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Author Topic: Interplanetary Arms Race: The Network  (Read 27424 times)

Rockeater

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Re: Interplanetary Arms Race: The Network
« Reply #210 on: March 28, 2020, 01:58:27 pm »

Quote from: design vote
Nuclear Boogaloo:(1) Rockeater
-With design credit:(1) Rockeater
Art3mis Precision Targeting System:(1) 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.

Carefulrogue

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Re: Interplanetary Arms Race: The Network
« Reply #211 on: March 28, 2020, 08:02:23 pm »

Quote from: design vote
Nuclear Boogaloo:(2) Rockeater, Carefulrogue
-With design credit:(1) Rockeater
Art3mis Precision Targeting System:(2) Rockeater, 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?"

Kashyyk

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Re: Interplanetary Arms Race: The Network
« Reply #212 on: March 29, 2020, 01:58:41 am »

Quote from: design vote
Nuclear Boogaloo:(3) Rockeater, Carefulrogue, Kashyyk
-With design credit:(2) Rockeater, Kashyyk
Art3mis Precision Targeting System:(3) Rockeater, Carefulrogue
Logged

Carefulrogue

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Re: Interplanetary Arms Race: The Network
« Reply #213 on: March 29, 2020, 10:31:33 am »

Quote from: design vote
Nuclear Boogaloo:(3) Rockeater, Carefulrogue, Kashyyk
-With design credit:(3) Rockeater, Kashyyk, Carefulrogue
Art3mis Precision Targeting System:(3) Rockeater, 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 #214 on: April 06, 2020, 05:36:56 pm »

Turn 5 Design Phase: The Network

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
Tokamak: Nuclear Boogaloo
Difficulty: Hard
Roll: 2 + 3 3 + 3 - 1 = 5 AVERAGE, CONGRATULATIONS, IT DOESN'T EXPLODE, WOW, YOU HAVE FINALLY MADE IT TO FUSION POWER

After looking through the three nonexistent case files of the three previous fusion attempts that never happened, the project managing Unit pulled the operating switch for what he hoped would not be the last time...and suddenly all the indicators in the reactor room jumped straight into the green zones, wiggled around a bit, and settled right on "Perfectly Acceptable", slightly below "Optimal" and refreshingly above "Run Away, Run Away Now". The reactor works, is reasonably compact, is reasonably inexpensive, and generates a perfectly acceptable amount of power.

In short, it works exactly as you would expect.

It is about the size and cost of a standard starship fission reactor, and so can be substituted in directly to provide a large increase in power generation for any ship that gets a refit or is newly built.

The additional power available in the commercial sector has allowed us to produce more power-intensive and expensive components for spacecraft, adding 2 SPP to our budget.

Tokamak: Nuclear Boogaloo: A functioning nuclear fusion reactor, producing on our first attempt, no prior attempts being on record. It requires much less expensive fuel than nuclear fission plants and so its more complicated construction does not increase its cost beyond that of a fission plant, and therefore is automatically retrofitted into any ships that are refitted or any new builds. Provides a substantial increase in power generation to any ship and removes any issues with power generation. Provides 2 SPP

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.

Quote
Art3mis Precision Targeting System
Difficulty: Easy
Roll: 1 + 4 + 1 = 6 Above Average

Art3mis is a treasonous corruption of a perfectly good word, and the unit who decided to name this system that has been summarily repurposed into a processed-organic-waste disposal unit. The Artemis Precision Targeting System is a solid piece of equipment capable of using a variety of sensors operating across the electromagnetic spectrum to track, analyze, and predict target motions to make a railgun projectile and a target intersect at high relative velocity. It has limited predictive powers to estimate the likely evasive options of a target and direct a bombardment to saturate all possible escape paths, though given the few numbers of guns on a Logos and lack of networking capability we feel like this option is somewhat underutilized.

Artemis is capable of hitting a target 100% of the time if the target takes no evasive maneuvers, though this is a fairly low goal to reach given the simplicity of ballistics in space. It is definitely more capable than previous targeting sensor generations in acquiring targets and identifying them at long range, though since increased range was not a goal this was sacrificed in exchange for more data on targets, which enhances predictive capabilities.

Due to the extensive nature of the Artemis systems, Logos ships must be refitted to acquire one. However, most of Artemis is just a computer programming upgrade and minor sensor upgrade, so there is no cost for this simple system.

Art3mis Precision Targeting System: An upgraded targeting suite that allows a Logos substantially more information and hitting capability against targets as compared to the baseline. Very effective against unknowing targets and capable of a limited degree of predictive firing and precision-coordinated shots amongst multiple weapons. Requires a refit.
Cost: None.

----
Revision phase, please compute a valid revision.
----

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)
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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 #215 on: April 09, 2020, 07:59:40 am »

Quote from: Gen. 2 Tokamak-Powered Plasma Drive
Now that we have a Tokamak Generator that actually works, and a Plasma Engine that actually works, all we need to work on is fitting them together thanks to a substantially reduced amount of self-induced violent disassembly.

Quote from: 'Dozer' Magnetic Cannon
Based on our experience with the Hammer and Trephine, we should be able to develop a third man-portable Magnetic weapon. Either fired from a shoulder-mounted position, or when braced against the ground, the weapon is designed to launch a small High Explosive shell at a customisable velocity, allowing for direct fire or arcing mortar shots.

Basically it's an RPG/Mortar railgun cross. The Technate has no armour to speak of, but it'll be a good idea to have something for crowd dispersal and as a preemptive measure once vehicles properly hit the scene.
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Carefulrogue

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Re: Interplanetary Arms Race: The Network
« Reply #216 on: April 12, 2020, 03:27:35 pm »

Quote
Gen. 2 TOkamak-Powered Plasma Drive: (1) Carefulrogue
'Dozer' Magnetic Cannon:(1) 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?"

Rockeater

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Re: Interplanetary Arms Race: The Network
« Reply #217 on: April 12, 2020, 03:36:18 pm »

Fuck, forgot about that one.
Quote
Gen. 2 TOkamak-Powered Plasma Drive: (2) Carefulrogue, Rockeater
'Dozer' Magnetic Cannon:(2) Carefulrogue, 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 #218 on: April 12, 2020, 04:10:42 pm »

Should probably vote for my own garbage.

Quote
Gen. 2 Tokamak-Powered Plasma Drive: (3) Carefulrogue, Rockeater, kashyyk
'Dozer' Magnetic Cannon:(3) Carefulrogue, Rockeater, Kashyyk
Logged

Madman198237

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Re: Interplanetary Arms Race: The Network
« Reply #219 on: May 02, 2020, 11:20:29 pm »

Turn 5 Revision Phase: The Network

Gen. 2 Tokamak-Powered Plasma Drive
Now that we have a Tokamak Generator that actually works, and a Plasma Engine that actually works, all we need to work on is fitting them together thanks to a substantially reduced amount of self-induced violent disassembly.

Quote
Gen. 2 Tokamak-Powered Plasma Drive
Difficulty: Normal
Roll: 4 + 2 = 6 Above Average

Having both of the components already done and functioning, we've put in the effort to get a functioning combination unit, that saves a little space and gains a little power by feeding the plasma drives directly from the main reactor. Modernized Logos vessels have much reduced problems with power availability and gain a little maneuverability and speed as well. It also will minorly boost LIFT shuttles, though those don't really have problems and we won't notice the effects (read: I am increasingly unhappy with the bookkeeping of this system and screw tracking minor upgrades to shuttles :P).

Gen. 2 Tokamak-Powered Plasma Drive: A slightly more efficient, powerful, and compact set of reactors and plasma drives for a warship. It works just a little better than the previous one, and is far better than the original TPPD. Not that that's much of an achievement.

'Dozer' Magnetic Cannon
Based on our experience with the Hammer and Trephine, we should be able to develop a third man-portable Magnetic weapon. Either fired from a shoulder-mounted position, or when braced against the ground, the weapon is designed to launch a small High Explosive shell at a customisable velocity, allowing for direct fire or arcing mortar shots.

Quote
'Dozer' Magnetic Cannon
Difficulty: Normal
Roll: 1 + 4 = 5 Average

The 'Dozer' magnetic cannon is a midsized heavy infantry weapon or light artillery piece, depending on which army, what time period, and whose definition you use. It fires something roughly equivalent to a 40mm grenade at low velocity. Higher velocities would require some means of substantially reducing the recoil of the mechanism to avoid damaging it or the user when fired from the ground or the shoulder, respectively. When in mortar configuration it can be used with some medium-velocity settings for a Medium-Long range, otherwise it is effective primarily at Short-Medium distances as a shoulder-fired explosive. Its magnetic firing mechanism means the shells need quite a bit of structure to them, so they don't have the largest amount of explosive content. The sights are basic but very functional in both configurations. The weapon does not take the place of a primary weapon of a Unit, since it serves a specific support role.

'Dozer' Magnetic Cannon: A functional combination of 40mm grenade launcher and mortar. Sights are basic but it has a Medium-Long range in mortar configuration with higher launching powers and Short-Medium range when shoulder-fired. Shells are basic explosives with a moderate payload. Functions as an auxiliary weapon.
Cost: 1 GPP

----
Alright, strategy phase at last. If I don't keep at least an update a week, ping me incessantly so I do. I'm out of college now and have free time again.
----

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)
Logged
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 #220 on: May 05, 2020, 04:18:04 pm »

Quote from: LayItOnThick.exe
Manufacture
Scrap ITC-04 (+2 SPP)
Build 3x FASS Mk.1 Logos with TDC and Art3mis (-3 SPP each)
Build 4x Dozer Magetic Cannon (-1 GPP each)

Deployment
Move ITC-04 to The Hub for scrapping
Move ITC-05 to the Hub, pickup 4x Dozers (assign one set to BMU-2) and then move back to Bravo for further deployment next turn

Move Logos TDC 1, 2 & 3 to Charlie
Transfer 1 Emergent and 1 Hammer from ITC-02-LIFT to ITC-01-LIFT, and equip to BMU-1
Load BMU-3 on to ITC-02-LIFT and equip 1 Emergent and 1 Hammer

Move ITC-01 and 02 to Delta and deploy troops, then stay in orbit and provide transport support with LIFTs

Combat
Logos focus on defending ITCs and intercepting enemy transports
Ground Troops are to push forward on all fronts, using Emergents and LIFTs as necessary.
« Last Edit: May 07, 2020, 03:06:54 am by Kashyyk »
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Carefulrogue

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Re: Interplanetary Arms Race: The Network
« Reply #221 on: May 06, 2020, 08:03:41 pm »

Quote from: votebox
Layitonthick.exe (1): 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?"

Kashyyk

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  • One letter short of a wookie
    • View Profile
Re: Interplanetary Arms Race: The Network
« Reply #222 on: May 07, 2020, 03:07:40 am »

Quote from: votebox
Layitonthick.exe (2): Carefulrogue, Kashyyk
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Rockeater

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Re: Interplanetary Arms Race: The Network
« Reply #223 on: May 07, 2020, 04:56:16 am »


Quote from: votebox
Layitonthick.exe (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.

Madman198237

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Re: Interplanetary Arms Race: The Network
« Reply #224 on: May 11, 2020, 10:33:17 pm »

Turn 5 Combat Phase: The Network

The defeat in orbit of Delta was unfortunate, but perhaps inevitable given how badly we were outnumbered. We were, however, able to deal quite a substantial amount of damage despite losing a ship and nearly losing the other. Our land forces, however, are stunningly capable with the introduction of just a single vehicle. Oh, and the carbine, I guess. That was pretty useful, too.

We advanced on the planet, which is what really matters. We will undoubtedly be back to complete and total victory soon!

----
It's the design phase and once again you have two designs to work on!
----

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: May 13, 2020, 09:51:13 pm by Madman198237 »
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.
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