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Author Topic: The Firmament - Great Flame War Arms Race  (Read 20914 times)

piratejoe

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Re: The Firmament - Great Flame War Arms Race
« Reply #255 on: April 30, 2022, 07:48:33 pm »

Quote from: Votebox
Normal Development:
VOLT.exe (0):
NuTank.exe (1): SK
Captain.exe (2) TricMagic, Piratejoe

Bonus Development:
AHAB/BOAT.exe (2): Piratejoe, TricMagic
Captain.exe (1): SK
Just to expedite things even though it's clear Captain has a majority already and the two shouldn't be separate.
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Scholar Knight

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Re: The Firmament - Great Flame War Arms Race
« Reply #256 on: May 01, 2022, 02:05:45 pm »

Quote from: Votebox
Normal Development:
VOLT.exe (0):
JollyWidow.exe (1): SK
Captain.exe (2) TricMagic, Piratejoe

Bonus Development:
AHAB/BOAT.exe (2): Piratejoe, TricMagic
Captain.exe (1): SK
Made an edit to the name of the Nutank, now it is known as the JollyWidow.

For Tric or lurkers, the reason I put captain in Bonus Development action was because I'd flavored and phrased it to be inspired by the enemy's own officer class of units. At least, that was the intention.
I'd still prefer the JollyWidow as a medium tank equivalent to round out our army composition a lot more than an admittedly useful strategic officer. Something to cover glaring weaknesses in our army as well as reinforce the underground edge we have over our enemies, rather than a bonus to our existing command structure.
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TricMagic

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Re: The Firmament - Great Flame War Arms Race
« Reply #257 on: May 01, 2022, 02:25:01 pm »

The bonus will hopefully be the final cap on that line.
So we have Commander_ADI\
                                   \Captain>First Mate>Pirates

All our forces will be able to act with some autonomy even when not under direct command. Which frees up some time for the commander to actually command and execute plans. And as seen with Winter, it does take time to respond. It also helps with all viri execution. The Captains are the cream of the complex crop, below only true ADI. And they can help direct the AHAB, who are basically brute forces and hammers. They need someone to wield them. Even if that's just a top program.
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Scholar Knight

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Re: The Firmament - Great Flame War Arms Race
« Reply #258 on: May 01, 2022, 02:51:14 pm »

Fair points, and I ultimately can't complain if the Captain is made, because we will need it at some point or another.

But for posterity, I don't see the AHAB working out as well as imagined. It'll be good experience in several fields, and we might get something akin to a different flavor of the Ogre Cannoneer, an infantry mortar or maybe even a field gun mounted on the backs of infantry. Which would hopefully provide the punching power needed to take on the tankier and larger enemies we've been dealing with.

But frankly, I just see the things exploding much like the rifleminions. Trying to shove that much power into an infantry sized weapon is just asking for it to be far weaker than intended, or to explode at the drop of a hat. Best case scenario, we learn a lot more about pulse weaponry, such as energy storage, miniaturization, and just basic higher level pulse cannon weaponry. Much like Pirate is interested in leveling our faction's AI experience to make even more independent units, I am very interested in seeing how far we can push pulse tech weaponry.
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Happerry

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Re: The Firmament - Great Flame War Arms Race
« Reply #259 on: May 13, 2022, 07:45:31 pm »

Turn 8 : Design Phase
Quote
Captain.exe -Class: Strategic Command Viri - Tags: Large and in charge officer style minion, designed to coordinate well with first mates and handle the more strategic minded side of things from the frontline. Inspired by the enemy's Idoloid line of officer and melee viri.

An ever evolving arms race. We provide the superior officer and FirstMate.exe, focused in unrivaled tactical application. The Enemy plays catch up with their first gen Idoloid, capable of commanding, healing, and fighting in melee and ranged. Now, they show their hand with a strategically minded officer class viri, armed with rapier and able to assist a hacker in the wider war-scape. It is only proper we respond in kind.

Who commands a First Mate? That's right, the Captain. To show he is in command, the Captain.exe is a hefty fellow, standing heads over his conventional minions. A massive belly and stout legs allow him to be both physically imposing and more durable should he come under fire, as well as belt out commands at impressive volume. This extra code-mass also allows him to hold even more data-processing capabilities needed to oversee the wider operations of a strategic battlefield. And while we take inspiration from their designs, this does not mean we cannot apply our own expertise to our own design, iterating upon our quick load chip memory system, custom-order receptive units, and mesh-coordination should prove wonders for even faster dissemination of orders and micromanagement.

Of course, the Enemy seems to wish to one up us at every given opportunity, and some anonymous firmament hackers won't abide by this. If they want their musical and elegant officers to be masters of the polearm and blade, we shall make ours boisterous and masters of the gun...or cannon. One thick arm of the Captain.exe has it's hand replaced with a mag-cutlass of the First Mate, remodeled to look like a pirate's hook. Aesthetics must not fall short! The other arm hefts a miniature pulse cannon-shotgun; capable of belting out a scattershot of pulse bolts should the foe try to close the distance to him, or firing a more conventional pulse blast for fire support or showboating. Some wise-ass (thanks, DJ KING) also decided to make them sing sea shanties while idling, perhaps as retaliation to the idoloids' music, but it's too late in their development cycle to remove this 'feature'.

While a strategically minded officer, and capable of coordinating between each other for more massed approaches when left hacker-less, the Captain shines best when acting more as a frontline officer. Issuing orders to first mates and amplifying the data-transfer and coordination of our scouts and lesser commanded units, they enable better micromanagement of individual battlegrounds or fronts, allowing a hacker to focus on the bigger picture without needing to tell this Nutank to coordiante with this squad of minions, or this deathcloud of wyrms to be released at this exact time.

Finally, the Captain.exe will be decked out in full, fabulous pirate attire. Beards of a variety of colors, massive hats, and plummed feathers are common place.
4 + 3 - 1 = 6 : Above average (Hard)

The boisterous large bodied peg legged warriors under the name of Captain.exe are armed with a hook-hand rightfully looted from their minions, a shotgun-blunderbuss that can either fire normal shots at around the same level of firepower as a CarbineMinion or can be charged for a proper shotgun spread of firepower. Of course, a Captain.exe's combat power is secondary to their actual primary purpose (though with the addition of a dedicated 'pirate combat' personal combat tactics skill library certain dedicated coders have added they are certainly capable of holding their own in close combat), and as expected of a Captain their primary purpose is bossing other programs around.

Iterating on the progress created in the FirstMate design program, a Captain.exe construct has both a dedicated tactical command library with which it can lead local combat efforts with, but also possesses a dedicated strategic command subsystem that can engage in long term number-crunching and command calculations even while the main bitmind is busy stabbing someone in the face, if at a reduced effect then when the entire focus of the Captain is on command efforts. This isn't to say that the Captain.exe is a really good strategic commander, because, well, they aren't. But that they're operational on the strategic level at all is an advantage verses any enemy that doesn't have an equivalent asset or active human oversight, and any advantage is a good advantage, right? As well, the Captain.exe program was designed to be able to interface with the FirstMate.exe, and can feed tactical orders and plans directly into the ready use slots of said FirstMate constructs for rapid command in the middle of a changing battlefield.

Captain.exe programs are also known for their constant singing in battle, which at first seems like an annoying feature but in fact is used to disguise communication and report channels between different Captain.exe programs coordinating their efforts, and like the FirstMate programs come with a multitude of different cosmetic skins with which their appearance can be customized. A full 50% of these skins include a cosmetic laser eyepatch.

Quote
A.H.A.B.exe/B.O.A.T.exe

The A.H.A.B, AKA Anime Heavy Assault Boats, also known as B.O.A.T or Badass Ordinance Attack Troop, or probably most fittingly 'anything you can do we can do better' as some like to call the project, is a unit that takes it's 'inspiration' from the enemies giant whale they happened to have, though some is also drawn from their new janes and a dash from the swordy and templar minions, though most is from the whale. Regardless, the B.O.A.T in appearance and function are essentially pirate like shipgirls. What this effectively means is that they have two extremely powerful '12 pounder' cannons and six '4 pounder' pulse cannons, along with a giant anchor for melee and the ability to glide across water like code. A key point of the unit is it's stupid amounts of firepower while being the size of any old infantry, though if this isn't able to be done by our hackers, temporarily making them vehicle sized or reducing their firepower somewhat is acceptable ground to concede so as to not lose out on the main focus of the unit. A good deal of effort even is put into their durability and firepower. In fact that's where most of the coding is done, and a good deal of effort has been done to condense all this code into a unit at least similar in size to a minion, making them pint sized powerhouses compared to most other units, and essentially a tank of an infantry unit. This has it's own issues, but luckily, this is somewhat fixed by mostly just control C and control V some of the intelligence code from the janes and minions. In fact the almost all of the intelligence code is copied excluding a few minor things like a bit of the targeting being readjusted for it's heavy weapons or melee skills from the swordy minions. Really, it is expected that these units will likely be as complex as the Wako, and will likely need a lot of direct guidance from other programs due to intelligence being mostly limited as raw power was focused. Yet with guidance they will absolutely demolish any enemy they face, even if it'll likely take some time for the cannons to fire again...
4 + 3 - 2 = 5 : Average (Very Hard)

It's no easy task, consolidating down vehicle level firepower into what appears to be ye generic attractive anime sailor girl. It is, however, a task that the programming team proves fit to match, even if that's a fact that they're as surprised by as anyone else. By drawing heavily on the data gained in the Hunter.exe program through the creation of the high-level charged shot capability it proved barely possible to design the desired '12 pounder' and '4 pounder' pulse cannons, even if the current model of the Anime Heavy Assault Boat does not carry the desired number of cannon. The Anime Heavy Assault Boat's primary armament is the twin '12 pounder' heavy pulse cannons that materialize in over the shoulder turret mounts, but a number of restrictions... well, restrict, their ability to use these heavy cannons. The first issue is that the sheer amount of energy required to charge the cannons to a level fit for firing is far more then the unit can produce in a reasonable time frame, limited the fire rate to a rate described in 'shots per minutes'. The second is that each cannon requires a considerable amount of time to 'cool down' after firing a shell of that power, which is the reason that attempts to cut down to a single cannon were discarded. As is, the Anime Heavy Assault Boat currently uses an alternating firing pattern between its twin 12 Pounder cannons. The third issue is that the amount of knockback produced by a firing cycle is quite immense, requiring use of the A.H.A.B's anchor to literally anchor the A.H.A.B in place and prevent it from being tossed who knows where when it fires. This of course means that said anchor can not be used for melee combat while the A.H.A.B is in position to fire its heavy cannons, as well as the related 'being utterly immobile' issue. The last issue is that... well, they're smoothbore cannons. Accuracy is something that happens to someone else.

The two '4 pounder' cannons mounted on waist-side turrets on the other hand do not need intensive bracing or charging cycles to be fired, and as such can be used at a rate of more then one shot every few minutes. The shorter ranges they are used at also makes up for their relatively bad accuracy, even if 'danger close' is still a concept that anyone fighting nearby a A.H.A.B will have to keep aware of. More usefully for short ranged combat is the anchor-flail an A.H.A.B can use as a fairly powerful melee weapon, though copy pasting basic melee coding from the SwordyMinions have resulted in fighters that have very limited skill, a flail not being a sword, resulting in the A.H.A.B units depending more on brute strength to find victory.

They're also not much smarter then a normal CarbineMinion due to the copy pasted programming, even if enough time was spent on editing it so that they're aware their ranged weapons have a blast radius. This lack of knowledge of 'how artillery works' as well as other knowledge gaps means that units of A.H.A.Bs will need very high supervision levels for maximum utility. But it must be admitted, these Exceedingly Complex programs have brute strength to spare. And yes, they can walk on water.

It is Turn 8, in the Revision Phase. During this phase you must vote on what revision to do to your current assets. During this Revision Phase you get two revisions, but one must be in theme for an area you fought in during the last combat phase.

Spoiler: Designs (click to show/hide)
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TricMagic

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Re: The Firmament - Great Flame War Arms Race
« Reply #260 on: May 13, 2022, 08:21:10 pm »

Pirating Some Upgrades - Pirate.exe
With our great advancements in coding increasingly difficult bit-brains, the Minons are looking a bit shakey. We've got full access to a command tree, yet no Pirates? Time for an update to their wares. The new Pirate.exe comes equipped with a noticeable upgrade to their processing ability, as well as tactical directive to take full advantage of their numbers in combat, able to better coordinate and focus down threats. This naturally improves things all the way up the line, as the Pirate.exe can comprehend more complex orders. They also come equipped with a library of outfits, including a few laser hook-hands, as is standard for our brand. Perhaps most importantly though, they actually know they have a charge option, which makes the focus part of focus fire very literal. Advancements from the AHAB and the old Rifleminion.exe have made it into the design, so they don't explode and pack a good punch with the new rifle, now with 96% less exploding.
This is effectively an upgrade making use of the various minion programs. And the fact we managed a cannon with vehicle level firepower. And it doesn't explode!
As some have come to us with concerns, an addendum. The Tactic: Gang'em Style is a focus on grouping together to down foes. This takes a number of situations and gives them a basic response. Which is typically work together to down low numbers, work together to keep foes back while another charges for tougher foes, work together to assault areas. While they aren't connected, they can make decisions on what others are doing and slot into a needed role in beating down the opposition. Be that another gun for suppressing fire, or part of a charged barrage to down particularly tough foes. Or simply being that charged shot that breaks open the line for their ally Pirates. *Also, the laser hooks are not weapons the Pirates are coded to use, they're outfit accessories.*


AHAB/BOAT Update: Fireblade Pick-Axe
The cannons generate a lot of heat when fired. But all that heat is going to waste energy. By using the chain as an energy link, the heat.dat can be transferred to the anchor head, turning a blunt object into a very effective Pick-Axe. And it's very much a Pick-Axe, with an update to the programming telling them how to use it like a pirate, to crush skulls, pierce armor, and wider swings using the chain to clear a small area of mobs with it's cutting weight. The more you use it, the faster those cannons are off cool down. [Fun Fact, dipping the anchor in Water.dat causes a very fast cooldown cycle. And a lot of Steam.dat. Good thing we programed the anchor sturdy as the cannons themselves. May cause Forest.dat Fires, do not leave on.]
« Last Edit: May 18, 2022, 10:20:22 pm by TricMagic »
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piratejoe

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Re: The Firmament - Great Flame War Arms Race
« Reply #261 on: May 13, 2022, 09:14:51 pm »

Half_Hover.exe

The Half Hover.exe's name is basically exactly what it says on the tin, sort of. Essentially, it is a slightly uparmored and upscaled Scout.exe with a change in coding and large enough to accommodate carrying around 12-14 Viri. And most obviously, it can hover just above the ground or water. The reason it is called a half hover however is due to the addition, or rather retaining of the front wheel from the original scout design which is used to grip to the ground and provide greater ability to turning when not doing any jumps and just driving normally, allowing for more speedy deployment and departure thanks to the handling of a wheeled vehicle while retaining the all terrain advantages of the hover system. Of course, due to the nature of the craft, it's movement is powered by a large fan at the back. This wheel also works as a rudder of sorts in water and provide similar handling over said water. In terms of armament, it contains the same pulse pistol the Scout has, and a few 'port holes' to allow viri inside to shoot out at any enemies. It is also designed to, in the event it is destroyed or disabled, work as cover, at least for a while. Meaning should it get destroyed en rout, the viri that survive and get out of the thing won't be without cover, and allowing it to theoretically be used as temporary makeshift bunkers in the worst case scenario. It comes with two general themes for it's skins, a steampunk and a sci fi version, with a bit of RNG in the placement of certain decals to make them a bit more unique in appearance.
« Last Edit: May 14, 2022, 04:33:25 pm by piratejoe »
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Scholar Knight

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Re: The Firmament - Great Flame War Arms Race
« Reply #262 on: May 14, 2022, 04:25:21 pm »

I can get behind the half-hover. The wheels were a bit of a turn off at first, but I've come around to the idea. Perhaps to match the trike design, have it be one steering wheel in front, reduces the weight while still functioning as a grip and rudder. I do kind of like the idea of a trike with hover engines on the two rear sides and a wheel up front.

The main concern I have with it, and the reason I'm not voting on it initially, is the upsizing to "accommodate carrying a few squads of smaller Viri". Going from a trike to a semitruck or landship sized vehicle seems like a large leap for a revision, and it would reduce some of the main advantages of what is supposed to be a fast and nimble transport.
I'd recommend limiting it to a handful of minion-sized (or person tier units as Happ described them) viri each. Since the scout line has been complicated up to this point, if it remains that way, the half-hover will still be able to function as a respectable transport if massed, or good harassment and delivery units if solo or paired.
Less eggs in one basket and a less stark change.


And just to throw them out there again, like Tric mentioned, the Rifleminion:
RifleMinion.exe V2 -Class: Viri - Tags: Basic ranged, higher damage and accuracy minion
Designed to be the next step in basic minion development, this time with less internal explosions, the RifleMinion V2 is a simple damage and accuracy improvement over the current carbine minion. Fitting in as much power as we can while still sneaking under the [simple] complexity. No intentions of increasing the intelligence beyond charge shot handling, we shall utilized our well defined chain of command of our First Mates and Captains to facilitate any actual planning. Minions are to follow orders; they are a tool first and foremost, if a formidable one.

With numerous projects and documentation on Pulse Weaponry at the disposal of the Firmament, our hackers get to work on a new pulse weapon built from the ground up for our basic minions. The (new) Pulse Rifle is a streamlined and rifle-sized pulse gun capable of putting out sizable normal shot damage for its size thanks to miniaturization advancements, as well as an improvement in accuracy and charge capacity/handling. The one AI improvement they will see is the addition of a basic case select statement, which Captains, ADIs, or Hackers can change to suit the combat environment they will be deployed in. This statement defines the charging behavior they should exhibit against different enemy units based on their durability and threat, as well as fallback conditions if they are against unknown enemies or the benefits are a tossup. Generally the types of behavior range from: Only shoot idle shots, Only shoot a charge shot at the beginning of engagement then idle shots, or to always charge before firing.

And so they don't just look like low-poly minions anymore, they will be granted low poly pirate paraphernalia! Sure that tricorn hat might really be made of 3 or so polygons, and that hook looks pretty boxy, but it has a sort of minimalism charm to go with our callchiptune.
« Last Edit: May 22, 2022, 12:11:44 pm by Scholar Knight »
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piratejoe

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Re: The Firmament - Great Flame War Arms Race
« Reply #263 on: May 14, 2022, 04:31:30 pm »

Fair, I'll change it to be a single wheel. It looks more interesting that way. Anyway, depends on what your view for a squad is. IMO A squad is 5 minions + 1 First mate. I really saw it as being able to carry about 12-14 viri. I suppose the specification would have been better, and will be added shortly. Still, I appreciate the criticism.
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TricMagic

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Re: The Firmament - Great Flame War Arms Race
« Reply #264 on: May 14, 2022, 05:05:38 pm »

Waterstrider.exe

The Waterstrider.exe is an 6-legged viri making use of the same coding that allows AHAB/BOATs to walk on water. It uses it's flexible legs to glide along terrain and distribute it's weight, and it's eyes to see and make adjustments as it glides along uneven terrain. Other than that it's a flat platform, with a digital shell within which a squad of viri can stand onboard. It's ability to distribute it's weight makes it supreme in navigating terrain, skating over it, and the digital shell has a number of ports that one can fire out of if needed. It's a very simple viri, bar the coding of the Scout.exe. But it's low profile and transport shell on top makes it the supreme transport bot on the ground or water. As a bonus, the shells can be pre-loaded with a number of aesthetic options to help them blend in or stand out, and those shells are pretty tough, though once broken the entire thing drops as it needs to recharge.
Of note, the Waterstrider.exe makes use of a new sub-bitbrain to handle the calculations on it's movement patterns. While it isn't hovering, it's pretty close given how effortlessly it strides across surfaces. Most of the calculation bits are behind these banks on the underside. Also if it ever gets flipped it won't be able to get up if it's shell isn't online at the time.  (Of note, it can carry singular Wako, and understands surf commands for singular troops.)

tl:dr: Effectively a flat platform(with emitters for the shell to carry things within) . Has 6 legs that are fairly thin and flexible, much like a Water Strider in appearance. Moves at speed by pressing the ground to boost and striding over terrain. Sub-Bitbrain handles calc for the body no matter the terrain, using the eyes to gather data on what's ahead. It's main brain boils down to the execution of orders. AHAB/BOAT programing string for waterstriding groups across.(Really good at the weight distribution part) Completely helpless if it gets flipped if it's shield goes down, and damage to the central module governing it's thought processes will also shut it down. Likewise it doesn't really have armor beyond the shell, just a low profile. Meant to be a simple viri for quick and effective transport of troops.
« Last Edit: May 14, 2022, 05:50:29 pm by TricMagic »
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TricMagic

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Re: The Firmament - Great Flame War Arms Race
« Reply #265 on: May 18, 2022, 04:55:12 pm »

Quote from: Databox
Pirating Some Upgrades - Pirate.exe: (1) TricMagic
RifleMinion.exe V2: ()
AHAB/BOAT Update: Fireblade Pick-Axe: (1) TricMagic
Half_Hover.exe: ()
Waterstrider.exe: ()

So, thinking on it, I'm sorta in favor of upgrading the BOAT with a fireblade pick-axe. Faster cooldown and the Pick-Axe can likely deal some impressive piercing damage. An cutting damage. And blunt damage. Which is all three types of damage. That's a lot of damage.(types)

As for transport.. Ehehe. I wouldn't mind it, but I think the AHAB/BOATs have a good chance of axtually damaging BlueFiend.mon with the fireblade.

The last bit is between simple Rifleminions, and Gangemup Pirates. The latter mostly has the knowledge that they have a charge shot and a simple directive of ganging up and focusing down foes. (This falls under a single Tactic: Gang'em Style. Not multiple tactics, just that one.) Their improved processing ability also allows them to understand orders more effectively, which should give them a nice boost with any superiors around.
Honestly with the fact our BOAT's cannons don't just explode from all the charged power and the success and experience with making this line better (and Captain's success), the combination of "Fixed Rifle (from Rifleminion/AHAB EXP) + Programed Tactic + Processing Orders Better" should be fine. Right now our CarbineMinions don't have a fallback tactic if cut off from the command chain, so a single one should be fine. POB meanwhile is just common sense, if they can't comprehend orders given and execute them quickly, it will take extra time to code it into their heads. If they can it represents a split-second advantage that adds up against the comparatively simple minions the Stagehands might field. We kinda have the advantage when it comes to battlefield tactical execution with the Captains>FirstMates>Pirates in place. All the pieces will be capable of acting like a well-oiled machine.

Only other thing we could do is add a Pirate Lord program as a substitute commander. But that's a waste of design space. The Pirate Lord might be a better project as a multi-front ADI made up of multiple VC Viri programs that simply evolved from it's original spec into a true hivemind. No MEM cost unless you're bringing it's full force of intellect and hive command down on a lane, at which point it can't interact with other Lanes while that happens. (Though this is offset if assigned to a defensive hacker as it will already be 'on the field' so to speak.) Still not worth it though other than for thematic purposes.



Design Idea
Cmd: Deep Freeze.exe
Command: Deep Freeze.exe. it's a spreading virus that freezes everything in it's path, administered by a needle. By targeting the sphere directly, a command is executed that shuts down all processes, leaving nothing but the frozen remains of the world behind. Or at least it does until the next deep reboot cycle. It's designed to penetrate to the base layer of the digital world, the 1s and 0s and more esoteric bits which make it up. And man if it does a good job of that, anything avatars, ADI, or Viri caught as it expands will get frozen over until they break out of the frozen shell. Of course, the packaging is extremely extremely complicated, so much so that only Polar Coder and his knowledge of such chips can actually program it, and it can't be remade in the field, it's single execution. We can only expect one of these chips to be useable each time we go out, for multiple reasons. Those being needing to get an upgrade copy of the base code of the digital world, and to avoid bringing the cyber-police down on areas, as it is very obvious in more populated areas. On the other hand, you could also choose to deploy it as a ADI-killer, effectively forcing it to be withdrawn from the battlefield and deep rebooted at home base. We should really be careful using it like that though, since the needle can be broken, we need to hit a weak spot and get it deep into it's code, and at that point it becomes a direct battle between hackers as one side seeks to purge it while the other side seeks to spread it. This is also a point to be noted about it, hackers can block it's spread in areas they have full control of, though our hackers can also spread it. Nothing can really be done about the initial deployment area though, that place is getting frozen solid, code and all.
« Last Edit: May 18, 2022, 08:57:10 pm by TricMagic »
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piratejoe

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Re: The Firmament - Great Flame War Arms Race
« Reply #266 on: May 18, 2022, 09:14:20 pm »

Quote from: Databox
Pirating Some Upgrades - Pirate.exe: (2) TricMagic, Piratejoe
RifleMinion.exe V2: ()
AHAB/BOAT Update: Fireblade Pick-Axe: (2) TricMagic, Piratejoe
Half_Hover.exe: ()
Waterstrider.exe: ()

Thought about things for a while, but an infantry upgrade and making the AHAB's even more of a nightmare for any enemy is a wise move. Half hover would be good whenever we wish to try and take a sea focused zone like we attempted last time. Also, one major thing AHAB has going for it that I think not many have realized is that not only will they be great for dealing with groups of enemies but also, they'll do a ton of damage to large ADI's, and with our own tanky ADI in the form of Vivi...Well I think Firmament can say "the bitmines will be mine."

Really, I think we still are a bit stuck in the situation of 'we have too much to do and not enough time to do it' but this turn has really helped alleviate that a bit and give us some breathing room in that regard, and if our projects this turn go well this revision phase we really only have two or three things that we really need to work on.
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TricMagic

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Re: The Firmament - Great Flame War Arms Race
« Reply #267 on: May 18, 2022, 09:39:01 pm »

Quote from: Databox
Pirating Some Upgrades - Pirate.exe: (2) TricMagic, Piratejoe
RifleMinion.exe V2: ()
AHAB/BOAT Update: Fireblade Pick-Axe: (2) TricMagic, Piratejoe
Half_Hover.exe: ()
Waterstrider.exe: ()

Thought about things for a while, but an infantry upgrade and making the AHAB's even more of a nightmare for any enemy is a wise move. Half hover would be good whenever we wish to try and take a sea focused zone like we attempted last time. Also, one major thing AHAB has going for it that I think not many have realized is that not only will they be great for dealing with groups of enemies but also, they'll do a ton of damage to large ADI's, and with our own tanky ADI in the form of Vivi...Well I think Firmament can say "the bitmines will be mine."

Really, I think we still are a bit stuck in the situation of 'we have too much to do and not enough time to do it' but this turn has really helped alleviate that a bit and give us some breathing room in that regard, and if our projects this turn go well this revision phase we really only have two or three things that we really need to work on.
that line would go well if we were doing a theatrical episode for Halloween. That's still a few months away though.
Hmm.. Just to check, those three things are Transport, Artillery, and Fox.mil?
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piratejoe

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Re: The Firmament - Great Flame War Arms Race
« Reply #268 on: May 18, 2022, 10:23:39 pm »

The four things we need are a transport, Fox.Mil, an upgrade maybe to our hackers, and Arty, though the last one's need is reduced thankfully due to AHAB.
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Battleships Hurl insults from behind thick walls, Destroyers beat up small children, Carriers stay back in the kitchen, and Cruisers are a bunch of tryhards who pretend to be loners.

TricMagic

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Re: The Firmament - Great Flame War Arms Race
« Reply #269 on: May 18, 2022, 11:10:19 pm »

AQUA/ANIME/SUB
The Adjacent Quarters Urgent Assault unit, otherwise known as an Alternative Nautical Independent Means Element for our forces. These programs are stripped down AHAB/BOATS, forgoing the complex cannons and anchor for 4 pounders and enough code to bring a boxer to tears. Seriously, we pirated some technical data from a number of IBRL fighting games, then made it so the 4 pounders could release enough energy to send the anime girl-shaped element flying forward to engage. Combined with a swivel and an upgrade to their durability, the AQUA/ANIME are extremely good at close quarters combat. And through a clever use of data charging, the cannons fire pressurized water blasts the program can just shrug off after it's done pushing everything around.(And blasting a hole in anyone unfortunate enough to be in front of them. Or behind them if they are flying forward along the ground, or off of trees or walls, or the ceiling. Or underwater, cause of course the water cannons give a lot of thrust on repeat, hence the addition of the Swimming Undercover Boat to the list of names.) They're designed to be close-range fighters for tighter quarters, doing away with any concept of range in favor of pure beatdown with their fists. Along with a laser sword they looted off a First Mate.exe for some reason. Apparently the Swordy coding got left in the mess somehow. They don't really have the same oomph as the AHAB/BOATs, but they are also far far simpler to field, only being complex. And for whatever reason they can't stand on water, they just swim underwater instead. Via their cannon-jets.
... I think we may have been working our programmers too hard, tell them to get more sleep.


« Last Edit: May 18, 2022, 11:20:43 pm by TricMagic »
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