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Author Topic: Absolutely Absurd Abductee Arms Race: SDRB Thread (Turn 4 Revision Phase)  (Read 7237 times)

flabort

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Core Thread
This is a side-specific thread. If you are participating in one of the other two teams, please don't read this thread any further than this post; if you'd like to participate in this game, please read the first post in the above linked thread first.

The year is 10 AA, you are on an unknown planet far away from Earth. Your identity as a community is still nebulous, your settlement only just organized. You were abducted, along with the others in your eventual nation, exactly 10 years ago by your reckoning. It was likely longer, due to you being in stasis in transit. Now you've organized, and found out about two other settlements on the continent you now call home - and you hate them, for one reason or another. The name they gave themselves, their system of government, the language they speak, the colors of their skin, or perhaps it's just the fact that they've been settled onto valuable resources that you feel you need for continued survival.

You've been settled into a colder area of the planet, where the nights are long and almost unending during the winter months, and the reverse becomes true during the summer months. There are always winds whipping up some snow, limiting visibility, and footing can be tricky when you leave the settlement.

Spoiler: Starter Designs (click to show/hide)
Spoiler: Map (click to show/hide)

You start with one Research Credit, and one Alien Credit. The first team to vote for a name for themselves and their city gets another Research Credit, the team with the best lore about life where they live at the end of turn 2 gets another Alien Credit, and the team with the best lore about their faction and why they don't like the other guys between turn 2 and the end of turn 4 gets another Research Credit.

You have two designs each design and revision phase for the first 4 turns. Use them wisely.
« Last Edit: November 10, 2019, 03:24:58 pm by flabort »
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TricMagic

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I kinda want to do Japan Theme.

Atarashīn, Capital of the new Japan.

Shinsengumi are the special forces which protect us from animals and criminals both. They rigorously watch the land and root out any traitors or enemy spies.

Shin Sekai Seifu, New World Government. A collection of traditionalists, history buffs, and young adults who rule over Atarashīn and the surrounding territories. They focus on making sure the various programs are run, and the people's interests protected from outside influences. Things like farming, military buildup and training, and weapons development, along with general infrastructure and laws. By nature, it tends to be quick to make decisions, but this is mostly from drawing on experienced individuals and groups, then deciding what is to be done about their new situation, or any problems that appear.



Design: Laser Musket
Taking from Oda Nobunga's own strategy, we've taken a look at these pulse pistols and figured out some of how they generate the fire. If a battery is enough for a pistol, then a far superior Cartridge Battery can be used in a gun with a long barrel to focus the fire, as well as a laser generator at the back of the barrel, with the Cartridge Battery loaded behind it and connected. These Cartridge Batteries last for one minute of continuous fire, and can be replaced in 15 to 30 seconds. We've also included a rotating heat sink. It has to be manually moved for part of it to cool down, but it will keep the gun from overheating. Likewise, the metal used in the gun is made not to melt or warp from the heat, and the handle and stock is made of wood, with the trigger being a hard Thermoset plastic.

Likewise, we are also taking from Nobunga's tactics of rotating fire. The new Laser Musket, when focused, can cut through most metals, and easily cut through humans. Even a splash of damage is still enough to melt exposed skin, and heat up metal weapons. And by concentrating a firing line of them, most tactics will fall to the impressive amount of fire. Even without that though, they make a fine weapon for one on one combat.

Uses an Alien Credit, should people agree. Maybe giving us some metal process that won't melt. More likely, giving us a base for the laser designs we might want to do, and an infantry weapon.

« Last Edit: August 15, 2019, 05:19:20 pm by TricMagic »
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Shadowclaw777

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Quote from: First Turn Design Idea
Mass Industrialization Project:
The MIP is an effort to re-circumvent our society so that living standards and our war economy before the project takes places to become more modernized for us and gives us access to make sure our society is filled with war factories, built with electrical wiring to Oil-based power plants that further create assembly lines and steel making industries. What the effort of the project is doing is so that our economy has access to things we lost from the abduction and allowing the technology from the information era to be more easily able to produce, allowing our own citizens and further our industrial sector to not coexist in the Dark Ages anymore, and allows the creations of vehicles to equipment that you expect modern armies to have that much easier, than relying on memory and blueprints to create them.

Utilizes Research Credit.

Quote from: Time for a Long-Term Design
Cyborg Research Associate Facility of Testing: The CRAFT Building is the pride of our nation that is right near our central government building, and what cements our pride over the other lesser nations to show why our experimental technology supersedes more reliable alternatives. The entire research facility is designed for the science-based around Cybernetic research, that allows us to provide a substantial supply of human (and rat) examinees that allows a supply of researchers and through a set of effective and measured laboratories, workshops, and analysis reports for our engineers to study the transdisciplinary research area of Cybernetics. Organization of lead researchers and subordinates help organize the workflow and the monetary benefits that examinees get through the facility help support it with enough subjects, thus allowing an experimental field of biological manipulation research to be that much easier.

The facilities are grounded on two areas to ease the research into experimental fields, that of bioengineering and the creation of artificial devices into biological targets, this relates to the second effort of research into biomedicine. Thus in essence facility helps to subsidize and set a basis for research designs to affect the human body biologically through manipulating it through artificial implants and helps with the “modding” of our people to an easier extent, setting up a framework for future concepts.

The utilization of Alien technology into the CRAFT makes areas of research for our lead scientists make bewildering concepts of bioengineering that much more easier to understand for our own civilization., as you might imagine the aliens  are a far superior race that has to our own civilization for our perspective mastered the inner workings of biology and can utilize it for wild array of possibilities that they utilize, like cloning and cellular manipulation.

Utilizes Research Credit + Alien Credit

Quote
“Gazer” General Purpose Squad Support Weapon - GPSSW: The Gazer is our first entry into a more effective alternative to the basic rifle that we have grown fondly of, it utilizes an air-cooling function of a belt-fed steel made design that utilizes intermediate rifle cartridges of 5.56mm and can load a hundred rounds in its belt-fed. The “Gunner” that utilizes the weapon is designed to work with squads of infantry, in which the Gazer is capable of effective suppressive fire and due to being an LMG is designed for the carriage of a single human individual, but a squad of humans can help move the LMG through difficult terrain and whatnot.



The idea here is to make sure our war economy is more modernized with things like assembly lines and whatnot before we start pumping out equipment so that we can make vehicles that much easier. This is very important warranting the Research Credit, as well we start with an improvement to our equipment in the WW2 technology equivalent of a SAW, and then for a future turn, we make an IFV. The Alien Credit is special for another long-term like the design to help us in the areas of biological manipulation, or in other terms cybernetics. Now for a government name and capital one..: hmm.

The Social Democracy of the Red Blossom, in short SDRB: An Asiatic group of abductees, they left the control of an old-world civilization of hard socialists and authoritarian state that relied on being a police state with media and internet censorship, the general limitation of human standard of life in which executive authorities made libertarian ideals that much harder, in a  cutthroat economic system.

For the captivating, Yūi sounds reasonable as an indirect translation for dominance for our social policies that advocate for the will of individualism.
« Last Edit: August 20, 2019, 04:07:38 pm by Shadowclaw777 »
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TricMagic

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Hmm. Sounds nice.

So, Name is,

Quote
Name: Social Democracy of the Red Blossom, in short SDRB: (1) TricMagic
Capital, Yūi: (1) TricMagic


Designs for turn 1.

Design 1
Mass Industrialization Project[Uses RC]:(1) TricMagic

Design 2
Soliton Stun Pistol, named the S-Model Pulse Pistol: (1) TricMagic

If we all vote for the name of our group and the capital, that means we get an additional RC. Which means we can do both projects. CRAFT is best done next turn though, when we have MAP ready.

Meanwhile, we do need one other design. Here is an idea.



Soliton Stun Pistol
S-Model Pulse Pistol

Some of our people do know something about more.. let's say theoretical things. One of those things happen to be about solitary waves, and their abilty to hold an energy wave without ever merging with other such waves, beyond a phase change.

Using this knowledge, we've looked over the schematics and application of the Scrap Pulse Pistol, and determined that it keeps the energy together through Soliton methods. In this manner, the enrgy launched is contained in a single waveform, which is why it appears to be a pulse. On contact, the energy is discharged into the target. Using this, we've designed the S-Model Pulse Pistol, with the S being for Stun.


First, the battery cartridge is where the ammo for an ordinary pistol would have it's ammo. This Cartridge can be changed out quickly in the field once it runs out, and the bottom of the cartridge has a screen that shows how much power is left in it. The Cartridges can be recharged through their ports at any power station.

Next, the actual mechanism. The Barrel is pretty simple, there isn't one. Rather, it's a single component which turns the energy from the Battery Cartridge, and turns it into a mass of energy which Stuns the target on hit, knocking them out. Focusing on this one application will see it be reliable, and knocking someone out of the fight won't kill them, but allow them to be killed easily afterward. The Soliton packaging which delivers the bolt of energy is aimed with a simple iron sight attached near the end of the gun, as the shot flies forward with little regard for things like gravity or rain.


The Gun comes with a simple charger for recharging the Cartridges in the field with any power source, and each cartridge can last for around 100 shots at full charge, or 6 hours. Note to change the cartridge every 3 hours, or before you see combat. Soldiers can carry as many of the Battery Cartridges as needed, and those not in use retain their charge until used in the gun, or around a week.

The main focus is on the Stun function, as this is proof of concept for moving into energy weapons. If it works, we can likely make a thermal pulse laser that burns through the target, or adapt it to the Model-M, M being for Maim. Enough Stun Shots will kill the target regardless though, and given you really only need 1 Stun Shot to take someone out of the fight, that's a pretty good deal. Thankfully, it's also somewhat safe in case of accidents, and good for hunting.
« Last Edit: August 16, 2019, 11:47:33 am by TricMagic »
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Wozzy

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Quote
Name: Social Democracy of the Red Blossom, in short SDRB: (2) TricMagic, Wozzy
Capital, Yūi: (2) TricMagic, Wozzy


Designs for turn 1.

Design 1
Mass Industrialization Project[Uses RC]:(1) TricMagic

Design 2
Soliton Stun Pistol, named the S-Model Pulse Pistol: (1) TricMagic

Down for the credits, not sure about the designs.
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TricMagic

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Well, simply grabbing the credit will help. The MIP is meant to bring our production ability up to more modern abilities.

My Soliton Pistol is meant to allow movement into direct heat weapons, lasers specifically. It also serves as a decent option for hunting food, or knocking out enemies with a single hit. At which point, they can be killed with a more traditional weapon. The scrap Pulse Pistol already has the stun, we just need to figure it out more fully.

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Shadowclaw777

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Quote
Name: Social Democracy of the Red Blossom, in short SDRB: (2) TricMagic, Wozzy, SC777
Capital, Yūi: (3) TricMagic, Wozzy, SC777

Designs for Turn 1
Design 1
Mass Industrialization Project [Uses RC] : (2) TricMagic, SC777

Design 2
Soliton Stun Pistol, named the S-Model Pulse Pistol: (1) TricMagic
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TricMagic

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Quote
Name: Social Democracy of the Red Blossom, in short SDRB: (2) TricMagic, Wozzy, SC777
Capital, Yūi: (3) TricMagic, Wozzy, SC777

So, That's probably done for now. Augest 16th, and it seems we will receive the credit, probably.

For now though, we also need to talk about designs. MIP use s a RC, and should bring us to the production point where we can make more modern things. It should prove useful once it's active.

Next turn is likely to be another Infrastructure project using the received RC, along with an AC. MIP will likely help with that, since we can produce the needed things for such a project.


That does bring into question what the other designs should be though. MIP likely won't affect the success rate of this turn's other design. So traditional guns won't really work since it is possible they will be immediately outclassed.

The S-Model Stun Pistol is mostly to open up energy weapons, and with a good roll it's likely to last us a long time, even if the more dangerous gun will likely see more use. We could otherwise focus on some form of personnel training, which doesn't need as high a tech base. Or maybe another infrastructure, or some form of phlebotinum.

I kinda like moving into simple energy weapons alongside more traditional ones. It would also be nice to make an aircraft in future turns, which MIP will also help with.
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Shadowclaw777

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I think we should just get a Armored Transport Truck, because TC is a mechanic in this game and that having automobile experience is very good for future designs 👍, remember we got ten designs before Combat happens

Quote
“Sumpter” Military Transport Vehicle: The Sumpter is designed to make sure our society has access to the knowledge of diesel cylindrical engine automobile vehicles known as a flatbed truck. It can mobilize our military into efforts of supply-chain management for our soldiers on the field being able to transport material and soldier from location to key areas for zoning and choke points.

The vehicle is a middleweight of weight of polymers and steel, with cushioning and blankets for the severe cold that our soldiers have to suffer from, also efforts are taken into heater for the driver’s seat. The transport vehicle is great for war efforts.
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Wozzy

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Quote
Name: Social Democracy of the Red Blossom, in short SDRB: (2) TricMagic, Wozzy, SC777
Capital, Yūi: (3) TricMagic, Wozzy, SC777

Designs for Turn 1
Design 1
Mass Industrialization Project [Uses RC] : (3) TricMagic, SC777, Wozzy

Design 2
Soliton Stun Pistol, named the S-Model Pulse Pistol: (2) TricMagic, Wozzy

Going from plasma to laser is a huge jump, but hey, what's the worst that can happen?
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flabort

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Turn 1 Design Phase Results
(Edit: Congrats on earning the extra Research credit! I forgot to update your designs with that)
Quote from: First Turn Design Idea
Mass Industrialization Project:
The MIP is an effort to re-circumvent our society so that living standards and our war economy before the project takes places to become more modernized for us and gives us access to make sure our society is filled with war factories, built with electrical wiring to Oil-based power plants that further create assembly lines and steel making industries. What the effort of the project is doing is so that our economy has access to things we lost from the abduction and allowing the technology from the information era to be more easily able to produce, allowing our own citizens and further our industrial sector to not coexist in the Dark Ages anymore, and allows the creations of vehicles to equipment that you expect modern armies to have that much easier, than relying on memory and blueprints to create them.

Utilizes Research Credit.
Difficult (10+10+8)-1 = 19 Unexpected Boon
Factories, it turns out, are fairly easy. A few roller-style conveyors here, a few belts and sensors there, and a wide open floor plan leaving room for expansion and automation, and you have a basic assembly line. From there, you can mass produce the tools to make more factories, to mine and drill for resources, and use those resources to get power.

Pretty soon you have a functional power grid once more, and Yūi lights up as thousands of households start to return to a normal-ish life. With oil burning powerplants, there's the risk of smog being pumped into the sky, but careful regulation and powerful carbon scrubbers keep emissions low, without compromising production.

Even the production of resources benefits, and with improved tools you have the power to focus on gathering one more Ore or one more Oil in the capital, which you can change as a tactical action.


Soliton Stun Pistol
S-Model Pulse Pistol

Some of our people do know something about more.. let's say theoretical things. One of those things happen to be about solitary waves, and their abilty to hold an energy wave without ever merging with other such waves, beyond a phase change.

Using this knowledge, we've looked over the schematics and application of the Scrap Pulse Pistol, and determined that it keeps the energy together through Soliton methods. In this manner, the enrgy launched is contained in a single waveform, which is why it appears to be a pulse. On contact, the energy is discharged into the target. Using this, we've designed the S-Model Pulse Pistol, with the S being for Stun.


First, the battery cartridge is where the ammo for an ordinary pistol would have it's ammo. This Cartridge can be changed out quickly in the field once it runs out, and the bottom of the cartridge has a screen that shows how much power is left in it. The Cartridges can be recharged through their ports at any power station.

Next, the actual mechanism. The Barrel is pretty simple, there isn't one. Rather, it's a single component which turns the energy from the Battery Cartridge, and turns it into a mass of energy which Stuns the target on hit, knocking them out. Focusing on this one application will see it be reliable, and knocking someone out of the fight won't kill them, but allow them to be killed easily afterward. The Soliton packaging which delivers the bolt of energy is aimed with a simple iron sight attached near the end of the gun, as the shot flies forward with little regard for things like gravity or rain.


The Gun comes with a simple charger for recharging the Cartridges in the field with any power source, and each cartridge can last for around 100 shots at full charge, or 6 hours. Note to change the cartridge every 3 hours, or before you see combat. Soldiers can carry as many of the Battery Cartridges as needed, and those not in use retain their charge until used in the gun, or around a week.

The main focus is on the Stun function, as this is proof of concept for moving into energy weapons. If it works, we can likely make a thermal pulse laser that burns through the target, or adapt it to the Model-M, M being for Maim. Enough Stun Shots will kill the target regardless though, and given you really only need 1 Stun Shot to take someone out of the fight, that's a pretty good deal. Thankfully, it's also somewhat safe in case of accidents, and good for hunting.
Very Hard (7+6)-4 = 9 Below Average
The S-Model Pulse Pistol adapts what we know from the Scrap Pulse Pistol and focuses on one particular aspect of it. The replaceable cartridge batteries are easy to carry, and charge quickly enough. The shape is easy to hold, and it looks cool. But the real innovation is in the discharge of energy once it strikes the target. We've gone for a higher dispersion rate than the Stun or Mild Burns setting on the Scrap pistol, but a slightly higher charge, and with slightly more understanding of how it keeps it's charge together as a projectile, we've made it much less likely to malfunction and cause a pulse to detonate midair. Once the projectile hits a target, the energy spreads through them; it's not advanced enough to target specific points, but it's at the right frequency to shock nerve endings and cause a short disruption to several functions, causing the target to black out. As the charge has been precisely tuned, it's also non-lethal even with multiple sustained shots in a row. The pulses also look less like an unfocused ball of hot material, and more like an actual pulse of bright energy.

The batteries don't quite last as long as expected. Costs had to be cut, and they only hold about 40 shots each at full charge, which is enough for a firefight and more than a conventional earth pistol of around the same size and accuracy, but whilst plugged in, it's lifetime is only about half the expected time, down to 3 hours; meaning in an hour and a half of leaving the cartridge plugged in, 20 shots have been wasted. The cartridges can be inserted quickly, and it's recommended not to put one in unless you intend to fire it. The promised battery indicator on each Cartridge was not delivered, instead indicators are only on the chargers.

The materials used to make it have been more refined than those of the Scrap Pulse Pistol, but are essentially the same materials with less wasted, so it costs the same.

Spoiler: Designs (click to show/hide)
« Last Edit: August 21, 2019, 09:36:25 pm by flabort »
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Shadowclaw777

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Aeronautical Manufacturing Factories: (Revision)
The AMF is a subdivision of our factory network with their own oil-powered electrical factories that are designed to have the required amount of trained manpower and specialized assembly lines as well as those robotic factory arms, as well as the warehouse and storage capacity for the more easily accessibility to construct aircraft like vehicles. Thus the required fancy electronics and chipping, aluminum and steel processing, and other materials that need to be constructed for airplanes can be more readily accessible and made therefore allowing for an easier construction of the building of military aircraft and other flying machines for the purposes of conducting or enabling aerial warfare, including air cargo capacity to provide logistical supply to forces stationed in a the center of a theater or along a frontlines. Therefore the SDRB has the starting factories and basis for buildings fixed wing and rotary winged aircraft way more easily with the military industrial economy being able to support it.
« Last Edit: August 21, 2019, 06:26:34 pm by Shadowclaw777 »
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TricMagic

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Electrical Power Cells for the New Age,
S-Model Pulse Pistol Revision
Well, the work on the S-Model Pistol went well. And with MIP up and running, we have the ability to process modern materials. So, this is mostly about standardizing the quality of the Battery Cartridges to be more modern. No leaking when plugged in would be nice, but we mostly want to focus on how much power they can hold. From there, we'll work on using that additional power to up the Solitary Wave strength to be able to hold more power, allowing the shots to travel in a straighter line, more in line with more modern guns. Likewise, we'll need to train those using it by making them hunt with it. The Pulse Pistol fires without recoil, after all.

All this work should get us a very accurate gun, and the additional power behind the shot should make the shot itself fast as energy weapons should be. Doesn't change the fact it knocks people out, but all this is a prelude toward more deadly energy weapons. The work with batteries should also help in powering them, ideas behind powerful battery cells for vehicles is one such idea. For now, the battery cartridges should see their shot number remain the same, and maybe we can solve the leakage issues with a button on the side to prime the weapon with a simple press. Wehn depressed, the gun is safe, and when pressed, it will pop out, meaning the weapon is primed.



Mass Radio Net

Everyone remembers the days of wireless. And with the MIP running smoothly, we can now build radio towers to aid in wireless communications. Nothing more really needs to be said, with radio and network stations, we can see our people become connected with each other once more. As well as lay down network cables where needed in our own city. In the outskirts, simply building radio towers is all we'll need. Just need to make sure to pay attention to snowstorms and build them close enough to each other to work. These communications will make movement and command far smoother.

Sadly, we do not yet have the infrastructure to set them up outside our capital. But once we do have the transport vehicles needed, we'll be ready to do so over the course of a season.



First one is solving the inaccurate bit in the pulse pistol we currently have, and battery tech. The second is Wireless Communications, which will make coordination easier later on, once we've built the transport vehicles.
« Last Edit: August 24, 2019, 11:54:32 am by TricMagic »
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Wozzy

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Fubuki Uniform
While the standard uniform was adequate for summertime operations within the arctic circle, it left soldiers of the SDRB wanting when temperatures dropped well below freezing. This eventually grew into a need for the Fubuki Uniform, designed to give our soldiers an edge within their home turf, and the nearest contested regions. Made from parts salvaged from the old world and furs from alien lifeforms of the arctic, the uniform comes in two parts, an inner section that provides decent protection, and an outer coat that provides camoflage and heat retention.
The inner section is similar in structure to our old uniforms, but with a few modifications. The color is predominately white to match our snowy landscape, with a few browns and olive tones tossed in for ideal summertime camoflage. A fur hat is a must, though it is largely unneccessary when the second layer is worn.
The outer coat comes as a pair of overalls and a hooded smock, easy to put on over the inner layer, and an all white balaclava. It is almost entirely white, with a few black specks, and is somewhat loose to help blend in with snow when laying down. It is excellent at retaining heat, even shutting down the effectiveness of thermal sensors that may be employed by our opponents, human and non.
Along with the Fubuki Uniform, our soldiers get a reversable backpack (summer disruptive and winter whiteout) collapsible snow shoes, rope with climbing equipment (for mountains, trees, or just icy terrain) and a shovel for entrentching or digging out snowed in vehicles. They also get a cool pair of goggles for keeping snow and other foreign materials out of their eyes.
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TricMagic

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Quote from: Votebox
AMF: ()
Electrical Power Cells for the New Age: (1) TricMagic
Mass Radio Net, or MRN: (1) TricMagic
Fubuki Uniform: ()

Hmm... Don't think we really need to do a uniform right now. Likewise, I think AMF would be better a bit later near the start of combat.

So.

Next Turn: Alien tech, perhaps; infrastructure, with the Research credit as well. Along with one free design, likely an actual transport vehicle for TC and troops.
Revision: AMF would be good here, since we'll have a bit of vehicle exp to help make it slightly easier.

Turn After: Planes. Free Design slot, likely a weapon of some sort.


I'm hoping MRN can be set up automatically over a season once we have the TC to do so. The whole battery deal is improving our energy storage, culminating in an energy weapon that melts/arcs through people, which can have the tech needed to run it easily.

Not that i'd mind if AMF works out this turn though. Just might be a bit much for a revision this early. My proposals are mostly for giving us modern electronics exp, given battery cells and electricity. I'm rambling it seems.
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