, 12:32:30 am »

A revision's worth of effort NOT invested in improving shields but instead in increasing the amount of shield equipment being carried. We didn't make any physical improvement to the shield systems so at best we can claim that we've worked with them a tiny little itty bitty bit more than we have armor.

Armor does not rely on power, cannot be EMP'd, does not need charge time, won't be disabled due to an engine hit, etc. Both have advantages. As for being the "hull-down king", that's only true if the first shield-penetrating hit doesn't disable your cameras. Which it probably will if you're using an armature, since you can't use periscopic sighting tech of any kind and also can't use much armor or you'd invalidate the entire point of using any form of gun-pointing apparatus other than a turret.

You seem to be under the impression that even a modern tank turret couldn't do what we need it to do with that laser. A modern tank turret tracks fast enough and is almost stabilized well enough to keep our laser perfectly on target. We're asking a more lightly armored turret from the future to do only a bit better than a modern tank turret can do.


The hull-down position is great but if your vehicle is a one-trick-pony meant only for operating hull-down then it's useless if you, say, get engaged on terrain you didn't get to pick and then get fired at without having that lovely hull-down position.

Armor also bears two issues that shields don't have A: it works right until it doesn't. If someone decided to make a BFG then it will cut through armor like butter. Shields on the other hand at least are likely to eat a hit or two before they fail giving you time to run away. Just saying it has enough armor to defeat everyone else guns doesn't stop this. Second it's heavy while we may not have that much shield know how we sure don't have any for armor. So heavily armoring a tank will make it slow or really expensive.

The camera issues is completely over blown, we have unmanned turrets right now and they aren't getting blinded nonstop. The chances of a direct hit is extremely unlike and further more a direct hit to a periscope is going to disable it as well, with a chance of blinding or killing the gunner due to laser fire or shrapnel. To the stabilized side there is a vast gulf between being able to hit a half meter wide area on the move and being able to keep a laser focused on area smaller then that for a couple of seconds.
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frostgiant

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Design Phase)
« Reply #86 on: June 03, 2019, 12:45:03 am »


Armor also bears two issues that shields don't have A: it works right until it doesn't. If someone decided to make a BFG then it will cut through armor like butter. Shields on the other hand at least are likely to eat a hit or two before they fail giving you time to run away. Just saying it has enough armor to defeat everyone else guns doesn't stop this. Second, it's heavy while we may not have that much shield know how we sure don't have any for armor. So heavily armoring a tank will make it slow or really expensive.

That is making a lot of assumptions, That's like saying that safety precautions are useless, because they are the same it works right until it doesn't. while that's kinda true it's ignoring the fact that it working is bringing down the chance of such an occurrence by quite a fair bit. Point A doesn't hold water.
Why would shields eat a hit or two if the armor doesn't? Do the shields work off a separate health bar and DPS doesn't hold over? If an attack can go through armor, it's not unthinkable that the attack that made our advanced alloy tank armor act like butter wouldn't also go through the said shield and the hull underneath it.  Saying A shield would do better against a BFG then armor makes a lot of assumptions and conjecture based on nothing.
Armour is heavy, But the various emitters, generators and various other bits and bobs required to make shields work will be heavy, space extensive and EXPENSIVE.

The primary upside of a shield over armor is that shields can be regenerate, and be put back up, while armor needs to be repaired by an outside source (not that hard once we actually fic our repair tool) at the downside of requiring much more complicated parts in comparison to the relatively simple installation of armour. A shield generator isn't only the shield, its the power generator, the emitters, the circuits and the machinery to make the shield, while an armour defense system is basically what sits on the hull, maybe some change sto the engine system and hull.

Armour is a hell of a lot cheaper, and simpler then shields which have the upside of not taking permanent damage. Either way, I feel the need to weigh in here because I felt your argument made quite a few assumptions that lack any base right now.
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Light forger

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Design Phase)
« Reply #87 on: June 03, 2019, 01:21:40 am »

I will admit that my claims do lack direct reinforcement although we really don't know how the battles are going to play out right now, a side effect of doing these turns in a vacuum. My argument in the BFG matter was this let's say we have a shield that can stop 6 or so rounds and armor that could reliably defeat the said rounds. If our foe was to then make a gun that was let's say 3 time more powerful the shield would be able to in theory stop two rounds, where as the armor would be ineffective. This is of course assuming that shields work like the utterly unrelated game planetside 2.

For the cost, on one hand small infantry side shields are only VE so it's possible they could be fairly cheap or they could still be expensive. On the flip-side armor could be even cheaper or it could cost more due to the mix of needing a larger engine and that composites could be expensive. I'm guessing that shields and armor will cost about the same with shields offering less weight and better at 'burst damage' at the cost of being mostly active and worst over time. With armor better at eating large volume of fire and being able to out right ignore lower caliber weapons. I could of course be wrong but, until we make a heavily armored and/or shielded vehicle we don;t really know.

At the end of the day vote for want you want.
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Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Design Phase)
« Reply #88 on: June 03, 2019, 09:08:22 am »

Armor also bears two issues that shields don't have A: it works right until it doesn't. If someone decided to make a BFG then it will cut through armor like butter. Shields on the other hand at least are likely to eat a hit or two before they fail giving you time to run away. Just saying it has enough armor to defeat everyone else guns doesn't stop this. Second it's heavy while we may not have that much shield know how we sure don't have any for armor. So heavily armoring a tank will make it slow or really expensive.

The camera issues is completely over blown, we have unmanned turrets right now and they aren't getting blinded nonstop. The chances of a direct hit is extremely unlike and further more a direct hit to a periscope is going to disable it as well, with a chance of blinding or killing the gunner due to laser fire or shrapnel. To the stabilized side there is a vast gulf between being able to hit a half meter wide area on the move and being able to keep a laser focused on area smaller then that for a couple of seconds.
...seriously?
DARNIT NO. If somebody makes a gun powerful enough to blow through armor then it'll immediately take down the equivalent amount of shielding. Shields in Planetside are not the be-all end-all of defensive measures, they are NOT stronger than armor and do NOT magically survive more than an equivalent amount of armor. Using large shield generator and powering equipment will ALSO make a vehicle heavy. If I say "shields capable of surviving an Illuminator burst" and you say "armor capable of surviving an Illuminator burst" then somebody who makes a gun a bit bigger than an Illuminator is going to get straight through those shields and that armor. The shields are NOT magically going to do better than the armor would.

We aren't in combat yet and our unmanned turrets ARE NOT TANKS and ARE NOT TANK-SIZED. Remember that a tank is a priority target for most militaries, and if we're so polite as to hand them a seriously vulnerable spot like the joints on an armature-held laser gun they will be very happy to shoot the hell out of that nice little weak point. As for stabilization, there is a bit of a gulf, but given that this is IN THE FUTURE I think we can manage it just fine.


Next Lightforger reply:
That's not how armor would work in that case. If the armor is capable of stopping six rounds just like the shields, then a gun three times better at armor-penetration would not get through either. You seem to be assuming in a hideously biased way that an equivalent weight and complexity and expense of armor (compared to the shield system capable of taking six hits) must only be capable of taking ONE hit in any one location.

This actually brings me to another point before I address your last paragraph, which is that armor has one other crucial advantage over shields: Small-caliber rounds, high explosive hits, or near-misses with any kind of HE to armor will not generally do meaningful damage to it until the caliber of the HE shell is extremely large. Small-caliber rounds are not capable of doing meaningful damage to tank armor. This is based on history, for both cases. If you were to hit the shield with small-caliber fire, near misses with high explosives, or high explosive shells, it would be steadily and rapidly weakened. Armor would not, however, be meaningfully weakened by anything save a large HE, and even that would take many hits of a moderate-caliber HE to destroy the vehicle. HE damage is spread over an area, a shield would absorb almost half the energy of a contact-detonated HE shell and be depleted by that much, whereas the armor would reflect most of the blast and just generally not be bothered by the pressure wave.

Armor is cheaper than shields. This is because armor requires much less effort to construct and build than shielding systems do, even heavily-layered composite armor can be reduced to nothing more than plates of different materials. Shields require circuits, power systems, computers, some form of technobabble-filled projector, etc. All much more complicated AND much more prone to using rare materials than armor.

Shields provide a way to resist damage that would otherwise destroy parts of the armor without suffering permanent damage, at the cost of being more complicated, power-hungry, vulnerable to all sorts of tricks, disabled by continuous infantry fire, and also not always being active. Ambushes or attacks while the vehicles were unmanned would be devastating to a shield-reliant tank force even if the enemy had only small explosives.
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Man of Paper

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WarBiz Arms Race // Victory Services Thread (Prewar 3 Revision Phase)
« Reply #89 on: June 12, 2019, 01:47:42 am »

Prewar 3 Design Phase


Proposal: Rampage Main Battle Tank
Difficulty: Hard
Result: (3+2)+1=6, Average

True to it's name, the Rampage is our first vehicle designed to devastate our opponents. It's larger than a Desert Rat (but notable smaller than a standard MBT with a much lower profile) covered in layered ablative armor and sitting on a pair of wide treads. It's turret houses a massively upsized 15cm Illuminator with targets designated by a dedicated gunner. The armor on the Rampage consists of a reflective top layer to reduce effectiveness of laser weaponry to a degree, while the underlying armor metal and ceramic armor is designed more to hold against projectile impacts. It can take a hit or two, but is more susceptible to concentrated fire than standard terrestrial MBTs. That's not too much of an issue though, as the Rampage is a good bit harder to hit, and it's lower profile angles the armor significantly, making penetration less likely from anything that isn't plunging fire.

The Illuminator turret tracks on it's own once the gunner designates a target, and is usually able to track accurately barring both the Rampage and it's target making erratic or evasive actions. While upsized, the turret receives energy from a power supply that's also been upscaled. At it's standard "Bake" setting the gun sees similar uptime to the base Illuminator - two seconds of fire with a thirty second recharge. It's lower "Thaw" setting reduces raw power of the beam while extending it's uptime to ten seconds before requiring the thirty second recharge on a completely drained power supply. The tanker's favorite mode, and the mechanic's "favorite", is "Bonfire", where the entirety of the power supply is dumped into a single concentrated blast of laser energy. This single shot audibly whistles and cracks as it burns through the air, hitting objects with enough thermal energy to cause impacted surfaces to expand rapidly and simulate an explosive blast. A mounting on the turret houses a remotely-operated Scourge for additional anti-infantry capability. 

The biggest advancement within the Rampage is it's Emergency Shield Deployment System. The system needs manual activation from the vehicle's crew and draws a significant amount of energy from capacitor banks charged via the drive and turret power reactors. A hard light mesh is deployed along the tank's external armor following the original form of the vehicle should chunks be taken out or holes made. While it can only take a shot or two from large-caliber, tank-sized weaponry, every little bit helps.

While the vehicle is fast for an MBT at 100km/h it's treads are a glaring vulnerability. They're largely unprotected and vulnerable to gunfire and explosives, and if a Rampage throws a tread it's crew's best chance at survival is throwing up the Emergency Shield and bailing the hell out of there.

Though there are some issues with the Rampage Main Battle Tank it does show plenty of promise afield. Unfortunately it's reliance on the Illuminator and it's poor base fire-rate combined with it's light armoring and reliance on speed with vulnerable propulsion systems make investors a little wary, and so it is (VERY EXPENSIVE) until one or two of those issues are fixed.


Proposal: Caduceus Medical Applicator
Difficulty: Very Hard
Results: (6+3)-2=7 (6+6)-2=10, Superior

The Caduceus is a massive leap in medical technology. While some companies have begun developing equipment to simulate the ability larger facilities have to revive combatants, we are the first to implement it in a way that could see success on the battlefield. The Caduceus Medical Applicator is equipment housed in the forearms of our Combat Medics' combat armor. Each bracer houses a pair of tubular nanite reservoirs, each one with the same capacity as the Basic Medical Applicator, connected to dispenser nozzles where the bracers terminate at the wrist. We learned a bit from the Self-Eating Failure in regard to properly programming nanites and so it was a good bit easier than it should have been to create nanites "smart" enough to prioritize fatal and critical injuries. This results in soldiers in/on/around death's door the ability to return to life, and combat, with little to no delay or repercussions.

The Caduceus is also capable of preemptive nanite dispersal, coating squadmates in a cloud of healing nanites. While their effectiveness when deployed this way does drop significantly, it provides immediate healing when a Combat Medic is otherwise occupied scooping up someone's guts. These nanite clouds disperse after a couple minutes.

On top of all that, the Caduceus has very little in the way of heating issues. As a result there is no need to stop and wait for the weapon to cool, and nanites refill the reservoirs at a rate only slightly slower than consistent dispersal. This means, unless a single Combat Medic is administering nanite treatments to an entire battlefield of friend and foe, they are unlikely to run into issues requiring them to stop doing their job.

The Caduceus Medical Applicator is relatively simple and effective and is sure to be a wonderful tool on the battlefield. As a result of it's immediate popularity among soldiers and bean counters alike it comes to (CHEAP) and is Class-Defining Equipment for the Combat Medic. As it outperforms the basic applicator in every area and is more readily available it has made the Basic Medical Applicator [OBSOLETE].


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


Not bad, but you can always do better. And it's now the Revision Phase, where you can do such a thing as "improvements". You have Two(2) Revisions to discuss this turn.

Spoiler: VS Armory (click to show/hide)
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