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Author Topic: Desolation: Arms Race Against Extinction-Elorius R&D: 0.75 Design Phase  (Read 6302 times)

Taricus

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Quote from: Vox o' Botes
Type-24 Combat Exosuit: (2) Madman, Taricus
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Blood_Librarian

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Re: Desolation: Arms Race Against Extinction-Elorius R&D: 0.00 Combat phase
« Reply #62 on: March 28, 2020, 08:37:04 pm »

Type-24 Combat Exosuit
An evolution of the Type-23, the T24 is reengineered so individual parts have a militarily useful service life where possible. Continuous part replacement is not acceptable for any military part and can easily be avoided by ensuring that the pieces are better protected against dirt and water, assembled properly, and forces endured by the exoskeleton is exclusively inflicted on the structural elements capable of taking it.

In short, we're not sure what's been done poorly to require constant replacement of pieces of the exoskeleton, but we're going to fix that so it's not such a nightmare to maintain.

Difficulty: Normal
Result: [4 + 4] →  8 Unexpected boon
Part replacement issues fixed - More expensive but long lasting parts to reduce logisticla burden
Introduction of a Standard armor plating
THe Type-23 Exosuit had several faults, the most notable was the aforementioned logistical supply train required to keep it functioning. While to some degree, this burden will always follow the high-yield exclusive systems that are part of our Combat Exosuit series, the Type 24 has two distinct advantages over the Type-23. Metal parts are now created using a hammer forge system that ensures very tight tolerances in terms of composition and structure for the small mechanical parts that are in the Type-23.
Hermetic sealing is utilized on a large scale to ensure delicate control elements and motorized systems will stay uncompromised under the hardest of conditions. Mechanical wear and tear was also an issue, but primitive motorized systems are replaced with solutions that use frictionless ball bearings and magnetic ferric fluid. Militarized Engineers are provided with the tools to set up  portable clean rooms to safely maintain these systems, meaning our effective half-life of our equipment is expanded by a significant margin, to the point where only battlefield damage or ruptured casings are an issue.

In addition, battlefield experience as well as examination has given us the insight to create Armor configurations that are optimal for our figure for non-gene modded troops. There were several key insights to ballistic and thermal energy projection protection that we were missing to replicate the look (and protection) of Pre-Collapse Yaerian Standard Infantry, while making key improvements on theoretical faults that would occur with our inferior materials science. Soldiers configured for any operation now are both protected by a significantly increased margin from the T-23 as well as capturing the awe inspiring look and the hundreds of years of ergonomic improvements that the YSI had held in the remaining cultural artifacts that depicted them.

Our troops can fight day and night in their armor, only stopped by the perishability of their flesh or the simple needs of a soldier. The armor they wear will not hold them back, certainly not by being in the maintenance bay all day.


[Very Expensive, 4 Minerals, 6 Energy]


Designs
Spoiler: Elorius Designs (click to show/hide)

Spoiler: Map (click to show/hide)


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




« Last Edit: April 01, 2020, 05:10:57 pm by Blood_Librarian »
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Blood_Librarian

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Re: Desolation: Arms Race Against Extinction-Elorius R&D: 0.25 Design Phase
« Reply #63 on: April 12, 2020, 09:00:21 pm »

Design Phase

The war council is pleased at the state of affairs, but vigilance and continued advancedment is required to keep the march ongoing. Progress must not be stalled, Citizens of Elorius.


Designs
Spoiler: Elorius Designs (click to show/hide)

Spoiler: Map (click to show/hide)


It is now the Design Phase of Cycle  0.25, The next phase will be Revision.
« Last Edit: April 19, 2020, 12:17:36 pm by Blood_Librarian »
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Blade Master Model 42

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Re: Desolation: Arms Race Against Extinction-Elorius R&D: 0.25 Design Phase
« Reply #64 on: April 17, 2020, 08:36:18 pm »

Quote from: 'Seer' Tactical Communications Platform
The Seer, as our engineers have taken to calling it, is a combat visor with over ear placement. The Seer performs one primary function, as well as several secondary functions. First, and most importantly, the Seer allows our soldiers to more easily communicate between themselves and command, relaying intel to where it can best be put to use with lightning speed. Enemy troop movements picked up by scouts can be quickly relayed to command, with accompanying photographs by cameras in the main housing that follow the wearer's line of sight. Additionally, the visor is equipped with rudimentary Augmented Reality technology, allowing squadmates to direct each others attention to areas within their line of sight without the need for words or even to catch one another's eye.

Taricus

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Re: Desolation: Arms Race Against Extinction-Elorius R&D: 0.25 Design Phase
« Reply #65 on: April 18, 2020, 08:46:33 am »

Quote from: Votebox
'Seer' Tactical Communications Platform (2): BMM42, Taricus
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Madman198237

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Re: Desolation: Arms Race Against Extinction-Elorius R&D: 0.25 Design Phase
« Reply #66 on: April 19, 2020, 02:25:10 pm »

The shotgun might not be a viable close-combat weapon, but a light cannon that sometimes fires shotgun bursts of rifle-caliber munitions seems pretty reasonable to me. At least when carried by a really big suit of armor.

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Charger Assault Cannon
A very large rework of the Iona firing from a belt and powered from the exoskeleton that must be paired with the weapon, the Charger Assault Cannon is a 20mm five-coil magnetic accelerator which works on a computer system rather than a switching system. The computers are tied to the user's exoskeleton, along with the power connection, to offload much of the work of target acquisition and rangefinding and reduce the need for computer systems in the weapons themselves. The computers can take a range from the user designating a target, set a detonation distance from firing for certain projectiles, and also tell the user whether or not they're running out of ammo. The projectiles used include common ones such as shotgun-like sabots filled with Iona II 3mm needles, solid slugs meant for armor-piercing, and fragmentation/explosive rounds meant to detonate on impact or airburst depending on the settings the computer loads into the rounds.

And basically a scaled-down version for infantry.

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Iona III Hardened Multirole Weapon
Similar to an upsized Iona II, the Iona III is a three-coil, belt fed design capable of firing a 12mm projectile or sabot-cased set of the Iona's 3mm needles. The system is optimized for firing at relatively low velocities and close ranges, so that the 12mm projectiles can be fired from a bipod or other braced condition while the shotgun bursts can be fired in any position due to its lower mass and consequently lower recoil. Whatever computer systems evidently remain in the mechanical fire control system we designed are adjusted to be resistant to EMP effects, and a grounding system is added so that if the weapon does get EMP'd it can just be tapped against the ground or a building or something to drain extraneous charge out of the mechanical system to prevent any residual effects or whatever it is that fouls a mechanical switch setup in an EMP.

And I just...kept writing, so here's an attempt to reduce the cost of the Type-24 to something approaching reasonable for mass deployment if at all possible. Re-reading the Type-23 results, however, suggests that really, we need to do something about energy...so now to write something about that.

Quote
Type-25 Light Exoskeletal Combat Array
The Type-24 exoskeleton is a wonderful combat device, but its heavy armor and sealed frame make it far too expensive and energy-intensive to produce for common deployment. In order to reduce these issues, we've taken a Type-24, removed the seals, reduced the weight and carrying/hitting/motive power of the suit substantially, and compensated for the power reduction by removing most of the armor. Armor is only retained on the torso and head, and only enough to stop small arms fire from close(ish) range. The new exoskeleton is optimized for fast movement rather than durability and melee destruction, and everything about the systems is once again simplified as much as we can to ease production. Where corners can be cut, they are cut, to produce a generally-deployable exoskeleton if possible, even if that exoskeleton is going to be a pale imitation of the seriously destructive Type 24 rigs.

Quote
Mobile Nuclear Power Stations
We've had some very serious issues with power needs: We simply don't have enough energy to field enough vehicles or enough exoskeletons for our army, which is not ideal in a world filled with dangers such as Battleframes. Oh, and those other guys, the ones that go "squish" when you hit them. In order to provide our front-line troops with some more useful things, we've decided to try and restart some serious power generation here on our planet. Solar isn't exactly combat effective, however unpleasantly radioactive materials are relatively plentiful. By throwing some of these together into a liquid fuel and generating steam from the heat, we can conceivably produce relatively simple fission reactors in small packages, limited only by our capability to safely collective radioactive materials. Perhaps lead "armor" covered Type-24s could be of assistance in this regard? Irrespective of this problem, we will utilize chemical means to sort out radioactive materials and produce the liquid fuels. Then the fuel can be pumped into a reactor vessel, control rods installed, and a turbine assembly attached.

These fission reactors are then built into the casings of the broken-down cargo lifters whose powerplants have failed but whose wheels or treads or whatever are still intact, and a direct geared drive is set up on the end of the steam turbine to run the vehicle when necessary. When not running the vehicle around, the reactor is set up to provide energy direct to forces or infrastructure that is far from our geothermal plants. No masses of battery-laden vehicles are required to provide power to forces with one or more of these in the rear lines.


Quote from: Votebox
'Seer' Tactical Communications Platform (2): BMM42, Taricus
Mobile Nuclear Power Stations (1): Madman
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Blood_Librarian

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Quote from: 'Seer' Tactical Communications Platform
The Seer, as our engineers have taken to calling it, is a combat visor with over ear placement. The Seer performs one primary function, as well as several secondary functions. First, and most importantly, the Seer allows our soldiers to more easily communicate between themselves and command, relaying intel to where it can best be put to use with lightning speed. Enemy troop movements picked up by scouts can be quickly relayed to command, with accompanying photographs by cameras in the main housing that follow the wearer's line of sight. Additionally, the visor is equipped with rudimentary Augmented Reality technology, allowing squadmates to direct each others attention to areas within their line of sight without the need for words or even to catch one another's eye.

Difficulty: Very Hard
Result: [3 + 3] - 1 →  4 Below Average

The Seer is a success with unforeseen consequences.

The Visor systems allows for visors to be created with minimal impact on the users peripheral vision and endurance. The communication systems are robust enough to survive battlefield conditions, and the camera’s guts was easily gutted from one system or another. It does have virtual vision augmentations, but it is more focussed on very basic elements like allowing pre-coded signals between connected elements of networked Seers to cause lights to come up on the hud or electronic integration of ammo counters with some pre-collapse weapons.  This is done mainly by utilizing a matrix of lasers that bounces light off the lense of the visors. They are mostly salvaged from civilian systems.

As it turns out, the most critical part of the enemy communication systems was the towers, relays and encoding, not the actual head system, which we’ve begun to suspect that they put a not entirely reasonable amount of effort in making. Right now, we can handily communicate from command to leader and with team mates, the only issue is that there is a not insignificant chance that a BattleFrame will leave its patrol to triangulate the position of the signal and shoot it dead.

Building sized mechatronics are usually good at locating radio signals.

Furthermore, ours doesn't quite replicate the enemies uncanny ability to navigate terrain, likely due to the fact that we don't have the computer-based mapping systems with complex sensors that Phoziris systems have. But regardless, it is a capable replacement, if only our soldiers are not so terrified in using it all the time.

[Cheap, 2 Minerals, 3 Energy]


Designs
Spoiler: Elorius Designs (click to show/hide)

Spoiler: Map (click to show/hide)


It is now the Revision Phase of Cycle 0.25 Next phase will be Combat.
« Last Edit: May 10, 2020, 02:48:31 pm by Blood_Librarian »
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Madman198237

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Type-25 Light Exoskeletal Combat Array
The Type-24 exoskeleton is a wonderful combat device, but its heavy armor and sealed frame make it far too expensive and energy-intensive to produce for common deployment. In order to reduce these issues, we've taken a Type-24, removed the seals, reduced the weight and carrying/hitting/motive power of the suit substantially, and compensated for the power reduction by removing most of the armor. Armor is only retained on the torso and head, and only enough to stop small arms fire from close(ish) range. The new exoskeleton is optimized for fast movement rather than durability and melee destruction, and everything about the systems is once again simplified as much as we can to ease production. Where corners can be cut, they are cut, to produce a generally-deployable exoskeleton if possible, even if that exoskeleton is going to be a pale imitation of the seriously destructive Type 24 rigs.
Hopefully much cheaper version of the exoskeleton to get armor to more of our troops, same as from the previous design-phase proposal but I think it's really simple enough to be a revision. It might, maybe, hopefully, get us something that could at least become common enough for all our troops to be armored with it.

Quote
Standardized Combat Uniform
We've got more than enough production capacity now to produce some simple uniforms for our soldiers to wear. Uniforms are issued in a standard grey urban camouflage pattern, covered with an armor vest, made of (thin) ballistic fiber, built to hold insert plates made of either scavenged ceramics or metals from the Magnetized Reclamation Works, which is itself covered by a large array of pockets and attachment points for extra gear, weapons, and ammo. A combat knife is likewise issued with the soldiers' equipment, for close combat and utility work. A gas mask and a camouflage outer cloak which serves both as protection from the elements and as a sort of urban ghillie suit rounds out the basic equipment. Specialist soldiers might carry a backpack or additional plates on other parts of the body, as the basic plate carrier rig extends across the torso and shoulders, but extended variants might include additional ballistics fiber padding on the legs, underneath the carrier rig, and on the arms. These add protection against some weapons or against splinters, for example a grenadier may want maximum coverage to protect himself from any damage due to his own grenades' fragmentation.
We do need a better standardized uniform. This includes some basic level of protection and wound mitigation (i.e., getting hit is not less likely to injure you, but the injury will be less severe) and camo more effective than "vaguely purple" or whatever our standard color is.
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Madman198237

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Quote from: Votebox
Standardized Combat Uniform: (2) BMM42, Madman
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Blood_Librarian

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Standardized Combat Uniform
We've got more than enough production capacity now to produce some simple uniforms for our soldiers to wear. Uniforms are issued in a standard grey urban camouflage pattern, covered with an armor vest, made of (thin) ballistic fiber, built to hold insert plates made of either scavenged ceramics or metals from the Magnetized Reclamation Works, which is itself covered by a large array of pockets and attachment points for extra gear, weapons, and ammo. A combat knife is likewise issued with the soldiers' equipment, for close combat and utility work. A gas mask and a camouflage outer cloak which serves both as protection from the elements and as a sort of urban ghillie suit rounds out the basic equipment. Specialist soldiers might carry a backpack or additional plates on other parts of the body, as the basic plate carrier rig extends across the torso and shoulders, but extended variants might include additional ballistics fiber padding on the legs, underneath the carrier rig, and on the arms. These add protection against some weapons or against splinters, for example a grenadier may want maximum coverage to protect himself from any damage due to his own grenades' fragmentation.

Difficulty: Normal
Result: [4 + 4]→  8 Unexpected boon


The SCU is simple in theory: a standard set of webbing, uniform, armor plates along with a grab back of goodies including but not limited to: Knives, camo, gasmask, backpack, Trauma plates. The details for making it an effective part of our armed forces is another matter. Excepting the armor plating, none of this is particularly exciting for the design team, but the task is done. All our forces are now reasonably equipped with such.

A massive system of graft and corruption in one of the sub-levels of our logistics and manufacturing divisions came up with an idea of sorts with the assets we had earmarked for this project. Part of the testing of the armor for our soldiers was actual live-fire weapons testing against it. This particular aspect was abused and took quite a bit of our resource stipend for this quarter in the quest for ultimate firepower.

A single prototype was built before the project was ended. The military armed forces were very cagey about what exactly this project was trying to build, but our best guess was that thing was supposed to be attached to a gigantic turret as if it were going to be attached to the side of a massive piece of equipment.

The monstrosity in question is a 100mm railgun, with support equipment and heat dispersal systems weighing in at almost exactly 2.25 tons. With its autoloader, it could fire a 40 lb shaped slug of magnetic alloy about once every five seconds, but its prestigious power consumption is so far above our ability to provide that it’s being relegated to a fixture in our core districts, next to a Geothermal tap.

After it was confiscated from the black-marked “project” it was born from, the series of tests it went through as well as the notes on the progressively larger iterations it went through in its blueprinting phase provides a wealth of inspiration for our magnetic engineering team. It is powerful enough to not only finely mince anyone wearing a SCU, but also mission-kill an industrial blast furnace as well as a deep-freeze metal cooler a mile away. It could probably destroy a smaller battle-frame as well as the building behind it.

In short, the railgun is a very impressive piece of kit, but it utilizes several Pre-Collapse technologies in its supporting systems that we have not reliably replicated. a mass-produced system will likely have to be downscaled if it were to be produced, but the experience is there, and it proves that large scale railguns are technically possible.

Standard Combat Uniform
[Cheap, 2 Minerals, 1 Energy]

Unnamed 100mm Railgun
[Theoretical]


Designs
Spoiler: Elorius Designs (click to show/hide)

Spoiler: Map (click to show/hide)


It is now the Combat Phase of Cycle 0.25. The next phase will be Design.



I am going to belay the contest until such time I feel like more enough turns have passed since the last contest, as it feels a bit premature for when I did it.
« Last Edit: May 24, 2020, 05:22:30 pm by Blood_Librarian »
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Blood_Librarian

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High Command is surprised at the advancements the Phoziris have made on the battlefield. Additional resources have been allocated to the R&D team as part of an uptick in industrial production dedicated to the war effort.


Designs
Spoiler: Elorius Designs (click to show/hide)

Spoiler: Map (click to show/hide)


It is now the Design Phase of Cycle 0.50. The next phase will be Revision.



« Last Edit: May 28, 2020, 09:03:29 pm by Blood_Librarian »
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Madman198237

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Hailfire Hardened Squad Support Weapon
Similar to an upsized Iona II, the Hailfire is a sleeker design using a 100-round drum magazine (think Gamma-C mag, except smaller because our bullets are just the bullets and have no cases to speak of) and a new, standardized back-mounted or stationary power supply to lighten the weapon proper, and is capable of firing a 7mm projectile or sabot-cased set of the Iona's 3mm needles using an identical mechanical switching system to the original Iona. Whatever computer systems evidently remain in the mechanical fire control system we designed are adjusted to be resistant to EMP effects, and a grounding system is added so that if the weapon does get EMP'd it can just be tapped against the ground or a building or something to drain extraneous charge out of the mechanical system to prevent any residual effects or whatever it is that fouls a mechanical switch setup exposed to an EMP. The larger coils of this new weapon are capable of throwing the lightweight sabot and handful of Iona needles at even more dangerous velocities, filling streets with a deadly hail of high-velocity needles.

It is intended to be used as a medium machinegun, capable of moving with troops but more often deployed in defensive roles where its fire rate, ammunition supply, and killing power allow it to stop advances in their tracks.

Quote
Mobile Nuclear Power Stations
We've had some very serious issues with power needs: We simply don't have enough energy to field enough vehicles or enough exoskeletons for our army, which is not ideal in a world filled with dangers such as Battleframes, razor rain, and radioactive dust-filled air. Oh, and those other guys, the ones that go "squish" when you hit them. In order to provide our front-line troops with some more useful things, we've decided to try and restart some serious power generation here on our planet. Solar isn't exactly combat effective, however unpleasantly radioactive materials are relatively plentiful. We should be able to build small molten-salt nuclear reactors using our supplies of dangerous materials, which are unfortunately plentiful. The principle limitation might be the relative scarcity of radioactive materials in our typical working zones, at least compared to the really nasty areas which would be easy to get this stuff from. Perhaps lead "armor" covered Type-24s operating near the radioactive regions could be of assistance in this regard? Irrespective of this problem, we will utilize chemical means as well as the production of the Alpha Foundry (whose magnetic sorting system should be separating heavy elements from light ones anyway) to sort out the heavy, radioactive materials we need. Then we combine it with some fluorine or a comparable material, again acquirable from many interesting forms of toxic material and things burned by non-oxygen means, and away we go with the reactors.

These fission reactors are built into the casings of the broken-down cargo lifters whose powerplants have failed but whose wheels or treads or whatever are still intact, and a direct geared drive is set up on the end of the steam turbine to run the vehicle when necessary. When not running the vehicle around, the reactor is set up to provide energy direct to forces or infrastructure that is far from our geothermal plants. No masses of battery-laden vehicles are required to provide power to forces with one or more of these in the rear lines.
« Last Edit: May 30, 2020, 12:22:24 am by Madman198237 »
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