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Author Topic: WarBiz Arms Race // Nextgen Consortium Thread (Turn 5 Revision Phase)  (Read 14720 times)

m1895

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XXX3-NCA-TMS-LA "Icarus" Tactical Mobility Suit: Light Assault Equipment
Our Light Assault troops are in desperate need of new gear more agile and, dare I say it? Next-GenTM

Enter the Icarus Tactical Mobility Suit®, using advanced Gravitic Accelerators, nicknamed "Gravy Plates" to those lucky soldiers that got to test them, attached throughout the frame. The Icarus is fully capable of outspeeding Current-Gen jet packs and is quite agile to boot.
 
Now, you may be asking yourself how can you use that agility, avoid faceplanting, and still hit anything while doing it? Well, thanks to our latest Neural Interfacing Computer® increasing reaction times and providing a targeting reticle based upon you and your target relative vectors and velocity.
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Twinwolf

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 3 Design Phase)
« Reply #61 on: June 05, 2019, 08:36:52 am »

Quote
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.

Quote
Aegis Shield System (Heavy Assault Class-defining Equipment)

Sometimes, to take a step forward, you have to take a step back. Traditional energy shields are omnidirectional, but weak - what if we make one that's primarily in one direction, but strong? In most fights, the heavy assaults will be the tip of the spear, and know where the enemy is; so why not push most defense to the front?

With the Aegis Shield System, the overshield of the heavy assault is replaced with a small device attached to the wrist. When activated, it produces a large rectangular energy shield not unlike that of our Sunderer in composition, a bit taller than a person and sloped at the top to deflect grenades, in front of a soldier. The shield is capable of withstanding a withering hail of fire from infantry weapons, and is designed to interlock with the shields of other heavy assaults. This can allow a single soldier a protected firing position, or several soldiers to form a block of mobile cover, protecting themselves and allies while advancing on the enemy.
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TheFantasticMsFox

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 3 Design Phase)
« Reply #62 on: June 05, 2019, 09:01:59 am »

M, HAVE WE LEARNED NOTHING? WE DO NOT. NAME THINGS. THE ICARUS!

*ahem*

Light Assault Vertical Mobility Harness
Using the basics of the control software and leg structure on the Arachne, this harness is meant to increase the options of our Light assaults in situations where a jump pack is insufficient. Comprised of 8 nanite-compressed legs in the space of a jump pack, on command they can be activated for up to 45 seconds worth of climbing. They can be locked in position to allow a stable firing platform for the Light Assault, brace on both walls an ceilings to allow a greater deal of maneuverability and in emergence used to strike an enemy in melee.
« Last Edit: June 05, 2019, 09:08:05 am by TheFantasticMrFox »
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Twinwolf

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 3 Design Phase)
« Reply #63 on: June 08, 2019, 07:07:19 am »

Well, still up for more ideas (especially for non-class stuff), but for now:

Quote from: Votebox
Icarus Mobility Suit
CI1 Hawk (1): Twinwolf
Aegis Shield System (1):Twinwolf
Light Assault Vertical Mobility Harness
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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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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 3 Design Phase)
« Reply #64 on: June 08, 2019, 10:44:10 am »

If the hawk is using plasma it can probably store more than 2 missiles. (as whatever material we use as ammunition will be much denser in its normal state.)

And the Aegis puts a bunch of troops in a small area, so if the VS have any contact explosives or artillery we lose a large swathe of our troops. Most importantly, it's even worse than last-gen. It's like the last-gen for last-genners.
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Jilladilla

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 3 Design Phase)
« Reply #65 on: June 08, 2019, 01:28:43 pm »

Any odds that we cab make the spider legs have the option for going fast over 'flat' ground?

Quote from: Votebox
Icarus Mobility Suit
CI1 Hawk (2): Twinwolf, Jilladilla
Aegis Shield System (1): Twinwolf
Light Assault Vertical Mobility Harness (1): Jilladilla
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TheFantasticMsFox

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 3 Design Phase)
« Reply #66 on: June 11, 2019, 10:08:15 am »

Quote from: Votebox
Icarus Mobility Suit
CI1 Hawk (3): Twinwolf, Jilladilla, TFF
Aegis Shield System (1): Twinwolf
Light Assault Vertical Mobility Harness (2): Jilladilla, TFF
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Powder Miner

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 3 Design Phase)
« Reply #67 on: June 11, 2019, 01:56:08 pm »

i should get back into the swing of this today or tomorrow
my quarter finally ended so I'm going to be less slammed, but I still need to recover a bit before I'm back posting in everything I think
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Man of Paper

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WarBiz Arms Race // Nextgen Consortium Thread (Prewar 3 Revision Phase)
« Reply #68 on: June 12, 2019, 01:47:59 am »

Prewar 3 Design Phase


Proposal: CI1 Hawk
Difficulty: Theoretical
Result: (6+5)-3=8, Average

Before we move forward our investors would like to remind you that, while you specialize in experimental vehicle equipment, it's possible for you to try to do too much at once. In this case it was developing a plasma cannon, plasma missiles, and a cloaking system for an interceptor all at once. We've had to institutionalize engineers for succumbing to a particular strain of nanite exposure known as "Abbera Syndrome", named after Greg Abbera when he tried to build a one-man rocket with 50 years of life support, an irrigation and plumbing system, three master bedrooms, and a large cupholder, and instead built a self-destructing yacht.

But this turned out functional, at least!

The CI1 Hawk has light armoring, a perfectly average top speed of 800km/h, and a nose cannon controlled by a gunner that fires balls of superheated matter that only occasionally overheat the gun. The plasma cannon fires at 60 shots per minute, but they tend to "stick" to objects they hit and burn through armor and flesh, doing damage well after they make contact.

The two plasma missiles utilize warheads that detonate on contact and burst in a sizeable cloud of superheated gas, capable of doing significant damage to light armor but falling short when it comes to damaging through anything adequately and competently armored.

The Interceptor Cloak draws a significant amount of power from the ship, reducing speed by half when active. The cloak doesn't do much to hide the Hawk as an Infiltrator Cloak would, but does distort the ship for any physical observation. People will still be able to spot the Hawk, but determining it's speed, heading, and even what it is will be difficult while the cloak is active. The cloak does work to significantly reduce the Hawk's radar signature. However the thermal signature given off by the Hawk and it's many subsystems is tremendous and no amount of effort is likely to reduce that. We learned this the hard way after someone left one running overnight and burned down a hangar.

A novel idea that didn't completely fall short, the CI1 Hawk draws the eye of investors, and willingness to deploy the craft makes it (EXPENSIVE).


Proposal: Light Assault Vertical Mobility Harness
Difficulty: Hard
Result: (5+1)-1=5 (6+6)-1=11, Masterwork

The LAVMH is a backpack-like piece of equipment with eight shoulder-like metal nubs on it. Paired with the Harness is a pair of combat/control gloves that can be used to activate and manipulate the Harness and the eight nanite-constructed legs that sprout from it. The multi-jointed mechanical limbs are able be deployed at-will for as long as the user desires. They can activate and deactivate the Harness at-will. The meter-long limbs end in hardened points meant for digging in to walls and the like for climbing or stability, but are also very effective at puncturing more organic targets.

The Light Assault Vertical Mobility Harness is highly desirable and will see it's deployment set to (CHEAP) as everyone wishes to see how it performs. It is considered Class-Defining Equipment for Light Assaults.


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


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: NC Armory (click to show/hide)
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m1895

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Quote
XXX3-NCA-LG-AC "Messier 15"
the Messier 15 is our first attempt at making ammunition for the New Zealand.
We've used a miniature version of the Hawk's plasma warhead, modified to create "sticky plasma" like it's cannon. it has an effective kill radius of 15 meters, a maximum radius of 17 meters, and can be fired out to medium range from the New Zealand. It also has impact and timed fuses, which can be swapped out whenever the user feels like it.
Most importantly, however, it can be modified by placing UBMs in the New Zealand's slots. The Oswald increases it's range and gives it a "shaped charge" effect, not unlike a HE Dual Purpose warhead. The Bonnie causes it to generate "plasma bubbles" (not unlike certain ball lightning phenomena.) which act as cluster bomblets, and finally, the Clyde would turn it into a plasma canister shot.   
« Last Edit: June 17, 2019, 02:09:19 pm by m1895 »
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Twinwolf

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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.

Quote from: Votebox
Messier 15 (1): Twinwolf
Arachne Cannon Repair (1): Twinwolf
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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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<Caellath>: Twinwolf, your thirst for blood has been noted.

m1895

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Quote from: Votebox
Messier 15 (2): Twinwolf, m1895
Arachne Cannon Repair (2): Twinwolf, m1895
so I added on to the Messier, thoghts?
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Jilladilla

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Long Legs Addon
The LAVMH spider legs have been a fantastic success. Their wall and ceiling traversal capabilities, as well as their ability to be used as a frighteningly effective melee weapon, will make this an ideal piece of equipment in rough or 'interior' terrain. But what about open ground? They need to be faster. They could be faster. We just need to apply a bit more of the NextGen Touch to it.

The Long Legs Addon seeks to address that issue, through streamlining the movement patterns, utilizing longer legs for a longer stride, and teaching it that it doesn't need to stab the ground (too much anyway) when traveling across flat ground. With this, our Light Assaults will once more be able to rapidly approach the distance they wish to be from their opponents, in almost any sort of terrain, without making themselves an incredibly obvious target that suddenly rocketing into the air would make them.

Quote from: Votebox
Messier 15 (3): Twinwolf, m1895, Jilladilla
Arachne Cannon Repair (2): Twinwolf, m1895
Long Legs Addon (1): Jilladilla
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TheFantasticMsFox

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Quote from: Votebox
Messier 15 (34): Twinwolf, m1895, Jilladilla, TFF
Arachne Cannon Repair (3): Twinwolf, m1895, TFF
Long Legs Addon (1): Jilladilla
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Man of Paper

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 4 Design Phase)
« Reply #74 on: June 21, 2019, 07:25:57 pm »

Prewar 3 Revision Phase


Proposal: Messier 15
Difficulty: Very Hard
Result: (1+1)-2=0, Utter Failure

It turns out that miniaturizing our aircraft's munitions wasn't very easy. The plasma munitions we designed for use with the New Zealand were highly unstable, and attempting to modify them with UBMs only made it worse. Luckily property damage was relatively minor. We can always revisit the idea, however anything workable was just out of reach.


Proposal: Arachne Cannon Repair
Difficulty: Very Hard
Result: (3+2)-2=3, Buggy Mess

It turns out that magnetizing a rod enough to sufficiently influence a round fired from a particle cannon while also not damaging the firing vehicle wasn't very easy. Currently we've managed to add two cannons to the front that definitely don't resemble spider fangs - a particle beam that fires the equivalent of a 10mm ballistic round at a rate of three rounds per second and a "spike launcher" that fires a dense rod capable of piercing armor. It takes the spike launcher nearly fifteen seconds to build enough charge to fire it's payload. The rod is not magnetized, and both weapons are very prone to failure and overheating. They do have independent power supplies at least.

Due to the extreme unreliability of the weapons the Arachne remains (VERY EXPENSIVE).


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


It is now the Design Phase. You have one free design for whatever you wish and one auxiliary equipment design that will receive a research credit. As we approach the final two prewar turns remember that you will need to define class loadouts for each of your separate classes consisting of a Primary and Secondary Weapon, some form of their Class-defining equipment, and up to three Auxiliary Equipment. The number of each class you deploy will be largely based on the expense levels of their equipment.

Spoiler: NC Armory (click to show/hide)
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