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Author Topic: WarBiz Arms Race // Nextgen Consortium Thread (Turn 5 Revision Phase)  (Read 14719 times)

Man of Paper

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WarBiz Arms Race // Nextgen Consortium Thread (Prewar 2 Design Phase)
« Reply #45 on: May 22, 2019, 10:00:50 pm »

Prewar 1 Revision Phase


Proposal: Universal Behavioral Module - Clyde
Difficulty: Hard
Result: (2+1)-1=2, Utter Failure

Ambitions were high, but not ridiculously so, when we set out to make our first UBM. Unfortunately while we expected to use a scattergun to take our opponents to gibsland, the thing goes out with a bang as the module is prone to failure immediately upon firing. This results in damage to the port as well as miscommunication with the equipment being augmented, often making it completely unusable until it's fully disassembled and reset to factory settings.


Proposal: Universal Behavioral Module - Oswald
Difficulty: Hard
Result: (6+3)-1=8, Average

The UBM-Oswald is the first working universal module we've successfully produced. When installed into a modular weapon it reconfigures internal components in a few ways. First is the adjustment of focal lenses, accelerators, and power supplies, increasing stopping power at range and power output per shot. Weights are also shifted forward in the weapon, making it more difficult to aim from the hip or on the move thanks to the awkward balance, but it also reduces recoil when the weapon is fired. Additional modules increase stopping power while also adding power draw. The Oswald effectively increases effective engagement range by one step (both min. and max.), and additional Oswald modules will have no additional effect in that regard. While a module won't outgun a dedicated sniper platform the UBM-Oswald gives soldiers the ability to more readily pick and choose their engagement range.

The UBM-Oswald is usable by Infiltrators and Engineers, only functions with a modular weapon, and is considered an Auxiliary Item. It is considered (EXPENSIVE), however each Auxiliary Slot can hold Two UBMs, and they would not need to be the same kind if we had any others that worked.


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


INCOMING ALERT

You are in your second DESIGN PHASE. Once again you have two designs to vote on, however some noted the absence of the MAX class available in PS2. This was intentional! Instead of forcing Exoskeletons on everyone, you are being asked instead to use one design to create a special class for your team. This means both defining the role of the class on the battlefield, as well as creation of it's basic class-defining equipment! I will aid teams in figuring out what they can work with, to a point. The special Class design will be slightly easier than normal and will also be granted a reroll as if it had received a Research Credit.


Spoiler: NC Armory (click to show/hide)
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Twinwolf

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Warlord

Traditionally, there is an additional class in the ranks of our certified soldiers - but the normal one, the “MAX” suit, is so last generation. Sure, a heavily armed mech suit is really cool, but why should the NextGen Consortium abide by the prevailing logic? Leave that to the other companies - we shall forge ahead, with something new, better, stronger - something next generation.
(Disclaimer: Warlord armor system is not guaranteed to be better than a MAX in all situations)

In the pitch of battle, the side that has the better support is the side that wins. Why should we make a single soldier into a walking tank, when we can improve an entire squad? ...Yes, we know it's to use the walking tanks as a vanguard to break through the enemy line, but that was a rhetorical question and we still think improving many soldiers is better than one really good one. Our new soldiers, the Warlords, take the support to a new level. The Warlord themselves are heavily armored and armed badasses, comparable to a heavy assault in terms of the kind of weaponry they can wield and the kind of tankiness they bring to the battlefield. The purpose of this is to allow them to stay alive as they perform their duty, somewhat like the heavy assault  - But their special abilities are not the same. No over-shield here.

The Warlord’s Nanite Augmentation FieldTM is the thing that sets the Warlord apart from the other classes. At the Warlord’s discretion, they can activate the system, creating a field of energy around themselves that interacts directly with the nanites making up soldiers and equipment, making changes to their performance and capabilities. For allies, this often results in significantly improves capabilities, of themselves and their weapons - higher speed, the ability to shrug off more damage, the ability to do more damage, and more. It can feel like an adrenaline high, but more so. For enemies, this can lead to the opposite effects. The versatility leaves the Warlord a versatile warrior depending on what needs to be done.
(Disclaimer: NextGen is not responsible for any delusions of grandeur and unlimited power that may arise from nanite augmentation. You are not invincible, listen to the damn sergeant. NextGen is also not responsible for addiction to nanite augmentation that may arise. Please use responsibly.)

The basic-level Nanite Augmentation Field only affects allies. Within a moderate range (which ought to be enough to cover a squad, or at least most of one), it boosts the speed and damage resistance of affected allies for its duration. It, unfortunately, can’t be on indefinitely but should recharge at a reasonable pace. Warlords are obviously capable of using the Australia, but will also ideally be able to use the Eta-module Alcor, at least until we start designing new weapons for them.

---

Also, SPIDERTANK (second go)

SWT-2 “Arachne”

The Athena was a failure, plain and simple. Marketing departments blame a too-clever name confusing the technicians. The marketing department has definitely not been beaten for the insult to the engineer’s intelligence. We know when we screw up, and we totally did, but come on, you think the name was the problem? Instead of blaming marketing, we decided to actually look at what went wrong, piece by piece. Could we do something else with the time? Probably. Would it be as cool as a jumping spider tank with a badass cannon? I didn’t think so.

First up: Mobility. We know that spiders have eight legs. We don’t care, spider tank is just a more interesting designation than insectoid tank. The Arachne still has six legs. The body, well, it was nice to have an outline to work off of, but we had to first get the thing able to walk. Besides some general structural improvements - strengthening the legs and suspension, adding some flat “feet” to the spindly legs so it doesn’t need to balance precariously, and so on and so forth - we’ve torn out the computer that was being used, which was a hack job of a sunderer’s computer, and replaced it with one purpose built for the Arachne and the fact it has six legs instead of wheels or treads. This computer also coordinates the jumping system, which while it does still work mostly on the basis of the legs, also now includes several jets across the lower side that help it lift off the ground. We’ve taken a good chunk of the armor out of the design - it should be able to stop small arms fire, but it’s in trouble if someone takes a tank to it or high explosives or what have you. The ammo compartment remains well armored though.

In terms of offensive armament, it’s mostly the same, at least in (intended) capability. We basically bolted an Eta-module Alcor to the front for anti-infantry duty. We found that the gun had a problem loading the magnetic spikes, and have as such improved the loading system (and given the gunner an access hatch to the ammo compartment, to manually load in case that system gets knocked out). The barrels also had problems accelerating their respective ammunition to the appropriate speeds, and have been lengthened and had additional power routed to them to make up for that.

Hopefully, the Arachne should accomplish what the Athena was built to do - be a high power, high mobility armored vehicle. And not fall flat on it’s face.

CI1 Hawk

The Cloaking Interceptor 1, called the “Hawk” by designers, is our first proper fighter aircraft. It has a crew of two, a pilot and a gunner. It’s not a very wide craft, but is rather long, shaped vaguely like an arrow. It’s primary armament is a nose mounted plasma cannon, and it also has two plasma missiles to fire before needing to rearm. It has a distributed engine design, rather than one, to provide redundancy - there’s two jet engines in the “arrowhead” and one in the back. Speed, armament, armor - all fairly average. That doesn’t seem very next generation or experimental, you say, and you would be right - the craft’s main statistics are distinctly average, not doing anything all that special. Why then, is the NextGen Consortium designing such a craft? Because something about it is in fact very much experimental, and we don’t need to be doing too many things at once.

The Hawk includes, as part of the engine compartment, a cloaking system, not dissimilar to that of an infiltrator. When activated, the craft becomes extremely difficult to see and to lock onto, at least when not going at top speed - and even then, it’s outline would be broken up enough to confuse aiming and delay missile lock. The idea of the craft is to cloak, get close to the enemy craft, and unload before they realize they’re under attack. Traditionally, in an age with radar coming standard,  it is fairly difficult to hide in the sky - but with NextGen technology, we’ve made possible a true aerial ambush.
« Last Edit: May 24, 2019, 09:31:43 pm by Twinwolf »
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TheFantasticMsFox

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Posting so Twin dosent have to double post.

Quote from: votebox
Designs-
Warlord: (1) TFF
SWT-2 “Arachne”: (1) TFF
CI1 Hawk: (0)
lammergeier Hunt Craft: (0)
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Twinwolf

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Quote from: votebox
Designs-
Warlord: (2) TFF, Twinwolf
SWT-2 “Arachne”: (2) TFF, Twinwolf
CI1 Hawk: (0)
lammergeier Hunt Craft: (0)
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Of course, Twin is neither man nor woman but an unholy eldritch abomination like every other Bay12er. The difference is they hide it better.
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m1895

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Quote from: votebox
Designs-
Warlord: (3) TFF, Twinwolf, m1895
SWT-2 “Arachne”: (3) TFF, Twinwolf, m1895
CI1 Hawk: (0)
lammergeier Hunt Craft: (0)
If we ever make a fighter craft I'd prefer if it was something  odd like the lammergeier, or If it were a pratical design that uses particle beams to minimize the lead needed to hit a target.
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Jilladilla

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Honestly, if we do an aircraft (or any vehicle really); I'd like to do something that exploits our 'experimental' focus to basically just prototype new technology that we can then eventually apply to our infantry through modules. But getting the spider tank working is good.

Quote from: votebox
Designs-
Warlord: (4) TFF, Twinwolf, m1895, Jilladilla
SWT-2 “Arachne”: (4) TFF, Twinwolf, m1895, Jilladilla
CI1 Hawk: (0)
lammergeier Hunt Craft: (0)
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Glory to United Forenia!

If you see a 'Nemonole' on the internet elsewhere, it's probably me

Man of Paper

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WarBiz Arms Race // Nextgen Consortium Thread (Prewar 2 Revision Phase)
« Reply #51 on: May 27, 2019, 06:57:55 pm »

Prewar 2 Design Phase


Proposal: SWT-2 "Arachne"
Difficulty: Hard
Result: (2+1)-1=2, Utter Failure

Oof.

Well, it's pretty easy to list what we've accomplished at least. We took the original design and attempted to rework it but in the process wound up blowing up another mechanic bay. We've already identified the issues with the original model and yet we're really struggling to come up with solutions that work. Or maybe it's sabotage? Yeah, let's just tell the suits it's sabotage.

We did rename the original though, so at least investors who don't read into things deeply might think we've seen some progress.


Proposal: Warlord (+Nanite Augmentation Field)
Difficulty: Hard
Result: (4+3)-1)=6 (6+6)-1=11, Masterwork

The Warlord is a heavily armored, specially trained soldier that, simply put, fills the role of bannermen during Humanity's earlier years. They're trained to be, for lack of better terms, Combat Chaplains, providing support for the nearby forces in whatever way they can.

To further facilitate these efforts we've also developed the Basic Nanite Augmentation Field. Small emitters embedded in the Warlord's armor help disperse nanites created and stored in a backpack-sized Nanite Fabricator. A control pad along the forearm allows the Warlord to "program" the nanites based on a number of options. (Disclaimer: Options subject to change.)

The nanites disperse in a 5 meter-radius cloud centered on the Warlord and are currently capable of:

1) Patchwork Healing - the mending of flesh, though at a much slower rate than the Medical Tool
2) Passive Charging - a minor improvement of overall charge speed of power supplies nearby
3) Basic Stimulation - nanites simulate the effects of various chemicals in the brain to boost mood and morale

These effects, while very minor, can be utilized as needed, as the Nanite Fabricator creates nanites at a rate equivalent to dispersal. Notably however, the Stimulant effect can be addicting.

With basic training similar to Heavy Assaults, the Warlord is also capable of utilizing the Eta Module Alcor.

The Basic Nanite Augmentation Field is (VERY EXPENSIVE) and is classified as Class-Defining Equipment for the Warlord.


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


IT IS NOW THE REVISION PHASE. You have TWO REVISIONS to use as you see fit.


Spoiler: NC Armory (click to show/hide)
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Twinwolf

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Well fuck.

So according to MoP on discord:
Quote
I mean, the Athena Arachne is in your equipment list, so it's revisable. And it's taken two designs, so a revision would be easier from now on than a revision last turn.
I'm going to write up at least one revision for it

Other revision could probably be another module, New Zealand ammo, or maybe improving class-specific equipment.

Also, I figure it's smart to have some idea of what we need to be thinking about in the future.

High priority:
-A grenade (NZ might cover this?)
-Functional scout tank (We can probably revise the arachne to function by now -_-)
-Main Battle Tank (Assuming we don't revise the Arachne so well it can function as this)
-Ground Attack Aircraft
-Interceptor
-Aux equipment for other classes

Things that would be nice, but not as essential:

-Better troop carriers (The sunderer and the Nebula are actually pretty good, although they could be better)
-Better class-specific equipment (I think we particularly want some better medic stuff; at least give them the ability to revive on the field)
-Sidearm (Come on)

Not by any means trying to dictate our path; I think it's just good to have some ideas moving forward.
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Man of Paper

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Nobody double posts on my watch.
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Twinwolf

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First, resubmitting the Clyde with a different name

Quote
UBM - Bonnie (Heavy Assault, Light Assault, Infiltrator)

Sometimes, you don’t need to aim carefully. Sometimes you need to just put out a lot of fire in a short period of time. Whether it’s because you’re laying down a field of suppressive fire, or facing a large group of enemies and don’t have any explosives, sometimes, your normal rate of fire won’t work. The Bonnie module is meant to raise the rate of fire of the equipped weapon, along with a smaller increase to the ammunition capacity. This should be useful to light assaults and infiltrators in the role of a submachine gun, or more than one can let a heavy assault use it as a LMG. The first part works by supercharging the firing mechanism of the weapon in which it is slotted, allowing it to reach a notably higher rate of fire. The second part works by making the charge packs more efficient, allowing additional charge to be stored.

Second, let's get the Arachne functional. Two designs is enough there.

Quote
Arachne Mobility Enhancement
We've decided to call this a beetle tank instead of a spider tank due to having six legs. Stop being confused, guys.

Alright, alright. Moving along. We don't need the "feet" for this thing to look like actual human feet. Those are for bipeds, not six-legged creatures. So we're taking a look at how actual six legged creatures keep balance, like the designers should have done in the first place. We're also giving the pilot access to the computer controlling the legs so they can keep an eye on them, along with recalibrating the mobility system appropriately for it's new center of mass. We still want the dang thing to jump, but we're adding more jets to make it so the actual legs don't need to do quite as much for it - turns out, jumping is fucking hard.

If this doesn't work, the engineers will be punished by having them ride the damn thing into battle.

Quote
Arachne Cannon Repair

Theoretically, we could go with a simple particle cannon or a plasma cannon. But that would not be nearly as cool, and not nearly as next generation. Fuck that.

So, we've discovered a significant issue with the dual-barrel system: Namely, the energy requirements for the particle cannon are much higher than the requirements for launching the spike, leading to issues with them both being in the same cannon even if not in the same barrel. To fix this, we're separating them into two separate single-barrel cannons, mounted on the front, with their own power supplies. We're also making sure the computers are sufficiently isolated from the magnetic spike so it doesn't fuck with them (and also decided to magnetize it in the barrel rather than in ammo storage - who's bright idea was that?). Hopefully this should make the damn things actually work.

The designers are going to want to get it right this time; they're going to be the ones running the test firing, and they'll be doing so right next to it. They have incentive to make sure it doesn't blow up in their faces. Infinite revival or no, that'll hurt.
« Last Edit: May 31, 2019, 09:52:07 am by Twinwolf »
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m1895

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Quote from: Votebox
Arachne Mobility Enhancement: (1) m1895

UBM - Clyde (Heavy Assault, Light Assault, Infiltrator): (1) m1895
  • Rename it Bonnie: (1) m1895
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Jilladilla

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Quote from: Votebox
Arachne Mobility Enhancement: (2) m1895, Jilladilla
Arachne Cannon Repair
UBM - Clyde (Heavy Assault, Light Assault, Infiltrator): (2) m1895, Jilladilla
  • Rename it Bonnie: (2) m1895, Jilladilla
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Twinwolf

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Edited the name.

Quote from: Votebox
Arachne Mobility Enhancement: (2) m1895, Jilladilla
Arachne Cannon Repair: (1) Twinwolf
UBM - Bonnie (Heavy Assault, Light Assault, Infiltrator): (3) m1895, Jilladilla, Twinwolf
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TheFantasticMsFox

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Quote from: Votebox
Arachne Mobility Enhancement: (2) m1895, Jilladilla, TFF
Arachne Cannon Repair: (1) Twinwolf
UBM - Bonnie (Heavy Assault, Light Assault, Infiltrator): (4) m1895, Jilladilla, Twinwolf, TFF
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Man of Paper

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WarBiz Arms Race // Nextgen Consortium Thread (Prewar 3 Design Phase)
« Reply #59 on: May 31, 2019, 10:07:20 pm »

Prewar 2 Revision Phase


Proposal: Arachne Mobility Enhancement
Difficulty: Normal
Result: (3+2)+0=5, Below Average

It moves. It finally moves.

Maybe not well, but by simplifying controls and better synchronization of the assemblies and mechanisms required for locomotion it can move. It can't jump, and even while practically unarmored it's not very fast or nimble. But it moves. It might not go faster than 40km/h, and very rough terrain provides a bit of an obstacle, but it finally works. Ignore the smoke rising in the distance - another mechanic bay exploded but that's a totally unrelated incident.

The Arachne can stand without giving it's crew a heart attack, but is still considered (VERY EXPENSIVE).


Proposal: UBM - Bonnie
Difficulty: Hard
Result: (5+5)-1=9, Above Average

The Bonnie is a splendid addition to our modular armory. When installed with a Bonnie UBM the modular weapon sees it's fire rate drastically improve, though in order to accommodate for a faster RoF and increased sustained fire ability there was a small sacrifice to the power of the individual laser. A weapon with any number of Bonnies installed will see it's minimum and maximum effective ranges decrease by one step (with Melee Range being the lowest tier), while additional Bonnies will only continue to modify RoF, shot power, and energy usage.

The UBM-Bonnie is usable by Light Assaults, Heavy Assaults, and Infiltrators. As with all UBMs it is classed as Auxiliary Equipment, and 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: NC Armory (click to show/hide)
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