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Author Topic: Interplanetary Arms Race: The Network  (Read 27410 times)

Rockeater

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Re: Interplanetary Arms Race: The Network
« Reply #195 on: February 27, 2020, 06:10:06 am »


Quote from: quotebox
'Hammer' Magnetic Flechette Rifle (3): Carefulrogue, Kashyyk, Rockeater
Emergent Build By Numbers (3): Carefulrogue, Kashyyk, Rockeater
Logged
Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Failbird105

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Re: Interplanetary Arms Race: The Network
« Reply #196 on: February 27, 2020, 06:25:31 am »

Quote from: quotebox
'Hammer' Magnetic Flechette Rifle (4): Carefulrogue, Kashyyk, Rockeater, Failbird
Emergent Build By Numbers (4): Carefulrogue, Kashyyk, Rockeater, Failbird
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Man of Paper

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Re: Interplanetary Arms Race: The Network
« Reply #197 on: February 28, 2020, 09:17:06 pm »

Emergent 1.1 Patch

The Emergent has a number of issues that require immediate resolution before they can be relied upon for combat deployments.

The first bugfix is the standardization of IPE size, power, and efficiency across all Emergent assembly kits, with Supervisory units responsible for quality control and engine testing prior to packing and shipping.

The second bugfix consists of thorough testing and editing of Emergent software to improve control and efficacy of computational equipment and minimize errors responsible for engine control failure.

The final bugfix is multitiered. The assembly bitforms are reprogrammed to fuse only the metal at the joins they are meant to meld together. The bitforms are designed to be much less destructive than the Vat Bitforms used in the O.R.C.s, and the joins are plated with a thin chemically marked layer of metal that acts as the material the bitforms use to weld pieces together. Once the bitforms join the parts of the craft and can no longer detect marked material in close proximity they collect together and go inert to allow recollection and recycling.

Quote from: quotebox
'Hammer' Magnetic Flechette Rifle (5): Carefulrogue, Kashyyk, Rockeater, Failbird, MoP
Emergent Build By Numbers (4): Carefulrogue, Kashyyk, Rockeater, Failbird
Emergent 1.1 Patch (1): MoP
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Kashyyk

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Re: Interplanetary Arms Race: The Network
« Reply #198 on: February 29, 2020, 03:15:26 am »

Whilst MoPs patch hits all the problems, I'm concerned it tries to do too much with a revision. Build By Numbers will be much easier, but it won't produce a workable Emergent this turn. I guess go Very Hard or go home, huh?

Quote from: quotebox
'Hammer' Magnetic Flechette Rifle (5): Carefulrogue, Kashyyk, Rockeater, Failbird, MoP
Emergent Build By Numbers (3): Carefulrogue, Rockeater, Failbird
Emergent 1.1 Patch (2): MoP, Kashyyk
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Rockeater

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Re: Interplanetary Arms Race: The Network
« Reply #199 on: February 29, 2020, 04:39:47 am »


Quote from: quotebox
'Hammer' Magnetic Flechette Rifle (5): Carefulrogue, Kashyyk, Rockeater, Failbird, MoP
Emergent Build By Numbers (2) :Carefulrogue, Failbird
Emergent 1.1 Patch (3): MoP, Kashyyk, Rockeater
Logged
Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Failbird105

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Re: Interplanetary Arms Race: The Network
« Reply #200 on: February 29, 2020, 06:59:06 am »

Quote from: quotebox
'Hammer' Magnetic Flechette Rifle (5): Carefulrogue, Kashyyk, Rockeater, Failbird, MoP
Emergent Build By Numbers (1) :Carefulrogue
Emergent 1.1 Patch (4): MoP, Kashyyk, Rockeater, Failbird
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Carefulrogue

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Re: Interplanetary Arms Race: The Network
« Reply #201 on: February 29, 2020, 12:13:22 pm »

Quote from: quotebox
'Hammer' Magnetic Flechette Rifle (5): Carefulrogue, Kashyyk, Rockeater, Failbird, MoP
Emergent Build By Numbers (0) :
Emergent 1.1 Patch (5): MoP, Kashyyk, Rockeater, Failbird, Carefulrogue
Logged
I never thought genocide would look so cute. . .
No reason someone can be dorfed only once. An entire army of Carefulrogue! All in one coffin, it seems.
"Guys if you say 'oops sorry' afterwards it's not a war crime, right?"

Madman198237

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Re: Interplanetary Arms Race: The Network
« Reply #202 on: March 01, 2020, 01:34:17 am »

Turn 4 Revision Phase: The Network

Revision: 'Hammer' Magnetic Flechette Rifle
Harking back to an alternate specification of the Trephine before its moniker was gained, the Hammer is a carbine version of the Trephine, firing a canister of specially designed, sharpened flechettes loaded from a small 4 round strip. Whilst range and accuracy are naturally going to be reduced compared to the Trephine, the Hammer will be able to shoot far more quickly and with more tolerance to off-center accuracy due to the spread of flechettes it releases.

Quote
'Hammer' Magnetic Flechette Rifle
Difficulty: Normal
Roll: 3 + 4 + 0 = 7 Superior Craftsmanship

Making a little version of a big weapon is a very old answer to the problem of a big but powerful weapon not being able to do what a small weapon can do. The 'Hammer' carbine is quite effective at doing what the Trephine cannot. An elegantly simple straight-bolt action without any locking mechanism or turning moves cartridges from a small internal four-round box magazine loaded via stripper clip. The weapon is capable of firing more rounds per battery charge due to an improved battery, the firing is much smoother, the superconductor charges faster, and the rails are much more durable with the lighter-weight projectiles.

Physically, the carbine is shorter and lighter than the Trephine, very handy at Medium range and usable at Close range, incredibly deadly at Close range as the four flechettes have just enough dispersion to strike four different places on a target and cause massive damage, though their lightweight nature does limit armor-piercing effectiveness against hard armor. At Medium range the dispersion is sufficient to turn a close miss into a hit, or even take out an entire group at once. At Long range the dispersion pattern finally becomes too random for effective shooting, though the supersonic cracks of half a dozen little needles passing close to your face tends to encourage the person on the receiving end to seek cover.

Cost: 1 GPP


Emergent 1.1 Patch

The Emergent has a number of issues that require immediate resolution before they can be relied upon for combat deployments.

The first bugfix is the standardization of IPE size, power, and efficiency across all Emergent assembly kits, with Supervisory units responsible for quality control and engine testing prior to packing and shipping.

The second bugfix consists of thorough testing and editing of Emergent software to improve control and efficacy of computational equipment and minimize errors responsible for engine control failure.

The final bugfix is multitiered. The assembly bitforms are reprogrammed to fuse only the metal at the joins they are meant to meld together. The bitforms are designed to be much less destructive than the Vat Bitforms used in the O.R.C.s, and the joins are plated with a thin chemically marked layer of metal that acts as the material the bitforms use to weld pieces together. Once the bitforms join the parts of the craft and can no longer detect marked material in close proximity they collect together and go inert to allow recollection and recycling.

Quote
Emergent 1.1 Patch
Difficulty: Normal
Roll: 3 + 1 + 0 = 4 Below Average

The Emergent Patch is a valiant attempt to fix what's wrong with the Emergent, quite comprehensively. A little too comprehensively, in fact, for the problems encountered. We seem to have accidentally released some faulty Bitforms into the labs last time and we're having some problems with accidentally reconfiguring Units into fireworks-production units.

Regardless of the few minor failures and unintentional inventions of some improperly-installed rocket pods (nonfunctional and loaded only with fireworks anyway), we've....managed some stuff anyway. Emergents are now assembled properly, more or less. Most errors are minor, cosmetic, or can be caught by the Units monitoring the Bitforms while they work on the aircraft. The chemical marker system is reasonably effective and usually doesn't suffer from things like abrasion removing it during transport or whatnot.

The engines, however, are still very unreliable. Apparently, the reduced-sized engines suffer from factory problems as a result of poor design choices intended to scale down size and cost from the spacecraft-grade engine. Certain parts have overly fine materials tolerances, and if the material isn't precisely within said tolerances, the engine's functionality will be significantly altered. However, without Bitform mangling damaging the control computers, an Emergent will tend to fly in something resembling a straight line.

Bitforms cannot readily be recovered from the aircraft (they are just nanoscale machines, after all, and they basically find a chemical marker, find the corresponding marker on the other piece, and turn themselves into what amounts to an atomic-level super weld) and the engines are still badly designed and expensive, but we have managed to reduce the cost somewhat with the simpler chemical marker coatings.

Cost: 3 GPP
Size: 2 TC (1 Shuttle TC)

----
It is now the strategy phase. You might considered making a strategy.
----

Spoiler: The Network Control (click to show/hide)

Spoiler: The Network Logistics (click to show/hide)

Spoiler: Map (click to show/hide)

Spoiler: The Network Tech (click to show/hide)

Spoiler: Credits (click to show/hide)
« Last Edit: March 27, 2020, 06:51:59 pm by Madman198237 »
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Kashyyk

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Re: Interplanetary Arms Race: The Network
« Reply #203 on: March 04, 2020, 09:15:57 am »

So... should probably talk strategy.

it was suggested in the discord that we produce two units of Emergents, plus two units of hammers, for our remaining GPP and deploy them to Delta. I'm happy to support that. For strategy, I thus propose the following:

Quote from: Mounting_Pressure.exe
Manufacture 2x "Emergent" AAIFAK 1.1  and 2x 'Hammer' Magnetic Flechette Rifles for a total of 8gpp. Load them on ITC-02-LIFT
Manufacture 3x FASS Mk1. Logos with TDC upgrade for a total of 9spp.

ITC-02-LIFT and Logos-03-TDC, Logos-04-TDC and Logos-05-TDC forms Fleet-01.
Fleet-01 moves to Charlie via Alpha, where ITC-02-LIFT picks up BMU-3

ITC-01-LIFT picks up BMU-1 and joins Fleet-01 as it passes through Alpha.
ITC-04 moves to Bravo.
ITC-05 moves to Bravo and picks up BMU-2.

Logos-01 and Logos-02 are to intercept hostile troop transports unless outnumbered more than two to one by enemy warships.

This sets us up for a massive reinforcement wave to either Delta or Echo, depending on which is needed. Additionally, we have enough SPP spare to upgrade our existing Logos with TDC when they next return to the Hub.

Also, we apparently have a clone of Logos-02 at Echo still. I think we should abuse its existence until Madman realises the mistake. Any suggestions?
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Rockeater

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Re: Interplanetary Arms Race: The Network
« Reply #204 on: March 04, 2020, 10:17:38 am »

So yeah, I like this strategy
Quote from: Strategy vote
(1) Mounting_Pressure.exe: Rockeater
Logged
Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Kashyyk

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Re: Interplanetary Arms Race: The Network
« Reply #205 on: March 05, 2020, 11:35:41 am »


Quote from: Strategy vote
(2) Mounting_Pressure.exe: Rockeater, Kashyyk
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Carefulrogue

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Re: Interplanetary Arms Race: The Network
« Reply #206 on: March 24, 2020, 07:06:04 pm »

Quote from: Strategy vote
(3) Mounting_Pressure.exe: Rockeater, Kashyyk, Carefulrogue
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I never thought genocide would look so cute. . .
No reason someone can be dorfed only once. An entire army of Carefulrogue! All in one coffin, it seems.
"Guys if you say 'oops sorry' afterwards it's not a war crime, right?"

Failbird105

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Re: Interplanetary Arms Race: The Network
« Reply #207 on: March 24, 2020, 07:12:59 pm »

Quote from: Strategy vote
(4) Mounting_Pressure.exe: Rockeater, Kashyyk, Carefulrogue, Failbird
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Madman198237

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Re: Interplanetary Arms Race: The Network
« Reply #208 on: March 26, 2020, 11:38:41 pm »

Turn 4 Combat Phase: The Network

Advances continue on Planet D, Planet E is now under our control. Our lack of groundside transport is going to cripple the assault on D next turn unless something changes. Remember that D is a waterworld, as well.

----
It is now the design phase. You have two designs, please do not repeat the mistakes of previous turns and roll badly, it reflects badly on you. Please make note of any mistakes I may or may not have made while manipulating the logistics!
----

Spoiler: The Network Control (click to show/hide)

Spoiler: The Network Logistics (click to show/hide)

Spoiler: Map (click to show/hide)

Spoiler: The Network Tech (click to show/hide)

Spoiler: Credits (click to show/hide)
« Last Edit: March 27, 2020, 06:53:37 pm by Madman198237 »
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Kashyyk

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Re: Interplanetary Arms Race: The Network
« Reply #209 on: March 28, 2020, 01:30:10 pm »

Quote from: Tokomak: Nuclear Boogaloo
You know the drill. It's what you'll be subjected to if you fail to produce a viable Tokomak Generator blueprint after the third time, especially because we're throwing additional funding (Research Credit) at this.

Quote from: Art3mis Precision Targeting System
Unlike the overgrown flashlights used by our enemies, our Railguns are sophisticated machines that launch projectiles at subliminal velocity. Thus whilst they get to cheat and aim directly at their targets, we have to calculate ballistic trajectories to produce that satisfying explosion of metal that used to be a Technate ship.

To perform these feats of military mathematics, a carefully cultivated artificial mind will be produced, capable of calculating the relative velocities of the firing ship,  the target and the potential paths of the projectiles from each weapon on board, thanks to sensor input and our previous experience with ships in the field


In addition, a dedicated, specialised sensor suite that can track the movements of all objects in range feeds the central mind, giving it the information it needs to predict the movements of enemy ships and thus calculate an effective firing solution.
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