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Author Topic: Desolation: Arms Race Against Extinction - Phoziris R&D 0.75 Design Phase  (Read 7546 times)

TricMagic

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Re: Desolation: Arms Race Against Extinction - Phoziris R&D -0.50 Design phase
« Reply #45 on: January 20, 2020, 04:52:06 pm »

EM Warp Mine

The Warp Mine, as it is called, is made up of a single MAB cell, with an EIA plate connected to the top. It is also proofed on the bottom to help direct the EM Waves upward from it's top, rather than travel downward and lose power.

On the bottom,between the MAB and proof layer is, lies all the electronics it might need. Mostly, it includes a sensor that reads for the wavelengths active electronics give off, as well as their distance. Once one gets close enough, it goes off. It also includes a remote detonator that can be sent a signal from a pair of AR Goggles to go off instead.
Last is a sort of linked trigger. Mines that have had their Linked trigger set up will go off upon the wavelength sensor sensing an EM Warp, which is extremely chaotic and easy to read due to the massive waves it makes. Needless to say, these will likely have their detonation trigger for electronics turned off to create a minefield capable of taking out larger zones. As a side note, they can have their trigger when sensing electronics turned off, as well as be turned off and on through AR Goggles. Somewhat obviously, these are also used to activate them safely after being planted.


EM Warp Mines can be buried, or left underneath rubble. There is also Duct-tape that can be used to attach them to walls and ceilings, should that ever be needed. On trigger, the MAB discharges to the EIA in an instant, all of it, creating a massive EM Warp in the area around and from the top of the mine which can fry lightly proofed electronics. As well as anything that uses circuits. Used well, they will be extremely useful for taking out both transports and radios. And if we ever manage to plant enough in some enemy camp, they will likely cripple them until they can get replacements for the electronics we fried.

Further testing has shown that the power of the EM Warp released is enough to cause pain and muscle spasms in those within the area of effect, rendering those within helpless while active.(Though given this ranges from 3 to 5 seconds, it isn't long) Even after the effect ends, movements of the affected is sluggish and random, and some passing out from the pain.(Note this was an accident when one person was too close, followed by animal testing on animals set to become food.) While the effect was recorded with the Revolver's first iteration, that was minor compared to this one.



Quote from: Mine the Streets, Elorius, it's dangerous out there.
EM Warp Mine: (1) TricMagic
« Last Edit: January 23, 2020, 09:12:23 am by TricMagic »
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m1895

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Quote from: Mine the Streets, Elorius, it's dangerous out there.
EM Warp Mine: (2) TricMagic, m1895
[/quote]
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Blood_Librarian

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EM Warp Mine
Difficulty: Hard
Result: [3+2] - 1 → 4 Above Average

The EM Warp Mine is an attempt to create a weaponized EMP weapon by utilizing a high-discharge rate MIB cell connected to a coiled antenna system inside a thin plastic casing. originally intended to be packaging for garden shears. The bottom of the device is reinforced with inert materials to prevent a ground close to the device is established and causing a fault. Initial tests had attempted to make a reusable system that only needed the battery to be replaced, however a combination of factors (including the coiled antennae violently exploding after discharge means that such platitudes are impossible. The attempt on a discharge plate would’ve been far too difficult to design rather than stripping a thousand microwaves of their electronics and creating makeshift bombs. The antenna system is more or less an Explosively Pumped Flux Compression Generator. ( a single loop antenna charged by the power cell which then creates a magnetic field that pulses out and effects electronics in the area by simple virtue of explosive power.)

It’s power as an EMP weapon is powerful enough to cause pain to those nearby, but not enough to immobilize personnel, the explosion is more likely to do that. Electronic systems of anyone caught in the blast radius are almost assuredly damaged (3 meters), while up to 6 meters systems can be compromised if they are exposed or otherwise vulnerable. Compared to a full-on explosive weapon of equivalent size, it is not nearly as lethal.

It’s crude, and most are set to go off either by radio transceivers connected to AR communication systems or EM sensors that may or may not work 100% of the time, but it gets the job done. Its only issue is the difficulty in manufacturing explosive chemicals for it, making it difficult to produce in large numbers until we garner a stable chemical refinery system. It’s also large and heavy, weighing in at around 6-10 pounds depending on the variant of microwave coil used.

[Expensive, 1 Minerals, 4 Energy]


Spoiler: Phoziris Designs (click to show/hide)

It is now the Design of Cycle -0.25 Next phase will be Revision. BattleReport will be written at the end of turn 0.00.


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TricMagic

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Re: Desolation: Arms Race Against Extinction - Phoziris R&D -0.25 Design phase
« Reply #48 on: January 26, 2020, 08:55:01 am »

Electric Natural Magnetic Array: A Comprehensive Acquisition of Ore from the Shining Sea

ENMA. Best described as a type of active/passive sensor. By sending out a controlled magnetic wave which turns back onto the emitter, it's possible to scan the Underground, Sea, and Sky for ferromagnetic materials. Put simply, when this wave passes over these materials, the returning signal notes a blip on the screens of the system console.

By combining them into a full array, we could have a 24/7 sensor, if we decided to. It does have it's issues, being extremely clear to Battleframes nearby, so it isn't very useful in the field right now.

However, the Shining Sea is one place Battleframes simply don't go. By building a ship to go with ENMA, we can scan the sea floor. Then, through scuba gear, lift these pieces to the surface. For this, we have canisters filled with pressurized air that will fill bags attached via metal ropes. Also a pressure apparatus that can be let down from the ship to blow away sand and silt.

The ship is a simple electric model. 60 feet long, 30 wide. It has an electrically powered motor, electrically powered claws with electromagnets for lifting our spoils out of the water once they are up. ENMA acts as both it's beacon and it's radar, barring unique ships that have absolutely no metal equipment on them.

Scuba Gear runs off of an air mix and an EM shield. This is effectively a beacon for ENMA too, though this model simply pushes EM out from the suit, protecting it from any leftover radiation, if any is around. It also has lights, grappling hook(taking form the inspiration from the 3D Maneuver Gear's launchers, though easier use due to the nature of floating), and 120 minutes of use on a full air & MAB pack.

In this case, it's based off a diving suit. Reinforced glass for the helmet, a combination of metal plate and extremely stiff pressurized fabric. Movement is a bit stiff, but it gets the job done. Communication is done through a line linked to the ship above.


It should be noted this project has been approved by the Council. We will spare no effort in collecting useful Ore for the days ahead. As such, it has been deemed needed Infrastructure, so we have plenty of funding and materials.

It is noted that should the enemy mange to completely dominate our side of the sea, we will likely no longer be able to make use of this. On the other hand,BZD greater control of the Shining Sea could net some benefits as we can range further afield..




Pictures I'd like to use, hopefully.
Spoiler (click to show/hide)

The actual thing is likely to have a bit more bulk on the back... Still. *shrugs*
May we roll well.





I would mostly want to salvage the sea because it is safe. And it does give a basic for building big craft, which can be applied net turn.
Though in the same manner, could try going the other way. Either way we go though, the other is also something that would be created.

Special Ops Mission: Black Zone Dive, Beacon Zoning Distraction
Collecting the Carbon Conversion Process, repairing the Ancient CCP Foundry.

BZD is the code name given for a mission to extract a certain technology that rests with the Battleframes, the Carbon Conversion Process. They primarily use these machines to create new steel for themselves. though the amount of bugs they have accumulated have led to some facilites being misplaced.

Put simply, the Carbon Conversion Process allows the extraction and implementation of carbon from life forms. It can turn anything living into a carbon base. This can be used to create oil, steel, and carbon-grade steel. The last of which is a standard metal for Battleframes, it doesn't really rust easily, though wear and tear in machines does require replacements occasionally, not to mention battles.

The job is to go in, acquire the blueprints and coding, as well as ring back any parts that are needed from them to study. We can then use those to repair the ancient foundry located in our territory that once used this long ago. The Spires near us themselves were made with this technology, so we may be able to repair and build off them too.

Though, having the Carbon Conversion Process means we can farm kelp for oil and the carbon needed to make steel and other items. Oil can in turn not only power our generators, but be used to create plastics. Perhaps most important though to the coming war, this Carbon Conversion will allow us to make the blades that the 3D Maneuver Gear relies on reliably, in addition to a new method of acquiring important minerals.


To help with this, we have developed a new item, the Beacon. Beacons can be set on a timer, and placed by 3D-MG users. Planned properly, we can draw large numbers of battleframe to that area. This in turn will weaken their presence in other areas. They are designed to emit a massive signal for an hour, in a chaotic manner to obscure their position. Placing multiple in an area will only amplify this confusion, as they all emit the same frequency. Unlike the EM-Warp Mine, they emit it over time, but have about the same cost. They don't actually injure anyone directly though, since it is low power for long active times. Nor do they have any sensors.

These Beacons will be key to the operation. And after it, they can be used in the battlefield to mess with communications in an area while they are active, drawing Battleframes in droves. And hopefully mess with the enemies radio signals. Somewhat obviously, they need to be placed behind enemy lines, so their deployment is limited by the number of those who can deploy them safely. At this time, only the 3D-MG users can.



The Plan. Place Beacons in Black Zone Territory. Set their timers for different times. This will let us open a hole, with some going off first in the sequence, and later nearby ones going off, forcing them to follow their programming to shut it off. (Primarily, we will be looking at what signals they can't ignore and trying to make it believable.)
This will reduce the number in the areas we need to get to. The teams will enter, with the Primary teams searching, and the Decoy Teams heading out to the surrounding areas with more specialized beacons, meant to activate from a AR Google signal instead of a set timer.
Get the data along with parts from the area we've located, then get out, setting off the Decoy Beacons to make escaping back to our Territory easier on them.



Quote from: Vote Carbon!
Special Ops Mission: BZD, Repairing the Ancient CCP Foundry: (1) TricMagic

Short Explanation of CCP Foundry

A CCP Foundry uses both heat, cold, and energy to extract pure carbon from a carbon-based lifeform. The rest forms a mineral-rich sludge which can later be refined into separate parts. This sludge can also become carious oils with the right processes.

The Carbon itself is later used in that foundry to create specific types of it. Carbon good for mixing into solid structures, hexagonal carbon diamond, as well as pure carbon-layers.

The main issue is that over time, most of the gear and programming that regulated the process, has degraded. As such an operation to gather data from working CCP foundries in the Black Zone has been put together with what data we've collected. The main goal is to get examples of how it's supposed to work, both code and mechanisms. Once we have that, we can repair our own.

We don't really have time to try and puzzle out how it's supposed to work, which could take years if we are unlucky. So working examples will greatly improve our success rate in repairing the Foundry to at least be able to extract carbon into the proper forms we need.
« Last Edit: February 01, 2020, 06:09:04 pm by TricMagic »
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Blood_Librarian

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Special Ops Mission: Black Zone Dive, Beacon Zoning Distraction
Collecting the Carbon Conversion Process, repairing the Ancient CCP Foundry.

BZD is the code name given for a mission to extract a certain technology that rests with the Battleframes, the Carbon Conversion Process. They primarily use these machines to create new steel for themselves. though the amount of bugs they have accumulated have led to some facilites being misplaced.

Put simply, the Carbon Conversion Process allows the extraction and implementation of carbon from life forms. It can turn anything living into a carbon base. This can be used to create oil, steel, and carbon-grade steel. The last of which is a standard metal for Battleframes, it doesn't really rust easily, though wear and tear in machines does require replacements occasionally, not to mention battles.

The job is to go in, acquire the blueprints and coding, as well as ring back any parts that are needed from them to study. We can then use those to repair the ancient foundry located in our territory that once used this long ago. The Spires near us themselves were made with this technology, so we may be able to repair and build off them too.

Though, having the Carbon Conversion Process means we can farm kelp for oil and the carbon needed to make steel and other items. Oil can in turn not only power our generators, but be used to create plastics. Perhaps most important though to the coming war, this Carbon Conversion will allow us to make the blades that the 3D Maneuver Gear relies on reliably, in addition to a new method of acquiring important minerals.


To help with this, we have developed a new item, the Beacon. Beacons can be set on a timer, and placed by 3D-MG users. Planned properly, we can draw large numbers of battleframe to that area. This in turn will weaken their presence in other areas. They are designed to emit a massive signal for an hour, in a chaotic manner to obscure their position. Placing multiple in an area will only amplify this confusion, as they all emit the same frequency. Unlike the EM-Warp Mine, they emit it over time, but have about the same cost. They don't actually injure anyone directly though, since it is low power for long active times. Nor do they have any sensors.

These Beacons will be key to the operation. And after it, they can be used in the battlefield to mess with communications in an area while they are active, drawing Battleframes in droves. And hopefully mess with the enemies radio signals. Somewhat obviously, they need to be placed behind enemy lines, so their deployment is limited by the number of those who can deploy them safely. At this time, only the 3D-MG users can.



The Plan. Place Beacons in Black Zone Territory. Set their timers for different times. This will let us open a hole, with some going off first in the sequence, and later nearby ones going off, forcing them to follow their programming to shut it off. (Primarily, we will be looking at what signals they can't ignore and trying to make it believable.)
This will reduce the number in the areas we need to get to. The teams will enter, with the Primary teams searching, and the Decoy Teams heading out to the surrounding areas with more specialized beacons, meant to activate from an AR Google signal instead of a set timer.
Get the data along with parts from the area we've located, then get out, setting off the Decoy Beacons to make escaping back to our Territory easier on them.



Quote from: Vote Carbon!
Special Ops Mission: BZD, Repairing the Ancient CCP Foundry: (1) TricMagic

Short Explanation of CCP Foundry

A CCP Foundry uses both heat, cold, and energy to extract pure carbon from a carbon-based lifeform. The rest forms a mineral-rich sludge which can later be refined into separate parts. This sludge can also become carious oils with the right processes.

The Carbon itself is later used in that foundry to create specific types of it. Carbon is good for mixing into solid structures, hexagonal carbon diamond, as well as pure carbon-layers.

The main issue is that over time, most of the gear and programming that regulated the process, has degraded. As such an operation to gather data from working CCP foundries in the Black Zone has been put together with what data we've collected. The main goal is to get examples of how it's supposed to work, both code and mechanisms. Once we have that, we can repair our own.

We don't really have time to try and puzzle out how it's supposed to work, which could take years if we are unlucky. So working examples will greatly improve our success rate in repairing the Foundry to at least be able to extract carbon into the proper forms we need.
[/quote]

Black Zone Distraction
Difficulty: Normal
Result: [1+4]  → 5 Average

Designers are a little disgusted at what is essentially looting from a trashcan and calling it ours, but just this one time, it happened. Don’t expect such an operation to work again without a mutiny by the lower-level design staff.

The operation was successful. The casualties that we sustained was acceptable. Most were caused by the fact that they started using artillery to break beacons. The end result was only a little bit underwhelming..

Battle-Frames use a combination of NZt-36 Ceramic-Alloy and over a dozen different polycarbonate, multi-phase plastics set into one big matrix as their armor main battle plate. Supposedly. We’re not sure, as we don't exactly have a manual on the damn things. There might also be weaves of carbon-nanotube fibers sandwiched in between the hard ablative plates in some varieties, but we know that one of the materials they use is Carbon. Carbon is required to create the basics of their ceramic alloy, as well as the theoretical carbon nano-weave.

The resources we have acquired have let us repair the foundry to produce just enough feedstock for the production of specialist materials and open up further options that use supermaterials that require carbon in their production. Flawed sets of carbon nanotube fabrics and systems are possibly produced in limited quantities from our slowly burgeoning kelp farms. this is the largest factory we have reproduced in recent history, and our relative inexperience shows.

We are limited by our geo-thermal systems on how much energy we can dedicate to this. Billion Kilopascal compressors supposedly required for economical carbon-nanotube production as well as the dozen other high-intensity machines are way beyound our reach for the time being.

Further development will result in the classification of Carbon as a special resource, as you are able to further refine carbon based materials into specialized materials..


Spoiler: Phoziris Designs (click to show/hide)



It is now the Revision Phase of Cycle -0.25 Next phase will be Combat.




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TricMagic

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3D Maneuver Gear Production tweaks

With the CCP active, we can now use it to produce the artificial diamond grains. Flawed, true, but they only need to be to be used to create diamond tooling such that our 3D Maneuver Gear uses in their blades. One diamond grain is as good as the other no matter their quality.

This will effectively reduce the mineral cost, as we can produce our own carbon diamonds for their creation.

As well, we will be looking over the carbon-weave production in the threads connecting them. Either way, this should allow more sets to be produced.

So, the diamond grains for the diamond tooling, and the carbon-weave. Diamond grains are at least simple enough, simply being hexagonal stacks bunched together. And carbon-weave produced through carbonization. Being able to make more of them will help with getting our troops training with them, since it is no longer so difficult to source Diamond Grains for the blades.



Design? Polycrystalline Diamond Composite Tools

With the CCP Foundry running, we are now officially producing Diamond Grains. This means we are now producing Diamond Tools. Not much more needs to be said.

What does need to be said is the method. In this case Polycrystalline Diamond Composite, using another product, Carbide, with the diamond Grains. This allows us to create drills and high-efficiency saws, both powered with Energy.

Other than the obvious civilian use, this also allows us to more easily extract larger pieces of metal, as their cutting and drilling ability can let us break down large pieces of metal, along with using a basic torch. By breaking them down, we can then bring them back quickly and easily. There are many large pieces of metal that cannot not be taken without first processing them, and these help tremendously.



Polycrystalline Diamond Composite EM Focus

One of our first goals with the new material is testing it with the MAB, EIA, and others. Specifily, the Mag-Lev.

By fusing Diamond Grit into a single crystal, using MAB materials as the catalyst, we create a focus. This effectively acts as a guide rail for the Mag-Lev, with turns turning the Focus, steering the vehicle.

Cutting it into a long rectangle, and using two, we can control the Mag-Lev Trains turns. Not only that, but it stabilizes the ride and smooths it, allowing for higher speed along a track. These Focuses will likely have other uses for directing magnetic fields as well.

It should be noted it shows an ability to direct magnetic fields based upon it's shaping, along with how much electricity is sent through it. Unlike MAB, it doesn't actually store it though, simply shaping the Electromagnetic Fields.

It's hoped this will improve our Underground TC, with the problems solved allowing us to deploy them to battlefields.


Quote from: Votebox
3D Maneuver Gear Production tweaks: (1) TricMagic

We can now produce Diamond Grains. Though they are flawed, breaking them down still produces a diamond structure for Diamond Tools. Likewise, carbonweave which is used in the cables.

Both are fairly simple, diamond grains more than carbonweave. As those grains are still fine for making the edge.
« Last Edit: February 08, 2020, 06:05:58 pm by TricMagic »
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Blood_Librarian

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Re: Desolation: Arms Race Against Extinction - Phoziris R&D -0.25 Combat phase
« Reply #51 on: February 19, 2020, 12:03:21 am »

3D Maneuver Gear Production tweaks

With the CCP active, we can now use it to produce the artificial diamond grains. Flawed, true, but they only need to be used to create diamond tooling such that our 3D Maneuver Gear uses in their blades. One diamond grain is as good as the other no matter their quality.

This will effectively reduce the mineral cost, as we can produce our own carbon diamonds for their creation.

As well, we will be looking over the carbon-weave production in the threads connecting them. Either way, this should allow more sets to be produced.

So, the diamond grains for the diamond tooling, and the carbon-weave. Diamond grains are at least simple enough, simply being hexagonal stacks bunched together. And carbon-weave produced through carbonization. Being able to make more of them will help with getting our troops training with them, since it is no longer so difficult to source Diamond Grains for the blades.


3D Maneuver Gear Production tweaks
Difficulty: Normal
Result: [4+3]  → 7 Superior craftsmanship

3D Manuvering gear is a complex piece of equipment with a multiplier in force capabilities, it requires absolutely gigantic stress tolerances that used to necessitate the rapid replacement of hooks and blades and ropes lest it fail with often lethal results.

Diamond grains only millimeters in width are now embedded into each blade, falling out as the atomic diamondine lattice that keeps the material strong degrades with stress, but their virtue is in keeping the vibrating blades stable and strong for comparably long periods of time. The cutting edge is second to none save ancient artifacts.

The carbon weaved rope is a different matter. Out of every batch of Carbon fiber we make, roughly 17% is defective or faulty.  Manufacturing has to compensate for this, keeping manufacturing complex, but still manageable with reducing the intensity by which industrial processes eat at our ability to supply materials. The logistical supply chain has been simplified enough to reduce Mineral cost by one.

The relatively thin windings and incredibly strong blades mean that more weight can be saved and put towards batteries and motors: Trained forces can move building to building, with ease. In addition, force multiplying martial arts have started to develop due to the ubiquity of the equipment and the ease of use, mostly around imbalancing the enemy by firing a cable at them before either stabbing them with a cutting blade or shooting them with a rifle in close ranges. It's a brutal art, but an art nonetheless.


Spoiler: Phoziris Designs (click to show/hide)


It is now the Combat Phase of Cycle -0.25 Next phase will be Design.



From the shattered, forgotten and cramped Bunkers of dirt, Soldiers of Phoziris march forward. Are they terrified of the enemy? Do they pity them? The Armies are not led by just Generals that play at being the demiurges of Fire that the Directors of the last era held. Describe onto me how your legions are organized.

Records are slim and few, but Directorate standard was simple: There was no doctrinal army standard. Each army was organized according to the preference of the Auxiliaries patterning as long as it fit into the battle plans of the Navarchs who plotted from the stars.

All the Navarchs are long dead, their fleets shattered into dust in their finest hour far away from here, so feel free to create your army to your people's strengths, People of Forgotten Bunkers.
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Blood_Librarian

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Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.00 Design phase
« Reply #52 on: February 23, 2020, 03:36:52 pm »

Combat Report

We’re holding the line. Get to the work Design team, we need to push them back.


Spoiler: Phoziris Designs (click to show/hide)


It is now the Combat Phase of Cycle -0.25 Next phase will be Design.



From the shattered, forgotten and cramped Bunkers of dirt, Soldiers of Phoziris march forward. Are they terrified of the enemy? Do they pity them? The Armies are not led by just Generals that play at being the demiurges of Fire that the Directors of the last era held. Describe onto me how your legions are organized.

Records are slim and few, but Directorate standard was simple: There was no doctrinal army standard. Each army was organized according to the preference of the Auxiliaries patterning as long as it fit into the battle plans of the Navarchs who plotted from the stars.

All the Navarchs are long dead, their fleets shattered into dust in their finest hour far away from here, so feel free to create your army to your people's strengths, People of Forgotten Bunkers.
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TricMagic

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Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.00 Combat phase
« Reply #53 on: February 23, 2020, 04:12:45 pm »

Carbon-weave-ceramic Armor (CWC Armor)

The first major innovation, making use of the newly repaired carbon-weave layered and a carbon-rich gel applied to it, after which, it is carbonized further in high heat and pressure. Sturdy and pliable, it's effectively sections of plate which discharge kinetic energy along it's frame, and preventing shots from actually going through. Covers the torso, shoulders and arms, and front of the legs with these plates connected into a suit through the carbon-weave.

We mostly need minerals and carbon, along with energy. One advantage of refining the carbon-weave process should also be to finally make 3D Maneuver Gear Cheap, if needing 1 Carbon instead of 1 Mineral. We will need to come up with a training program for it though. But they will enjoy the new armor immensely since it will make melee combat much more viable.



Just a vote. Is there anyone else here?

Quote from: Lonely Votebox
CWC Armor: (1) TricMagic

« Last Edit: February 23, 2020, 07:41:57 pm by TricMagic »
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m1895

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Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.00 Combat phase
« Reply #54 on: February 26, 2020, 12:02:45 am »

Refinery Refinements
Our basic Refineries simply can't keep up with our material needs, and the CCP Refinery sadly failed to generate extra minerals, so we've set about upgrading our normal ones to provide the minerals we so desperately need.
Most importantly, We've setup powerlines to connect the Refineries, this allows them to run continuously instead of whenever a courier can get to 'em, with this we can also expand our Refineries to produce more Minerals.

M1 EM Grenade "Vela"
Our EM warp mines are truly great tech, but they can only be used by drawing the enemy into our territory, so we've developed a new EM weapon.
The Vela builds off of the warp mines as well as our experience with EIA shaping to create a larger EMB more efficiently, as well as spreading it's nervous effect to the Autonomic nervous system, this gives it a substantial kill radius of 25-meters (and the capability to penetrate basic EM shielding at 3-meters). Combined with a purely mechanical variable timer, you have a completely reusable weapon system that should hopefully be cheap (we're willing to cut 25% off the kill radius to do that.)
« Last Edit: March 05, 2020, 05:48:05 am by m1895 »
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Carbon-weave-ceramic Armor (CWC Armor)

The first major innovation, making use of the newly repaired carbon-weave layered and a carbon-rich gel applied to it, after which, it is carbonized further in high heat and pressure. Sturdy and pliable, it's effectively sections of plate which discharge kinetic energy along it's frame, and preventing shots from actually going through. Covers the torso, shoulders and arms, and front of the legs with these plates connected into a suit through the carbon-weave.

We mostly need minerals and carbon, along with energy. One advantage of refining the carbon-weave process should also be to finally make 3D Maneuver Gear Cheap, if needing 1 Carbon instead of 1 Mineral. We will need to come up with a training program for it though. But they will enjoy the new armor immensely since it will make melee combat much more viable.



Difficulty: Average
Result: [3+ 2] →  5 Average

Our industry advances, one bold, if shaky, step at a time. We are no longer beholden to infantile materials scavenged from the last era, an era of decay and scavengers fighting to take from the weak. Broad-scale production of carbon nano-scale threading into layers of material, packed between a specialized gel that does not leak out of the cloth, but hardens in response to trauma and evaporates from exposure to high heat rather than scalding the surrounding tissue layers, and finally “packaged” in a very primitive plastic casing a tenth of an inch thick. When punctured, it bleeds black softly sparkling gel, reminiscent of the night sky.

Compared to traditional ballistic weave plates, it is vastly more effective in preventing casualties, it suffers in scenarios where high-heat in a concentrated burst would vaporize the threading rather than disperse it fast enough. The whole body protection is significant, our soldiers who don this are very, very well covered by this material. It is heavy enough to notably encumber our soldiers.

But our kelp farms, still in their infancy, cannot keep up due to the frailty of the plants: they cannot cope with the environment they are raised in due to the chemical toxins present in the water as well as a few other major factors. The carbon threading requires Thermal centrifuges as well as hyper-dynamic self-adjusting equipment to fabricate, such equipment is beyond our power for more than a few moments as our industrial base is on the back step from the thermal wells already built. In layman's terms, it required 5 Energy to fabricate. Instead of being stop-gapped by our logistical train in moving energy to the field, we are withheld from greatness by our energy demands. It is estimated that either a new power generation schema or a way of concentrating power into a higher density would increase this.

A battlefield deployable set of CWC Battle-Plates is now available for the troops, manufactured in just enough numbers that of our special forces and some of our senior-most forces are equipped with it.

Carbon is now a resource. Expansions in production of Carbon as a resource means that the 3D Maneuver Gear should be easier to cheapen in the future. Costing 2 Carbon instead of  2 Minerals

[Very Expensive, 1 Minerals, 5 Energy, 4 Carbon]

Spoiler: Phoziris Designs (click to show/hide)


It is now the Revision Phase of Cycle -0.25 Next phase will be Combat.



From the shattered, forgotten and cramped Bunkers of dirt, Soldiers of Phoziris march forward. Are they terrified of the enemy? Do they pity them? The Armies are not led by just Generals that play at being the demiurges of Fire that the Directors of the last era held. Describe to me how your legions are organized.

Records are slim and few, but the Directorate standard was simple: There was no doctrinal army standard. Each army was organized according to the preference of the Auxiliaries patterning as long as it fit into the battle plans of the Navarchs who plotted from the stars.

All the Navarchs are long dead, their fleets shattered into dust in their finest hour far away from here, so feel free to create your army to your people's strengths, People of Forgotten Bunkers.
« Last Edit: March 13, 2020, 10:22:15 pm by Blood_Librarian »
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m1895

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CWC Vest
The CWC Vest is simply the chestpiece from the CWC being produced on it's own, this greatly cheapens cost and decreases weight, allowing more of our soldiers to be equipped with it.
Quote from: votebox
CWC Vest (1): m1895
« Last Edit: March 24, 2020, 09:30:16 pm by m1895 »
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TricMagic

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I was thinking we'd maybe need lore..

MAB-Boost Train

The MAB-Boost System makes use of multiple magnetic fields to levitate and push an object. Contained in a single vehicle, they can hold Around 12 people for deployment each, not including the two people driving it. Likewise, it can carry cargo.

The MAB-boost's most important part is the crystal, made up of a specific MAB-derivative mixed with crystal grains, then cut into shape to shape the fields when a charge is passed into them. 

Due to using magnetic fields, it uses metal armor and structure to achieve movement. The MAB-Boost may also have applications in the Mag-Lev system which only require they stay on track. However, the MAB-Boost Train is expected to be able to transverse where ordinary ground vehicles can't, acting as a sort of hover-craft. It can't quite fly through the sky, needing to at least stay near the ground for the fields to work, but it is damned impressive nonetheless.


CS Vest

The CS Vest, is made up of a mix of carbon and steel, mixed together to give great protection for a cheap cost, and backed by kevlar for cushioning. The result is something much cheaper and lighter that can be worn by anyone. Well, at least when we improve Carbon Production anyways, it still uses a good amount of carbon.

Other than that, we also offer leg-guards an arm-guards of similar make, though they add a bit extra and can only be used in reduced numbers, while the Vests can be deployed more cheaply and easily. The Leg and Arm guards meanwhile are expected to go to our 3D Maneuver Gear users to prevent the enemy from just shooting them while maintaining their maneuverability.

Quote from: votebox
CWC Vest :(1) m1895, TricMagic
MAB-Boost Train: ()
CS Vest: ()
« Last Edit: March 26, 2020, 08:13:30 am by TricMagic »
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Blood_Librarian

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CWC Vest
The CWC Vest is simply the chestpiece from the CWC being produced on it's own, this greatly cheapens cost and decreases weight, allowing more of our soldiers to be equipped with it.


Difficulty: Easy
Result: [3 + 1] + 1 →  5 Average

While it is not “just” taking the production pattern of the vest from the CWC set and putting it as it’s own example, production engineers have been tasked with allowing these vests to be produced in far excess numbers than the other sets of equipment without clinching the specialty set.

They have succeeded.

Each vest is to roughly to the same specifications as the specialty vest, if streamlined with a wider specification of sizes for our forces to be better equipped.

Surprisingly, this mass production requires equipment we don't have. Shortages of minerals means we are unable to equip every soldier in the field with them, but expanded efforts in mienral acquirement should be trivial.

[Expensive, 2 Minerals, 3 Energy, 1 Carbon]

Spoiler: Phoziris Designs (click to show/hide)


It is now the Combat Phase of Cycle  0.00 Next phase will be Design.


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Quote from: ChiefWaffles, MAR Discord
I continue to be puzzled by BL's attempts to make Aratam blatantly evil

m1895

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Phoziri Army rank structure
The Phoziri Expeditionary Legion is fairly standard in Rank and structure (roughly equivalent to the US army IRL, with one exception being that a squad is composed of 4 3-man fireteams and larger units being adjusted accordingly.) However one difference is the existence of a commissary, or political officers corp, who's main job is to improve morale amongst the meatshields and keep the officers in check.
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