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Author Topic: The Firmament - Great Flame War Arms Race  (Read 20967 times)

piratejoe

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Re: The Firmament - Great Flame War Arms Race
« Reply #120 on: February 15, 2021, 07:28:41 pm »

Quote from: Re:CodeBox
Sarge ():
First Mates: (2) TricMagic, Piratejoe
Second Verse hopefully not same as the first.
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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 #121 on: February 16, 2021, 09:00:02 am »

Revisions

Hungry Maw

A revision to the Wyrmswarm that grants their bites an edge. The front of their bodies can act as a corrupting energy-based acid which breaks down data for the swarm to consume. This allows the swarm to make tunnels through the ground with relative ease, though more effort and direction is needed to make them useful for other programs, often involving humanoid programs(or hackers/some ADI in the datasphere to patch them up) bringing in support code to keep the newly formed tunnels from collapsing in places where the data isn't stable enough for large tunnels. It adds a new attack vector for the swarms and can allow them to wear down some tougher targets with a thousand bites.


Tunneller.exe

The Tunneller.exe trades in a pulse pistol for a mining drill. Energy is charged up, stored in capacitors, then used to form a short-range mining laser-form directed from the prow of the Tunneller.exe. They move forward and the energy bores into the material until eventually the charge runs out and a new Tunneller.exe takes their place while they recharge.  While these variants do lose their ranged capability, the drill they create is deadly in charges and can repel some attacks on it's own thanks to the power behind it, though this drains the battery.(Not that that matters since anything caught by it is going to get drilled into.) The added capacitors and code does result in the Tunneller.exe being larger and slower than the Scout.exe, though this size helps in making larger tunnels so it evens out. They are fairly fragile to attacks from the side however, which isn't as much an issue if kept in mind when deploying them.
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testmen

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Re: The Firmament - Great Flame War Arms Race
« Reply #122 on: February 16, 2021, 11:35:37 am »

Hey wait, that's the battlechip casting version, we did the cutlass version last round.

Quote from: Re:CodeBox
Sarge ():
First Mates: (2) TricMagic, Piratejoe
First Mates (Cutlass Version): (1) testmen
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TricMagic

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Re: The Firmament - Great Flame War Arms Race
« Reply #123 on: February 16, 2021, 12:20:26 pm »

Hey wait, that's the battlechip casting version, we did the cutlass version last round.

Quote from: Re:CodeBox
Sarge ():
First Mates: (1) Piratejoe
First Mates (Cutlass Version): (2) testmen, TricMagic
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NUKE9.13

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Re: The Firmament - Great Flame War Arms Race
« Reply #124 on: February 16, 2021, 01:06:34 pm »

Quote from: Re:CodeBox
Sarge ():
First Mates: (1) Piratejoe
First Mates (Cutlass Version): (3) testmen, TricMagic, NUKE9.13
Avast.
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Long Live United Forenia!

piratejoe

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Re: The Firmament - Great Flame War Arms Race
« Reply #125 on: February 16, 2021, 02:29:55 pm »

Quote from: Re:CodeBox
Sarge ():
First Mates: (0)
First Mates (Cutlass Version): (4) testmen, TricMagic, NUKE9.13, Piratejoe
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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.

Scholar Knight

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Re: The Firmament - Great Flame War Arms Race
« Reply #126 on: February 16, 2021, 06:13:13 pm »

Quote from: Re:CodeBox
Sarge ():
First Mates: (0)
First Mates (Cutlass Version): (5) testmen, TricMagic, NUKE9.13, Piratejoe, SK
Buckle those swashes.
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Happerry

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Re: The Firmament - Great Flame War Arms Race
« Reply #127 on: February 19, 2021, 06:05:29 pm »

Turn 3 : Design Phase
Quote
FirstMate.exe (Cutlass Version)
A partial revision and re-imagining of the Sarge, from a few of the other Firmament hackers and interns that got fed up with being tasked with revising the scout AI and officer.exe multiple times.
The First Mate retains the minor durability improvement over typical officers and the vastly improved tactical library almost line for line that came with the Sarge. Including improved squad tactics, better target and threat assessment, prioritization, ect. They are also equipped -by default- with a pulse carbine and an energy cutlass (more on that later).

The bulk of the modifications for the First Mate were to design the thing to be as future proof as possible. Adding in a highly customizable library with easily modifiable values and additional space for new and currently-non-existing units, the First Mate is intended to be able to make use of nearly any non-highly-specialized virus/ADI the Firmament would have the potential of fielding. Or at the very least, making it trivial to go back and re-code the additional functionality into the First Mate with those custom libraries. Similarly, the First Mate is given a reconfigurable load out and firing paradigm, letting it swap out to newer weapons should the pulse carbine be phased out or the hacker in question prefer a different armament on their officers.

Speaking of newer weapons, the First Mate's cutlass is designed to serve as a sturdy melee weapon, taking advantage of the pre-existing melee coding Officers have. The First Mate can dual-wield its carbine and cutlass with ease, allowing it to fend off melee attackers whilst firing at more distant foes. The cutlass is mostly normal, but does have a slight magnetic property that causes other melee weapons to tend to strike it rather than the First Mate.

It's also designed to look more like a pirate.
3 + 4 + 0 = 7 : Superior craftsmanship (Normal)

The difference between this time and last time is that people actually do the work. FirstMate.exe programs are only a bit tougher then an Officer, but they possess a vastly expanded tactical library more fit for the growing ranks of Viri that serve the Firmament then the older minion capacity focused one and possess a easily modified variable library for instructing them in how to command the use of new minion types and special abilities from said new minion types. First Mate.exe commanders also have a secondary tactical library which can be loaded with up to six tactical schema from their primary library for speed of access and ease of use, as it was noticed that a larger and more intricate tactical library results in slower thinking because it takes longer to search that library and decide which plan is the best.

Weapon wise, FirstMate.exe programs are armed with a pulse carbine akin to the ones used by CarbineMinions, and also carry an energy cutlass which has a magnetic attraction effect on enemy weapons and shots, improving its ability to parry but also making it easier to parry, though the FirstMate was designed to easily be upgraded with new weapons later on if needed. However, FirstMates are still better in ranged combat then in melee, as they are currently re-using the Officers very basic melee coding.

It is Turn 3, in the Revision Phase. During this phase you must vote on what revision to do to your current assets.



Spoiler: Designs (click to show/hide)
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TricMagic

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Re: The Firmament - Great Flame War Arms Race
« Reply #128 on: February 19, 2021, 06:16:24 pm »

Cyberlegs Combat

No Pirate is complete without their sealegs. Or Cyberlegs as the case may be. A comprehensive upgrade to the FirstMate.exe's melee capabilities sees them do well on land or sea with better tracking of objects in the environment and all the swordsmanship a pirate could use.(Which isn't much but they are better than anything but more specialized units.) Comes with a stability upgrade to the feet to allow movement over more unstable terrain like sand or water in the cyberworld. This routes their energy to form a hexagonal grid over where they stand, spreading their weight over an area. It's also very useful for close combat where leverage and balance is important.


Revisions

Hungry Maw

A revision to the Wyrmswarm that grants their bites an edge. The front of their bodies can act as a corrupting energy-based acid which breaks down data for the swarm to consume. This allows the swarm to make tunnels through the ground with relative ease, though more effort and direction is needed to make them useful for other programs, often involving humanoid programs(or hackers/some ADI in the datasphere to patch them up) bringing in support code to keep the newly formed tunnels from collapsing in places where the data isn't stable enough for large tunnels. It adds a new attack vector for the swarms and can allow them to wear down some tougher targets with a thousand bites.


Tunneller.exe

The Tunneller.exe trades in a pulse pistol for a mining drill. Energy is charged up, stored in capacitors, then used to form a short-range mining laser-form directed from the prow of the Tunneller.exe. They move forward and the energy bores into the material until eventually the charge runs out and a new Tunneller.exe takes their place while they recharge.  While these variants do lose their ranged capability, the drill they create is deadly in charges and can repel some attacks on it's own thanks to the power behind it, though this drains the battery.(Not that that matters since anything caught by it is going to get drilled into.) The added capacitors and code does result in the Tunneller.exe being larger and slower than the Scout.exe, though this size helps in making larger tunnels so it evens out. They are fairly fragile to attacks from the side however, which isn't as much an issue if kept in mind when deploying them.
« Last Edit: February 19, 2021, 10:07:33 pm by TricMagic »
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Scholar Knight

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Re: The Firmament - Great Flame War Arms Race
« Reply #129 on: February 21, 2021, 05:27:48 pm »


Tunneler.exe - Variation 2

The Tunneler is a modification of the base Scout chassis, filling a new supportive role rather than one for confrontation. Removing the majority of the pulse pistol's firing mechanisms, the flare launcher, and re-coding the Ramming Prow into a dedicated Mining Drill, the Tunneler is meant to create new paths to utilize rather than find existing ones. At the expense of being completely unsuited for direct combat.
The charge mechanic from the pulse pistol shall be retained to provide the additional energy needed to power the drill on max speed for extended periods of time. The Drill should be able to work through "softer" terrain with relative ease, and work through harder coded surfaces or mine even faster if it utilizes the overcharge.

Modifications to the AI will also take place, focused on assigning "routes" to mine, and in general fulfill its new purpose while removing most combat and scouting behaviors. Hackers, ADI, and sufficiently advanced programs should be able to assign routes for a tunneler to make. The basic swarm network that Scouts.exe have will be preserved if possible, in part to assist in plotting the tunneler's three-dimensional location while mining.

Quote from: Votebox
REVISION:
Tunneler.exe (Variation 2): (1) - SK
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TricMagic

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Re: The Firmament - Great Flame War Arms Race
« Reply #130 on: February 21, 2021, 05:40:13 pm »


Quote from: Votebox
REVISION:
Hungry Maw: (0)
Tunneler.exe (Original): (1) TricMagic
Tunneler.exe (Variation 2): (1) SK

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piratejoe

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Re: The Firmament - Great Flame War Arms Race
« Reply #131 on: February 21, 2021, 07:39:42 pm »

Quote from: Votebox
REVISION:
Hungry Maw: (0)
Tunneler.exe (Original): (1) TricMagic
Tunneler.exe (Variation 2): (2) SK, Piratejoe
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testmen

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Re: The Firmament - Great Flame War Arms Race
« Reply #132 on: February 22, 2021, 12:25:06 pm »

I guess I should vote

Quote from: Votebox
REVISION:
Hungry Maw: (0)
Tunneler.exe (Original): (1) TricMagic
Tunneler.exe (Variation 2): (3) SK, Piratejoe, testmen
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NUKE9.13

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Re: The Firmament - Great Flame War Arms Race
« Reply #133 on: February 22, 2021, 12:36:48 pm »

I guess I should also vote

Quote from: Votebox
REVISION:
Hungry Maw: (0)
Tunneler.exe (Original): (1) TricMagic
Tunneler.exe (Variation 2): (4) SK, Piratejoe, testmen, NUKE9.13
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Happerry

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Re: The Firmament - Great Flame War Arms Race
« Reply #134 on: February 28, 2021, 04:35:00 pm »

Turn 3 : Revision Phase
Quote
Tunneler.exe - Variation 2

The Tunneler is a modification of the base Scout chassis, filling a new supportive role rather than one for confrontation. Removing the majority of the pulse pistol's firing mechanisms, the flare launcher, and re-coding the Ramming Prow into a dedicated Mining Drill, the Tunneler is meant to create new paths to utilize rather than find existing ones. At the expense of being completely unsuited for direct combat.

The charge mechanic from the pulse pistol shall be retained to provide the additional energy needed to power the drill on max speed for extended periods of time. The Drill should be able to work through "softer" terrain with relative ease, and work through harder coded surfaces or mine even faster if it utilizes the overcharge.

Modifications to the AI will also take place, focused on assigning "routes" to mine, and in general fulfill its new purpose while removing most combat and scouting behaviors. Hackers, ADI, and sufficiently advanced programs should be able to assign routes for a tunneler to make. The basic swarm network that Scouts.exe have will be preserved if possible, in part to assist in plotting the tunneler's three-dimensional location while mining.
3 + 1 + -1 = 3 : Buggy Mess (Hard)

The drill works. That's the first thing the revision team says when they get their worked checked. And indeed, the Tunneler does have a drill, and it can use that drill to make tunnels. It's just... well, it's not very good at that. There's a few reasons why, the Drill isn't very good at drilling and very often needs to use the max speed charge to make any progress at all, the Tunneler has a hard time not bounding off walls instead of drilling into them from what turns into either a lack of traction or too much traction, the Tunneler's legacy swarm coding has bandwidth issues when trying to be used inside Tunneler sized tunnels, the 'where to tunnel' order format is a bit fuzzy and lacks precision, and some legacy combat code no one has been able to locate makes the Tunneler's prioritize trying to ram enemies with their drill over tunneling, and so on.

Despite that, the Tunneler can tunnel. The drill works. It just doesn't work well. As such, while usable, the attention needed to properly use them and the problems with using them make the Tunneler.exe a Complex program.

It is now the Deployment Phase of Turn 3. During this phase you must decide which of your hackers will be leading your attacks (you currently have two attacks), and decide what they will use their memory space to bring with them in terms of chips and champions (You currently have 6 memory).


Spoiler: Designs (click to show/hide)
« Last Edit: August 02, 2021, 05:39:48 pm by Happerry »
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Forenia Forever!
GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
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