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Author Topic: WarBiz Arms Race // Nextgen Consortium Thread (Turn 5 Revision Phase)  (Read 14771 times)

Twinwolf

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 4 Design Phase)
« Reply #90 on: August 11, 2019, 07:53:17 am »


Quote from: Votes
Odysseus Improved Jump Pack(0):
Wellington Programmable Grenade (1): Twinwolf
Volley-1 Missile Launch System (1): Twinwolf
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Powder Miner

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 4 Design Phase)
« Reply #91 on: August 11, 2019, 11:07:01 am »

Quote from: Votes
Odysseus Improved Jump Pack(0):
Wellington Programmable Grenade (2): Twinwolf, Powder Miner
Volley-1 Missile Launch System (2): Twinwolf, Powder Miner
Quote from: Outfit
Ball Lightning Company (1): Powder Miner
Honk Hill’s Heroes (0):
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Twinwolf

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 5 Design Phase)
« Reply #92 on: August 14, 2019, 08:21:16 pm »

"Hoplite" Shield Generator:

"Heavy Assault" class-specific equipment

The heavy assault's overshield gives that class unmatched defensive ability for infantry. They can move from cover to cover without fear as long as that shield is up - however, an assault cannot be carried purely by one class. As such, it is the goal of the "Hoplite" to give Heavy Assaults the ability to protect their comrades as well.

The Hoplite Shield Generator is a device held in one hand. Using a marriage of the projected shields of the Sunderer and the default overshield, the Hoplite, when activated, projects a wide shield in front of the Heavy Assault soldier. This can be used as mobile cover to support an advance across open ground or down a hallway, at the expense of not being able to use any two-handed weapons while it's active - although if we were to develop a sidearm they may be able to use it.

--

Alcatraz Moddable Pistol

All-class secondary

The "little brother" of the Australia rifle that is our mainstay, the Alcatraz gives our troops a backup weapon in combat in case they run out of ammo, or in the case of sniper-rifle wielding soldiers, if they get too close for their weapon to be effective. Unlike the Australia, it is a beam weapon - the idea being that if you need to use it, you're in a situation where you can't really take the time to aim. It has several mod slots to enhance functionality similar to Australia, and can accept the same universal mods (although the effects are proportional to the gun).

---

[name needed] Artillery:

Wars are won by who can hit the other guy from the furthest distance away. Even with next generation technology this is true - we just need to be sure that we're the guy that can hit from the furthest away. The [name needed] is the first artillery piece we've designed on this planet. The [name] is mostly stationary, towed into place by sunderers or other heavy vehicles, and crewed by a gunner and a communications officer. The cannon lobs heavy plasma shells, using the same plasma containment technology as the Hawk's missiles, modified for the high velocity and travel time of the shells - when they make contact, the shell detonates in a plasma explosion, doing heavy damage in it's radius. It's primarily aimed by way of other units communicating coordinates to the comms officer, who relays it to the gunner, who makes the appropriate adjustments and fires. It uses an autoloading system, with shells supplied either by a loader or from ammunition stockpiles near the gun.
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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 4 Design Phase)
« Reply #93 on: August 17, 2019, 04:20:33 pm »

Volley-0 Missile Launch System
The Volley-0 is a pared-down version of the Volley-1, losing some of its features in order to attempt to keep its basic functionality and avoid some of the mishaps that have befallen many other Nextgen Consortium vehicles in the past.

The Volley-0 MLS is based off of the chassis of a Sunderer-S, with the rear transport bays stripped out and replaced with a missile launch array on a lift. These missiles are 80 centimeters in length, not including the warheads. The rockets are 90mm in diameter, powered by cast charges of Ammonium Perchlorate/Aluminum fuel. Each individual MLS can load about 20 at a time (usually all fired in quick succession), and though the reloading process isn't necessarily the fastest, it is capable of reloading.

The first type of warhead for the MLS is derived from CI1's plasma missiles, in that they store plasma in a magnetic "bottle", breaking containment on signal from a fuze. This can either be fitted with proximity sensors so as to create an airburst, or to simply release on impact. The second type of warhead is a simpler beast, containing a charge of white phosphorus and a basic high explosive to create a smoke screen.


Quote from: Votes
Odysseus Improved Jump Pack(0):
Wellington Programmable Grenade (2): Twinwolf, Powder Miner
Volley-1 Missile Launch System (1): Twinwolf
Volley-0 Missile Launch System (1): Powder Miner
Quote from: Outfit
Ball Lightning Company (1): Powder Miner
Honk Hill’s Heroes (0):
« Last Edit: August 17, 2019, 08:55:49 pm by Powder Miner »
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m1895

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 5 Design Phase)
« Reply #94 on: August 17, 2019, 08:40:06 pm »

Quote from: Votes
Odysseus Improved Jump Pack(0):
Wellington Programmable Grenade (3): Twinwolf, Powder Miner, m1895
Volley-1 Missile Launch System (1): Twinwolf
Volley-0 Missile Launch System (2): Powder Miner, m1895
Quote from: Outfit
Ball Lightning Company (2): Powder Miner
Honk Hill’s Heroes (0):
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Twinwolf

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 5 Design Phase)
« Reply #95 on: August 17, 2019, 08:48:58 pm »

Quote from: Votes
Odysseus Improved Jump Pack(0):
Wellington Programmable Grenade (3): Twinwolf, Powder Miner, m1895
Volley-1 Missile Launch System (0):
Volley-0 Missile Launch System (3): Powder Miner, m1895, Twinwolf
Quote from: Outfit
Ball Lightning Company (3): Powder Miner. m1895, Twinwolf
Honk Hill’s Heroes (0):
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Man of Paper

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WarBiz Arms Race // Nextgen Consortium Thread (Prewar 5 Revision Phase)
« Reply #96 on: August 30, 2019, 02:50:04 pm »

Prewar 5 Design Phase


Proposal: "Wellington" Programmable Grenade
Difficulty: Theoretical
Results: (2+1) (4+3)-3=4, Poor

Going from no launchable grenades to guided ones is something of a hurdle. Another hurdle was adding preprogrammable fins on the fly as opposed to a more reliable guidance system while also not having a propulsion system of their own. We managed to make something out of it though. Somehow.

The grenade does indeed launch and detonate on impact in a flash of superheated energy, causing devastating burns within a few meters and capable of rapidly knocking out energy-based protection, however defeating protective armor with them is unreliable. The grenades themselves can be launched out to 300 meters fairly accurately thanks to the fins that provide stability and, currently, nothing else. While it is a fairly solid grenade, our biggest drawback comes in the form of incompatibility with our current array of modules.

Some of our engineers suggest that maybe a modification to the NZ itself to allow it to create and fire an energy grenade on it's own could actually utilize the modules we apply to the New Zealand. [GM Note 1/2: This was what I thought you'd be going for when you got the New Zealand, like a contained ball of plasma - something that would allow, for example, the Clyde II to turn the grenade launcher into a Masterkey. This somewhat retcons the way I thought it'd work since I didn't clearly state the way it'd function in order to not give youse ideas, but swapping it's functionality back in a revision would be pretty simple as a result, and added functionality within reason wouldn't be punished.] It's not as if there are tiny robot arms modifying the grenade once it's pushed into the launcher after all, and neither launcher nor grenade are outfitted with wireless communications to facilitate augmenting one with the other. [GM Note 2/2: I've given you options to continue down both the strictly energy or the physical grenade paths since I feel as though a lack of clear concise guidelines and the ambiguity of "Modular Weapons" have combined to create some misunderstandings and confusion, and you've used more actions figuring out what your specialties are defined as than you have actually utilizing your specialties.]

A pack of eight Wellington Stabilized Grenades is considered (EXPENSIVE) since they do function as launchable grenades and take up a single Auxiliary Slot. They are usable by anyone with an Australia/New Zealand.


Proposal: Volley-0 Missile Launch System
Difficulty: Hard
Results: (3+1) (3+3)-1=5, Below Average

Slight modifications made to the Plasma Missiles used in air-to-air and air-to-ground combat has given us a surface-launched missile system capable of semiaccurate bombardment of surface targets with both plasma warheads and white phosphorous smoke. Poor targeting systems within the Sunderer-V0 make pinpoint strikes difficult, often requiring saturation bombardment to take out specific targets. This will eat through a Sunderer-V0's twenty-missile payload fairly rapidly. Slow air targets may be acquired by the Sunderer-V0's systems, but quick-moving aircraft are hard to maintain a lock on unless they loiter in a specific slice of sky for an unprofessional amount of time.

The Sunderer-V0's missile system is mounted on the exposed bed of the vehicle and capable rotating 360 degrees and nearly 90 degree angling. It doesn't move rapidly, mind you. The vehicle moves slower than the base Sunderer-S at a cool 65 km/h and cannot utilize the missile system unless it is parked.

The Sunderer-V0 is considered (VERY EXPENSIVE) largely due to the amount of munitions required for guaranteed effectiveness.


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


As you move into you final Revision Phase you will have a total of Two(2) Revisions to utilize. They will be granted a reroll each in the same way the Design Phase was treated. You must also decide on your Outfits and Loadouts by the end of the turn! This turn will introduce the strategy phase, but only for finalizing the Outfit and Loadout votes, so keep that in mind.

Spoiler: NC Armory (click to show/hide)
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Powder Miner

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 5 Revision Phase)
« Reply #97 on: August 30, 2019, 05:26:50 pm »

So I’m willing to go for the energy grenade with a revision, since the idea of absolutely fucking ruining someone with a Clyded big ol’ fwoomp of plasma is pretty tempting. There’s two other things I’d like to consider for our second revision. One is the pragmatic and practical option, which is adjusting the targeting on the V-0, seeing as that is certainly within revision bounds and seems like it might potentially be the best literal and metaphorical bang we could get for our revision buck.

The other, far griefier, option is to make little handheld horns to honk at the enemy with and piss them the fuck off, which could actually be useful with the Ball Lightning Company concept but which is probably going to help our straight fight a lot less. Still, it’s funny  as hell, so I’d like to hear your opinions.
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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 5 Revision Phase)
« Reply #98 on: September 12, 2019, 08:15:04 pm »

Quote from: Volley-0 Targeting Computer
The factor that makes the Volley-0 system inaccurate is actually a rather simple one -- the Volley-0's targeting system simply doesn't view the battlefield in small enough chunks to hit individual targets properly; instead, a "grid square eraser" approach had been taken to targeting with the Volley-0, calling on the Volley-0 to bombard a single area out of existence, and to have significant difficulty locking on things within a metaphorical grid square. Unfortunately, in as armor-heavy an environment as Auraxis is likely to be, and with the aggression allowed by the respawn system, having the artillery expend itself so quickly may leave the job unfinished. Accordingly, the targeting computers have had a new mode added -- now, the Volley-0 takes a more shape-analysis approach to targeting, identifying the outlines of targets in sight, and pairing that with IFF transponder readings. If it identifies a target and does not get a friendly IFF result, it is painted as a potential target on the operator's screen, and fired at individually. This can also be turned off, so that the old semi-accurate saturation bombardment is still available for unclear conditions.
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Twinwolf

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 5 Revision Phase)
« Reply #99 on: October 02, 2019, 11:10:06 am »

Wellington Mk.2 Energy Grenade:

Well, the physical grenade wasn’t really working with the rifle. So we’re doing something else. The Mk.2 Wellington module is built for the New Zealand launcher. When inserted, the Wellington module allows the gun to take the energy from it’s ammo supply and shape it into a ball of plasma; when ready, the ball is launched out of the New Zealand like a grenade, and with similar impact - it explodes on contact, dispersing the energy in all directions after it hits and dealing heavy damage to anyone unfortunate enough to stand in range.
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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 5 Revision Phase)
« Reply #100 on: October 03, 2019, 10:53:47 am »

Quote from: Votes
Volley-0 Targeting Computer: (1) Powder Miner
Wellington Mk. 2 Energy Grenade: (1) Powder Miner
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Man of Paper

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WarBiz Arms Race // Nextgen Consortium Thread (Prewar 5 Strategy Phase)
« Reply #101 on: January 12, 2020, 06:13:12 pm »

Prewar 5 Revision Phase


Proposal: Volley-0 Targeting Computer
Difficulty: Normal
Results: (2+1) (6+5)=11, Masterwork

The new targeting system provides the ability to locate and identify potential targets, lock onto them (or a specific spot on the ground/a building/an unfortunate guy's wedding ring), and launch the guided missile squarely on target. The guidance system drastically improves lock-on time, making anti-aircraft work more than viable, though nimble aircraft will be able to evade the missiles (and realistically we'll save them for larger targets). While this provides outstanding accuracy for targets in visual range, it didn't provide much help when it came to indirect fire from a relatively safe or protected position. Traversal of the missile rack has been improved alongside the targeting system to prevent one from screwing up the other.

Which is why all of our vehicles have had identification transmitters installed. These transmitters provide basic battlefield data remotely to the Sunderer-V0 and it's targeting systems, making precision strikes from a very safe distance possible.

The Sunderer-V0 is quite possibly the most adored ground vehicle (by default, being the only adored ground vehicle) in the NC Armory, and we expect to see it deployed wherever possible, making it (CHEAP).


Proposal: Wellington Mk.2 Energy Grenade
Difficulty: Easy
Results: (2+1) (6+5)+1=12, Unexpected Boon

The Wellington Mk.2 is less a module and more a permanent installation into one of the New Zealand's module slots. Six energy grenades can be fired in rapid succession from the New Zealand before the Australia needs to recharge. These grenades maintain cohesion and will "stick" where they impact and explode a moment after contact - just long enough for the target to register just how fucked they are. The blast radius of the Mk.2 is smaller than a conventional grenade, but it strips shields outside of it's casualty-causing radius, and emits a blinding, disorienting flash as it goes off.

While the Wellington Mk.2 Energy Grenade Module doesn't need to take an Auxiliary Slot, being a well-received and permanent fixture on the Australia, it can also be installed into the Australia's primary weapon modules to add a little bit of "oomph" to it's rounds, drawing twice the power of a round but giving it a bit of explosive flavor on contact and giving them the stick and very slight delay that the grenade has. A single module can be placed in an Auxiliary Slot, and is considered (CHEAP). Additional Wellingtons halve the available rounds for each one while increasing it's explosive potential with diminishing returns. The Wellington Mk.2 Energy Grenade Module can be used by All Classes.


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


The battle for the government contract is about to begin. Before our troops are deployed to their first mystery battlefield we still have a couple things to decide:

We need to finalize our specialized Outfit as outlined in a large number of places.
We also need to decide on the Loadouts for our Certified soldiers for this turn. Loadouts can be adjusted each strategy phase.


IT IS NOW THE STRATEGY PHASE.


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

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 5 Strategy Phase)
« Reply #102 on: January 15, 2020, 10:40:50 am »

Since Powder has an outfit idea already, I'll take a stab at loadouts

Spoiler: Class Loadout Set A (click to show/hide)

Basically loading our guys up with what we have for them. For the Warlord and the Infiltrator, I gave them some of the starting gear; I think the Alcor heavy weapons platform will be more effective for the infiltrator than the R/O linked Australia since it is actually meant to snipe, although I could see the argument to give them an Australia and a couple of Bonnies for submachine gun infiltrators. For the Warlord, I figure none of the modules are actually relevant for them; we have enough clyde-module australias, we have heavies wading in with explosive rapid fire, I think having a longer-lasting suppression type weapon on the Warlords is fine.
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Jilladilla

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 5 Strategy Phase)
« Reply #103 on: January 17, 2020, 03:36:37 pm »


Spoiler: Class Loadout Set B (click to show/hide)

So, minor changes, mostly swapping out the UBM-Kaczynski's with the Wellingtons because the latter is cheaper than the former, giving a Bonnie to our Light Assaults for Glorious Explosive Autoshotgun Shenanigans, and stuffing our Warlords with a bunch of Wellingtons because I wanna see how big a boom they can make.
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Doubloon-Seven

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 5 Strategy Phase)
« Reply #104 on: January 17, 2020, 04:26:56 pm »

Quote from: botevox
Loadouts
Class Loadout Set A (0):
Class Loadout Set B (1): D7

Outfits

Getting the ball rolling, I guess.
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