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Finally... => Forum Games and Roleplaying => Topic started by: Man of Paper on May 17, 2019, 01:01:38 am

Title: WarBiz Arms Race // Victory Services Thread (Turn 5 Revision Phase)
Post by: Man of Paper on May 17, 2019, 01:01:38 am
Welcome to Victory Services!
Core Thread (http://www.bay12forums.com/smf/index.php?topic=173941.0)


You've seen the Core thread. It's time to define your team! Feel free to ask questions here or in the Discord (linked in the Core Thread).
Title: Re: WarBiz Arms Race // Victory Services Thread (Prelim. Phase)
Post by: frostgiant on May 17, 2019, 01:27:53 am
Hmm,

Lets see.
Plan: A professional has a plan to kill everyone they meet.
Energy
Markmen weapon's focus (AKA precise at a range)
Victory services Vehicles focus on speed and denying enemy combat. Victory services thrive on the idea to deny the enemy engagements of their own choice and to only strike the enemy when and where they personally desire. This combination of PRECISE weaponry and LIGHT, FAST vehicles allow them to control the when, where and how of combat. In the end, the who doesn't matter and the what is victory.

Plan B: Grind them underfoot
Ballistic
Victory services guarantee victory the only way it can really be guaranteed. By grinding the enemy underfoot, Take the bodyblows and wail on your enemies so hard and fast that they have no possible way to survive the wall of steel thats heading their way. As such, many of victory services BALLISTIC weapons are either designed to suppress enemy combatants or to finish them off once the distance has been closed (RAPID FIRE CQC). Similarly, Victory services Vehicles are designed to function like moving fortresses, near impossible to bring down without an extraordinary amount of ordinance (TAKE A BEATING).
Title: Re: WarBiz Arms Race // Victory Services Thread (Prelim. Phase)
Post by: frostgiant on May 17, 2019, 02:04:49 am
Plan C: Iron In my bones, Ice in my veins and fire on my Enemy
Victory services specialize in Energy weapons due to the wide variety of phenomenon the use of various radiation waves and particles can create.
Victory services found their beginnings as High energetics materials company, Specialising in the construction, maintaining and cleaning of starship drives and Generators. This experience with things that give off oodles of excess energy and deadly radiation in addition to some more exotic types of particles has had knock-on effects for the company even to this day, With many of Victory services vehicles being Heavily Armoured as a remnant from the days of plunging straight into active reactors and hostile planetary conditions. Most of the Personal Arms that are manufactured by Victory Services also speak to this past, is comprised of energy weapons that create Area denial Weaponry for cleaning out enemy strongpoints, Victory services are known for their love of weapons Like Plasmathrowers and Ion Shotguns. Enemy combatants may be dangerous, but compared to the old line of business there is much less stress on the equipment. At least according to the old blood engineers who are still part of the company after a few hundred years.

Quote
Plan C: Iron In my bones, Ice in my veins and fire on my Enemy (1): frostgiant

Couldn't decide, so I compromised, Energy weapons and Heavy Metal! Looking to make things like terminator armor, Flamethrowers, Mei's Ice gun from overwatch and other similar things, Plasma mortars, energy riot shields. stuff like that.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prelim. Phase)
Post by: Jerick on May 17, 2019, 03:55:44 am
Quote
Plan C: Iron In my bones, Ice in my veins and fire on my Enemy (2): frostgiant, Jerick
Title: Re: WarBiz Arms Race // Victory Services Thread (Prelim. Phase)
Post by: Rockeater on May 17, 2019, 07:54:59 am
Just watching
Title: Re: WarBiz Arms Race // Victory Services Thread (Prelim. Phase)
Post by: Madman198237 on May 17, 2019, 11:27:20 am
I was thinking of something hilariously similar to the early proposal frost made---long range, high damage, high speed. Pick your engagements, pick off your opponents, pick up some sweet loot from their broken, mangled corpses.

Quote
Nightstalker
Preferred Weapon Type: Energy
Primary Infantry Arms Focus: Sniper-style weaponry---high damage, long ranged, relatively low fire rates.
Primary Vehicle Focus: Low-lying, high-speed, high-damage, trading off armor protection and fancy extra gadgets for the ability to maneuver rapidly and without being easy to spot.

Using energy weapons means that VS units don't require ammo. They don't need a big supply train nor do they need large supplies of ammunition carried in vehicles or on their bodies. Thus, smaller vehicles, lighter infantry, faster movement, and a large strategic advantage...provided you can make your power supplies small enough. VS has worked on this theory for some time now, and we think we can put it into practice.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prelim. Phase)
Post by: dgr11897 on May 17, 2019, 06:47:26 pm
Plan: Not energy,
Preferred Weapon Type: Ballistic
Primary Infantry Arms Focus: Reliable high caliber weaponry, with a focus on the ability to switch in new ammo types and attachments to adapt to the situation at hand. Their guns generally focus on being all around good if not exceptional in any one area.
Primary Vehicle Focus: Workhorse/testbed designs, which are highly modular. Trading outright base stats for a high degree of flexibility due to the capability to switch in new modules with experimental or specialized equipment and new weapon loadouts onto the same basic hulls, enabling us to constantly improve a small set of basic platforms, without sacrificing our ability to branch out or create countermeasures to enemy weaponry.

This plan is based around the idea of us being able to constantly improve and iterate on basic designs, and on letting us constantly expand our forces' options on the battlefield without sacrificing reliable or well built designs to deliver it on. This way we can consolidate our efforts onto a few major workhorse designs, while still being able to branch out and make new modules or ammo types to counter enemy equipment.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prelim. Phase)
Post by: dgr11897 on May 17, 2019, 07:15:50 pm
Plan: Go outlandish, be happy,
Preferred Weapon Type: Energy
Primary Infantry Arms Focus: Swords and other melee weapons, those with the ability to emit long range energy waves that can cut through stuff, mostly unsuspecting medics but occasionally tanks and planes too. Endurance, our soldiers can keep fighting with their weapons long after they run out of energy.
Primary Vehicle Focus: Workhorse/testbed designs, which are highly modular and damn fast, if a little underwhelmingly armored. Able to whip into battle, deal some damage, then get out to re-equip. These can equip a wide variety of modules which frequently contain highly experimental technologies, high explosives, heavy weaponry, or all of the above.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prelim. Phase)
Post by: dgr11897 on May 17, 2019, 07:20:51 pm
Quote
Plan C: Iron In my bones, Ice in my veins and fire on my Enemy (2): frostgiant, Jerick
Plan: Go outlandish, be Happy (1): DGR
Title: Re: WarBiz Arms Race // Victory Services Thread (Prelim. Phase)
Post by: Madman198237 on May 17, 2019, 07:26:07 pm
Quote
Plan C: Iron In my bones, Ice in my veins and fire on my Enemy (2): frostgiant, Jerick
Plan: Go outlandish, be Happy (1): DGR
Nightstalker: (1) Madman

Might as well vote for what I'd like, eh?
Title: Re: WarBiz Arms Race // Victory Services Thread (Prelim. Phase)
Post by: Happerry on May 18, 2019, 06:51:10 am
Quote
Plan C: Iron In my bones, Ice in my veins and fire on my Enemy (2): frostgiant, Jerick
Plan: Go outlandish, be Happy (1): DGR
Nightstalker: (2) Madman, Happerry
I like the idea of going fast and being killy.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prelim. Phase)
Post by: Man of Paper on May 18, 2019, 09:45:55 am
Oi you butts don't leave it a tied vote
Title: Re: WarBiz Arms Race // Victory Services Thread (Prelim. Phase)
Post by: Jerick on May 18, 2019, 11:44:20 am
Quote
Plan C: Iron In my bones, Ice in my veins and fire on my Enemy (1): frostgiant
Plan: Go outlandish, be Happy (1): DGR
Nightstalker: (3) Madman, Happerry, Jerick
To break the tie.
Title: WarBiz Arms Race // Victory Services Thread (Prewar 1 Design Phase)
Post by: Man of Paper on May 18, 2019, 01:49:23 pm
Background of the Victory Services

While Victory Services has only recently come into the public's eye the company has been working with UPA on and off since their inception decades ago. Being a small company formed on a backwater world with limited resources, they still managed to make remarkable weaponry. Most notably was the Monolith Laser Rifle, which fired highly agitated short beams of energy equivalent to a 10mm rifle round. A separatist faction on the planet Hera, an important trade world, rapidly took power and needed to be dealt with. Opting to use a scalpel over a hammer, the UPA requisitioned a shipment of Monoliths to equip their active agents with. The Tormentor, a 3-man fast-attack buggy, also made it's debut on Hera. The equipment provided by the VS saw UPA agents rapidly and effectively cut the many heads off the Separatist "hydra" of leadership.

While Victory Services grew due to their dealings with the UPA, business remained primarily under the table. With the need for decisive strikes against opponents across the galaxy becoming readily apparent, the UPA has decided to test the VS in their ability to arm a conventional force.

This brings us to today, where they prepare to engage in a perpetual war for the sake of weapons testing.


----------------


It is now the first Design Phase! The prelim turns are special, and for this one you will be able to create TWO designs. You are to propose, discuss, and vote for further additions to your list of equipment! Do look it over, as the above mentioned equipment is only a taste of what you have. WHEN DESIGNING FIREARMS MAKE SURE TO MENTION WHICH CLASS/CLASSES IT'S DESIGNATED FOR. This is to ensure loadout diversity and is meant to further aid in differentiating the teams (ex. a side may focus on close-up Infiltrator kits while another prefers to make fearsome Heavy Assaults). You can make equipment for all classes but it will likely not end up as stronk as a focused design, but remember your army uses Uncertified troops as the bulk of their forces, and they'll have all firearms scattered throughout based on cost. Note you can change the names of the equipment I've given you if you want to create a theme.

You do not need to specify loadouts until your last preliminary turn, since you'll probably be making some changes before then.

Each Loadout will require the following (just so you know what to plan ahead for): A Primary and Secondary Weapon, some form of their Class-defining equipment, and up to three Auxiliary Equipment (grenades, extra ammo, combat stims, etc. - as always ask about a proposal if you're not sure about something fitting). Something like grenades can give multiples per slot depending on the design. And before it's asked, yes the holes in the armory (no melee weapon, no sidearm, very limited vehicles, etc.) are intentional, this is just a solid base to work off of.


Spoiler: VS Armory (click to show/hide)
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Design Phase)
Post by: Jerick on May 18, 2019, 03:29:42 pm
Quote from: Muninn Surveillance UAVs
Loadout: Engineer.
The Muninn is a small autonomous flyer equipped with a wide array of sensors. It has four small thrusters that are built to be small, light, quiet and cheap providing it a stable platform for the on-board sensors. It is foldable and can be left to fly and track enemies autonomously or directly controlled by the engineer. The drone has high definition cameras, thermal imaging sensors, EMF detectors (so it can detect objects or troops using large quantities of power) and a passive radio frequency detector. Its computer systems and programs are rather advanced, it uses computer software and machine learning to figure out what information it is receiving is relevant and what is not. It tracks movement, can zoom in to distant targets and the while providing up to date and relevant information as to the position and activities of enemies to nearby friendlies. This is meant to be a cheap and expendable item used to gather intelligence on enemy movements
I had considered giving it a cloak but I figured that'd make it too expensive.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Design Phase)
Post by: dgr11897 on May 18, 2019, 05:02:44 pm
Quote
light charger grenade slot weapon
The light charge is a small disc shaped laser weapon, with two modes and rather large capacitor banks. The two modes are timed detonation and proximity detonation. Timed is obvious, the proximity detonation function sets off the weapon when something moves on top. It also has magnetic attachment systems on both sides.
This weapon is designed to be a precise replacement to conventional C4. When detonated it discharges a laser from one side, a laser strong enough to punch through vehicle armor. Able to be used both as a mine, detonating into the unarmored undersides of enemy vehicles and infantry, or as a short range anti vehicle weapon. Being flung at a target and latching onto it before detonating and ripping a hole in the target.
This weapon is designed to shore up our lack of anti vehicular weaponry, and provide a defensive option. While playing into our speed and repositioning prowess.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Design Phase)
Post by: Jerick on May 18, 2019, 05:17:10 pm
Hrrm you are correct in that we don't have any anti vehicle weapons (and the fact that we start with some probably means the enemy does as well) which is rather a major problem. Still it seems a rather strange way of doing things. Lasers powerful enough to penetrate enemy armoured vehicles, is small enough to be carried by infantry and is something that is consumed by use? That's going to be expensive, exorbitantly so, while not providing much benefit over standard C4. Maybe an anti vehicle laser turret deployable by engineers and something we can later stick on our vehicles giving us respectable all round anti armour coverage might be a better idea. Or perhaps a nanite deconstructor charge of some kind?
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Design Phase)
Post by: dgr11897 on May 18, 2019, 05:55:37 pm
Quote from: Nameless Death
A... Unique SMG, this laser weapon is meant to shore up our CQC options. While in use the weapon looks reminiscent of many normal firearms, with a folding/extending stock, a foregrip, though the foregrip has a blade that extends from the bottom, and overall standard design apart from the mentioned oddities. When not in use the weapon is designed to fold up tightly for easy carrying, with the knife blade able to retract into the foregrip, and the stock collapsing to reduce the size. The batteries of the gun allow for about five seconds of fire before needing to recharge, though you can switch out the power pack to instantly reload. The foregrip is a long retangular shape, with a hollow in the center where the proper grip is, molded to fit comfortably into a human hand, though its not infeasible to hold it by the outside of the grip as well, should the blade be retracted. This hollow acts as the place where the knife blade folds into when compacting, and the whole apparatus can be detached for use as a melee weapon, which can be paired with wielding the SMG itself one handed. The SMG itself is a full auto pulse laser that makes very little noise. Thus its name, the nameless death, for rather than crying its name upon the wind with each shot, it remains nameless, even in death.
By acting both as a secondary weapon for close quarters combat and a melee weapon for silent kills. This weapon gives us 2 options for when our troop's main weapon runs out of ammo, and 2 options for silent takedowns and combat at close range. Finally, it gives our troops a knife to use for things other than combat, like cutting wires or branches, or skinning animals in a pinch.
This shores up our weakness in close range weaponry, and gives our troops both a sidearm and melee weapon, while leaving us time to develop an additional weapon or vehicle before the war starts. It does have some weaknesses however, notably a drop in accuracy when firing one handed, and a slow recharge times due to a tiny power source.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Design Phase)
Post by: Happerry on May 18, 2019, 07:42:54 pm
Quote from: Storm Hammer Energy Torpedo Projector
The Storm Hammer Energy Torpedo Projector is a versatile heavy weapon that gives Heavy Assault classed soldiers a potent anti-vehicle and fire support option. Physically, the Storm Hammer appears like a large cannon with two tines extending from the front of the barrel. Within this cannon, the energy orbs that are the Storm Hammer's main generated, only to be launched out and then accelerated by electromagnetic force, starting from the cannon and continuing through the mentioned tines. When the orbs strike a target, the outer surface of the orb collapses in a fashion as to make the orb explode alike a shaped charge, allowing it to penetrate vehicle armor and other heavy defenses. While the Storm Hammer's primary fire mode is to just, well, fire these orbs out in a direct shot towards whatever you are shooting at, it does have an alternate firing mode supported by flip-out braces in the main cannon body. When fired in this alternate mode, the orbs are lofted into the air to serve as a rudimentary mortar weapon, allowing for integrated indirect fire support.

To form the orb is relatively energy expensive, however, more then enough to fully discharge the onboard power cell. This is why the gun, in fact, has two independent power cells which alternate powering the Storm Hammer, allowing for either two rapid shots or more measured continual fire.
Here's another heavy weapon for dealing with enemy vehicles. Basically, it's an Energy RPG Launcher with an alternate firing mode to serve as a light mortar.

Quote from: Spark Electrocarbine
Utilizing the famous Victory Services laser technology, the Spark Electrocarbine does not, in fact, use lasers to do damage. Instead, it uses lasers to fire lighting beams at enemies. Normally this carbine sized gun serves as a rapid fire electrolaser for Light Assault classed soldiers, giving them a valuable and versatile light weapon fit for their needs, but with a flip of a switch it can also be used as a wireless taser. While firing in taser mode does not, in fact, do actual damage, the ability to make an enemy soldier convulse and then fall out of cover to land twitching on the ground is generally considered a useful ability. The Carbine also comes with a Bayonet Mount, for use if a proper knife, or any other such tool, is ever designed.
We don't have a weapon for Light Assault class soldiers yet, so here's a lightning pew pew gun. With the ability to do stunshots.

Quote from: Hellstrike Plasma Knife
The Hellstrike Plasma Knife is not, in fact, a knife, even if it is shaped like a knife's hilt. What it actually is is a one shot shaped plasma charge. The user either stabs someone with it, like a knife, or throws it at someone, also like a knife, and when the 'top' of the hilt strikes something after it has been armed, it uses a combination of magnets and sticky stuff to stick to the target. For all of the half second it takes for the one use capacitor to finishing warming up and then dump a blazing hot charge of plasma that is conducted out of the 'knife' and through the seal at the top into whatever poor sucker, or other target, that the knife is sticking too. This results in a guided plasma explosion that will reduce someone's torso to a blood-splatter or severely cook anyone unlucky enough to be in a hit vehicle when all the plasma punches through the outer hull and makes things excessively hot for people inside.
Here's an assassination grenade for Infiltrators. Granted, it lets them assassinate vehicles as well as individual soldiers...

Quote from: Bubble Barrier Bombs
The Bubble Barrier Bomb is, in fact, almost exactly what it sounds like. It's a bomb, that makes a barrier, in the shape of a bubble. Simple, right? These Barrier Bombs allow Medic classed individuals to instantaneously erect some cover for those they are healing, or otherwise protect a medical point they're setting up, or simply keep someone from needing their medical attention in the first place. The Barriers do not last forever of course, but an extra layer of cover is almost never a bad thing.
Here's a grenade for Medics, so they don't have to keep rehealing people over and over.

Quote from: Pylon Point Defense Tower
The Pylon Point Defense Tower is an engineer erectable defense station that consists of a central power core, a top mounted sensor node, and three different point defense laser emitters arranged around the core.. Unlike most defenses, the Pylon does not directly shoot at enemies. Instead, the sensor node detects any hostile deployed grenades, rockets, artillery rounds, and suchforth and once detected, one of the point defense lasers will attempt to fry the projectile in question before it can reach its target and explode. Or not explode, depending on what type of munition it is. Either way, even if a Pylon doesn't directly kill an enemy, it prevents them from killing friendly forces, and if they can't kill the tank then the tank can kill them.
And lastly, here's a turret for the Engineers that isn't just the obvious idea of 'take the Scourge and make it a turret'.

Edit : After looking at the 'what designs do we start with' post again and noticing that it tells us what slots a loadout has, here's a secondary weapon and a grenade for filling those slots out.

Quote from: Blue Burst Magnet Grenade
The Blue Burst Magnet Grenade is, quite simply, a high explosive grenade with a magnetic power core. This power core is what overloads and causes the explosion, but the magnetic part of it is what makes the grenade special. To be more precise, when thrown, it is likely to stick to anything it hits as long as it hits something magnetic. This means it will stick to body armor, vehicle armor, buildings, turrets, and so on, making the targeting of such things easier. And then it explodes, of course. It is still a grenade after all.
Here's a useful but generic grenade for putting in any class's secondary slots.

Quote from: Pulser Laser Pistol
The Pulser is not a fancy weapon. It's just a usable one, but sometimes usability is all you need. As the name suggests, it's a laser pistol. It fires lots and lots of rapid laser pulses, allowing for anyone who has to use it instead of their primary weapon to shower the enemy in shots, and is a light and handy weapon making it easily usable in close quarters. Like, say, where Victory Services' primary general rifle is bad at fighting in. It does have a single alternate firing mode, however. Where normally it fires lots and lots of weakish shots, with the flip of a switch it can also fire a single strong shot, dumping the entire remaining charge of its internal power cell into said shot. This, of course, means it then has to recharge before it can fire again unlike the continual light fire of its normal firing mode, but sometimes you need a single strong shot to break a shield or something.
Aaaand here's a pistol for giving to anyone we don't have a better Secondary weapon to put in their secondary slot. It's designed for close range combat so we can pair it with the Monolith and let soldiers have a back up weapon that's ok for close ranged fighting.

Quote from: Votebox with all currently written up designs.
Infiltrator Gear
Hellstrike Plasma Knife (0):

Heavy Assault Gear
Storm Hammer Energy Torpedo Projector (0):

Light Assault Gear
Spark Electrocarbine (1): Happerry

Combat Medic Gear
Bubble Barrier Bombs (0):

Engineer Gear
Muninn Surveillance UAVs (0):
Pylon Point Defense Tower (0):

All Class Gear
Blue Burst Magnet Grenade (0):
Pulser Laser Pistol (1): Happerry
Light Charger Laser Grenade/Mine (0):
Nameless Death SMG (0):

Voting for the Spark Electrocarbine because we need something for the Light Assaults because all our stuff is long ranged things and they're supposed to be close ranged high mobility fighters. The Hushpuppy could theoratically work, but as written it uses reloadable magazines instead of the recharging power cells our other gear uses, which is a change of theme. Also voting for the laser pistol so we have a reliable secondary weapon everyone can use that compliments our main weapon by being good where it is bad.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Design Phase)
Post by: dgr11897 on May 18, 2019, 10:49:46 pm
Quote from: Falcon
The Falcon is a Multirole Light attack Vtol, designed to both contest the skies, and provide heavy fire support. Its designed with a minimal profile from all sides, looking like a helicopter without the rotor (think the mosquito without the mini wing things for mounting missiles. It is armed with a heavy pulse laser, capable of punching through most armor and with a ridiculous range, this laser has a unique firing mode, whereby it can vary the capacitor charge time, and thus vary the strength and refire time, the longer it charges, the stronger the attack. This laser also comes with another feature, lock on. The pilot can designate a target and the gun will gimbal itself to target them. This is especially useful when fighting enemy aircraft from extreme ranges, as the pilot merely has to mark the target, and the computers onboard the Falcon will line up the shot. The rest of the craft is built around speed, and maneuverability, it can't take many hits, but its one of the fastest Vtols we know of. In order to facilitate low to the ground flying at extreme speed, the craft will also be equipped with a laser mapping system and a computerized function to keep the craft from crashing as much as possible, maintaining a safe flying distance. It maps the terrain and then finds the path through it that won't crash into stuff.
In combat the Falcon acts as a sniper and skirmisher. Supporting our elite ground troops by providing precise but powerful fire to take out enemy armor and air support, letting us get into and out of the frey safely. The falcon can also act as close air support for our troops, swooping in at great speeds to take out key targets before withdrawing. the computer system has a backdoor command phrase, Z1X4K800L19, using this phrase will allow an outside user to remote control the aircraft
The Falcon is designed in response to our lack of anti air/air superiority, and our lack of anti armor units. Filling both roles and laying down a foundation for future efforts, the Falcon will be a key part of Victory Services' conventional military foundations for a good time to come. In addition, its advanced computer systems lay the groundwork for future innovations in that department.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Design Phase)
Post by: frostgiant on May 19, 2019, 12:53:14 am
Comforter class Repair Buggy.
The comforter class is a modified tormentor, replacing the mounted phantom with a much larger Repair tool derivative. By increasing the size of the Repair tool and The number of nanites it has available for repair, the Comfoter is capable of bypassing the normal repair tools overheating problems increasing the RoR. With the newly increased RoR, the Comforter acts as a Mobile repair bay for task forces it is deployed with, rapidly repairing damage to VTOL aircraft, Tormentor Buggies, and Newly acquired Defenses.
Additionally, due to its Mounted nature, the Comforter is fully capable of repairing vehicles while on the move, allowing our vehicles to stay on deployment with minimum needed downtime for repair.

Anvil Class repair tool.
The current repair tool is faulty, its nanites overheat too quickly and it repairs at a rate comparable to a snail. On bad days that can be downgraded to a frozen snail. AS such the first priority for any Combat engineer deployment is a new and improved Repair gun, which the anvil is here to supply. The first step to improving the Repair tool is to increase the amount of nanite it has to work with. This is done by Increasing the size of the repair tool. What was formerly a pistol sized Tool capable of repairing at a snails pace is now a Rifle sized tool capable of repairing its target much, much faster just due to an increase in Nanites available for the job. Instead of having them take a break to cool down, they are now able to work in rapid shifts, enduring that the temperature never reaches the point of needing a full cooldown cycle.
On top of the greatly increased repair speed, The Anvil is designed to increase Operating range, enabling a Combat engineer to repair a vehicle from a distance or even from behind better cover, Thus preventing the need to expose ones self to enemy fire in order to keep our mechnical creations up and running.

HLPAV
The HardLight Plasma Anti-Vehicle is a gun designed to be used by heavy assault troopers. By drawing on the Wielders Power systems normally reserved for Overshield, The HLPAV is capable of creating a devastating projectile. The draw is not such that the system will require the normal 2 minute recharge, but it is not thought to be viable to use the overshield system and the HLPAV at the same time.
The trade-off for the heavy assaults loss of their special capabilities is a Devastating weapon.
 By compressing plasma nearly as hot as the sun into a fist-sized oval before launching it at high speeds, we create a weapon that should be more than capable of punching through even heavily armored vehicles, along with most forms of light cover. To keep the Plasma Charge from diffusing too much during flight, a Hardlight shell is created from the heavy assaults overshield system. When the Charge hits a target, the projectile will either have its nose shattered, releasing a concentrated jet of plasma straight into the armour of the target, or the overshield will penetrate and the plasma charge will go off [Italics] Inside [/Italics] the target if said target has the misfortune of being to lightly armored to stop the HLPAV's shot.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Design Phase)
Post by: frostgiant on May 19, 2019, 02:09:03 am

Quote from: Votebox with all currently written up designs.
Infiltrator Gear
Hellstrike Plasma Knife (0):

Heavy Assault Gear
Storm Hammer Energy Torpedo Projector (0):

Light Assault Gear
Spark Electrocarbine (2): Happerry,Frostgiant

Combat Medic Gear
Bubble Barrier Bombs (0):

Engineer Gear
Muninn Surveillance UAVs (0):
Pylon Point Defense Tower (0):
Anvil Class repair tool. (0):

All Class Gear
Blue Burst Magnet Grenade (1): Frostgiant
Pulser Laser Pistol (1): Happerry
Light Charger Laser Grenade/Mine (0):
Nameless Death SMG (0):

EDIT: crap, meant to edit that into my already existing post, and I can't delete this. why you so bad bay12 :[
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Design Phase)
Post by: Jerick on May 19, 2019, 04:57:37 am
Quote from: Nanite deconstruction field projector
Loadout: Auxiliary Equipment.
The Nanite deconstruction field is a silent alternative to explosives. It is meant to function similarly to deployed charges. The projector is a compact tube that can be placed down, the bottom has a spike allowing the projector to be stabbed into into surfaces and it can be remotely triggered. Once activated it will emit a field of nanites that operate similar to repair nanites except in reverse, disassembling and breaking down anything in the field. This destroys vehicles, structures and infantry. However the projector does not contain an infinite number of nanites or power and once it runs it out it is rendered inert. The nanites are programable and can be set to only target; inorganics, organics, explosives (rendering ammo useless), conductive materials (disabling power systems) or everything within reach.

Quote from: Votebox with all currently written up designs.
Infiltrator Gear
Hellstrike Plasma Knife (0):

Heavy Assault Gear
Storm Hammer Energy Torpedo Projector (1):Jerick

Light Assault Gear
Spark Electrocarbine (2): Happerry,Frostgiant

Combat Medic Gear
Bubble Barrier Bombs (0):

Engineer Gear
Muninn Surveillance UAVs (0):
Pylon Point Defense Tower (0):
Anvil Class repair tool. (0):

All Class Gear
Blue Burst Magnet Grenade (1): Frostgiant
Pulser Laser Pistol (1): Happerry
Light Charger Laser Grenade/Mine (0):
Nameless Death SMG (0):
Nanite deconstruction field projector (1): Jerick

Vehicles
Falcon (0):
Comforter class Repair Buggy (0):
Well we have no shortage of designs at least.

Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Design Phase)
Post by: dgr11897 on May 19, 2019, 11:56:52 am
Quote from: Votebox with all currently written up designs.
Infiltrator Gear
Hellstrike Plasma Knife (0):

Heavy Assault Gear
Storm Hammer Energy Torpedo Projector (1):Jerick

Light Assault Gear
Spark Electrocarbine (2): Happerry,Frostgiant

Combat Medic Gear
Bubble Barrier Bombs (0):

Engineer Gear
Muninn Surveillance UAVs (0):
Pylon Point Defense Tower (0):
Anvil Class repair tool. (0):

All Class Gear
Blue Burst Magnet Grenade (1): Frostgiant
Pulser Laser Pistol (2): Happerry, DGR
Light Charger Laser Grenade/Mine (0):
Nameless Death SMG (0):
Nanite deconstruction field projector (1): Jerick

Vehicles
Falcon (1): DGR
Comforter class Repair Buggy (0):
I will write up version of Falcon's laser turret for use as a heavy class weapon when I have time. An auto aim function on a laser would be quite potent.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Design Phase)
Post by: Madman198237 on May 19, 2019, 01:29:53 pm
Let's play a game of "what do we need".

First off, we need air power to ensure that we can maintain our maneuverability. Second, we need to revise our present airborne transport to be more akin to a Huey or Black Hawk, capable of transporting an entire decent-sized unit of soldiers from place to place instead of just a single fireteam. A revision to our buggy for similar reasons would be nice as well---special forces teams should be capable of deploying in just a couple heavily armed but lightly armored vehicles, not needing an entire half dozen to move around.

We need some AT capability and possibly a vehicle to fulfill the tank role...though it would obviously be much more of a Leopard 2 type tank, lightly armored for its class but maneuverable, quick, and with excellent fire control systems for accurate shooting.

Demolitions equipment is also a very good idea, allows us to zip in and blow up somebody's unsuspecting outpost before they know what's going on.

We need a CQB weapon, preferably one that can operate in a non-visible spectrum so that we can shoot people without lighting up a neon "You're under attack with laser guns!" sign every time we need to shoot somebody.

Oh, and a high-power laser MG type weapon for things like tanks or Tormentors to use against infantry.

For now, a nice AT laser weapon that can be mounted on a lot of different things:
Quote
Illuminator Anti-Armor Laser Turret
A self-contained turret with a separate target designator module, this is capable of pointing a powerful continuous-beam laser at a very particular spot on a targeted enemy, even a moving one, for one or two seconds until the power supply is empty or the target is destroyed. It requires a rather large power source compared to even our MG or sniper rifle, making it less mobile. Engineers will usually deploy this and then carry the designator module with them, picking out targets for the laser cannon to destroy.

Importantly, the turret is built to be easily integrated into vehicles. We've started by making it an optional replacement for the Tormentor's Phantom mount, though it may make the vehicle heavier and thus slightly slower.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Design Phase)
Post by: dgr11897 on May 19, 2019, 01:48:40 pm
Quote from: Votebox with all currently written up designs.
Infiltrator Gear
Hellstrike Plasma Knife (0):

Heavy Assault Gear
Storm Hammer Energy Torpedo Projector (1):Jerick

Light Assault Gear
Spark Electrocarbine (2): Happerry,Frostgiant

Combat Medic Gear
Bubble Barrier Bombs (0):

Engineer Gear
Muninn Surveillance UAVs (0):
Pylon Point Defense Tower (0):
Anvil Class repair tool. (0):
Illuminator Anti-Armor Laser Turret (1): DGR

All Class Gear
Blue Burst Magnet Grenade (1): Frostgiant
Pulser Laser Pistol (2): Happerry, DGR
Light Charger Laser Grenade/Mine (0):
Nameless Death SMG (0):
Nanite deconstruction field projector (1): Jerick

Vehicles
Falcon (0):
Comforter class Repair Buggy (0):
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Design Phase)
Post by: Jerick on May 19, 2019, 01:59:47 pm
Quote from: Votebox with all currently written up designs.
Infiltrator Gear
Hellstrike Plasma Knife (0):

Heavy Assault Gear
Storm Hammer Energy Torpedo Projector (0):

Light Assault Gear
Spark Electrocarbine (2): Happerry,Frostgiant

Combat Medic Gear
Bubble Barrier Bombs (0):

Engineer Gear
Muninn Surveillance UAVs (0):
Pylon Point Defense Tower (0):
Anvil Class repair tool. (0):
Illuminator Anti-Armor Laser Turret (2):DGR, Jerick

All Class Gear
Blue Burst Magnet Grenade (1): Frostgiant
Pulser Laser Pistol (2): Happerry, DGR
Light Charger Laser Grenade/Mine (0):
Nameless Death SMG (0):
Nanite deconstruction field projector (1):Jerick

Vehicles
Falcon (0):
Comforter class Repair Buggy (0):
I have switched up my votes a little. We need a good anti armour weapon and the illuminator is something that if works can function on future vehicles.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Design Phase)
Post by: dgr11897 on May 19, 2019, 02:18:28 pm

Quote from: Votebox with all currently written up designs.
Infiltrator Gear
Hellstrike Plasma Knife (0):

Heavy Assault Gear
Storm Hammer Energy Torpedo Projector (0):

Light Assault Gear
Spark Electrocarbine (2): Happerry,Frostgiant

Combat Medic Gear
Bubble Barrier Bombs (0):

Engineer Gear
Muninn Surveillance UAVs (0):
Pylon Point Defense Tower (0):
Anvil Class repair tool. (0):
Illuminator Anti-Armor Laser Turret (2):DGR, Jerick

All Class Gear
Blue Burst Magnet Grenade (1): Frostgiant
Pulser Laser Pistol (1): Happerry
Light Charger Laser Grenade/Mine (0):
Nameless Death SMG (0):
Nanite deconstruction field projector (2):Jerick, DGR

Vehicles
Falcon (0):
Comforter class Repair Buggy (0):
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Design Phase)
Post by: Madman198237 on May 19, 2019, 03:25:52 pm
Quote from: Votebox with all currently written up designs.
Infiltrator Gear
Hellstrike Plasma Knife (0):

Heavy Assault Gear
Storm Hammer Energy Torpedo Projector (0):

Light Assault Gear
Spark Electrocarbine (2): Happerry,Frostgiant

Combat Medic Gear
Bubble Barrier Bombs (0):

Engineer Gear
Muninn Surveillance UAVs (0):
Pylon Point Defense Tower (0):
Anvil Class repair tool. (0):
Illuminator Anti-Armor Laser Turret (3):DGR, Jerick, Madman

All Class Gear
Blue Burst Magnet Grenade (1): Frostgiant
Pulser Laser Pistol (1): Happerry
Light Charger Laser Grenade/Mine (0):
Nameless Death SMG (0):
Nanite deconstruction field projector (3):Jerick, DGR, Madman

Vehicles
Falcon (0):
Comforter class Repair Buggy (0):

The Nanite Deconstruction proposal needs to have some options included---you should have greater control over the nanites, choosing whether to kill troops, eat away only certain materials or all materials, etc.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Design Phase)
Post by: Jerick on May 19, 2019, 03:53:43 pm
That is one of the benefits of nanites. I'm not sure we can have it tell hostiles from friendlies but having an option to deconstruct organics only, inorganics only or everything should be easily doable. Precision and flexibility is how we do things after all. Edited it in.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Design Phase)
Post by: Madman198237 on May 19, 2019, 04:05:07 pm
No, no need to differentiate between friendlies and enemies unless we start unleashing clouds of nanites in combat zones.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Design Phase)
Post by: frostgiant on May 19, 2019, 06:40:56 pm
Quote from: Votebox with all currently written up designs.
Infiltrator Gear
Hellstrike Plasma Knife (0):

Heavy Assault Gear
Storm Hammer Energy Torpedo Projector (0):

Light Assault Gear
Spark Electrocarbine (1): Happerry

Combat Medic Gear
Bubble Barrier Bombs (0):

Engineer Gear
Muninn Surveillance UAVs (0):
Pylon Point Defense Tower (0):
Anvil Class repair tool. (0):
Illuminator Anti-Armor Laser Turret (4):DGR, Jerick, Madman, Frostgiant

All Class Gear
Blue Burst Magnet Grenade (0):
Pulser Laser Pistol (2): Happerry, Frostgiant
Light Charger Laser Grenade/Mine (0):
Nameless Death SMG (0):
Nanite deconstruction field projector (3):Jerick, DGR, Madman

Vehicles
Falcon (0):
Comforter class Repair Buggy (0):

Title: WarBiz Arms Race // Victory Services Thread (Prewar 1 Revision Phase)
Post by: Man of Paper on May 20, 2019, 04:04:27 am
PREWAR 1 DESIGN PHASE


Proposal: Nanite Deconstruction Field Projector
Difficulty: Theoretical
Result: (4+1)-3=2, Utter Failure

Victory Services has some experience working with nanites, obviously. Most of the experience we have is with adding or supplementing material, so we imagined it would be fairly easy to reverse the process. Indeed it is possible to use nanites to disassemble materials. However the issue of when and where they stop is a significant issue. Our attempts to create a device to guide and control nanite deconstruction faltered as the controlling mechanisms turned out to be an active target of the deconstruction process regardless of how we approached the issue. Once the limiters within the cylinder are destroyed the process stops and the nanites go inert. Ultimately the cylinder barely manages to eat away at itself before critical failure.

The Nanite Deconstruction Field Projector (also known as The Self-Deleting Tube) is (VERY EXPENSIVE) and is usable by All Classes.


Proposal: Illuminator Anti-Armor Laser Turret
Difficulty: Hard
Result: (4+2)-1=5, Below Average

The IAALT is a remotely operated turret that fires a powerful, continuous beam 8cm in diameter for a duration of up to two seconds before needing to recharge for thirty seconds. The IAALT is given targets via a laser designator equipped by an Engineer within 200 meters of the turret, and while it can certainly punch through or at the very least compromise most armor it needs to remain concentrated for the whole two second duration it is firing to be most effective. This is where the IAALT hits a speed-bump, as it relies on continuous laser marking to track targets and it is very difficult in most cases for a human being to hold a small light on a specific point while said target is in motion. Tracking accuracy is not perfect either, slightly diminishing it's effectiveness further. Optimal accuracy occurs a Medium to Long range.

The IAALT is capable of replacing the Phantom used on the Tormentor LAB, though it takes up the space used by the rear passenger. Unfortunately accuracy takes a much greater hit when the turret itself is in motion. As an Engineer deployable the IAALT comes in the form of a mildly cumbersome metal disc to be placed on the ground and activated, where nanites stored within the device will construct the turret.

The Illuminator Anti-Armor Laser Turret is considered (VERY EXPENSIVE) and is Usable by Engineers as Auxiliary Equipment.


----------------


It is now the Revision Phase! You have TWO revisions to utilize this turn.


Spoiler: VS Armory (click to show/hide)
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Revision Phase)
Post by: Jerick on May 20, 2019, 05:09:33 am
Those were not good dice rolls...
We might be able to fix the illuminator with auto tracking, a secondary capacitor bank that it cycles to after firing to give it better firing speed and a more focused beam.
But the deconstructor field, I don't know maybe protect the control mechanisms with hard light when active? That might be too much in a small package and might well price it out of practicality even if it works. It might be a write off.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Revision Phase)
Post by: Happerry on May 20, 2019, 06:08:12 am
Here's a different pistol write up that fits our faction theme of high damage low fire rate weapons better, for the next design phase.

Quote from: Sunspitter Pistol
The Sunspitter Pistol is a slow but steady weapon with greater firepower then many of its peers, even if each shot takes up a substantial amount of power from the hilt integrated power core. When fired, said power core generates an impressive amount of plasma and accelerates it down the acceleration rails built into the gun proper. At the end of the rails, the accelerating bolt of plasma finds a newly woven thin film of liquid plastic is created between the two 'spinnerets' located opposite each other which finds itself deformed into a orb by the impact of the plasma. This plastic contains the plasma, preventing it from dispersing into the air as it flies through the air like it normally would. Until, at least, it strikes something, whereupon the plastic, already melted away by the plasma it has within, will burst, resulting it whatever was impacted to find itself experiencing the unpleasent experience of being coated in exceedingly hot and painful plasma. Flesh and armor alike are melted through, rendering the target to be, at the very least, quite damaged.

Revision wise, I want to suggest maybe revising some of the class tools to be better? To be more precise, what do people think about upgrading the Basic Medical Applicator so that it can heal a bit faster and Revivify fallen comrades in the field, instead of forcing them to respawn all the way back at the base and come back to the fight the long way? We also might want to look at making the Basic Repair Tool not overheat as much and generally not take forever to repair anything.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Revision Phase)
Post by: dgr11897 on May 20, 2019, 08:59:47 am
Those were not good dice rolls...
We might be able to fix the illuminator with auto tracking, a secondary capacitor bank that it cycles to after firing to give it better firing speed and a more focused beam.
But the deconstructor field, I don't know maybe protect the control mechanisms with hard light when active? That might be too much in a small package and might well price it out of practicality even if it works. It might be a write off.
have the machine preseed nanites before going off, then even if the control mechanism gets deleted, the tube has also weakened whatever we attached it to, and deleted any evidence of it's existence.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Revision Phase)
Post by: Madman198237 on May 20, 2019, 09:26:40 am
Instead we can used timed deconstruction on nanites, or a directional deconstruction pattern. Probably not in a revision, though, since that was Theoretical.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Revision Phase)
Post by: dgr11897 on May 20, 2019, 09:29:25 am
Yeah, how about we switch the turret to a pulse laser and amp up it's power supply as one revision (maybe). Then add a bayonet to our monolith rifles for our second revision, giving monolith users some close combat capabilities beyond hitting with the butt of a rifle.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Revision Phase)
Post by: Jerick on May 20, 2019, 09:39:50 am
We've got time, we don't need the wielders of the monoliths to have a CQC option this turn. Rather than making the monolith good at CQC we should make a decent CQC weapon and allow our weapons to occupy specific roles. Trying to get weapons that can do everything well is a great route to mediocrity. Giving the monolith a blade at the end won't make all that much of an impact. Where as something like a faster medical applicator could be pretty big. It's noted in the armoury that it in theory can revive someone but is too slow to do it before they automatically respawn.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Revision Phase)
Post by: frostgiant on May 20, 2019, 11:24:07 am
The monolith doesn't need to be CQC, we will be better off making a good sidearm and a Dedicated CQC then trying to make a weapon into a jack of all trades.
I would love to improve the medical applicator or the repair tool, but I think those would be better off being improved from scratch rather then improved patchwork with a revision.

I feel like we should improve the scourge along with the turret. The scourge is pretty good, but its fairly heavy and lacks a bipod/tripod or anything and it has that overheating problem.

Scourger revision project

The scourge is a good weapon, however, it could be better, As such The Scourger project will take care of the two primary problems present in the weapon.
The first and easiest is the addition of a bipod, providing the scourge a base to make firing the heavy weapon much easier. Thousand of years of history should speak for itself why its important for the weapon to have a solid base for firing.
This bipod is designed to function as a forward grip when not in use, and can be removed with the press of a small button. When in use as a bipod, the Forward Grip split apart and extends. This allows the Bipod to be used as both a bipod and a forward handle, better controlling the aim and kick of the scourge whether in an offensive or defensive posture.
The additional support should serve as a fairly simple and easy change that will have a larger impact than the difficulty of the actual project.

To solve the overheating issue, the scourger adds a pair of cryotransformer panels, typically used in the cooling of ship-mounted systems and Generators. These panels absorb thermal energy and transform it back into electrical energy. This serves the dual purpose of extending both the lifespan of the power bank and the firing cycle of the weapon, Both recycling power back into the weapon battery and cooling it at the same time.
While overheating is still possible, It has become much harder to accomplish with the Cryo-transformer panels Serving to slow down the accumulation of thermal energy inside of the weapon before it can overheat, and will help rapidly cool the weapon when it does.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Revision Phase)
Post by: Happerry on May 20, 2019, 06:15:15 pm
Quote from: Basic VS Nanite Cloaking System - Extended Nanite Reserves
Currently, the Nanite Cloaking System used by Infiltrators has what is, to be honest, an exceedingly short amount of time it actually works as well as being completely disrupted when the Infiltrator uses a weapon. Neither of these issues are good, and both can (hopefully) be fixed with the same upgrade. More Nanites! The addition of a secondary and extended Nanite Reserve allows for longer cloak times from, well, more nanites, and equally importantly, instead of having firing a weapon break the whole cloak, instead a large load of nanites can be launched out of the Reserve when a weapon fires to stabilize the cloak, preventing it from immediately dissipating. While this use of lots of nanites to stabilize the cloak will still negatively effect the maximum time spent under cloak when a weapon is fired, it should prevent both immediate de-activation of the cloak, and the whole system needing to reboot even if a weapon is fired after only two seconds of cloaking. With extended time available for invisibility, and even a limited ability to kill while invisible, our Infiltrators should be far more able to actually infiltrate things.

Quote from: Basic Jump Pack - Variable Nozzle Array
As designed, the Jump Pack of Light Assault units can only push them upwards. That is a shame, because a jump pack could be useful in more ways then just jumping. That's why this upgrade allows it, and it's user, to redirect the force of the jump pack in any direction they want instead of just using it to jump, allowing them to use it to accelerate forwards, backwards, sideways, at angles between, and even downwards for all their high speed maneuvering needs. As well, a secondary power cell is added, increasing the speed of which the jump pack recharges and becomes usable once more.

Quote from: Basic Medical Applicator - Backarm Bracer
The Basic Medical Applicator can not revive people, it heals slowly, and in general it's kinda crappy. To fix that, this revision offers a total redesign of the Applicator's physical housing. Instead of a limited sized handgun, this variant of the Applicator is shaped like a bracer with the majority of its systems mounted on the back of the users arm, designed to integrate and fit in, or at least over, a Combat Medic's combat armor with the nanite dispensor's retractable nozzle extending over the back of the user's hand while in use. With additional space to utilize, the Bracer varient's medical abilities are much improved from a larger nanite reserve, a higher speed nanite pump, a superior sized power core, and even better heat sinks. This allows the Applicator to heal much faster, and even revive the fallen if a corpse is gotten to in time.

Quote from: Basic Repair Tool - Thermal Capacitor
Repeated and consistent overheating is not the sign of a well designed tool. The current Basic Repair Tool overheats a lot, and so needs an upgrade. The addition of a dedicated Thermal Capacitor, which absorbs, dissipates, and even recycles the heat generated by the repair tool. This recycled heat is used to amplify nanite construction and application speeds, meaning with this upgrade the Basic Repair Tool not only can repair for longer periods of time, but actually repairs more damage per second the longer it is used as it continues to heat up and therefor feed more power into the Capacitor, where it is then used to produce more repair nanites.

Quote from: Basic Overshield Generator - Secondary Power Core
Having a forcefield is good. Having a forcefield take forever to recharge is less good. As such, this upgrade to the generator integrates a secondary power core, with its own power reserve, into the generator allowing for the generator to have two, instead of one charge bars. This means that when the first bar's shield ends, the second can be triggered either immediately or half way through the charging cycle (or any other time the Heavy wants), allowing for staggered deployments of the shield. Through allowing a Heavy Assault to remake their shield far sooner, which thus allows them to survive more enemy attention and gunfire, the Basic Overshield Generator will therefor give us better Heavy Assault troopers.

I still think our most useful revisions are going to be the ones that upgrade the basic functions of our advanced classes, both to make them work better and to hopefully get more of them produced, as the Very Expensive class defining equipment are the things that are going to be limiting our deployment of advanced troop types currently, as nothing else we have costs as much. Well, besides the vehicles and the new turret, but vehicles don't inherently limit the amount of advanced infantry we can deploy like other gear can do, as well as the class defining gear having such a major effect on how good the classes actually are. As such, have a revision for each type of Class Defining Gear to hopefully make them better.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Revision Phase)
Post by: Madman198237 on May 20, 2019, 11:42:35 pm
I realized that this was rapidly becoming more of a design than a revision, so here is a design to make some really, really nice power packs for all our stuff.
Quote
Illuin Proprietary High-Density Power Supplies
Our basic self-charging power packs are really great items, since they are capable of recharging rapidly enough to provide a soldier with a continuous supply of flaming hot laser beams with which to fry his enemies. Some additional tweaking, however, has made them even better, by integrating a system capable of sharing power with any other Illuin-type power pack through the use of (mostly) harmless electromagnetic emissions. Each Illuin power pack is constructed so that the storage medium can be excited by electromagnetic energy. An emission system for the proper type of electromagnetic waves is included in each power pack, though it has a rather short range. A booster system is also available, that can be used to move energy over distances suitable to sharing infantry amongst multiple vehicles working together instead of just between soldiers in a rather tight formation.

Using this transfer capability, a sniper's rifle suddenly becomes capable of sharing power with his own electronics (HUD, radio, etc.), with his squadmate's presently-unused machinegun, the engineer's turret, and his APC's booster power output. There are limits---not every power pack must be actively sharing power and not all should be at any given time. Programming and easily-accessed control systems ensure that soldiers can set their machineguns to not be draining power to the sniper's depleted batteries when there are enemies just around the corner, for example, while sometimes every soldier's weapons must be ready for action even if one power-hungry weapon is running dry.

Special engineering care was taken to miniaturize the emission systems so that Illuin-type power packs can replace all standard power packs without necessitating changes in the structure or function of the devices they're attached to. This included improvement to the capabilities of the power packs so that the Illuin modules don't have less capacity or power-generating ability than the packs they're replacing, which are the same size but don't have the power transfer mechanism (i.e., old power packs had more space dedicated to storage or generation so we need to offset that with an improvement). Hopefully they'll end up being faster to recharge instead of equal to the old power packs.

An actual revision for the laser turret:
Quote
Illuminator Target Illumination Device
Well, the Illuminator ran into a predictable but unpredicted problem. Oops. Turns out, that programming turrets to follow a single point without any marker of any kind is hard, and that humans aren't exactly fully stabilized weapons platforms. Instead we've given it a pair of laser rangefinders and software that lets it use triangulation between the two to determine a distance to a laser pointer projected (very briefly, since the computer program runs fast) onto the target point. The system then use the two rangefinders to measure the object's velocity and thus keep the laser beam pointed at the target point until it's finished the burst. Obviously the pointers have to work in a different wavelength than the laser itself, but other than that the system is simple, reliable, and cuts down on the issues of pointing the laser properly and the engineer needing to be supernaturally stable and consistent with his targeting.

And a revision to give us a decent heavy MG-type laser, hopefully. We'll need one to fill that role on vehicles and a little firepower upgrade and improved cooling system, made possible through the liberal addition of extra weight, should make it capable enough.

Quote
Bane Heavy Autolaser
Based on the Scourge laser machinegun, the Bane is just what it says on the tin. It's a little bigger, capable of killing a lightly-armored man in a couple hits, it draws a lot of extra power from the vehicle it's attached, and it's got a bulky cooling system, again powered by the mounting vehicle. It's not really suitable for infantry use but if you're really desperate you can still use it on foot. You're just going to burn through the power pack, the barrel, and your muscles trying to hold the thing up.

Right now, the Bane is an option for the Tormentor buggy and can replace the turret on the Einherjar.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Revision Phase)
Post by: frostgiant on May 21, 2019, 12:02:26 am
Quote


Scourger revision project (1): frostgiant

Basic Overshield Generator - Secondary Power Core (1): frostgiant
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Revision Phase)
Post by: Happerry on May 21, 2019, 12:18:33 am
Quote
Autotarget Illuminator Autobrain
The Autotarget Autobrain is a simple upgrade to the Illuminator that adds a computer brain, a trio of cameras, two visual and one thermal, to the turret and then programs the computer brain to aim the Illuminator by way of the newly including visual sensors, detecting enemy vehicles and automatically targeting the laser on their known weak points to melt through the armor and fry said vehicle to bits.

Here's an alternate autotarget upgrade to the Illuminator so we aren't dependent on having someone manually target designate each shot to have it actually do anything like the other proposed upgrade does and how it currently works.

Quote from: Votebox
Heavy Assault Gear
Scourger revision project (1): frostgiant
Basic Overshield Generator - Secondary Power Core (2): frostgiant, Happerry

Light Assault Gear
Basic Jump Pack - Variable Nozzle Array (1): Happerry

Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Revision Phase)
Post by: Madman198237 on May 21, 2019, 10:09:34 am
Quote from: Votebox
Heavy Assault Gear
Scourger revision project (1): frostgiant
Basic Overshield Generator - Secondary Power Core (2): frostgiant, Happerry
Bane Heavy Autolaser (1): Madman

Light Assault Gear
Basic Jump Pack - Variable Nozzle Array (1): Happerry

Engineer Gear]
Illuminator Target Illumination Device (1): Madman

Let's get some basic components done, shall we? I feel like a shield for vehicles is much of a in-the-design thing, jump packs can wait, and the Scourge is sufficiently OK that it doesn't need to be a priority. We can't do everything, we have to specialize.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Revision Phase)
Post by: Jerick on May 21, 2019, 11:59:02 am
Quote from: Votebox
Heavy Assault Gear
Scourger revision project (1): frostgiant
Basic Overshield Generator - Secondary Power Core (2): frostgiant, Happerry
Bane Heavy Autolaser (1): Madman

Light Assault Gear
Basic Jump Pack - Variable Nozzle Array (2): Happerry, Jerick

Engineer Gear]
Illuminator Target Illumination Device (1): Madman
Autotarget Illuminator Autobrain(1): Jerick
My reasoning for my choices; adding some cameras and thermal imaging sensors with some software strikes me as much easier than thermal imaging sensors+ changing how the beam fires +making the beam hit in a cross pattern on the target consistently (something that wouldn't work too well if the surface hit was changing angle relative to the turret). As for the jump pack nozzle array it's something that might be useful scaled up for our VTOL craft which I beleive we were planning on.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Revision Phase)
Post by: Madman198237 on May 21, 2019, 01:33:58 pm
Jump pack nozzles are very different from VTOL thrusters (which we already have a far-superior example of on our present VTOL craft).

My reasoning is that pattern recognition is incredibly difficult for computers, so why attempt pattern recognition when it's much easier to stick a series of small lasers (we already have huge amounts of laser tech) in an x shape and have the computer reliably pick out a series of dots on a target.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Revision Phase)
Post by: Jerick on May 21, 2019, 03:47:57 pm
I apolgise I misread your proposal, I was under the impression the x blast was coming from the turret but my point still stands; your way is more difficult. In fact it means our engnieers would need some considerably larger and bulkier gear to do this, on par with having a whole other weapon. In my estimation it'd have to be at least the size of an SMG if they are to heat enemy targets at range enough for the turret to lock on while in the middle of a fire fight.

As for the computer tracking you're vastly overestimating how difficult it is. To give you the broad strokes how a system like this would work is that it would find groups of pixels that are consistent across multiple frames in colour and relative grouping. It'll naturally take a few frames to identify one of these groups of pixels which from here on out I will refer to as a feature. Background features don't change much and often can be filtered out because of that. Now when something moves across the camera's view it will do so as a moving set of features. Some features will disappear and new ones will be identified. But even as the number of features fluctuate as the object moves there will be enough consistent features to give the computer a high confidence of the object's position and speed. Now if you say add in more cameras then things start to get fun. You can compare the features it sees with the features the other cameras see and don't see. Using multiple cameras of known positions you can plot the features they see in three dimensional space and start to build a 3d model of the moving object. With the features tied to coordinates on a 3d model it can track changes in orientation. We just need the tracking of the features thing on our turret though, we don't need the gun to figure out 3d models of the targets.

I object most strongly to the idea that the future, interplanetary, death is an inconvenience, nanite wielding space mercs would have a problem with tech that in the real world we have been using for decades.

Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Revision Phase)
Post by: Madman198237 on May 21, 2019, 04:34:09 pm
...If it was that simple and that fast AI-driven robots would most likely be far more capable than they actually are. The problem with tracking pixels is that a pixel is an angular measurement. If the object is moving towards or away from you any identifiable "features" would change in size rapidly, and if the object were moving side-to-side as well then the features would also be changing in shape. Yes, eventually your system would indeed have time to pick out that that thing moving is in fact an enemy tank, but it would have to stare at it for long enough that the tank crew will be able to take a coffee break, lunch break, and then a tea break before killing all your allies.

We have combat-usable lasers on par with rifle rounds, compared to those what I'm asking for is a glorified laser pointer.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Revision Phase)
Post by: dgr11897 on May 21, 2019, 06:04:33 pm
Quote from: Votebox
Heavy Assault Gear
Scourger revision project (1): frostgiant
Basic Overshield Generator - Secondary Power Core (3): frostgiant, Happerry, DGR
Bane Heavy Autolaser (1): Madman

Light Assault Gear
Basic Jump Pack - Variable Nozzle Array (3): Happerry, Jerick, DGR

Engineer Gear]
Illuminator Target Illumination Device (1): Madman
Autotarget Illuminator Autobrain(1): Jerick
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Revision Phase)
Post by: Jerick on May 21, 2019, 06:21:29 pm
Quote
...If it was that simple and that fast AI-driven robots would most likely be far more capable than they actually are.
I suspect you are confused. That is the only way this response makes any sense. I think you might be conflating motion tracking with image recognition? To be perfectly clear what I described does not identify the object at any point. It simply spots that something is moving and gives you the position and it's speed. Image recognition is something that is completely different and is the thing that has implications for AI because it requires machine learning. Because that is where a computer program identifies the contents of an image using only the image and a trained neural net. Motion tracking is where the computer examines two separate images for the differences between them. There is no machine learning involved, it is simple math and has no more relevance to AI development than an ultrasound motion detector has.

Quote
The problem with tracking pixels is that a pixel is an angular measurement. If the object is moving towards or away from you any identifiable "features" would change in size rapidly, and if the object were moving side-to-side as well then the features would also be changing in shape.
I said I would give you the broad strokes of something that is relatively simple that would work and I did, if you wish me to go into more detail then I shall; features are lost and gained rapidly the program tracks the overall cluster of features rather than any specific ones. It is in effect tracking changes. I perhaps could have made that clearer in my last post. It turning side to side, coming closer or retreating far away will not diminish the programs ability to give you its position and speed only it vanishing, becoming still enough to filtered out as the background (good filtering code will stop this) or becoming indistinguishable from the background will stop its tracking. It needs to stop having features distinguishable from the background for the lock to be broken, it doesn't matter what those features are. Now for tracking a feature's distance from the camera there is a couple of ways of doing it. The best way is to have multiple cameras because you can math the changes in what they see compared to each other.

Quote
Yes, eventually your system would indeed have time to pick out that that thing moving is in fact an enemy tank, but it would have to stare at it for long enough that the tank crew will be able to take a coffee break, lunch break, and then a tea break before killing all your allies.
What I described would never pick out that that thing moving is an enemy tank because that is not what it does. It does not select targets the engineer does, all it does is keep shoot the thing the engineer pointed it at regardless which way it moves. That's all. It tracks movement. It doesn't identify. It tracks movement. It could probably do so pretty quickly too, heck most phones these days can motion track quite effectively and I refuse the idea that Victory Services would have trouble putting a processor of equal power into military equipment.

Quote
We have combat-usable lasers on par with rifle rounds, compared to those what I'm asking for is a glorified laser pointer.
Legitimate question here; if you're suggesting a glorified laser pointer what's wrong with an actual laser pointer? It's much closer to the laser designator already in the design and there's nothing big difficult or awkward about it. Actually why not keep the current designator and just have it track the heat of its impact point after the initial firing?

Edit:Hrrm reread the autobrain proposal, that makes note of hitting known weakpoints doesn't it? That still probably won't be as difficult as madman is making out but some how I was under the impression it was just an autotracker. Apologies for the miscommunication Madman it was me who was confused.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Revision Phase)
Post by: dgr11897 on May 21, 2019, 06:50:11 pm
Quote from: Illuminator retinal based targeting
Rather than futz around with sensors and target detection, or continuing to go with a somewhat flawed designation system. This solution to the illuminator's targeting issues feeds telemetry from a helmet with some gimbal mounted rangefinders, a compass/relative orientation sensor and a GPS chip to allow the turret to derive roughly where to aim. The rangefinders are aimed by the users retinas, information on where they are looking being derived from cameras inside the helmet and off the shelf retinal/eye tracking software installed on a small computer located on the rest of the apparatus. Which is composed of a backpack carried computer and a controller with two buttons, arm/disarm, and fire. The system works as follows, the operator arms the system, looks at a target, the system displays the turret's current aimpoint (possibly also giving the turret a visible laser pointer to indicate when it's on target), then the operator presses a button to fire the device once the aimpoint is locked onto the target. Importantly the helmet is feeding range and position telemetry after deriving where to look from the retinal tracking system inside the target, letting the system lock onto where it needs to aim with more precision.
What this does is use the human eye's innate ability to track objects to solve the target tracking issues, allowing our engineers to simply look at a target and press a button to activate the device.
Importantly, this system could be utilized in vehicles and smart weapons technology, to provide precision aiming without sacrificing the human element.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Revision Phase)
Post by: Madman198237 on May 21, 2019, 07:59:27 pm
I am very much not confused. The idea of identifying weak points requires the system to either be able to identify structures that correspond to weak points *or* identify the target and thus be able to point at a specific part of the target.

The system, as described, absolutely requires on picking out enough features and making an identification of what the targeted object is. Your system would certainly be capable of picking out a speed and position, though using a terrible method that should really just be a laser rangefinder (or two, to give a parallax measurement of distance).

To make something even simpler (and probably less controversial for whatever), I suppose we could also just have the engineer mark a point for just long enough for the system to begin tracking the movement of the target using the rangefinders, then it just corrects for the movement the rangefinders see as it fires...
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Revision Phase)
Post by: dgr11897 on May 21, 2019, 10:02:48 pm
I am very much not confused. The idea of identifying weak points requires the system to either be able to identify structures that correspond to weak points *or* identify the target and thus be able to point at a specific part of the target.

The system, as described, absolutely requires on picking out enough features and making an identification of what the targeted object is. Your system would certainly be capable of picking out a speed and position, though using a terrible method that should really just be a laser rangefinder (or two, to give a parallax measurement of distance).

To make something even simpler (and probably less controversial for whatever), I suppose we could also just have the engineer mark a point for just long enough for the system to begin tracking the movement of the target using the rangefinders, then it just corrects for the movement the rangefinders see as it fires...
that would work,
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Revision Phase)
Post by: Madman198237 on May 21, 2019, 10:57:10 pm
I edited my previous proposal to use the laser rangefinders instead of the x-marks-the-spot option. It makes more sense and is very simple.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Revision Phase)
Post by: Jerick on May 22, 2019, 04:39:18 am
Quote from: Votebox
Heavy Assault Gear
Scourger revision project (1): frostgiant
Basic Overshield Generator - Secondary Power Core (3): frostgiant, Happerry, DGR
Bane Heavy Autolaser (1): Madman

Light Assault Gear
Basic Jump Pack - Variable Nozzle Array (3): Happerry, Jerick, DGR

Engineer Gear
Illuminator Target Illumination Device (2): Madman, Jerick
Autotarget Illuminator Autobrain(0):
Well that addresses my complaints. Switching vote.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Revision Phase)
Post by: dgr11897 on May 22, 2019, 09:32:47 am
Quote from: Votebox
Heavy Assault Gear
Scourger revision project (1): frostgiant
Basic Overshield Generator - Secondary Power Core (3): frostgiant, Happerry, DGR
Bane Heavy Autolaser (1): Madman

Light Assault Gear
Basic Jump Pack - Variable Nozzle Array (2): Happerry, Jerick,

Engineer Gear
Illuminator Target Illumination Device (3): Madman, Jerick, DGR
Autotarget Illuminator Autobrain(0):
Title: WarBiz Arms Race // Victory Services Thread (Prewar 2 Design Phase)
Post by: Man of Paper on May 22, 2019, 10:00:13 pm
Prewar 1 Revision Phase


Proposal: Basic Overshield Generator - Secondary Power Core
Difficulty: Average
Result: (4+2)+0=6, Average

We've taken our Basic Overshield Generator and given it a solid increase in staying power. While doubling the capacity of the Generator does increase size a good bit, it gives Heavy Assaults a second barrier that can be deployed at any time. Due to the additional size of the module the secondary power core is an optional upgrade. Notably however, the power of both shields does increase while both cores are active. While hits will drain both cores faster, the damage they can withstand before falling is greater - during tests a "dummy" often survived a direct high explosive blast without a scratch.

The Basic Overshield Generator - Secondary Power Core is an Auxiliary Item only usable by Heavy Assaults and is considered (EXPENSIVE).


Proposal: Illuminator Target Illumination Device
Difficulty: Average
Result: (6+3)+0=9, Above Average

The Illuminator Target Illumination Device, as redundant as the name sounds, is quite the useful piece of equipment. When an Engineer marks a target they only need to maintain it briefly before the turret begins tracking on it's own. With the turret locked onto it's own stable, consistent marks thanks to it's own rangefinding and targeting abilities it is more able to maintain enough precision to allow it's beam to more readily melt through armor.

This upgrade to the IAALT sees a greater acceptance of the utility of the device, reflected in it's expense level dropping to (EXPENSIVE) as willingness to field it goes up while overall cost is barely impacted.


----------------


INCOMING ALERT

You are in your second DESIGN PHASE. Once again you have two designs to vote on, however some noted the absence of the MAX class available in PS2. This was intentional! Instead of forcing Exoskeletons on everyone, you are being asked instead to use one design to create a special class for your team. This means both defining the role of the class on the battlefield, as well as creation of it's basic class-defining equipment! I will aid teams in figuring out what they can work with, to a point. The special Class design will be slightly easier than normal and will also be granted a reroll as if it had received a Research Credit.


Spoiler: VS Armory (click to show/hide)
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 2 Design Phase)
Post by: Jerick on May 23, 2019, 09:11:18 am
Quote from: Operator Special Class
The operator is a specialist class focused on information gathering and warfare. Aside from signal interception gear they also heavily utilise remote or autonomous systems which they connect to and control through their powerful computer and communications equipment. They role on the battlefield is not to directly engage the enemy but to deploy drones to survey the enemy and to use their comn systems and computers to intercept and decrypt enemy comns and to provide flexible real time info for nearby friendlies.

Gear
Siren Comns unit:
The siren comns unit is a comprehensive package of computers, comunication receivers, sensors for picking up enemy transmissions and communications jamming gear. The Siren has also the capability to command and remotely control drones. The long range of the siren gives any connected drone impressive range from the user. The Siren's computers are very powerful and provide an excellent platform for decryption of staging hacking attempts at enemy equipment.

Sky Eye Light Recon drone: The Sky Eye is a small disposable flying drone. It is very small and has four rotors keeping it stable and flying. It is remotely controlled by the operator who receives a video feed from the drone's high resolution cameras. It has a small built in explosive charge that can be triggered by the operator at any time in order to both destroy the drone and deal damage to anything the drone is right next to. However the small size of the drone and thus the charge limits it's effectiveness. These drones can be manufactured on site with nanites similar to how engineers build turrets, with a cooldown time before the operator is able to construct another one. However the small size of the Sky Eye means the cooldown time of making another is quite short. Larger and more complicated drones will likely take longer.
My suggestion for our special class.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Design Phase)
Post by: Happerry on May 25, 2019, 02:38:33 am
Since everything has been silent for a bit, I'm putting this votebox up, with at least the equipment designs even if we still can't agree on a good class to design. Voting for the Electrocarbine because we have 0 weapons that cover the close range, and we really should have some for close ranged fights in general and for the Light Assault in specific, and for the Storm Hammer because we need a non-turret based anti-vehicle weapon for our Heavy Assaults to use.

Quote from: Votebox.
Infiltrator Gear
Hellstrike Plasma Knife (0):

Heavy Assault Gear
Storm Hammer Energy Torpedo Projector (1): Happerry

Light Assault Gear
Spark Electrocarbine (1): Happerry

Combat Medic Gear
Bubble Barrier Bombs (0):

Engineer Gear
Muninn Surveillance UAVs (0):
Pylon Point Defense Tower (0):

All Class Gear
Blue Burst Magnet Grenade (0):
Pulser Laser Pistol (0):
Sunspitter Pistol (0):
Light Charger Laser Grenade/Mine (0):
Nameless Death SMG (0):
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Design Phase)
Post by: Jerick on May 25, 2019, 05:07:43 am
Quote from: Votebox.
Infiltrator Gear
Hellstrike Plasma Knife (0):

Heavy Assault Gear
Storm Hammer Energy Torpedo Projector (1): Happerry

Light Assault Gear
Spark Electrocarbine (2): Happerry, jerick

Combat Medic Gear
Bubble Barrier Bombs (0):

Engineer Gear
Muninn Surveillance UAVs (0):
Pylon Point Defense Tower (0):

All Class Gear
Blue Burst Magnet Grenade (0):
Pulser Laser Pistol (0):
Sunspitter Pistol (0):
Light Charger Laser Grenade/Mine (0):
Nameless Death SMG (0):

Special Class
Operator (1) Jerick
Remember we need to vote a special class design this turn with one of our designs.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Design Phase)
Post by: Happerry on May 25, 2019, 06:02:04 am
Remember we need to vote a special class design this turn with one of our designs.

Ahem.

Since everything has been silent for a bit, I'm putting this votebox up, with at least the equipment designs even if we still can't agree on a good class to design.
I did in fact note why I didn't put any class designs into the list, we've got 0% unification on what kind we want so far. Nor have most of the ones discussed in Discord even been written up yet.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Design Phase)
Post by: frostgiant on May 25, 2019, 10:25:02 am
Quote from: Votebox.
Infiltrator Gear
Hellstrike Plasma Knife (0):

Heavy Assault Gear
Storm Hammer Energy Torpedo Projector (1): Happerry

Light Assault Gear
Spark Electrocarbine (3): Happerry, jerick, Frostgiant

Combat Medic Gear
Bubble Barrier Bombs (0):

Engineer Gear
Muninn Surveillance UAVs (0):
Pylon Point Defense Tower (0):
Anvil Repair Tool (1): Frostgiant

All Class Gear
Blue Burst Magnet Grenade (0):
Pulser Laser Pistol (0):
Sunspitter Pistol (0):
Light Charger Laser Grenade/Mine (0):
Nameless Death SMG (0):

Special Class
Operator (2) Jerick, frostgiant

 I would much rather make an E-War class then an iron man knockoff class.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 2 Design Phase)
Post by: Happerry on May 25, 2019, 04:54:20 pm
As a general thing, would people be willing to try to at least put a line or two up for their reasoning when they vote on items? Even it it's only "I agree with what Person Z Said."? It's really hard to make arguments or have general discussion over what would be good to vote when you don't know why people are voting as they are.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 2 Design Phase)
Post by: Jerick on May 26, 2019, 06:44:29 am
Yeah you can't have a proper argument with votes alone.

Spark Electrocarbine; This is an interesting weapon and has more potential in my opinion than a more conventional carbine. It also fills a gaping hole in our arsenal that being short range engagements. We will lose a lot of fights if that gap isn't filled.

The operator; The Achilles heel of fast mobile warfare (the kind we've decided to specialise in) is poor intelligence. Having poor intel on the enemy utterly removes most of the advantages of being able to move about the battlefield more freely than our enemies. This is why the operator with their expendable surveillance drones and ewar gear is exactly the kind of unit we want to be attached to our frontline forces in order to give them intel gathering which in turn makes them very flexible. Out manoeuvring the enemy becomes easy when you know precisely where they are. It is my opinion that an info gathering class will do us far more good than any big stompy max variant. In addition, max variants are predictable it's possible our enemies might be prepared for fighting maxes. As for our forces if they deploy maxes against us unless they're noticably faster than standard we can counter them with high powered sniper weaponry and mobility.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Design Phase)
Post by: Madman198237 on May 26, 2019, 12:23:46 pm
Quote
Rampage Main Battle Tank
Based around an upscaled and fully stabilized Illuminator capable of opening up most tanks with nonstop continuous beam fire, the Rampage MBT is our solution to that age-old question: "what if the enemy has really big tanks and is trying to kill us with them?" The Rampage is, primarily, fast. Its layered armor is engineered to have a surface reflective enough and capable of dissipating enough heat to survive an Illuminator burn, while the underlying hardened ceramic and metal can defeat a similarly-powerful projectile. Not much more than one in the same spot, though, since every hit breaks through more layers of the composite until it's useless.

Spare power from the two reactors (gun reactor and drive reactor) is utilized to keep a bank of supercapacitors charged. These serve as the shield reserve, intended to be powerful enough to double survivability without adding too much weight to the vehicle. If the armor is nearly breached, the shield system activates to protect the vehicle from destruction or crippling damage, allowing the crew time to maneuver their vehicle to present undamaged armor to the opponent, flee, or abandon the vehicle.

The drive is powered by a miniature reactor capable of sending the Rampage down the roads at speeds nearly comparable to our buggy, while its durable tracks and power allow it to make extremely high speed offroad. Turning, stopping, and acceleration are all very fast due to its power and light weight, making the Rampage far more maneuverable than our enemies could ever dream of being.

Finally, the gun system. Based on the Illuminator and powered by a second small power source in the armored box at the back of the turret, this weapon is capable of continuous fire for an extended period of time. Swap the power mode down to "thaw" instead of "bake" and you can sweep the beam back and forth across the battlefield indefinitely, killing infantry and forcing armored vehicles to button up and disabling camera systems and periscopes. If the gunner pushes the switch to "bonfire" instead the capacitors can be drained in a few seconds, allowing for a devastating burst, at the cost of heating the mechanisms and requiring time to build up charge again. The turret is powered by the drive reactor and can be computer-guided to keep the laser right on target even if the tank and its target are bouncing around over rough terrain. There is an optional RCWS mounting on the top, next to the commander's hatch and controlled by him, though without a really decent weapon to use right now that station is usually just filled with our standard infantry laser MG. The main gun's low-powered mode is used in place of a coaxial light weapon.


Quote from: Votebox.
Infiltrator Gear
Hellstrike Plasma Knife (0):

Heavy Assault Gear
Storm Hammer Energy Torpedo Projector (1): Happerry

Light Assault Gear
Spark Electrocarbine (3): Happerry, jerick, Frostgiant

Combat Medic Gear
Bubble Barrier Bombs (0):

Engineer Gear
Muninn Surveillance UAVs (0):
Pylon Point Defense Tower (0):
Anvil Repair Tool (1): Frostgiant

All Class Gear
Blue Burst Magnet Grenade (0):
Pulser Laser Pistol (0):
Sunspitter Pistol (0):
Light Charger Laser Grenade/Mine (0):
Nameless Death SMG (0):
Rampage MBT: (1) Madman

Special Class
Operator (3) Jerick, frostgiant, Madman

Withholding vote on Special Class for now since I want to review the operator class. For now, though, how about we hammer out a nice MBT?

And important note: The Achilles' heel of blitzkrieg warfare is NOT intelligence. The advancing force will generally have better intel than the defending force, more highly mobile assets means more recon capability means more intel, and so on. The Achilles' heel of this style of warfare is LOGISTICS. But a special class designed for crippling the enemy and winning EWAR is not a bad idea, and will give us the intel advantage, amongst others.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 2 Design Phase)
Post by: Jerick on May 26, 2019, 02:30:18 pm
Mobile warfare is not blitzkrieg tactics. Blitzkrieg is one form of mobile warfare but it is far from the only one and certainly the form that first jumps to most people's minds, it did leave quite an impression after all. But there are other types. Primarily the form I most envision us using is one were we use superior speed and range to keep the enemy at an engagement distance that is disadvantageous to them. With sufficient speed of redeployment, we'd be able to manoeuvre around their advances and dictate the positions and terrain we engage over. Unlike blitzkrieg, this form of war is very dependant on accurate and recent intel and may suit us far better than blitzkrieg tactics. This is because blitzkrieg will require solid front line tanks and infantry that can effectively assault fortified but isolated enemy positions. This isn't to say we can't make our forces better suited to blitzkrieg. We'd need a few good infantry weapons that are good at short-medium range, a good MBT (yes such as the rampage) and something to cause a little chaos behind their lines (airpower or infiltrators might be good). Doable but vulnerable against any faction that has a tank or a CQC focus and it wouldn't play to our strengths of long range.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 2 Design Phase)
Post by: Madman198237 on May 26, 2019, 08:28:13 pm
You're right that there are more ways of waging mobile warfare than blitzkrieg and I shouldn't have simplified like that. Regardless, my point stands. Being the more mobile force who will be working on the defensive the least, we will not lack accurate intel.

We will be working fast, not tied down to any fixed defenses or one line of attack and capable of reorienting based on the strength of enemy responses...which is blitzkrieg warfare. The Germans utilized a tactic called the "recce pull" or "recon pull", the idea that units engage all over the front, but when one unit breaks through or finds a weak point, it calls for backup and "pulls" the reserves and the rest of the frontline units in behind it to widen the gap and then disrupt the enemy logistics behind. They did NOT focus on strong points or super heavy forces or having the best infantry or anything, they used mobile airborne infantry to break strongpoints and followed that up with motorized infantry and armored wedges.

*At least, during the first part of the war. Later it became different as they were on the defensive and ill-equipped for that role.

We have an excellent medium to long range weapon, we need a shorter ranged weapon to help with those times when you actually do need to get close, we'll need to either ensure that we have enough tanks and other heavy-weapon vehicles to support our infantry (Illuminator buggies would probably work great for this, actually, though they're not Cheap and thus probably not good enough in availability) OR we need a heavy destructive weapon for our infantry...and we need air mobile units, meaning some way to air-drop buggies and a hypothetical medium MRAP vehicle (kind of like a Humvee, if Humvees were actually MRAP and carried a decent number of guys) or medium fast APC, and large numbers of troops at least, if not capable of air-dropping tanks.

EDIT: Adjusted previous votebox, added a vote for the "Operator" class. Though can we at least call it the "Electronics Specialist" or "Information Warfare Expert" or literally anything less generic than "Operator" (which normally refers to a generic soldier type guy anyway)?
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Design Phase)
Post by: dgr11897 on May 26, 2019, 11:02:29 pm
Quote from: Votebox.
Infiltrator Gear
Hellstrike Plasma Knife (0):

Heavy Assault Gear
Storm Hammer Energy Torpedo Projector (1): Happerry

Light Assault Gear
Spark Electrocarbine (3): Happerry, jerick, Frostgiant

Combat Medic Gear
Bubble Barrier Bombs (0):

Engineer Gear
Muninn Surveillance UAVs (0):
Pylon Point Defense Tower (0):
Anvil Repair Tool (1): Frostgiant

All Class Gear
Blue Burst Magnet Grenade (0):
Pulser Laser Pistol (0):
Sunspitter Pistol (0):
Light Charger Laser Grenade/Mine (0):
Nameless Death SMG (0):
Rampage MBT: (2) Madman, DGR

Special Class
Operator (4) Jerick, frostgiant, Madman
Title: WarBiz Arms Race // Victory Services Thread (Prewar 2 Revision Phase)
Post by: Man of Paper on May 27, 2019, 06:57:32 pm
GM Note: Don't make me dig through previous turns to find proposals. If you want to resuggest something it isn't that hard to copy/paste during the relevant phase - or link to it in the votebox.

Prewar 2 Design Phase


Proposal: Spark Electrocarbine
Difficulty: Theoretical
Result: (4+2)-3=3, Buggy Mess

The Spark Electrocarbine is our first attempt at making a close-range weapon and it shows. Using poorly guided electrical charges winds up with shots very often arcing off-target. It's power pack, which is prone to overheating during extended use, allows for between 10 and 20 shots before needing time to recharge, which can take anywhere between five seconds and an entire minute. By attempting to make a variable charge for tazing targets around cover (a laughable, absolutely unnecessary function - if the weapon could arc around cover, why waste time stunning targets first?) we only managed to screw up the limiters for consistent power usage per shot. If you're looking for an alpha-strike weapon that's only reliably effective in Melee Range, this is your gun. Otherwise, well, you're much better off with anything that actually works.

The Spark Electrocarbine is (VERY EXPENSIVE) and limited to use by Light Assaults.


Proposal: Operator Class (+Siren Comms Unit, +Sky Eye Light Recon Drone)
Difficulty: Theoretical
Results: (4+4)-3=5 (6+5)-3=8, Average

The Operator is meant to complement our primary combat forces by providing in-depth intel on enemy combatants. Simply put, they are trained and specialize in acting as our military's eyes and ears while blinding and deafening our enemies.

We may have fucked up by deciding to design two separate items for the class, but luckily our engineers weren't completely incompetent and focused on the one that most directly impacted the Operator.

The Basic Siren Comms Unit is capable of picking up signals and transmissions from our enemies and cracking any encryption they apply, at least currently. The comms unit is able to pick out signals within 200 meters of the Operator. A small terminal on the forearm allows the user to try hacking into enemy electronics but the process requires a constant connection, so target equipment needs to stay within range of the Operator. Unfortunately we didn't have time to add protection to our own devices since we decided to also diddle with some auxiliary equipment (if it was class-defining then you could only either equip the drones OR the comms unit, but they're supposed to work together so I imagine that's undesired), so currently we're as vulnerable to electronic warfare as we imagine our opponents are.

The Basic Siren Comms Unit is considered (VERY EXPENSIVE) and is considered Class-Defining Equipment for the Operator Class.


----------------


IT IS NOW THE REVISION PHASE. You have TWO REVISIONS to utilize as you see fit.


Spoiler: VS Armory (click to show/hide)
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 2 Revision Phase)
Post by: Madman198237 on May 27, 2019, 09:55:31 pm
Quote
Bane Heavy Autolaser
Based on the Scourge laser machinegun, the Bane is just what it says on the tin. It's bigger, roughly equivalent to a .50 caliber machinegun, capable of killing an armored man (armored according to roughly modern standards) in a single hit, it draws a lot of extra power from the vehicle it's attached, and it's got a bulky cooling system, again powered by the mounting vehicle. It's not really suitable for infantry use but if you're really desperate you can still use it on foot. You're just going to burn through the power pack, the barrel, and your muscles trying to hold the thing up.

Right now, the Bane is an option for the Tormentor buggy and can replace the turret on the Einherjar.

Quote
Desert Rat Ruggedized Buggy
Based on the Tormentor chassis, the Desert Rat is bigger, capable of deploying an entire special forces team and carrying a heavy mount (Phantom or similar heavy weapon) on top of the roll cage in the turret position and a lighter one (Scourge for now) in the seat next to the driver. The engine is similarly upscaled to reduce the loss in performance. The weapons and the enhanced carrying capacity grant the Desert Rat the ability to deploy fast, long-ranged, and well armed for long-duration reconnaissance missions or raids behind enemy lines. The use of heavier structural steel also improves survivability, though the accepted practice of taking incoming fire is to "drive faster".

Slightly modified the Bane to be a little better, here's a proposal to make something better out of the Tormentor, something capable of fulfilling a role other than "professional nuisance" and "heavy weapons transport platform".

Quote
Universal Equipment
Bane Heavy Autolaser: (1) Madman
Desert Rat Ruggedized Buggy: (1) Madman

I think these should both be universal, but maybe not? I'm really not sure.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 2 Revision Phase)
Post by: dgr11897 on May 30, 2019, 07:43:05 pm

Quote
Universal Equipment
Bane Heavy Autolaser: (2) Madman, DGR
Desert Rat Ruggedized Buggy: (2) Madman, DGR
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 2 Revision Phase)
Post by: Light forger on May 30, 2019, 10:44:43 pm
Scourge Coolant and Power Pack
Noting issues with the scourge overheating as well as it's bulky size the SCPP is designed to fix this. The SCPP replaces the built in heat sinks and energy bank with a backpack design to make the actual gun lighter and easier to use. Both the coolant and the power is supplied by a tube linking the pack to the weapon with replacement tubing on the pack itself. Noting that for some reason our current weapon lacks a bipod is adding even if we aren't expecting to be all that great.

Breach Light Transport Vehicle
Noting a lack of any transport vehicle the Breach is designed to slap a bandaid over that wound. The Breach is little more then a Tormentor that trades it's speed in favor of medium size flatbed. The flatbed includes six folding seats that soldiers only sometimes fall out of. The passenger seat now has a simple "universal pintle mount" which is in no way a vice able to hold most infantry size weapons. It's armored with light armor roughly on par with the Einherjar. The lack of a full blown design cycle means the Breach is slower then the torment however this works out as without redesigning the suspension and chassis the vehicle would likely break with the Tormentor's full speed.

My main issues with both revisions is they feel too close to full blown designs. On the easier side of designs yes but, I think a more conservative approach is warranted.

Quote from: Revisions
Universal Equipment
Bane Heavy Autolaser (http://www.bay12forums.com/smf/index.php?topic=173943.msg7975357#msg7975357): (2) Madman, DGR
Desert Rat Ruggedized Buggy (http://www.bay12forums.com/smf/index.php?topic=173943.msg7975357#msg7975357): (2) Madman, DGR
Breach Light Transport Vehicle (http://www.bay12forums.com/smf/index.php?topic=173943.msg7976761#msg7976761): (1) Lightforger

Heavy Assault
Scourge Coolant and Power Pack (http://www.bay12forums.com/smf/index.php?topic=173943.msg7976761#msg7976761): (1) Lightforger
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 2 Revision Phase)
Post by: Madman198237 on May 30, 2019, 10:46:47 pm
The Bane is definitely not a full design of effort, though I can definitely understand your concerns for the Desert Rat. I would argue, however, that if we don't try we'll never know.

And besides, it's not like we can't redo it *if* it turns out to be a failure.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 2 Revision Phase)
Post by: Happerry on May 31, 2019, 12:16:48 am
Quote from: Revisions
Universal Equipment
Bane Heavy Autolaser (http://www.bay12forums.com/smf/index.php?topic=173943.msg7975357#msg7975357): (3) Madman, DGR, Happerry
Desert Rat Ruggedized Buggy (http://www.bay12forums.com/smf/index.php?topic=173943.msg7975357#msg7975357): (3) Madman, DGR, Happerry
Breach Light Transport Vehicle (http://www.bay12forums.com/smf/index.php?topic=173943.msg7976761#msg7976761): (1) Lightforger

Heavy Assault
Scourge Coolant and Power Pack (http://www.bay12forums.com/smf/index.php?topic=173943.msg7976761#msg7976761): (1) Lightforger
Better to aim for the sky then for a hill, in my opinion.
Title: WarBiz Arms Race // Victory Services Thread (Prewar 3 Design Phase)
Post by: Man of Paper on May 31, 2019, 10:08:05 pm
Prewar 2 Revision Phase


Proposal: Bane Heavy Autolaser
Difficulty: Hard
Result: (2+1)-1=2, Utter Failure

The Bane Heavy Autolaser is designed as a vehicle-mounted automatic laser weapon equivalent to a 12.8mm weapon. The weapon fires at 100 RPM as the Scourge it's based off of, but due to faulty engineering and design issues will eat through it's own power pack in a matter of seconds. Issues with focal lenses within the weapon muck up accuracy and effective range of each shot. Even worse is the fact that there is no limiter in regard to the power the weapon draws from the vehicle. This can lead to the weapon overloading it's attached vehicle and causing power failures. The weapon can be pulled off of it's vehicle mount, but inconveniently placed cabling and ports makes it an unnecessarily complex task.

The Bane Heavy Autolaser is not assignable to any class, as it is too cumbersome for extended infantry use. Instead it's ability to be man-portable could aid in future projects involving this otherwise absolute disaster. The weapon can be assigned to replace Scourge mounts based on it's availability. The Bane Heavy Autolaser is currently considered a (NATIONAL EFFORT) until we make it actually, well, functional.


Proposal: Desert Rat Ruggedized Buggy
Difficulty: Easy
Result: (6+4)+1=11, Masterwork

The Desert Rat is to the Tormentor what a sniper rifle is to a crossbow. The body of the Tormentor is extended enough to add a pair of rear seats, and the rear gun mount is replaced by a heavy weapons mount on top of it's roll cage that can be easily accessed from anywhere on the vehicle. The forward passenger also has a forward-facing weapon mount for more readily infantry-portable weaponry. The space in the back where the weapon mount used to reside is taken up by a pair of small benches along the sides for two more soldiers apiece. The seats can be removed and supplies strapped into place in their stead. Numerous hand- and footholds make it relatively easy and somewhat safer to move about the vehicle while in motion if, for example, someone needs to man the turret after the gunner is downed. The chassis and roll cage is made of reinforced steel, but the vehicle remains mostly open to the air which helps facilitate freedom of movement as well as keep weight to a minimum. The upsized vehicle also receives an upsized engine, letting it maintain the 120km/h speeds offered by the Tormentor, while upgrades to suspension diminish the effects of rough terrain greatly.

The Desert Rat Ruggedized Buggy is considered (EXPENSIVE).


----------------


IT IS NOW THE DESIGN PHASE. Once again you will have two designs to work with this turn. One design will need to be new class-defining equipment, and will be rolled for as if it had a Research Credit (but no difficulty adjustments this time). To clarify, you are not creating a new class, just a new piece of class-specific tech. It doesn't need to be related to a classes current equipment, but will need to tie into the role in some way.


Spoiler: VS Armory (click to show/hide)
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Design Phase)
Post by: Madman198237 on May 31, 2019, 10:59:53 pm
So we have some really strange dice. I love the results of the Desert Rat, though.

Quote
Rampage Main Battle Tank
Based around an upscaled and fully stabilized Illuminator capable of opening up most tanks with nonstop continuous beam fire, the Rampage MBT is our solution to that age-old question: "what if the enemy has really big tanks and is trying to kill us with them?" The Rampage is, primarily, fast. Its layered armor is engineered to have a surface reflective enough and capable of dissipating enough heat to survive an Illuminator burn, while the underlying hardened ceramic and metal can defeat a similarly-powerful projectile. Not much more than one in the same spot, though, since every hit breaks through more layers of the composite until it's useless.

Spare power from the two reactors (gun reactor and drive reactor) is utilized to keep a bank of supercapacitors charged. These serve as the shield reserve, intended to be powerful enough to double survivability without adding too much weight to the vehicle. If the armor is nearly breached, the shield system activates to protect the vehicle from destruction or crippling damage, allowing the crew time to maneuver their vehicle to present undamaged armor to the opponent, flee, or abandon the vehicle.

The drive is powered by a miniature reactor capable of sending the Rampage down the roads at speeds nearly comparable to our buggy, while its durable tracks and power allow it to make extremely high speed offroad. Turning, stopping, and acceleration are all very fast due to its power and light weight, making the Rampage far more maneuverable than our enemies could ever dream of being.

Finally, the gun system. Based on the Illuminator and powered by a second small power source in the armored box at the back of the turret, this weapon is capable of continuous fire for an extended period of time. Swap the power mode down to "thaw" instead of "bake" and you can sweep the beam back and forth across the battlefield indefinitely, killing infantry and forcing armored vehicles to button up and disabling camera systems and periscopes. If the gunner pushes the switch to "bonfire" instead the capacitors can be drained in a few seconds, allowing for a devastating burst, at the cost of heating the mechanisms and requiring time to build up charge again. The turret is powered by the drive reactor and can be computer-guided to keep the laser right on target even if the tank and its target are bouncing around over rough terrain. There is an optional (mostly used in urban/close combat situations) RCWS mounting on the top, next to the commander's hatch and controlled by him, though without a really decent weapon to use right now that station is usually just filled with our standard infantry laser MG. The main gun's low-powered mode is used in place of a coaxial light weapon.

Alright, let's make a tank. I am going to push for Illuin power pack technology *later*, since part of the design will be immediate interchangeability with no loss of performance. Right now, we need a tank and we need air support, and of the two we don't have anything to fill the tank role yet but we have a really basic air combat capability. Let's make a tank and then we can work on air support.


Quote
Caduceus Medical Applicator
By using much better-programmed nanites and the patented scheme of "using more nanites to fix bigger holes", the Caduceus Medical Applicator is a much better tool capable of field revives as well as much better medical work in general. Its nanites are capable of prioritizing fatal damage and crippling injuries first, before healing flesh wounds. The rapid healing of lethal injuries allows the applicator to restart vital functions of the downed soldier before they are automatically returned to base, bringing them from "KIA" to "getting a lecture from the sergeant on how to duck" in less time than it takes Sarge to finish off a bunker full of amateurs.

In addition, the nanites are programmed to be capable of being deployed to an uninjured soldier, ready to immediately react to any injury received after application. This allows a medic to give a short "health boost" to any soldier (including themselves) that functions until the nanites run out of power or the soldier is injured more than the nanites can repair.

In order to hold the additional nanites and also make the applicator easier to carry and use, the system is moved to the medic's bracers. Nanite reserves and controls on each bracer allow the medic to rapidly apply nanite aid to soldiers without needing to do anything more than taking a hand momentarily off their weapon.

Also, some class-defining equipment. A nice upgrade to our medics that should improve field performance and give them a neat additional role to play when not patching people up.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Design Phase)
Post by: Happerry on May 31, 2019, 11:52:49 pm
Looks good enough to me. We do need a tank, and a revive ability is probably one of the most valuable class specific upgrades we can do. I'd still prefer an energy shell type tank over a laser tank so it can do indirect fire, but no one else seems to agree with me on that so oh well.

Quote from: Votebox
Rampage Main Battle Tank  (http://www.bay12forums.com/smf/index.php?topic=173943.msg7977297#msg7977297)(1): Happerry
Caduceus Medical Applicator  (http://www.bay12forums.com/smf/index.php?topic=173943.msg7977297#msg7977297)(1): Happerry
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Design Phase)
Post by: frostgiant on June 01, 2019, 01:06:27 am


Quote from: Votebox
Rampage Main Battle Tank  (http://www.bay12forums.com/smf/index.php?topic=173943.msg7977297#msg7977297)(2): Happerry, Frostgiant
Caduceus Medical Applicator  (http://www.bay12forums.com/smf/index.php?topic=173943.msg7977297#msg7977297)(2): Happerry, Frostgiant
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Design Phase)
Post by: Madman198237 on June 01, 2019, 11:46:06 am
Quote from: Votebox
Universal Equipment/Vehicles:
Rampage Main Battle Tank  (http://www.bay12forums.com/smf/index.php?topic=173943.msg7977297#msg7977297)(3): Happerry, Frostgiant, Madman

Medic Equipment:
Caduceus Medical Applicator  (http://www.bay12forums.com/smf/index.php?topic=173943.msg7977297#msg7977297)(3): Happerry, Frostgiant, Madman
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Design Phase)
Post by: dgr11897 on June 01, 2019, 12:11:20 pm
Quote from: Victory Votebox
Universal Equipment/Vehicles:
Rampage Main Battle Tank  (http://www.bay12forums.com/smf/index.php?topic=173943.msg7977297#msg7977297)(4): Happerry, Frostgiant, Madman, DGR

Medic Equipment:
Caduceus Medical Applicator  (http://www.bay12forums.com/smf/index.php?topic=173943.msg7977297#msg7977297)(4): Happerry, Frostgiant, Madman, DGR
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Design Phase)
Post by: Light forger on June 02, 2019, 08:32:34 pm
Armature Medium Tank
Designed to take full advantage of our laser and shielding tech the Armature is a modern marvel. It's armed with a slightly modified Illuminator mounted on a three axis articulated arm thanks to the removal of the need to feed ammo or control significant recoil. The arm also includes a number of camera with built in and a coaxial mount of a anti-infantry weapon(which for now is a scourge). The Illuminator is altered to be cooled from the tanks coolant supplies and powered by it's generator increasing it's fire and optionally increasing it's burst duration. As a added benefit the arm helps keep the weapon stable during movement improving penetration when fired on the move. In order to make sure it can be disabled too easily the arm has the same level of armor as the hull, redundant optics and, can be protect by the vehicle's shield
It's hull is designed to be low to the ground both making it harder to hit and easier to hide behind cover, this in conjuncture with it's arm makes the Armature the hulldown king. The vehicle is powered by a brand new generator using what we learned form the desert rat offer it ample power supplies. In order to maximizes the speed of the vehicle the armor is only thick enough to defeat anti-infantry weapons and some light anti-vehicle weapons. Instead the Armature relies on a dual shield shield for most of it's self defense. The 'passive' shields is designed to be always on and is able to defeat a round or two from most anti-tank weapons. The active is design to active if the passive on fails or the crew turn it on and, is able to stop a decent amount of enemy fire at the cost of drain the tanks power reverses. Do to this design choice the Armature is fairly fast almost able to keep up with our buggy. It's crewed by three a gunner, driver and commander. As a side note both the Illuminator and the dual shield are design to be readily replaceable with future designs.

I'm nothing if not a contrarian also I don't think the rampage is taking full advantage of our shielding tech or laser weaponry.

Quote from: Victory Votebox
Universal Equipment/Vehicles:
Rampage Main Battle Tank  (http://www.bay12forums.com/smf/index.php?topic=173943.msg7977297#msg7977297)(4): Happerry, Frostgiant, Madman, DGR
Armature Medium Tank (http://www.bay12forums.com/smf/index.php?topic=173943.msg7978204#msg7978204) (1): Lightforger

Medic Equipment:
Caduceus Medical Applicator  (http://www.bay12forums.com/smf/index.php?topic=173943.msg7977297#msg7977297)(5): Happerry, Frostgiant, Madman, DGR, Lightforger
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Design Phase)
Post by: Madman198237 on June 02, 2019, 08:59:41 pm
First off: We have no fancy shielding tech. All we accomplished was adding some backup batteries to our shields. That's...not really a hardware upgrade, that's just "add more shields to survive more shots", basically.

Second: The reason the Rampage still has a turret is because a turret is a good way to carry a lot of armor. Having no recoil and no need to reloads means your weapon system can be outside of a turret.....UNLESS you want to use armor to protect it. I happen to want to use armor to protect it.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Design Phase)
Post by: Light forger on June 02, 2019, 10:02:25 pm
Nor do we have any fancy armor in both cases we are largely starting from scratch however we at least have a revision worth of effort in shields. In addition since we didn't make an exosuit any armor tech is going to be harder to port over to infantry.

The shields can protect the weapon system and, in addition the target area is greatly reduce lower the chance to hit in the first place. Further more hulldown is king while our repair tool is crap we can work on it, a tank with a turret can be fixed a tank without a crew can't be. Also our laser needs to hit roughly the same spot on the enemy vehicle to be effective something which the arm can do way better then a large heavy turret. Although I will add in a notice that the arm is protect they the shield and has the same level of armor as the hull, just to be sure.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Design Phase)
Post by: Madman198237 on June 02, 2019, 10:24:33 pm
A revision's worth of effort NOT invested in improving shields but instead in increasing the amount of shield equipment being carried. We didn't make any physical improvement to the shield systems so at best we can claim that we've worked with them a tiny little itty bitty bit more than we have armor.

Armor does not rely on power, cannot be EMP'd, does not need charge time, won't be disabled due to an engine hit, etc. Both have advantages. As for being the "hull-down king", that's only true if the first shield-penetrating hit doesn't disable your cameras. Which it probably will if you're using an armature, since you can't use periscopic sighting tech of any kind and also can't use much armor or you'd invalidate the entire point of using any form of gun-pointing apparatus other than a turret.

You seem to be under the impression that even a modern tank turret couldn't do what we need it to do with that laser. A modern tank turret tracks fast enough and is almost stabilized well enough to keep our laser perfectly on target. We're asking a more lightly armored turret from the future to do only a bit better than a modern tank turret can do.


The hull-down position is great but if your vehicle is a one-trick-pony meant only for operating hull-down then it's useless if you, say, get engaged on terrain you didn't get to pick and then get fired at without having that lovely hull-down position.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Design Phase)
Post by: Light forger on June 03, 2019, 12:32:30 am
A revision's worth of effort NOT invested in improving shields but instead in increasing the amount of shield equipment being carried. We didn't make any physical improvement to the shield systems so at best we can claim that we've worked with them a tiny little itty bitty bit more than we have armor.

Armor does not rely on power, cannot be EMP'd, does not need charge time, won't be disabled due to an engine hit, etc. Both have advantages. As for being the "hull-down king", that's only true if the first shield-penetrating hit doesn't disable your cameras. Which it probably will if you're using an armature, since you can't use periscopic sighting tech of any kind and also can't use much armor or you'd invalidate the entire point of using any form of gun-pointing apparatus other than a turret.

You seem to be under the impression that even a modern tank turret couldn't do what we need it to do with that laser. A modern tank turret tracks fast enough and is almost stabilized well enough to keep our laser perfectly on target. We're asking a more lightly armored turret from the future to do only a bit better than a modern tank turret can do.


The hull-down position is great but if your vehicle is a one-trick-pony meant only for operating hull-down then it's useless if you, say, get engaged on terrain you didn't get to pick and then get fired at without having that lovely hull-down position.

Armor also bears two issues that shields don't have A: it works right until it doesn't. If someone decided to make a BFG then it will cut through armor like butter. Shields on the other hand at least are likely to eat a hit or two before they fail giving you time to run away. Just saying it has enough armor to defeat everyone else guns doesn't stop this. Second it's heavy while we may not have that much shield know how we sure don't have any for armor. So heavily armoring a tank will make it slow or really expensive.

The camera issues is completely over blown, we have unmanned turrets right now and they aren't getting blinded nonstop. The chances of a direct hit is extremely unlike and further more a direct hit to a periscope is going to disable it as well, with a chance of blinding or killing the gunner due to laser fire or shrapnel. To the stabilized side there is a vast gulf between being able to hit a half meter wide area on the move and being able to keep a laser focused on area smaller then that for a couple of seconds.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Design Phase)
Post by: frostgiant on June 03, 2019, 12:45:03 am

Armor also bears two issues that shields don't have A: it works right until it doesn't. If someone decided to make a BFG then it will cut through armor like butter. Shields on the other hand at least are likely to eat a hit or two before they fail giving you time to run away. Just saying it has enough armor to defeat everyone else guns doesn't stop this. Second, it's heavy while we may not have that much shield know how we sure don't have any for armor. So heavily armoring a tank will make it slow or really expensive.

That is making a lot of assumptions, That's like saying that safety precautions are useless, because they are the same it works right until it doesn't. while that's kinda true it's ignoring the fact that it working is bringing down the chance of such an occurrence by quite a fair bit. Point A doesn't hold water.
Why would shields eat a hit or two if the armor doesn't? Do the shields work off a separate health bar and DPS doesn't hold over? If an attack can go through armor, it's not unthinkable that the attack that made our advanced alloy tank armor act like butter wouldn't also go through the said shield and the hull underneath it.  Saying A shield would do better against a BFG then armor makes a lot of assumptions and conjecture based on nothing.
Armour is heavy, But the various emitters, generators and various other bits and bobs required to make shields work will be heavy, space extensive and EXPENSIVE.

The primary upside of a shield over armor is that shields can be regenerate, and be put back up, while armor needs to be repaired by an outside source (not that hard once we actually fic our repair tool) at the downside of requiring much more complicated parts in comparison to the relatively simple installation of armour. A shield generator isn't only the shield, its the power generator, the emitters, the circuits and the machinery to make the shield, while an armour defense system is basically what sits on the hull, maybe some change sto the engine system and hull.

Armour is a hell of a lot cheaper, and simpler then shields which have the upside of not taking permanent damage. Either way, I feel the need to weigh in here because I felt your argument made quite a few assumptions that lack any base right now.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Design Phase)
Post by: Light forger on June 03, 2019, 01:21:40 am
I will admit that my claims do lack direct reinforcement although we really don't know how the battles are going to play out right now, a side effect of doing these turns in a vacuum. My argument in the BFG matter was this let's say we have a shield that can stop 6 or so rounds and armor that could reliably defeat the said rounds. If our foe was to then make a gun that was let's say 3 time more powerful the shield would be able to in theory stop two rounds, where as the armor would be ineffective. This is of course assuming that shields work like the utterly unrelated game planetside 2.

For the cost, on one hand small infantry side shields are only VE so it's possible they could be fairly cheap or they could still be expensive. On the flip-side armor could be even cheaper or it could cost more due to the mix of needing a larger engine and that composites could be expensive. I'm guessing that shields and armor will cost about the same with shields offering less weight and better at 'burst damage' at the cost of being mostly active and worst over time. With armor better at eating large volume of fire and being able to out right ignore lower caliber weapons. I could of course be wrong but, until we make a heavily armored and/or shielded vehicle we don;t really know.

At the end of the day vote for want you want.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Design Phase)
Post by: Madman198237 on June 03, 2019, 09:08:22 am
Armor also bears two issues that shields don't have A: it works right until it doesn't. If someone decided to make a BFG then it will cut through armor like butter. Shields on the other hand at least are likely to eat a hit or two before they fail giving you time to run away. Just saying it has enough armor to defeat everyone else guns doesn't stop this. Second it's heavy while we may not have that much shield know how we sure don't have any for armor. So heavily armoring a tank will make it slow or really expensive.

The camera issues is completely over blown, we have unmanned turrets right now and they aren't getting blinded nonstop. The chances of a direct hit is extremely unlike and further more a direct hit to a periscope is going to disable it as well, with a chance of blinding or killing the gunner due to laser fire or shrapnel. To the stabilized side there is a vast gulf between being able to hit a half meter wide area on the move and being able to keep a laser focused on area smaller then that for a couple of seconds.
...seriously?
DARNIT NO. If somebody makes a gun powerful enough to blow through armor then it'll immediately take down the equivalent amount of shielding. Shields in Planetside are not the be-all end-all of defensive measures, they are NOT stronger than armor and do NOT magically survive more than an equivalent amount of armor. Using large shield generator and powering equipment will ALSO make a vehicle heavy. If I say "shields capable of surviving an Illuminator burst" and you say "armor capable of surviving an Illuminator burst" then somebody who makes a gun a bit bigger than an Illuminator is going to get straight through those shields and that armor. The shields are NOT magically going to do better than the armor would.

We aren't in combat yet and our unmanned turrets ARE NOT TANKS and ARE NOT TANK-SIZED. Remember that a tank is a priority target for most militaries, and if we're so polite as to hand them a seriously vulnerable spot like the joints on an armature-held laser gun they will be very happy to shoot the hell out of that nice little weak point. As for stabilization, there is a bit of a gulf, but given that this is IN THE FUTURE I think we can manage it just fine.


Next Lightforger reply:
That's not how armor would work in that case. If the armor is capable of stopping six rounds just like the shields, then a gun three times better at armor-penetration would not get through either. You seem to be assuming in a hideously biased way that an equivalent weight and complexity and expense of armor (compared to the shield system capable of taking six hits) must only be capable of taking ONE hit in any one location.

This actually brings me to another point before I address your last paragraph, which is that armor has one other crucial advantage over shields: Small-caliber rounds, high explosive hits, or near-misses with any kind of HE to armor will not generally do meaningful damage to it until the caliber of the HE shell is extremely large. Small-caliber rounds are not capable of doing meaningful damage to tank armor. This is based on history, for both cases. If you were to hit the shield with small-caliber fire, near misses with high explosives, or high explosive shells, it would be steadily and rapidly weakened. Armor would not, however, be meaningfully weakened by anything save a large HE, and even that would take many hits of a moderate-caliber HE to destroy the vehicle. HE damage is spread over an area, a shield would absorb almost half the energy of a contact-detonated HE shell and be depleted by that much, whereas the armor would reflect most of the blast and just generally not be bothered by the pressure wave.

Armor is cheaper than shields. This is because armor requires much less effort to construct and build than shielding systems do, even heavily-layered composite armor can be reduced to nothing more than plates of different materials. Shields require circuits, power systems, computers, some form of technobabble-filled projector, etc. All much more complicated AND much more prone to using rare materials than armor.

Shields provide a way to resist damage that would otherwise destroy parts of the armor without suffering permanent damage, at the cost of being more complicated, power-hungry, vulnerable to all sorts of tricks, disabled by continuous infantry fire, and also not always being active. Ambushes or attacks while the vehicles were unmanned would be devastating to a shield-reliant tank force even if the enemy had only small explosives.
Title: WarBiz Arms Race // Victory Services Thread (Prewar 3 Revision Phase)
Post by: Man of Paper on June 12, 2019, 01:47:42 am
Prewar 3 Design Phase


Proposal: Rampage Main Battle Tank
Difficulty: Hard
Result: (3+2)+1=6, Average

True to it's name, the Rampage is our first vehicle designed to devastate our opponents. It's larger than a Desert Rat (but notable smaller than a standard MBT with a much lower profile) covered in layered ablative armor and sitting on a pair of wide treads. It's turret houses a massively upsized 15cm Illuminator with targets designated by a dedicated gunner. The armor on the Rampage consists of a reflective top layer to reduce effectiveness of laser weaponry to a degree, while the underlying armor metal and ceramic armor is designed more to hold against projectile impacts. It can take a hit or two, but is more susceptible to concentrated fire than standard terrestrial MBTs. That's not too much of an issue though, as the Rampage is a good bit harder to hit, and it's lower profile angles the armor significantly, making penetration less likely from anything that isn't plunging fire.

The Illuminator turret tracks on it's own once the gunner designates a target, and is usually able to track accurately barring both the Rampage and it's target making erratic or evasive actions. While upsized, the turret receives energy from a power supply that's also been upscaled. At it's standard "Bake" setting the gun sees similar uptime to the base Illuminator - two seconds of fire with a thirty second recharge. It's lower "Thaw" setting reduces raw power of the beam while extending it's uptime to ten seconds before requiring the thirty second recharge on a completely drained power supply. The tanker's favorite mode, and the mechanic's "favorite", is "Bonfire", where the entirety of the power supply is dumped into a single concentrated blast of laser energy. This single shot audibly whistles and cracks as it burns through the air, hitting objects with enough thermal energy to cause impacted surfaces to expand rapidly and simulate an explosive blast. A mounting on the turret houses a remotely-operated Scourge for additional anti-infantry capability. 

The biggest advancement within the Rampage is it's Emergency Shield Deployment System. The system needs manual activation from the vehicle's crew and draws a significant amount of energy from capacitor banks charged via the drive and turret power reactors. A hard light mesh is deployed along the tank's external armor following the original form of the vehicle should chunks be taken out or holes made. While it can only take a shot or two from large-caliber, tank-sized weaponry, every little bit helps.

While the vehicle is fast for an MBT at 100km/h it's treads are a glaring vulnerability. They're largely unprotected and vulnerable to gunfire and explosives, and if a Rampage throws a tread it's crew's best chance at survival is throwing up the Emergency Shield and bailing the hell out of there.

Though there are some issues with the Rampage Main Battle Tank it does show plenty of promise afield. Unfortunately it's reliance on the Illuminator and it's poor base fire-rate combined with it's light armoring and reliance on speed with vulnerable propulsion systems make investors a little wary, and so it is (VERY EXPENSIVE) until one or two of those issues are fixed.


Proposal: Caduceus Medical Applicator
Difficulty: Very Hard
Results: (6+3)-2=7 (6+6)-2=10, Superior

The Caduceus is a massive leap in medical technology. While some companies have begun developing equipment to simulate the ability larger facilities have to revive combatants, we are the first to implement it in a way that could see success on the battlefield. The Caduceus Medical Applicator is equipment housed in the forearms of our Combat Medics' combat armor. Each bracer houses a pair of tubular nanite reservoirs, each one with the same capacity as the Basic Medical Applicator, connected to dispenser nozzles where the bracers terminate at the wrist. We learned a bit from the Self-Eating Failure in regard to properly programming nanites and so it was a good bit easier than it should have been to create nanites "smart" enough to prioritize fatal and critical injuries. This results in soldiers in/on/around death's door the ability to return to life, and combat, with little to no delay or repercussions.

The Caduceus is also capable of preemptive nanite dispersal, coating squadmates in a cloud of healing nanites. While their effectiveness when deployed this way does drop significantly, it provides immediate healing when a Combat Medic is otherwise occupied scooping up someone's guts. These nanite clouds disperse after a couple minutes.

On top of all that, the Caduceus has very little in the way of heating issues. As a result there is no need to stop and wait for the weapon to cool, and nanites refill the reservoirs at a rate only slightly slower than consistent dispersal. This means, unless a single Combat Medic is administering nanite treatments to an entire battlefield of friend and foe, they are unlikely to run into issues requiring them to stop doing their job.

The Caduceus Medical Applicator is relatively simple and effective and is sure to be a wonderful tool on the battlefield. As a result of it's immediate popularity among soldiers and bean counters alike it comes to (CHEAP) and is Class-Defining Equipment for the Combat Medic. As it outperforms the basic applicator in every area and is more readily available it has made the Basic Medical Applicator [OBSOLETE].


----------------


Not bad, but you can always do better. And it's now the Revision Phase, where you can do such a thing as "improvements". You have Two(2) Revisions to discuss this turn.

Spoiler: VS Armory (click to show/hide)
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Revision Phase)
Post by: Happerry on June 12, 2019, 04:10:43 am
Volt Spark Electrocarbine (Spark Revision)
Work on the Spark has, it must be admitted, gone less then well in the past. From a capacitor that can't hold it's load to someone adding a desire to make shots bend around cover when no one else was looking, the Electrocarbine is currently a piece of work, and not in a good way. The Volt Spark rework seeks to, instead of fighting the majority of the problems, use them. Or just drop them. Like the complete drop of the attempt to let it work as a wireless taser when desired. No, instead the decision was made that if the capacitors sought to unleash all their power every time the weapon was shot, why not go with that? And so instead of a rapid fire weapon, the new Volt Spark Model unleashes the full power of all selected capacitors whenever it is fired in a thundering strike that will see its targets fry. Ammo wise, the gun now has six individual capacitors built in, each independently charged as needed. The user can use a handy dandy dial to chance how many capacitors will be used for the shot, from one per shot for the weakest but most sustainable firing method, to all six at once for a lightshow of extreme power, if also an extreme time to recharge afterwards.

Bane Quality Control Rework (Bane Revision)
The Bane, right now, has plenty of issues. The good news is that these issues can be fixed. Many of said issues are caused by faulty engineering, not any specific problem with the weapon plan itself, and can (hopefully) be solved simply by... well, getting a group of engineers whom actually know what they are doing to do a thorough review and rework of the Bane. Thus, these experienced engineers can fix the faulty power pack that doesn't hold enough charge, fix the connections to the power pack that uses that power super inefficiently, a regulator will be added to the design to control how much power it draws from an attached exterior power source (like whatever vehicle it is mounted on, or any other source it gets attached to), the heatsinks are rationalized, and so are the cabling and ports which are simplified and changed to something people can actually manage to work with in the field. All in all, the Bane should hopefully be a Bane for the enemy, not the user, once this redesign finishes.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Revision Phase)
Post by: Madman198237 on June 12, 2019, 09:01:38 am
Quote
Rampage RUSH (Refit for Underprotected Suspension and Hull)
They said we couldn't do what has been done many times before, and make a MBT meant to be fast and long-ranged. Well, we already did. Yeah, the tracks are a bit vulnerable, but with the addition of a simple skirt plate sufficient for stopping smaller caliber rounds or laser bursts and preventing explosives from doing damage to the vulnerable suspension systems (track links are not known for being easily damaged, it's always the suspension and drive wheels that get wrecked), that can be fixed enough. After all, you're driving a more mobile vehicle. Why the heck is the enemy flanking you with a large gun and blowing off your tracks? Anyway, the added weight is fairly minimal, but the effective very large, especially on hypothetical enemy man-portable anti-armor weapons that rely on accurately hitting critical suspension components.

To provide further protection and aid the vehicle in its desire to remain un-destroyed and improve its capability to run away, the originally-planned web of sensors (a loop of wire with a current running through it and an ammeter connected to it would work---just activate the shield if two or three ammeters (we should have overlapping sensor coverage) stop reading current) is implemented to automatically activate the shield, since the crew could not really be expected to know where their armor is going to be breached unless damage is showing up inside the crew compartment...which would not be good.

Finally, the Illuminator issue. The Illuminator's own power system is removed and replaced with a battery system capable of double the firing time, but without the components that allow for self recharge. Power is instead drawn from the vehicle's main reactor, which is, if necessary, expanded to allow a 30 second full recharge of the doubled capacity when the vehicle is working at maximum acceleration, and thus a faster recharge when the vehicle is not moving as fast---for instance when the vehicle is stationary and sniping, we expect to have very good recharge rates on the primary weapon.

Together, these improvements are expected to make Rampages just survivable enough so that our investors will stop being chickens about it, and thus reduce the cost. It also renders the Rampage deadlier so that it works better as a sniping vehicle.

Substantially edited. I think that this won't be too difficult, it's all working with things we understand in ways to make the Rampage excel at its role.

And now, to stop MoP from feeling bad:
Quote from: IS VOTEBOX, PLEASE VOTE
Rampage RUSH: (1) Madman
Bane Quality Control Rework: (1) Madman
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Revision Phase)
Post by: Happerry on June 15, 2019, 07:23:16 pm
Quote from: IS VOTEBOX, PLEASE VOTE
Rampage RUSH: (2) Madman, Happerry
Bane Quality Control Rework: (2) Madman, Happerry
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Revision Phase)
Post by: Light forger on June 15, 2019, 09:38:08 pm
Quote from: IS VOTEBOX, PLEASE VOTE
Rampage RUSH: (3) Madman, Happerry, Lightfoirger
Bane Quality Control Rework: (3) Madman, Happerry, Lightforger

I would prefer to work the on tank's gun but, I don't really care enough to throw up a revision. So unity it is.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Revision Phase)
Post by: Madman198237 on June 15, 2019, 09:39:41 pm
This revision does in fact alter the Rampage's weapon...unless you're talking about doing something else to it?
Title: WarBiz Arms Race // Victory Services Thread (Prewar 4 Design Phase)
Post by: Man of Paper on June 21, 2019, 07:26:37 pm
Prewar 3 Revision Phase


Proposal: Rampage RUSH
Difficulty: Normal
Result: (1+1)+0=2, Utter Failure

Sometimes things just don't work out for whatever reason. None of the changes we aimed to make in order to improve the Rampage seemed all that out of reach. In fact, it's generally agreed upon that the changes weren't too difficult at all. Our people just...couldn't make things work. We can always try again, but we didn't really get much from this attempt. At least we didn't break anything!


Proposal: Bane Quality Control Rework
Difficulty: Hard
Result: (3+2)-1=4, Poor

We can't completely blame the lack of adequate progress on the engineers and technicians this time around. They had some seemingly simple fixes to make, but the foundation they were working off of was absolute trash. Out of everything we set out to do, adding a limiter to the Bane was the clearest success - and with no unexpected drawbacks! The weapon does not have the chance to kill it's attached vehicle any longer. Modified heat sinks have also moved the Bane from "fire only when wearing thermal protection" to "fire in short bursts with a moment's pause and you'll be fine". It's individual power supply is still lacking, but a twelve second recharge time for a 100-round supply isn't too bad.

It's still a bulky weapon, but some minor refinements make it usable by Heavy Assaults as a weapon that takes both the Primary and Secondary weapon slots. Since it's a functioning weapon it'll see deployment at (VERY EXPENSIVE).


----------------


It is now the Design Phase. You have one free design for whatever you wish and one auxiliary equipment design that will receive a research credit. As we approach the final two prewar turns remember that you will need to define class loadouts for each of your separate classes consisting of a Primary and Secondary Weapon, some form of their Class-defining equipment, and up to three Auxiliary Equipment. The number of each class you deploy will be largely based on the expense levels of their equipment.

Spoiler: VS Armory (click to show/hide)
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Design Phase)
Post by: frostgiant on June 21, 2019, 09:09:01 pm
Spoiler: Kobold PDW (click to show/hide)

A secondary weapon, we need one for our loadouts. rapid fire, And is meant to be kinda simple so we don't run into and modifiers.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Design Phase)
Post by: Happerry on June 21, 2019, 09:18:50 pm
Reposting my pistol write up.

Sunspitter Pistol
The Sunspitter Pistol is a slow but steady weapon with greater firepower then many of its peers, even if each shot takes up a substantial amount of power from the hilt integrated power core. When fired, said power core generates an impressive amount of plasma and accelerates it down the acceleration rails built into the gun proper. At the end of the rails, the accelerating bolt of plasma finds a newly woven thin film of liquid plastic is created between the two 'spinnerets' located opposite each other which finds itself deformed into a orb by the impact of the plasma. This plastic contains the plasma, preventing it from dispersing into the air as it flies through the air like it normally would. Until, at least, it strikes something, whereupon the plastic, already melted away by the plasma it has within, will burst, resulting it whatever was impacted to find itself experiencing the unpleasent experience of being coated in exceedingly hot and painful plasma. Flesh and armor alike are melted through, rendering the target to be, at the very least, quite damaged.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Design Phase)
Post by: frostgiant on June 21, 2019, 09:34:46 pm
"Naufragium" ShotPistol

The Naufragium is a basically a heavy pistol sized Hardlight generator, designed to create packets of hardlight debris.
Projected hardlight is designed to stop small arms fire, and is hard enough to do this for a fair amount of time when anchored. The hardlight debris created by the Grinder lacks an anchor point, instead of being flash-forged and launched pushed out of the chamber via a small plasma detonation, created from a compact air chamber located near the back of the barrel being ignited while under high pressure.

This Detonation Quickly pushed the Hardlight debris out of the chamber very quickly, having been flashforged and then fired in the blink of an eye.
The Weightless hardlight shrapnel is propelled by this Plasma detonation at high enough speeds that one could almost mistake the hardened light for its normal photon counterpart.

While lacking in mass, its Almost none existent weight leans heavily on another end of the holy weapon formula, Creating hundreds of Razor sharp shards of light that a person has no hope of dodging after the trigger is pulled.
Heat monument and power are the only limitations on this weapon, with its primary accelerant pulled from the atmosphere and its ammunition forged from its own hard light components.
Unfortunately, lacking an Anchor and power source, the Naufragium’s range is limited even with its speed of light-esque projectiles, with the Hardlight debris quickly transforming back into regular photons past a limited distance.

Hardlight shotgun pistol, Packs a punch at close range.
Deadly inside of its range, and perfectly safe outside of it. Good for close range scenarios and can be used in urban environments safer then a kinetic counterpart.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Design Phase)
Post by: Madman198237 on June 22, 2019, 10:02:24 am
I'm thinking air dominance fighter for the next regular design, a secondary weapon would work fine for this one. I would like one with advanced targeting capabilities so that we are less likely to miss, perhaps integrated into the HUD somehow.

I'm not really feeling up to writing another design right now, so it's just a thought for now.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Design Phase)
Post by: frostgiant on June 22, 2019, 11:14:45 am

A cybernetic implant which can give our soldiers bullet time, anyone who's played a game like super hot or sniper elite should know how useful the ability to carefully aim, plan and react while your enemies are slower then you is. Useful at both long-range shooting and close range combat, I feel like its worth a roll of the dice trying to make this if we decide to try our luck at an offensive grenade during revision by combining the dissolving tube and our medical nanites.

Quote from: Vote Box
Sunspitter Pistol (0):
Kobold PDW (0):
Naufragium Shotpistol (1): Frostgiant

PAYNE ERTCM (1): Frostgiant
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Design Phase)
Post by: Madman198237 on June 22, 2019, 10:11:37 pm
Quote
Staredown Close Defense Weapon
Based on our preference for high-powered laser weaponry, our soldiers should generally avoid getting up close and personal, since powerful weapons are not known for firing quickly, and rapid fire is extremely desirable in close quarters, because if you miss your first shot you may not have time for another if your weapon is slow. However, with the amazing power of modern technology, the limitations of powerful weaponry in close quarters can be reduced somewhat.

The Staredown is a powerful laser weapon, making use of a power supply customized for high power density at the expense of recharge time. The power supply is capable of firing three shots before being drained, each shot capable of putting down most soldiers in one hit. It then takes an extended amount of time to recharge, of course. Firing three rounds before running out of power is a great way to reduce the disadvantages of a powerful laser weapon, however that's not enough. You still only have three shots, after all.

In order to make the weapon truly amazing in close quarters, the Staredown packs a specialized miniaturized computer system built into the weapon and the user's own uniform/helmet and integrated with the user's HUD. This computer system is capable of identifying targets and has a reticle superimposed on it, representing where the handgun is pointing. The reticle changes color when the gun is pointed at something the computer has identified as a target. Most impressive, however, is the variable lensing array at the end of the laser weapon's barrel. The computer is capable of controlling the array to alter the path of a shot, allowing it to lock onto targets and make shots that the user would otherwise have missed.

How about this for a CQB weapon?
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Design Phase)
Post by: frostgiant on June 22, 2019, 10:40:53 pm
Quote
Staredown Close Defense Weapon
Based on our preference for high-powered laser weaponry, our soldiers should generally avoid getting up close and personal, since powerful weapons are not known for firing quickly, and rapid fire is extremely desirable in close quarters, because if you miss your first shot you may not have time for another if your weapon is slow. However, with the amazing power of modern technology, the limitations of powerful weaponry in close quarters can be reduced somewhat.

The Staredown is a powerful laser weapon, making use of a power supply customized for high power density at the expense of recharge time. The power supply is capable of firing three shots before being drained, each shot capable of putting down most soldiers in one hit. It then takes an extended amount of time to recharge, of course. Firing three rounds before running out of power is a great way to reduce the disadvantages of a powerful laser weapon, however that's not enough. You still only have three shots, after all.

In order to make the weapon truly amazing in close quarters, the Staredown packs a specialized miniaturized computer system built into the weapon and the user's own uniform/helmet and integrated with the user's HUD. This computer system is capable of identifying targets and has a reticle superimposed on it, representing where the handgun is pointing. The reticle changes color when the gun is pointed at something the computer has identified as a target. Most impressive, however, is the variable lensing array at the end of the laser weapon's barrel. The computer is capable of controlling the array to alter the path of a shot, allowing it to lock onto targets and make shots that the user would otherwise have missed.

How about this for a CQB weapon?

Going to be honest, Three shots followed by a long recharge sounds kinda terrible. even IF, all shots land, and all shots are killing shots, that means that anyone using it would be completely open to Goon#4. # shots is even less than a revolver, and while the Aim bot may be fun, it runs into the problem of being attached to a bad weapon. 3 shots is absolutely nothing, you can't fire any kind of suppression and to even kill 3 guys the events would need to line up perfectly.
To be honest, rejiggered as a sniper rifle it would be pretty decent, as a pistol its terrible.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Design Phase)
Post by: Madman198237 on June 23, 2019, 08:21:45 am
Well it's a balance, of course. Number of shots per charge versus size of power supply versus rate of charge compared to capacity. This needs to be a rather easy-to-handle sidearm, thus it must have a sufficiently small power supply, while our preference for powerful and accurate weaponry means that we can't have too many shots between reloads. And this is only a "relatively" lengthy recharge, I have no idea how long it's going to be in seconds or whatever.

Yes, you'd be vulnerable to goon number 4, but there's always that point. With a weaker pistol firing six rounds, you double tap everybody to ensure a kill and are still vulnerable to goon number 4, but some of the other guys may not have been killed by the weaker blasts and now you're still in trouble.

Oh, and saying that having only three shots in close quarters won't be enough is patently ridiculous, provided you can't miss. If you're outnumbered more than two to one, even with the element of surprise you should be dead since the enemies are NOT going to sit nice and still as you rush into the room and aim slowly and carefully at all three of them. With this pistol, the user could conceivably kill ALL THREE with just three shots before they might react...maybe. Probably not, but they've got a better chance of beating the enemy's reaction times and accuracy than with a different gun.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Design Phase)
Post by: frostgiant on June 23, 2019, 09:20:09 am
Well it's a balance, of course. Number of shots per charge versus size of power supply versus rate of charge compared to capacity. This needs to be a rather easy-to-handle sidearm, thus it must have a sufficiently small power supply, while our preference for powerful and accurate weaponry means that we can't have too many shots between reloads. And this is only a "relatively" lengthy recharge, I have no idea how long it's going to be in seconds or whatever.

Yes, you'd be vulnerable to goon number 4, but there's always that point. With a weaker pistol firing six rounds, you double tap everybody to ensure a kill and are still vulnerable to goon number 4, but some of the other guys may not have been killed by the weaker blasts and now you're still in trouble.

Oh, and saying that having only three shots in close quarters won't be enough is patently ridiculous, provided you can't miss. If you're outnumbered more than two to one, even with the element of surprise you should be dead since the enemies are NOT going to sit nice and still as you rush into the room and aim slowly and carefully at all three of them. With this pistol, the user could conceivably kill ALL THREE with just three shots before they might react...maybe. Probably not, but they've got a better chance of beating the enemy's reaction times and accuracy than with a different gun.

Except most high caliber pistol's even today have more than even 6 shots, Even with the aim botting, I find it a highly unlikely that every shot will translate to a kill, just from the existence of things in our own arsenal like hardlight shields. even if the gun doesn't miss, their are so many variables provided at shooting enemies with shielding, cover and medical technology that I find it rather silly to claim that 3 shots is anywhere close to sufficient.

This pistol can't be used for suppressive fire, You don't have the shots necessary for double tap to ensure a kill, Becuase even if its a High power pistol we are still dealing with high tech shielding and armoring. When it comes to being a sniper rifle, it would be pretty good, but as a pistol its really not up to par for whats around even by today's standard on any metric except accuracy and power.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Design Phase)
Post by: Madman198237 on June 23, 2019, 01:10:08 pm
High caliber pistols are not used in militaries, either. It's always 9mm handguns with extremely high magazine capacity. We logically don't want to try that, so we go for a different means of surviving close combat.

Yes, there are lots of variables, and it's distinctly possible that we'll need all three shots to kill heavier soldiers. But we can absolutely make this thing powerful enough to kill a regular light assault or medic in one hit, since I'm making a tradeoff or two for it. Three shots is sufficient if in three accurate shots you do as much damage or maybe even more damage than an entire magazine of substantially lighter shots.

We have MORE POWER in this magazine than a regular handgun would, since we're trading off recharge rate for increased capacity. I choose to dump it in about three shots because I want this to follow our side's mantra---one good shot to kill anything.

If you're using a handgun for suppressive fire you are terminally stupid. If you are double-tapping with a gun specifically designed to put people down in one hit and built around the idea of hitting the right spot the first time, you're terminally stupid. Heck, if you're double-tapping on a gun with no recoil, you're terminally stupid. If you're firing with your sidearm at somebody shielded and armored then you fire as many times as needed to kill him, and pray that there's not two or three or fifteen guys in that room. Not that anybody would ever enter a room, alone, with multiple hostile soldiers inside, in a war zone, with a handgun of all things, and expect to survive, anyway.


Quote from: Vote Box
General Design:
Sunspitter Pistol (0):
Kobold PDW (0):
Naufragium Shotpistol (1): Frostgiant
Staredown CDW: (1) Madman

Auxiliary Equipment Design:
PAYNE ERTCM (1): Frostgiant
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Design Phase)
Post by: Happerry on June 24, 2019, 09:59:38 pm
Deployable Spawn Station
The Deployable Spawn Station starts as a mere large, and admittedly bulky, backpack. When deployed this outer seeming will soon be proven false as the internal construction and excavation systems within said backpack (hopefully and ideally aided by local engineers using repair and construction tools) proceed to burrow into the ground beneath the deployed station to construct the needed nanite reserve tank, nanite construction loom, power core, and battery packs needed to allow for the spawn pad construction on the surface by the same construction system to actually allow new assets to spawn into the battlefield. While, admittedly, miniaturized as the system is to allow it to be transported, even with it constructing most needed infrastructure on site in the field when deployed, it has a very low spawn rate for a spawn point, only allowing one individual to spawn every other minute or so. But as a man portable spawn point system, this weakness is meant to be overcome by just deploying half a dozen of them to whatever strongpoint could use some additional reinforcements...


Quote from: Vote Box
Sunspitter Pistol (0):
Kobold PDW (0):
Naufragium Shotpistol (2): Frostgiant, Happerry
Staredown CDW: (1) Madman

PAYNE ERTCM (1): Frostgiant
Deployable Spawn Station (1): Happerry
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Design Phase)
Post by: Madman198237 on June 24, 2019, 10:12:02 pm
Quote
Nanite Deconstruction System (Auxiliary Equipment)
Based on the badly mangled Nanite Deconstruction System, this second attempt incorporates experience from the Caduceus and the original project, to create an actually functioning product. A set of deployable spikes and a ring of powerful magnets around the aperture allow it to be attached to any surface, even a surface moving past you extremely quickly, so long as said surface is made of metal.

In order to fix the, ahem, "Self-Deleting" functionality of the Self-Deleting Tube, we have preprogrammed the Nanites to eat material in a pre-specified shape, with an origin point in the center of the tube's aperture. All available shapes (cones, cylinders, pyramids, spheres) can be scaled to different sizes by setting the tube to run the nanites for longer or shorter periods of time, but all are fixed in orientation relative to the tube. This allows the nanites to be properly programmed without needing a large computer module attached to the back of your deconstruction device.

The nanites are indiscriminate when eating away at things, as we did not want to overcomplicate the programming or attempt to program more into a nanoscale device than is necessary.

Quote from: Vote Box
General Design:
Sunspitter Pistol (0):
Kobold PDW (0):
Naufragium Shotpistol (2): Frostgiant, Happerry
Staredown CDW: (1) Madman

Auxiliary Equipment Design:
PAYNE ERTCM (1): Frostgiant
Deployable Spawn Station (1): Happerry
Nanite Deconstruction System: (1) Madman

I feel like we should actually make this do something other than delete itself---it's an extremely useful piece of kit.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Design Phase)
Post by: frostgiant on June 24, 2019, 11:19:14 pm


Quote from: Vote Box
General Design:
Sunspitter Pistol (0):
Kobold PDW (0):
Naufragium Shotpistol (2): Frostgiant, Happerry
Staredown CDW: (1) Madman

Auxiliary Equipment Design:
PAYNE ERTCM (0):
Deployable Spawn Station (1): Happerry
Nanite Deconstruction System: (2) Madman, Frostgiant

Title: WarBiz Arms Race // Victory Services Thread (Prewar 4 Revision Phase)
Post by: Man of Paper on July 04, 2019, 02:54:25 am
Prewar 4 Design Phase


Proposal: "Naufragium" ShotPistol
Difficulty: Hard
Result: (3+2)-1=4, Poor

The Naufragium is a solid attempt at turning our protective equipment into a weapon. While the trigger is depressed hardlight "debris" are forged within the chamber while the weapon's compression cell pressurizes the air within. A red light on the gun switches over to green once the weapon is charged a second later, deactivating fail-safes preventing it from firing before it's capable of, well, doing anything. Releasing the trigger fires a blast of hardlight fragments most effective at a fairly Close Range. The burst of fragments is notably capable of overloading hardlight shields, however the damage caused to flesh and armor is limited to, at worst, severe burns and lacerations - enough to put down a relatively unarmored foe, but it rapidly loses effectiveness against heavier infantry. The microcompressors that work to pressurize the air chamber emit a low, very audible hum while working.

The Naufragium Shotpistol is a complex, but interesting, piece of weaponry. It's numerous minor flaws add up however, resulting in a deployment rate at (VERY EXPENSIVE), though it will be usable by All Classes.


Proposal: Nanite Deconstruction System
Difficulty: Very Hard
Results: (3+2)-2=3 (5+2)-2=5, Below Average

The NDS is, thankfully, an improvement on the Self-Deleting Tube. Not that that'd be hard to improve upon in the first place.

The tube's nanites have been thankfully programmed to weaken material in a circular shape with adjustable parameters on a small touch screen on the tube. The tube can dispense nanites to eat away at inorganic material up to 150cm in diameter and 10cm deep before nanites lose cohesion, though as the area gets larger the materials are less likely to be outright destroyed as opposed to weakened. Weakened materials can be hammered through with the butt of a gun relatively easily, so not all is lost. Notably, it is nearly impossible to identify a material affected by the NDS before it collapses on itself.

The magnets make the Nanite Deconstruction System adhere to metallic surfaces and the spikes secure it to soft ones, but surfaces like concrete require someone to hold the tube up to the wall in order to have the desired effect.

Creation with nanites is easy, at least compared to using them to destroy without losing some sort of control. They are currently usable by All Classes and are (VERY EXPENSIVE), making the Self-Deleting Tube [OBSOLETE]. It will likely be very difficult to improve their functionality without an increase in material costs, but it could happen.


----------------


As the, ah, competition for the military contract draws nearer business continues to swell. You have Two Revisions to use this Revision Phase. We also feel it's pertinent to remind you all that by the end of the next turn you will need to define the loadouts for each class as well as create an Outfit that fights for your company.

To reiterate and prevent the need to look through threads:
Loadouts are made up of a Primary Weapon, Secondary Weapon, Class-Defining Equipment, and up to Three Auxiliary Equipment slots. One Loadout is needed for every class, and cost of the items in the loadout affects how many of that class are deployed. Note that any equipment slot save for the Class-Defining one may be left empty.
Outfits need a Name, Favored Equipment, Methods of Engagement (Preferred Tactic and Strategies), and anything fluffy to further define the Outfit.


Spoiler: VS Armory (click to show/hide)
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Revision Phase)
Post by: Madman198237 on July 04, 2019, 03:33:04 pm
Quote
Razor Personal Hardlight Projector
The Naufragium has a torturous name and a few flaws that really need to be fixed so it can be deployed amongst all our soldiers. First off, it takes too long to charge for close combat situations. This is rectified by having the weapon maintain a constant charge in the barrel whenever it's taken off of "Safe". The low damage and charge time are fixed by adding more energy to the firing chamber, which heats the air rapidly (increasing pressure) and also increases the energy in the hardlight projectiles. A reduced total number of projectiles likewise improves the power of each fragment making it more likely to do damage through lighter sections of armor.

Together, these improvements are hoped to improved the Naufragium's capabilities to make it available to every soldier. Even if it can't punch through armor, being able to threaten any exposed or underprotected areas with a barrage hardlight will definitely be good enough to keep enemy heads down while the soldier makes a tactical retreat or gets close enough to do real damage.

Now with an easily abbreviated name and some altered capabilities to make it much better and hopefully cheaper.


Quote
Rampage RUSH (Refit for Underprotected Suspension and Hull)
Note: Text copied from previously submitted request. Further failure will result in termination of certain engineering personnel contracts, immediate disciplinary execution, and summary reassignment to the Eastern Front combat units.

They said we couldn't do what has been done many times before, and make a MBT meant to be fast and long-ranged. Well, we already did. Yeah, the tracks are a bit vulnerable, but with the addition of a simple skirt plate sufficient for stopping smaller caliber rounds or laser bursts and preventing explosives from doing damage to the vulnerable suspension systems (track links are not known for being easily damaged, it's always the suspension and drive wheels that get wrecked), that can be fixed enough. After all, you're driving a more mobile vehicle. Why the heck is the enemy flanking you with a large gun and blowing off your tracks? Anyway, the added weight is fairly minimal, but the effective very large, especially on hypothetical enemy man-portable anti-armor weapons that rely on accurately hitting critical suspension components.

To provide further protection and aid the vehicle in its desire to remain un-destroyed and improve its capability to run away, the originally-planned web of sensors (a loop of wire with a current running through it and an ammeter connected to it would work---just activate the shield if two or three ammeters (we should have overlapping sensor coverage) stop reading current) is implemented to automatically activate the shield, since the crew could not really be expected to know where their armor is going to be breached unless damage is showing up inside the crew compartment...which would not be good.

Finally, the Illuminator issue. The Illuminator's own power system is removed and replaced with a battery system capable of double the firing time, but without the components that allow for self recharge. Power is instead drawn from the vehicle's main reactor, which is, if necessary, expanded to allow a 30 second full recharge of the doubled capacity when the vehicle is working at maximum acceleration, and thus a faster recharge when the vehicle is not moving as fast---for instance when the vehicle is stationary and sniping, we expect to have very good recharge rates on the primary weapon.

Together, these improvements are expected to make Rampages just survivable enough so that our investors will stop being chickens about it, and thus reduce the cost. It also renders the Rampage deadlier so that it works better as a sniping vehicle.

I just want my tank to work, why won't my tank just work?
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Revision Phase)
Post by: frostgiant on July 04, 2019, 04:03:23 pm
Here are two possible approaches for improving the Naufragium.
Quote
Naufragium Pyros

The Naufragium Pyros is an attempt to fix the underlying issues that currently undermine the use of this shot pistol.
The first area of improvement is the air compression mechanism; by improving the compressor we can cut down the 1 second charge time by a good margin, building up air pressure much quicker then the previous mechanism. With the addition of a mechanical safety and a series of compartmental chambers, The Naufragium Pyros gains the ability to pre-charge up to two air chambers, Giving it two shots before requiring it needs to “reload”.

The second modification for the Naufragium comes in the form of its hardlight generators. Normal hard light generators are designed to create stable material that is perfectly safe for a human to touch and handle, Tying into its origins as a defensive system.
In order to increase the amount of damage that the Naufragium can deal to heavier targets the hardlight debris created by the Hardlight generators are designed to be formed at temperatures that would normally be specifically culled by the safety programs. Instead The hard light debris is created at tempuratures that can be compared to molten metal.
The current Debris is capable of creating Severe burns in an unarmoured target as is because of the sheer speed that it moves at creating a large amount of friction in the air. It is estimated that the increased Heat of the debris will give it a much easier time impacting heavier armors.
Quote
Naufragium Gravis
The Naufragium Gravis is an attempt to fix the underlying issues that currently undermine the use of this shot pistol.
The first area of improvement is the air compression mechanism; by improving the compressor we can cut down the 1 second charge time by a good margin, building up air pressure much quicker then the previous mechanism.
In order to increase the Speed of the projectiles fired by the Naufragium, The compression chamber is expanded Igniting more air for a larger plasma detonation, further increasing the speeds the hard light construct is capable of reaching, as well as compensating for their increased mass.
An improved mechanical safety allow the compression chamber to remain compressed for long period of time without worry of premature detonation, this allows the Naufragium Gravis to Recharge a shot before combat begins.

in order to increase the damage output of the Naufragium, the Gravis project is designed to create a modified hard light debris, Impregnating the Hard light constructs with tiny quantities of highly heat tolerant metal flakes.
These flakes, barely more then 0.001 of a gram increase the weight of the hard light construct by a massive amount, while also attempting to keep the high speeds of the current hard light weaponry.
The increased mass of the hard light debris containing these infinitesimally small metal flakes allow them to impact heavily armored target much harder, giving it the mass required to penetrate these armored targets.

Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Revision Phase)
Post by: Happerry on July 04, 2019, 11:52:42 pm
Well, discussion in discord seems fairly settled, so I'm putting up a votebox.

Quote from: Tank and Gun Votes
Razor "Personal Hardlight Projector" : (1) Happerry
Rampage RUSH (Refit for Underprotected Suspension and Hull) : (1) Happerry
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Revision Phase)
Post by: Madman198237 on July 05, 2019, 12:25:29 am
Quote
Peregrine Air Superiority Fighter
Based on the Einherjar but being faster and meant for only a single pilot, the Peregrine will protect our forces from air attack, and grant us the capability to strike from the skies ourselves.

The Peregrine is a VTOL-capable fighter using a massively powerful engine to reach much higher speeds than the Einherjar, speeds suited to a modern fighter, while still retaining the fantastic maneuverability that fully vectored thrust grants. Thrust is provided by Einherjar-based thrusters capable of being fully vectored (or gimballed, I don't know how they work in the Einherjar) for VTOL operation. The vehicle's combat computer is a sophisticated piece of hardware capable of flying the vehicle and also controlling the weapon mount, though it mostly is responsible for tracking targets and other points of interest and putting on the pilot's helmet-mounted HUD. The HUD is linked to a set of cameras to allow the pilot to see "through" the body of the aircraft through a sort of augmented reality (see modern fighter pilot helmets).

The main weapon is mounted in a carefully constructed gimbal at the front of the vehicle, capable of taking the Einherjar's 20mm cannon or the Illuminator laser turret's laser array (its tracking system and hardware are redundant), at present. This gimbal is linked directly to the combat computer, the pilot's HUD (for the purposes of target acquisition and tracking), and the flight controls---the turret knows what the fighter is going to do as soon as the pilot pushes the stick, and can thus preemptively begin correcting for it, allowing it to remain supernaturally steady when pointed at any target within its field of traverse.

The aircraft's body is unarmored and constructed as small and light as possible to save weight, increase speed, and decrease costs. It has space to mount additional hardware of various sorts or carry a mission load (bombs, missiles, sensors, etc.) in an internal weapons bay. This bay presently only holds a spare fuel tank which can be jettisoned when combat is entered. Its final trick is that the body is created according to stealth standards---the shape of every part of the fighter reflects radar waves, the thrusters are sunken into the hull to diminish IR signature, and the paint absorbs UV and radar waves and scatters them weakly in all directions. The Peregrine is hard to detect, hard to hit, and hard to dodge.

The Peregrine does of course carry a set of countermeasures---the pilot can dispense chaff or flares to confuse most conventional tracking methods, while the vehicle's abnormally high maneuverability allow the pilot a decent chance at outmaneuvering a missile if they're smart about it.

Quote from: Tank and Gun Votes
Razor "Personal Hardlight Projector" : (2) Happerry, Madman
Rampage RUSH (Refit for Underprotected Suspension and Hull) : (2) Happerry, Madman

In short: Use simple methods to fix the problems so that it actually works. Oh, and finally FIX THE BLASTED TANK.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Revision Phase)
Post by: dgr11897 on July 13, 2019, 12:56:10 pm
Quote from: Tank and Gun Votes
Razor "Personal Hardlight Projector" : (3) Happerry, Madman, DGR
Rampage RUSH (Refit for Underprotected Suspension and Hull) : (3) Happerry, Madman, DGR
Quote from: Falcon multirole
The Falcon is a Multirole Light attack Vtol, designed to both contest the skies, and provide heavy fire support. Its designed with a minimal profile from all sides, looking like a helicopter without the rotor (think the mosquito without the mini wing things for mounting missiles. It is armed with an illuminator laser turret mounted under its nose. Whose lock on capabilities are especially useful when fighting enemy aircraft from extreme ranges, as the pilot merely has to mark the target, and the automated systems will handle the rest. The rest of the craft is built around speed, and maneuverability, it can't take many hits, but its one of the fastest Vtols we know of. In order to facilitate low to the ground flying at extreme speed, the craft will also be equipped with a laser mapping system and a computerized function to keep the craft from crashing as much as possible, maintaining a safe flying distance. It maps the terrain and then finds the path through it that won't crash into stuff.
In combat the Falcon acts as a sniper and skirmisher. Supporting our elite ground troops by providing precise but powerful fire to take out enemy armor and air support, letting us get into and out of the frey safely. The falcon can also act as close air support for our troops, swooping in at great speeds to take out key targets before withdrawing.
The Falcon is designed in response to our lack of anti air/air superiority, and our lack of anti armor units. Filling both roles and laying down a foundation for future efforts, the Falcon will be a key part of Victory Services' conventional military foundations for a good time to come. In addition, its advanced computer systems lay the groundwork for future innovations in that department.
Title: WarBiz Arms Race // Victory Services Thread (Prewar 5 Design Phase)
Post by: Man of Paper on August 02, 2019, 01:31:29 pm
Prewar 4 Revision Phase


Proposal: VS Rampage RUSH
Difficulty: Hard
Result: (2+2)-1= Buggy Mess

The RUSH was, well, a rush-job.

The sensors for emergency shield deployment fire off randomly, expending energy at unnecessary times and unprecedented rates. The Illuminator changes in their current form have negatively impacted reactor performance, and the batter is drained too rapidly for efficient use past the Thaw setting.

But we've added skirts to the thing that protect from heavy fire for a time! As a result, said skirts are the only thing we've applied to the Rampage. It remains (VERY EXPENSIVE).


Proposal: Razor Personal Hardlight Projector
Difficulty: Normal
Result: (1+1)-0=2, Utter Failure

Some engineers blame the confusion with the name change for their failures. Others say the stress of the approaching contract war combined with long, grueling hours have led to extreme mental fatigue. Whatever the reason, the complainants have been replaced by people willing to apply themselves. Unfortunately, we were unable to do so with enough time to finish this relatively doable project.


----------------


It is now the fifth and final prewar Design Phase. You have two designs to create, and both will be rerolled as if they've received a research credit. By the end of the next turn you will need to define the loadouts for each class as well as create an Outfit that fights for your company.

To reiterate and prevent the need to look through threads:
Loadouts are made up of a Primary Weapon, Secondary Weapon, Class-Defining Equipment, and up to Three Auxiliary Equipment slots. One Loadout is needed for every class, and cost of the items in the loadout affects how many of that class are deployed. Note that any equipment slot save for the Class-Defining one may be left empty.
Outfits need a Name, Favored Equipment, Methods of Engagement (Preferred Tactic and Strategies), and anything fluffy to further define the Outfit.

Remember also that troop deployment on new maps is blind, and the first turn of combat will consist largely of small skirmishes as troops claim the free real estate territories.

Spoiler: VS Armory (click to show/hide)
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Design Phase)
Post by: frostgiant on August 02, 2019, 11:45:23 pm
“Mercy” Heavy Laser cannon.

The Mercy heavy laser cannon is designed to punch straight through armour, utilizing a heavy-duty Heatsink and a laser mechanism similar to the phantom and monolith, except being heavily increased in size. Estimated to deliver a punch comparable to a Kinetic Anti-armour gun rated for Tank hunting, The Mercy utilizes its high power in order to knock out priority targets from a distance and leaving the smaller targets to the Infantry wielding monoliths near it, allowing the decimation of an enemy armour column before they can begin to retaliate.

Will a simple mechanism, due to being similar to the Monolith and the phantom but Larger, The mercy is designed for deployment in three ways.

Option one is to be deployed as a static defense turret, protecting hard points from enemy counter-attacks before our mobile offensives can finish tearing apart the enemies logistics and reinforcements. Rather simple all things considered consisting solely of setting the gun down in a area that requires defending.

The second option for deployment is being hauled by a Desert rat, Heavy-duty shocks in addition to the protective casing are on the gun allow the guns to be towed around by mobile forces with only a minimal amount of repair required by the onsite engineers before its combat-ready again. This allows the Deployment of this Extreme/long-range weapon to be rapid, and for attacks to strike quickly before departing just as fast.

The final option for deployment is by replacing the Illuminator turret of the rampage, replacing the Small turret with a much more powerful laser, Hopefully, capable of destroying enemy targets more efficiently, albeit it will be less efficient against infantry targets.

As our current forces lack Punch, the engineers have decided that this gun will be the last form of mercy available to the enemy, thus the name.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Revision Phase)
Post by: Madman198237 on August 03, 2019, 10:06:31 am
Quote
Peregrine Air Superiority Fighter
Based on the Einherjar but being faster and meant for only a single pilot, the Peregrine will protect our forces from air attack, and grant us the capability to strike from the skies ourselves.

The Peregrine is a VTOL-capable fighter using a massively powerful engine to reach much higher speeds than the Einherjar, speeds suited to a modern fighter, while still retaining the fantastic maneuverability that fully vectored thrust grants. Thrust is provided by Einherjar-based thrusters capable of being fully vectored (or gimballed, I don't know how they work in the Einherjar) for VTOL operation. The vehicle's combat computer is a sophisticated piece of hardware capable of flying the vehicle and also controlling the weapon mount, though it mostly is responsible for tracking targets and other points of interest and putting on the pilot's helmet-mounted HUD. The HUD is linked to a set of cameras to allow the pilot to see "through" the body of the aircraft through a sort of augmented reality (see modern fighter pilot helmets).

The main weapon is mounted in a carefully constructed gimbal at the front of the vehicle, capable of taking the Einherjar's 20mm cannon or the Illuminator laser turret's laser array (its tracking system and hardware are redundant), at present. This gimbal is linked directly to the combat computer and the flight controls---the turret knows what the fighter is going to do as soon as the pilot pushes the stick, and can correct for it, allowing it to remain supernaturally steady when pointed at any target within its field of traverse.

The aircraft's body is mostly unarmored and constructed as small and light as possible to save weight, increase speed, and decrease costs. It has space to mount additional hardware of various sorts or carry a mission load (bombs, missiles, sensors, etc.) in an internal weapons bay. This bay presently only holds a spare fuel tank which can be jettisoned when combat is entered. Its final trick is that the body is created according to stealth standards---the shape of every part of the fighter reflects radar waves, the thrusters are sunken into the hull to diminish IR signature, and the paint absorbs UV and radar waves and scatters them weakly in all directions. The Peregrine is hard to detect, hard to hit, and hard to dodge.

The Peregrine does of course carry a set of countermeasures---the pilot can dispense chaff or flares to confuse most conventional tracking methods, while the vehicle's abnormally high maneuverability allow the pilot a decent chance at outmaneuvering a missile if they're smart about it.

And now for a non-sucky air dominance vehicle, and maybe in our first combat turn we'll attempt to revise or redesign the VTOL transport into some sort of helicopter-ish attacker.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Design Phase)
Post by: Happerry on August 03, 2019, 11:05:40 pm
Automatic Ballistic Bombardment Attack Cannon
The Automatic Ballistic Bombardment Attack Cannon, or the ABBA Cannon for short, uses the experimentation in offensive deployment of shields to function, if more indirectly then the Razor's direct weaponization. The ABBA Cannon uses micronized shield generator modules to contain the pressurized plasma that is the ABBA Cannon's true payload, each shot being a double layered shield bubble full of pressurized plasma material. The shield generator module itself lies in the center of the weapon in a secondary shield bubble, while maintaining a larger outer shield bubble that contains the plasma between itself and the inner layer. This plasma is magnetized, and fired with traditional magnetic weaponry mechanics from the ABBA Cannon's... well, cannon, along with the shield generator itself, while the containing shields prevent the plasma from just dissipating into the air like it would like to do. Until the shield bubble hits the target, or reaches a point in which it is programed to deactivate, leaving a gout of high energy plasma to react to the sudden lacking of compression by covering everything nearby in a plume of raw elemental pain.

The ABBA Cannon includes wheels and a hitch point intended to allow it to be towed by a Desert Rat or Tormentor Light Buggy for purposes of mobilization.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Design Phase)
Post by: frostgiant on August 03, 2019, 11:23:00 pm
Quote
"Tireless" Underarmour bodysuit.

Similar to existing bodysuits designed to be worn underneath our standard personal protection in order to prevent the soldier from overheating, the Tireless containers a series of Medical nanite "Hives" designed to produce and house similar medical nanites to the  caduceus. These hives are designed to spread the components out wide across the bodysuit instead of the compact version inside of the Caduceus. This wide design allows the bodysuit to be worn underneath our standard armour.

While the medical nanites produced by the Tireless Underarmour are not present in enough numbers to do more than damage control when the user is seriously injured, this helps to increase the chance of a soldier surviving long enough to be attended to by the combat medics present in our forces. However useful the damage control function is, it is not the primary function of the Tireless's nanites.
Instead, the tireless's nanites fulfill the purpose that gives it its name.
The medical nanites inserted into the wearer's body are programmed to remove the buildup of lactic acid that is created from muscle exertion as well as repair wear and tear created from heavy physical activities. By cutting off the sources of exhaustion at the base before they can manifest, the tireless is capable of extending the users ability to operate in battle.
Under medium levels of exertion, it is estimated that they will be capable of operation indefinitely, or at least until mental exhaustion catches up with them. at Heavy levels of physical exertion, the user is estimated to be able to operate for near double the amount of time before the acquired exhaustion outpaces the rate of the medical nanites.

To deal with heat, the nanites retreat back into the bodysuit, which is designed to keep the user cool even underneath their heavy equipment and armour, and is more than capable of cooling down the nanites before they get back to work.

Capable of Sprinting longer, Moving faster, without even the hint of exhaustion and rapidly healed back unto their feet by the medical applicator designed by VS it would be fair to assume that Victory Services soldiers are no longer human.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 1 Revision Phase)
Post by: Madman198237 on August 03, 2019, 11:47:45 pm
Quote
Illuin Proprietary High-Density Power Supplies
Our basic self-charging power packs are really great items, since they are capable of recharging rapidly enough to provide a soldier with a continuous supply of flaming hot laser beams with which to fry his enemies. Some additional tweaking, however, has made them even better, by integrating a system capable of sharing power with any other Illuin-type power pack through the use of (mostly) harmless electromagnetic emissions. Each Illuin power pack is constructed so that the storage medium can be excited by electromagnetic energy. An emission system for the proper type of electromagnetic waves is included in each power pack, though it has a rather short range. A booster system is also available, that can be used to move energy over distances suitable to sharing infantry amongst multiple vehicles working together instead of just between soldiers in a rather tight formation.

Using this transfer capability, a sniper's rifle suddenly becomes capable of sharing power with his own electronics (HUD, radio, etc.), with his squadmate's presently-unused machinegun, the engineer's turret, and his APC's booster power output. There are limits---not every power pack must be actively sharing power and not all should be at any given time. Programming and easily-accessed control systems ensure that soldiers can set their machineguns to not be draining power to the sniper's depleted batteries when there are enemies just around the corner, for example, while sometimes every soldier's weapons must be ready for action even if one power-hungry weapon is running dry.

Special engineering care was taken to miniaturize the emission systems so that Illuin-type power packs can replace all standard power packs without necessitating changes in the structure or function of the devices they're attached to. This included improvement to the capabilities of the power packs so that the Illuin modules don't have less capacity or power-generating ability than the packs they're replacing, which are the same size but don't have the power transfer mechanism (i.e., old power packs had more space dedicated to storage or generation so we need to offset that with an improvement). Hopefully they'll end up being faster to recharge instead of equal to the old power packs.

Quote
Defective Nanites Disposal Company Alpha 4-9
Equipment: Everything that can be used to kill somebody at close range, additional medic classifications as compared to standard units.
Methods of Engagement: A bunch of demented lunatics, they prefer to get up close and personal and stab you in the face repeatedly. No, we don't know why they choose to ingest, inject, or "play with" the defective nanites they're responsible for disposing, no, we don't know why they just love to carry around medical equipment and point it at themselves, and no, we don't know what went wrong in their cloning vats.

Fluff: A bunch of cloned maintenance workers, DNDC Alpha 4-9 is supposedly a company relegated to the rear areas who should just inspect nanite stockpiles and send defective nanites back to the factory when possible. When not possible, they should destroy them. They don't, and we don't ask questions, because the last investigator who asked questions had a prototype scratch-built hardlight butterfly knife jammed up his left nostril when he returned to the office.

Quote
Brigade 1, Division 4, Field Army 1; Vanguard Element
Equipment: Tanks, Illuminators, and heavy equipment in general. Additional engineer classifications as compared to standard units.
Methods of Engagement: Preferring substantially heavier vehicles, going so far as to outfit their Rampage tanks and various buggies and VTOL aircraft with applique armor or heavier shielding at the cost of speed, they prefer the frontal approach instead of our standard mobile tactics. When we need to break enemy lines, the 1-4-1 Vanguard comes to the fore. They are responsible for taking weakened positions and shattering them with a final assault, surprising our enemies with the sudden change in tactics. Our standard light units follow up and rip apart the surviving enemies with more fast attacks.

Fluff: Formed from the more aggressive members of standard units, 1-4-1 Vanguard is provided with an unusually large contingent of engineers that are capable of keeping their heavier-than-normal vehicles in good repair. Vanguard Elements always have the highest proportion of engineers in their brigades as well as the most armor, but 1-4-1 Vanguard developed a reputation for being the most aggressive, heaviest, and least willing to hit-and-run in the entire army, and has an actually absurd ratio of armor to speed for our military, as well as more engineers than even a normal Vanguard Element.


Quote from: Votebox
Designs:
Peregrine Air Superiority Fighter: (1) Madman
Illuin Proprietary High-Density Power Supplies: (1) Madman

Outfits:
1-4-1 Vanguard: (1) Madman
DNDC Alpha 4-9: (0)
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Design Phase)
Post by: frostgiant on August 04, 2019, 12:04:50 am
Redbeards Rough Regimented Riders(R4's)
Equipment: Desert Rat and tormentors
Methods of Engagement: The R4's are masters of Shock and awe, Sometimes bearing more similarities to a biker gang than a military outfit due to the breakneck pace they set to their offensives and the debris left in their wake. Fast and Horrifily aggressive, the R4's can will pummel the enemy like a drum, attacking up and down the front with little to no rest in between offensives. Sometimes the number of engagements the R4's will participate in can number up into the hundreds in only a single day facilitated by there high speed.

Fluff: Founded by the titular Redbeard brothers 30 years ago, The R4's have always been a group of high-speed specialists, serving from rim planet to rim planet as successful mercs. After 25 years of successful merc work, the Redbeard brothers symbol (A skull with a Redbeard wearing an Ancient aviators cap) was relatively famous among the periphery worlds. As such victory services offered the R4's a contract, in return for working exclusively for the company for the foreseeable future, they are given high-grade pay and access to the vehicles in the Victory services arsenal. The tormentor and Desert rat have come to be the bulk of the R4's vehicles due to the compatability with there own need for speed and battle doctrine.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Design Phase)
Post by: Happerry on August 13, 2019, 05:40:03 pm
Quote from: Votebox
Designs:
Peregrine Air Superiority Fighter (http://www.bay12forums.com/smf/index.php?topic=173943.msg8005646#msg8005646): (2) Madman, Happerry
Illuin Proprietary High-Density Power Supplies (http://www.bay12forums.com/smf/index.php?topic=173943.msg8005982#msg8005982): (1) Madman
Automatic Ballistic Bombardment Attack Cannon (http://www.bay12forums.com/smf/index.php?topic=173943.msg8005964#msg8005964): (1) Happerry

Outfits:
1-4-1 Vanguard (http://www.bay12forums.com/smf/index.php?topic=173943.msg8005982#msg8005982): (2) Madman, Happerry
DNDC Alpha 4-9 (http://www.bay12forums.com/smf/index.php?topic=173943.msg8005982#msg8005982): (0)

Gonna vote for Arty as well as a proper plane.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Design Phase)
Post by: dgr11897 on August 15, 2019, 12:26:18 am
Falcon MAV
The Falcon is a Multirole Attack Vtol, designed to provide heavy fire support. Its designed with a minimal profile from all sides, looking like a helicopter without the rotor.  The rest of the craft is built around speed, and maneuverability, it can't take many hits, but its one of the fastest Vtols we know of. In order to facilitate low to the ground flying at extreme speed, the craft will also be equipped with a laser mapping system and a computerized function to keep the craft from crashing as much as possible, maintaining a safe flying distance. It maps the terrain and then finds the path through it that won't crash into stuff. It's armaments are a single bane turret under the nose, providing anti infantry and light vehicle countering fire, and two side mounted illuminator turrets, capable of decimating vehicles and enemy positions.
In combat the Falcon acts as a sniper and skirmisher. Supporting our elite ground troops by providing precise but powerful fire to take out enemy armor and air support, letting us get into and out of the frey safely. The falcon can also act as close air support for our troops, swooping in at great speeds to take out key targets and lay down suppresive fire before withdrawing.
The Falcon is designed in response to our lack of close air support, and our lack of anti armor units. Filling both roles and laying down a foundation for future efforts, the Falcon will be a key part of Victory Services' conventional military foundations for a good time to come. In addition, its advanced computer systems lay the groundwork for future innovations in that department.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Design Phase)
Post by: Madman198237 on August 17, 2019, 10:45:00 pm
Quote
Huscarl Advanced Variable Range Anti-Air/Anti-Armor Multipurpose Modular Missile Munitions System
The Huscarl is a completely modular missile system meant to be used against every conceivable threat, while also filling some concerning gaps in our lineup---anti-aircraft, artillery, non-tank-based antiarmor, antiaircraft, artillery, and anti-aircraft artillery.

First up, the warheads. The Huscarl can use any of several warheads: A fragmentation warhead capable of downing aircraft or being used against infantry and light ground-based vehicles; a HEAT warhead capable of turning a Rampage inside out, which we believe to be a sufficient amount of overkill to guarantee effectiveness against hostile armored vehicles; and a bunker-buster dual-stage HEAT/high explosive combination for getting those targets that are hiding behind concrete, dirt, or your average skyscraper.

Second, guidance. The Huscarl is, of course, a guided weapon, capable of using its own network of sensors or any other network of sensors we have (satellite, recon aircraft, etc.) to make its way to the target and kill it. It can communicate with any computer system in our battle network for its targeting orders, and thus the launcher unit(s) don't need to be able to see a target to kill it. Control is provided via fins.

Third, propulsion. The Huscarl can be equipped with an air-to-air or short-ranged surface-to-surface engine, which is a fast-burning solid rocket motor which will accelerate it to short-range intercept velocity (just like a modern A2A missile) or propel it rapidly over a reasonable distance to nearby hostile ground targets, or a ground-to-air, long ranged surface-to-surface, or extra-long-ranged air-to-air engine which is basically a small ramjet with a solid rocket booster to get it up to speed coming off the rails, before the ramjet takes over.

Finally, mountings. The Huscarl can be mounted in pairs to the back of the Desert Rat in place of the passenger benches and turret mounting or in a box launcher pointing 45* above the horizon on top of the Rampage, or used in the Peregrine's internal weapons bay. This allows the Desert Rat or Rampage to serve as light artillery or antiaircraft positions, while also allowing either one to have an (additional, in the case of the Rampage) anti-armor weapon available to them.

I would prefer the Illuin system, I really would. I want to make our forces distinct, now, give us an all-around edge that speaks to our particular design choices. But if we can't have that, we can certainly do a little bit of everything---shooting down aircraft, blowing up tanks, busting bunkers, and levelling city blocks.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Design Phase)
Post by: Happerry on August 18, 2019, 06:33:19 pm
Quote from: Votebox
Designs:
Peregrine Air Superiority Fighter (http://www.bay12forums.com/smf/index.php?topic=173943.msg8005646#msg8005646): (2) Madman, Happerry
Illuin Proprietary High-Density Power Supplies (http://www.bay12forums.com/smf/index.php?topic=173943.msg8005982#msg8005982): (2) Madman, Happerry
Automatic Ballistic Bombardment Attack Cannon (http://www.bay12forums.com/smf/index.php?topic=173943.msg8005964#msg8005964): (0) Happerry
Huscarl Advanced Variable Range Anti-Air/Anti-Armor Multipurpose Modular Missile Munitions System (http://www.bay12forums.com/smf/index.php?topic=173943.msg8012579#msg8012579) : (0)

Outfits:
1-4-1 Vanguard (http://www.bay12forums.com/smf/index.php?topic=173943.msg8005982#msg8005982): (2) Madman, Happerry
DNDC Alpha 4-9 (http://www.bay12forums.com/smf/index.php?topic=173943.msg8005982#msg8005982): (0)
Title: WarBiz Arms Race // Victory Services Thread (Prewar 5 Revision Phase)
Post by: Man of Paper on August 30, 2019, 02:49:47 pm
Prewar 5 Design Phase


Proposal: Peregrine Air Superiority Fighter
Difficulty: Very Hard
Results: (2+2) (2+2)-2=2, Utter Failure

The Peregrine is definitely something to keep an eye on, but our engineering and development teams just couldn't come together to make something that would actually fly. Upgrading our current turret tracking systems to keep up with the proposed speed of the Peregrine proved to be a very slight hiccup that ate up more time that it should have, and was exacerbated by in-house development of an augmented reality visor connected to a series of cameras meant to be positioned around the hull. Unfamiliarity with both aircraft design and vehicle-level stealth systems/capabilities also added somewhat to the complications of development. All that said, we're still shocked by the development team dropping the ball here. Their failures have resulted in a number of forced retirements with reduced severance packages, and replacements have already been brought in for the next development cycle. Some day we'll have employees of the caliber we expect.


Proposal: Illuin Proprietary High-Density Power Supplies
Difficulty: Hard
Results: (2+1) (6+5)-1=10, Superior

The Illuin PHDPS is certainly a good idea, and in practice turned out to work better than expected. Power Packs used in our energy-based weapon systems used to rely on internal self-charging mechanisms in order to provide power to the weapon. By creating what amounts to a short-range wireless communications network between power packs the energy held within one can be used to send a signal towards a battery set to receive. Receiving batteries are energized by the incoming signal, boosting recharge rates by nearly double as well as increasing the amount of power that can be accessed by a single weapon. This results in our weapons achieving higher rates of fire while also improving their ability to maintain said fire. This affects all ground-based weaponry, including those used as turrets or mounted on vehicles.

A small screen visible to the soldier clearly identifies how many packs are actively sharing their power with them, and includes easily read icons that denote how much charge the feeding systems have left. A simple small dial sets the packs to Send, Receive, or Off so that weapons that are not meant to receive extra power will not add additional drain to the supplying pack. Sending systems can actively select which connected Receiving systems they feed into.

A Signal Booster, resembling a tripod with an antenna, boost the signal (what a surprise) of Illuin packs within it's 250m radius, allowing any weapon within that range to send and receive freely. An indicator on the display for the soldiers lets them know if they're in range of a booster, and soldiers can connect or disconnect to boosters at will. If a system is in range of multiple signal boosters they are free to designate which network they connect to.

While the battery packs themselves are replacing our current batteries at no extra cost, the Illuin Signal Booster is an (EXPENSIVE) piece of equipment usable by anyone, and as it is somewhat unwieldy it takes up Two Auxiliary Slots.


----------------


As you move into you final Revision Phase you will have a total of Two(2) Revisions to utilize. They will be granted a reroll each in the same way the Design Phase was treated. You must also decide on your Outfits and Loadouts by the end of the turn! This turn will introduce the strategy phase, but only for finalizing the Outfit and Loadout votes, so keep that in mind.

GM NOTE: I've altered the name of the Einherjar after noticing quite the unfortunate acronym for it's designation. It is now a Rapid Attack Gunship.

Spoiler: VS Armory (click to show/hide)
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Revision Phase)
Post by: Happerry on August 30, 2019, 05:58:43 pm
Here's my suggestion for a future revision.

Unfolding Illuin Signal Booster
This upgrade for the Illuin Signal Booster is meant to do three things. Lighten it by use of better structural design (hollow legs, stripping of unneeded material, and so on), allow it to be compacted into a smaller, more easily transportable state (Thus the 'Unfolding' part of this project's name), and lastly it is to include a software update that allows nearby Signal Boosters to network with each other instead of having multiple networks in an area, thus allowing for increased efficiency.
TLDR: Reduce slots used to only using one slot, and allow them to network with each other instead having soldiers need to choose between multiple networks.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Revision Phase)
Post by: dgr11897 on August 31, 2019, 06:47:56 pm
Iluin mega booster
A massive immobile version of the illuin signal booster, designed to be installed in captured bases, typically linked to a large power source, acting as a central node for all illuin signal boosters in a 5 KM radius, and all illuin using units in a 1 KM radius of where it's installed. Can also link to other illuin mega boosters to create massive networks, with suitably massive effects on the battle. This allows for networked power distribution across a massive area, though the network becomes less effective the more mega boosters are linked up to a single net, due to distribution difficulties.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Revision Phase)
Post by: frostgiant on August 31, 2019, 08:27:30 pm
Desert Pack Rat- Signal Booster equpted Desert rat.
The Desert Pack Rat is a rather simple variant but is determined to be useful and effective all the same. By removing all of the seats with the exeption of the Turret operator, the driver and the passenger the desert rat opens up a large amount of space. The Pack Rat takes advantage of this space by mounting a signal booster and filling the now empty space with an array of weapon batteries.
This allows the Desert packrat to serve as a signal boosting node for any vehicle strike force and providing a large font of battery power for surrounding vehicles and soldiers to tap into, sustaining fire for an amount of time close to indefinite for smaller groups, and extending the enduranceof more heavily armed groups by a solid amount.

This should be a pretty easy design, but I think it would be worth it and it minimises the chance of a bad roll fucking it over.

EDIT: Loadouts

HealingEZNCHEAP
-Primary: Monolith Laser rifle
-Secondary:
-Class-defining equipment:Caduceus Medical Applicator
-Aux:
-Aux:
-Aux:
Estimated cost: Cheap

Practical Problems
-Primary: Monolith Laser rifle
-Secondary:
-Class-define equipment: Repair tool
Aux Illuminator Turret
Aux: Signal booster
Aux: Signal booster

Heavy Weapons Guy
Primary-Bane
Secondary-Bane
Class-defining equipment- Basic overshield
Aux-Basic overshield secondary core
Aux-
Aux-

Jumping around
Primary-Monolith
Secondary-Naufragium Shotpistol
Class-Basic Jump pack
Aux-Nanite Deconstruction
Aux-
aux-
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Revision Phase)
Post by: Madman198237 on September 02, 2019, 04:24:01 pm
Quote
Hephaestian Repair Device
Based almost entirely on the innovations of the Caduceus, the Hephaestian RD brings a new level of capability to our Engineers. Their new purpose in life goes beyond fixing minor cosmetic damage, and can now reach to the heights of "what do you mean, you killed that tank?". Or, at least, "what do you mean, you did some meaningful damage to that tank?"

Improved Nanite reserves and the mounting of the repair device like the Caduceus in the user's bracers as well as improved programming allow the HRD to repair much more substantial damage and faster, too, without actually needing any new technology.

Quote
Razer Personal Hardlight Projector
Utilizing the latest in confusing nomenclature changes to improve our engineers' focus, the Razer does just what it says on the tin: Razes things to the ground, using hardlight.

OK fine so maybe the branding is a bit over-the-top, but hey, at least we've fixed some of the flaws of the original Naufragium.

It takes too long to charge for close combat situations. This is rectified by having the weapon maintain a constant charge in the barrel whenever it's taken off of "Safe". The low damage and charge time are fixed by adding more energy to the firing chamber, which heats the air rapidly (increasing pressure) and also increases the energy in the hardlight projectiles. A reduced total number of projectiles likewise improves the power of each fragment making it more likely to do damage through lighter sections of armor.

Together, these improvements are hoped to improved the Naufragium's capabilities to make it available to every soldier. Even if it can't punch through armor, being able to threaten any exposed or underprotected areas with a barrage of hardlight will definitely be good enough to keep enemy heads down while the soldier makes a tactical retreat or gets close enough to do real damage.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Revision Phase)
Post by: Happerry on September 05, 2019, 11:25:59 pm
Quote
(1) Hephaestian Repair Device : Happerry
(1) Razer Personal Hardlight Projector : Happerry
No new plans and it's been long enough, so here's a box-o-votes.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Revision Phase)
Post by: Madman198237 on September 06, 2019, 08:02:31 am
Quote
(2) Hephaestian Repair Device : Happerry, Madman
(2) Razer Personal Hardlight Projector : Happerry, Madman
Title: WarBiz Arms Race // Victory Services Thread (Prewar 5 Strategy Phase)
Post by: Man of Paper on January 12, 2020, 06:12:38 pm
Prewar 5 Revision Phase


Proposal: Hephaestian Repair Device
Difficulty: Very Hard
Results: (5+1) (5+3)-2=6, Average

The HPD isn't too bad. Utilizing some knowledge we gleaned from the Caduceus we were able to engineer a model designed for repairing metal as opposed to flesh. It wasn't the simplest of tasks, but it works.

The Hephaestian, as with the Caduceus, is housed in the bracers of the Engineer's body armor and emits repair nanites through nozzles. The device doesn't overheat as quickly as a standard Repair Tool, and is capable of patching significant damage over time at a rate not too much better than the original.

It's not an overly impressive piece of equipment, but it's definitely got more fans than the basic Repair Tool, meaning it sees use at an (EXPENSIVE) level and makes the Basic Repair Tool [OBSOLETE].


Proposal: Razer Personal Hardlight Projector
Difficulty: Normal
Results: (6+1) (5+4)=9, Above Average

While we confused our engineers by completely renaming a product we simply wanted them to improve, made worse by the disgusting use of "Raze"r, and even worse so as a personal hardlight projector sounds like it'd be a shield, it's still not that bad of a weapon. We fired the personnel responsible for the name, though. Through an airlock. At a nearby star. Not the closest one, though.

The Razer, unlike it's predecessor, requires a charging delay only once, and will continually maintain a charge for a more natural semi-automatic feel when firing. This does mean that the weapon constantly hums until it's safety is activated. The hardlight fragments used as munitions are forged within the weapon with higher energy yields and are concentrated into fewer shards, slightly improving armor-piercing ability and greatly increasing damage to flesh and bone. Let's just say the simulations were not safe for public viewing, but will definitely go over well as part of a sales pitch.

The Razer enhancements to the Naufragium make it quite the viable sidearm, and while it is technologically demanding, it's construction is simple enough to be mass produced. Troop confidence in the weapon is fairly high, making the Razer (CHEAP). Since it's technically the same weapon, the Razer will replace the Naufragium in our Armory List.


----------------


The battle for the government contract is about to begin. Before our troops are deployed to their first mystery battlefield we still have a couple things to decide:

We need to finalize our specialized Outfit as outlined in a large number of places.
We also need to decide on the Loadouts for our Certified soldiers for this turn. Loadouts can be adjusted each strategy phase.


IT IS NOW THE STRATEGY PHASE.

Spoiler: VS Armory (click to show/hide)
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Strategy Phase)
Post by: Happerry on January 12, 2020, 07:04:11 pm
So, for loadouts, here's what I'm thinking.

Infiltrator
Primary Weapon: Phantom Anti-Opposition Rifle
Secondary Weapon: "Razer" ShotPistol
Class-Defining Equipment: Basic VS Nanite Cloaking System
Auxiliary Slots (3x): Nanite Deconstruction System, Empty, Empty

Not a lot of options here, and as soon as we get new, more useful for a sniper, gear we'll probably want to change it, but for now the sniper rifle, two empty slots for lack of good things to fill them with, our pesudo grenade, and the pistol will work. We could give them triple Nanite Deconstruction Systems and hope they can sneak in and use them all, but I don't think our Cloaking and stealth is enough to pull that off.

Light Assault
Primary Weapon: Monolith Laser Rifle
Secondary Weapon: "Razer" ShotPistol
Class-Defining Equipment: Basic Jump Pack
Auxiliary Slots (3x): Empty, Empty, Empty

Again, not much options. No proper grenades so might as well take the Nanite System, three empty slots because MoP said that that would give more of them then even putting cheap parts in, and until we either make a new thing or actually fix the Spark the Monolith is the only real weapon option. Also the pistol, because it's our only pistol.

Heavy Assault
Primary Weapon: Scourge Rapidfire Energy System
Secondary Weapon: "Razer" ShotPistol
Class-Defining Equipment: Basic Overshield Generator
Auxiliary Slots (3x): Basic Overshield Generator - Secondary Power Core, Basic Overshield Generator - Secondary Power Core, Empty

Since we have the extra shielding part, we might as well use that. I added a second one for even more shielding. We could add a third slot, but that's likely overkill? I took the Scourge over the Bane because the Bane is still 50% a hot mess.

Combat Medic
Primary Weapon: Monolith Laser Rifle
Secondary Weapon: "Razer" ShotPistol
Class-Defining Equipment: Caduceus Medical Applicator
Auxiliary Slots (3x): Empty, Empty, Empty

Again, limited options here. The rifle they can use, the pistol they can use, and three empty utility slots to maximize medic numbers because we got a really good medic part so hopefully have better medics then anyone else. At least we have shiny good healing here.

Engineer
Primary Weapon: Monolith Laser Rifle
Secondary Weapon: "Razer" ShotPistol
Class-Defining Equipment: Hephaestian Repair Tool
Auxiliary Slots (3x): Illuminator Anti-Armor Laser Turret, Empty, Empty

There's really not a lot of options with what we currently have for the engineer. The Monolith and Razor are literally the only weapons we can give them, and same for the Repair Tool. For Auxiliary, we 100% want the Illuminator as it is our only real anti-vehicle weapon besides the Phantom, which is kinda an anti-material rifle? But more a sniper rifle. And then two empty slots.

Operator
Primary Weapon: Monolith Laser Rifle
Secondary Weapon: "Razer" ShotPistol
Class-Defining Equipment: Basic Siren Comms Unit
Auxiliary Slots (3x): Empty, Illuin Signal Booster (Takes two Slots)

As for everyone else, same for the Operator. The only gun they can use, the pistol because ditto and at least it gives them some close range coverage, and an empty slot for lack of good things to put in them, and the signal booster on them instead of the engineer to spread out the expensive stuff and it's still kinda in theme for them anyway.

MoP did say that Empty Slots were better then even cheap gear for getting more troops out, so I edited out most of the Nanite Systems.
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Strategy Phase)
Post by: Happerry on January 17, 2020, 03:41:58 pm
No more talking seems to be happening, so here's a votebox.

Quote
Loadouts:
Happerry's Loadouts (http://www.bay12forums.com/smf/index.php?topic=173943.msg8075282#msg8075282) : (1) Happerry

Outfits:
1-4-1 Vanguard (http://www.bay12forums.com/smf/index.php?topic=173943.msg8005982#msg8005982): (1) Happerry
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Strategy Phase)
Post by: Madman198237 on January 17, 2020, 05:30:59 pm
Quote
Loadouts:
Happerry's Loadouts (http://www.bay12forums.com/smf/index.php?topic=173943.msg8075282#msg8075282) : (2) Happerry, Madman

Outfits:
1-4-1 Vanguard (http://www.bay12forums.com/smf/index.php?topic=173943.msg8005982#msg8005982): (2) Happerry, Madman
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Strategy Phase)
Post by: Light forger on January 17, 2020, 09:09:43 pm
Quote
Loadouts:
Happerry's Loadouts (http://www.bay12forums.com/smf/index.php?topic=173943.msg8075282#msg8075282) : (3) Happerry, Madman, Lightforger

Outfits:
1-4-1 Vanguard (http://www.bay12forums.com/smf/index.php?topic=173943.msg8005982#msg8005982): (3) Happerry, Madman, Lightforger
Title: WarBiz Arms Race // Victory Services Thread (Turn 1 Design Phase)
Post by: Man of Paper on January 24, 2020, 10:57:09 pm
IT IS NOW THE DESIGN PHASE.

Spoiler: VS Armory (click to show/hide)
Spoiler: Class Loadouts (click to show/hide)
Spoiler: Outfit (click to show/hide)
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Revision Phase)
Post by: Madman198237 on January 24, 2020, 11:22:50 pm
Quote
Peregrine Air Superiority Fighter, Take Two
Based on the Einherjar's technology but being faster and meant for only a single pilot, the Peregrine will protect our forces from air attack, and grant us the capability to strike from the skies ourselves.

Well, it was supposed to do so, anyway. Let's try again, shall we?

The Peregrine is a VTOL-capable fighter using a massively powerful engine to reach much higher speeds than the Einherjar, speeds suited to a modern fighter, while still retaining the fantastic maneuverability that fully vectored thrust grants. Thrust is provided by Einherjar-based thrusters capable of being fully vectored (or gimballed, I don't know how they work in the Einherjar) for VTOL operation. The vehicle's combat computer is a sophisticated piece of hardware capable of flying the vehicle and also controlling the weapon mount, though it mostly is responsible for tracking targets and other points of interest and putting on the pilot's helmet-mounted HUD. The HUD is linked to a set of cameras to allow the pilot to see "through" the body of the aircraft through a sort of augmented reality (see modern fighter pilot helmets).

The main weapon is mounted in a carefully constructed gimbal at the front of the vehicle, capable of taking the Einherjar's 20mm cannon or the Illuminator laser turret's laser array (its tracking system and hardware are redundant), at present. This gimbal is linked directly to the combat computer and the flight controls---the turret knows what the fighter is going to do as soon as the pilot pushes the stick, and can correct for it, allowing it to remain supernaturally steady when pointed at any target within its field of traverse.

The aircraft's body is mostly unarmored and constructed as small and light as possible to save weight, increase speed, and decrease costs. It has space to mount additional hardware of various sorts or carry a mission load (bombs, missiles, sensors, etc.) in an internal weapons bay. This bay presently only holds a spare fuel tank which can be jettisoned when combat is entered. Its final trick is that the body is created according to stealth standards---the shape of every part of the fighter reflects radar waves, the thrusters are sunken into the hull to diminish IR signature, and the paint absorbs UV and radar waves and scatters them weakly in all directions. The Peregrine is hard to detect, hard to hit, and hard to dodge.

The Peregrine does of course carry a set of countermeasures---the pilot can dispense chaff or flares to confuse most conventional tracking methods, while the vehicle's abnormally high maneuverability allow the pilot a decent chance at outmaneuvering a missile if they're smart about it.

Quote from: Votebox
Peregrine Air Superiority Fighter: (1) Madman
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 1 Design Phase)
Post by: frostgiant on January 24, 2020, 11:50:47 pm
Black Plague Viral attack program:

The Black plague Viral subroutine is a package of malware design to Infiltrate enemy systems through their com's network. Once the Malware package has entered the target system, The Black plague will proceed to transmit copies of itself to all systems lacking the Daily randomized IFF created by the Siren System. After the transmission, the black plague Procedes to shut off external communications, preventing outside interventing in the Cyberware to follow.
The black plage will precede to cripple the systems ability to Shut down, preventing outside operators from turning off the systems without physical disassembly, at which point the malware package will reach havoc, creating hundreds of differing, conflicting commands, and lines of code, that will send any monitors connected to it into blinding pulses of light and sound, and any machine subordinate to the system into near convulsions as hundreds of thousands simultaneous, conflicting orders are giving.
The Malware package is only deployable by operators, due to being the only ones possessing the necessary equipment, and with the IFF generated by their systems, they are able to quickly immunize and cure any cases of the Malware spreading to our own systems.

Quote from: Votebox
Peregrine Air Superiority Fighter: (2) Madman,Frostgiant
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Design Phase)
Post by: Happerry on January 25, 2020, 12:38:04 am
Reposting this for consideration.

Automatic Ballistic Bombardment Attack Cannon
The Automatic Ballistic Bombardment Attack Cannon, or the ABBA Cannon for short, uses the experimentation in offensive deployment of shields to function, if more indirectly then the Razor's direct weaponization. The ABBA Cannon uses micronized shield generator modules to contain the pressurized plasma that is the ABBA Cannon's true payload, each shot being a double layered shield bubble full of pressurized plasma material. The shield generator module itself lies in the center of the weapon in a secondary shield bubble, while maintaining a larger outer shield bubble that contains the plasma between itself and the inner layer. This plasma is magnetized, and fired with traditional magnetic weaponry mechanics from the ABBA Cannon's... well, cannon, along with the shield generator itself, while the containing shields prevent the plasma from just dissipating into the air like it would like to do. Until the shield bubble hits the target, or reaches a point in which it is programed to deactivate, leaving a gout of high energy plasma to react to the sudden lacking of compression by covering everything nearby in a plume of raw elemental pain.

The ABBA Cannon includes wheels and a hitch point intended to allow it to be towed by a Desert Rat or Tormentor Light Buggy for purposes of mobilization.

Quote from: Votebox
Peregrine Air Superiority Fighter: (2) Madman, Frostgiant
ABBA Cannon: (1) Happerry
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Design Phase)
Post by: dgr11897 on January 26, 2020, 02:40:47 pm
Quote from: Votebox
Peregrine Air Superiority Fighter: (3) Madman, Frostgiant, DGR
ABBA Cannon: (1) Happerry
Title: WarBiz Arms Race // Victory Services Thread (Turn 1 Revision Phase)
Post by: Man of Paper on February 07, 2020, 11:06:24 am
Turn 1 Design Phase


Proposal: "Peregrine" Air Superiority Fighter
Difficulty: Very Hard
Result: (3+1)-2=2, Utter Failure


We're not sure what happened this time. While our people have had enough time tinkering with the idea of the Peregrine, tests have come up with little in the way of success. While accumulated theoretical knowledge of our ongoing Peregrine project should definitely aid future efforts, the whole debacle has become such a clusterfuck internally as various project heads blame one another for shortcomings. With more sackings resulting from failure in our fighter efforts, some employees have been heard referring to undesirable tasks, like mopping the floor or plunging a toilet, as Peregrine Duty.


----------------


IT IS NOW THE REVISION PHASE.

Spoiler: VS Armory (click to show/hide)
Spoiler: Class Loadouts (click to show/hide)
Spoiler: Outfit (click to show/hide)
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 1 Revision Phase)
Post by: frostgiant on February 07, 2020, 02:42:46 pm
Caduceus Mod -Plaguebringer
A modification for the Caduceus Medical Applicator, The plague bringer module is a Programming Modification to the nanobots of the Medical applicator. The nanites will begin to scan Those under the effects for A VS IFF, whether armour mounted or Nanite based. If the Target lacks the correct IFF the nanobots will begin to do what they do best, except in an opposite manner. The human body is a delicate thing and causing damage is much easier than fixing it.
they will begin Wreaking havoc inside of the body instead of repairing the damage around them, Creating Tissue blockages, creating lacerations in the cell walls and blood vessels and damaging Nerves. Nano-Lacerations and Nerve damage will begin to build up rapidly, causing rapid onset of internal bleeding, and heavy nerve damage. As one can imagine, Such medical nanites on a rampage are very dangerous.
This will enable our medics, the most common of our combat forces, to use their nanite clouds as an area denial weapon, Creating areas of Healing and safety for VS soldiers, while at the same time creating pockets of death for the enemy soldiers to help with area denial.
Most of the Plaguebringer module is just the programming change, a simple thing in all honesty given how much easier it is to kill than to heal.
The only other addition to the Plaguebringer is a small Pressurised air canister launcher, more advanced than a potato cannon only in its small size, Firing a cannister Filled with medical nanites in order to enable the deployment of nanite clouds at a range. This will deplete the reserves of the medics cadues, as they will be unable to return to the applicator before expiring like regularly deployed nanites, but the rapid resupply of the applicators stores along with the ability to deploy Nanites at farther ranges is seen as worth it.

A simple revision, Improves our most common infantry type and should be able to do good against infantry without full NBC or anyone in NBC with a suit breach. Also serves as an Adhoc grenade, stapled to our most common Specialist type.
I beleive we need to improve our infantry this revision phase, and I like this way of going about it but I could be convinced to do something for the Other classes instead. 
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 1 Revision Phase)
Post by: Happerry on February 07, 2020, 06:03:25 pm
Variable Jump Pack Upgrade
Currently, our jump packs, the ones that Light Assaults use, can only be used to send people directly up. With a few simple changes to allow the boost units to be able to change where they are pointing they should be modifiable so that our Light Assaults can also go forwards, sideways, forwards and sideways at the same time, forwards and up at the same time, sideways and up at the same time, and even forwards, up, and sideways at the same time! While still being able to just go up of course. As well, a rebuild of the basic unit to be designed to incorporate Illuin Battery Packs from a base design level should increase either the amount of time that can be spent boosting, the recharge rate, or both depending on how successful the engineers are.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 1 Revision Phase)
Post by: Madman198237 on February 07, 2020, 06:36:05 pm
In the hope that we can simply try and maintain some advantage in close combat, I present to you the bigger pistol shotgun.

Quote
Immolator Shattergun
Based on the "Shotpistol" concept and the use of hardlight projectiles, the shattergun is a primary weapon-sized version of the Razer, deploying a comparable number of much larger and more powerful hardlight projectiles in a similarly controlled spread. The intent is to produce a close-quarters weapon usable by all classes, with an eye towards filling the gap in the Light Assault arsenal until the Spark comes online, and until and after that providing a CQB weapon for Uncertified, as necessary.

In order to engage the shotgun after it's been on safe, you must, of course, use the pump action. It doesn't actually do anything other than disengage the safety, but it has a really cool sound effects device attached so it sounds like you're actually doing something that couldn't have been done with a simple switch. Oh, and we stick bayonet lugs on the end of it and remind soldiers to bring their combat knives. It's unseemly to show up to a knife fight with nothing but a hardlight shattergun, right?

Alternatively, since the reason we were unable to hold more territory last time was stated to be us exceeding our manpower limits since guys were dying faster than they could respawn and return to the front lines, it's possible that increasing our air-transportation capability would help. This is of course going to be limited by the unpleasant fact that the enemy is likely going to have air dominance.

Quote
Einherjar Support Gunship Variant
We need more firepower on our gunship, therefore we're going to add two Illuminator turrets which will be controlled by a second gunner located in the former passenger area, which will also hold an extended Illuin battery set and oversized Illuin Signal Booster as well as the gunner's position. Meant to provide forces on the ground with more capable protection and more meaningful antivehicle capability than the standard, rather under-armed "gunship", this Einherjar variant will hopefully also be capable of using its lasers to defend itself.

And of course, another revision to the Tormentor, since the last one went extremely well.

Quote
Camel Ruggedized Support Buggy
A Desert Rat without weapons or much troop-carrying capability, the Camel is meant to haul around an Illuin Signal Booster system and extensive power supplies to provide power to every soldier and vehicle around, while also carrying an oversized Siren Comms Unit for an Operator to use, intended to extent the range and capabilities of the Operator's system by simply allocating more weight, space, and power for it to use.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 1 Revision Phase)
Post by: dgr11897 on February 08, 2020, 02:35:59 pm
AA Illuminator variant An upgraded variant of the Old Illuminator laser turret, with better tracking systems and sensors to let it target aircraft with some degree of reliability.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 1 Revision Phase)
Post by: Madman198237 on February 08, 2020, 11:00:03 pm
Quote from: Votebox
Immolator Shattergun: (1) Madman

Well, I decided that I kinda want the cool thing instead of trying to make the maximally effective possible thing. Besides, a CQB weapon is probably not out of place in the cityscape.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 1 Revision Phase)
Post by: Happerry on February 09, 2020, 12:11:02 am
Quote from: Votebox
Immolator Shattergun: (2) Madman, Happerry

Eh, good enough, given the Camel could be made a lot nicer with a proper design action.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 1 Revision Phase)
Post by: frostgiant on February 12, 2020, 04:02:53 pm

Quote from: Votebox
Immolator Shattergun: (3) Madman, Happerry, Frostgiant

Honestly would prefer a Scourge Upgrade, But I'm Ok with this and its a bit late for a new vote.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 1 Revision Phase)
Post by: dgr11897 on February 12, 2020, 05:30:18 pm

Quote from: Votebox
Immolator Shattergun: (4) Madman, Happerry, Frostgiant, DGR
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 1 Revision Phase)
Post by: Happerry on February 12, 2020, 08:24:32 pm
Posting these design idea/s for later.

Quote
Victory Carapace Armor
A set of light carapace armor that includes several special features to allow Victory Services to, well, seize victory from their foes. First off, it carries light Illuin Battery Packs integrated into the armor to provide additional supplementary power, either to what the soldier in question is currently using or to nearby allies. Secondly, it has back mounted micro-medical nanite producer with a cache for nanite storage, allowing the armor to build up a reserve of medical nanites which the wearer can then release either at will, to give themselves a nanite shroud akin to the ones that the Caduceus can give people, or automatically upon receiving a major wound hopefully preventing the user from actually dying. Thirdly, it carries a head mounted sensor suit that includes thermal vision, light enhancement mode for night actions, a sonar based motion detector for detecting invisible enemies, the ability to link with included fiber-optic camera probes to allow the user to look around corners or over walls without actually exposing themselves, and with the help of local operators it can even transmit visual data to nearby team mates, allowing them to, say, reveal enemies behind walls to nearby allies. Lastly, it has an automatic grapple launcher, mountable either on the shoulder or the upper arm, for use in traversing over rough terrain, controlled either directly or through the helmet's HUD.

Of course, the suit also includes actual armor, increasing the base survivability of whoever's wearing it.

Quote
Victory Carapace Armor - No Nanites Version
A set of light carapace armor that includes several special features to allow Victory Services to, well, seize victory from their foes. First off, it carries light Illuin Battery Packs integrated into the armor to provide additional supplementary power, either to what the soldier in question is currently using or to nearby allies. Secondly, it carries a head mounted sensor suit that includes thermal vision, light enhancement mode for night actions, a sonar based motion detector for detecting invisible enemies, the ability to link with included fiber-optic camera probes to allow the user to look around corners or over walls without actually exposing themselves, and with the help of local operators it can even transmit visual data to nearby team mates, allowing them to, say, reveal enemies behind walls to nearby allies. Thirdly, it has an automatic grapple launcher, mountable either on the shoulder or the upper arm, for use in traversing over rough terrain, controlled either directly or through the helmet's HUD.

Of course, the suit also includes actual armor, increasing the base survivability of whoever's wearing it.

Quote
Regeneration Unit
This piece of supplementary equipment is meant to amplify and enhance Victory Service's already existant medical advantage by giving even more medical ability to every Victory Service's soldier with this gear. It consists of two primary pieces. First off, it has a micro-nanite factory that produces medical nanites. Secondly. it has a storage chamber meant to maintain and support the generated medical nanites for later use, so that even though the micro-nanite factory has too low of a production to be useful moment to moment, the production can be stored until it is at a level where it is, in fact, actually useful. With these two parts the Regeneration Unit allows the user to do two things, and does one additional thing on it's own. First off, it allows the user to trigger the chamber to generate their own medical nanite shroud, like the one the Caduceus Medical Applicator can give people. Secondly, it can be activated when a Caduceus Medical Applicator gives the user a shroud to start supporting the shroud with its own nanites, making the shroud last twice as long as it normally would. Thirdly, when the user takes critical damage, the Regeneration Unit will automatically directly release it's stored nanites into the user, potentially preventing them from actually perishing or reviving them if the damage was relatively minimal. Of course, once the nanites in the chamber are used up it can take a minute or three to refill, but that's a small price for on demand medical coverage.
Title: WarBiz Arms Race // Victory Services Thread (Turn 1 Strategy Phase)
Post by: Man of Paper on March 18, 2020, 12:23:25 am
Turn 1 Revision Phase

Proposal: Immolator Shattergun
Difficulty: Hard
Result: (6+6)-1=11, Masterwork

The Immolator was described by some of the designers as "The Razer but better", and they weren't quite wrong. The Shattergun uses a larger design similar to a blocky shotgun with a pistol grip, foldable stock, and ergonomic pump action/forward grip. The Shattergun is not a weapon for long-distance combat. It is, however, immensely devastating in close combat. A nearly solid cloud of Hardlight filament is fired from the weapon to lethal effect out to thirty meters or so. The Immolator's high-capacity Hardlight chamber creates large amounts of the dense filaments that annihilate shields, melt through personal armor, and burn through flesh (though more resilient materials tend to survive with some scorching).

The chamber takes a moment to refill after every shot (triggered by the pump action connected to a tiny speaker that emits a satisfying classic shell-racking sound), but it's pretty short, typically allowing the user to fire immediately after completing the pumping action. An Illuin Battery Pack provides three rapid bursts before needing to recharge for a few seconds.

The Immolator Shattergun is a beautiful upscaling of our Hardlight Shotpistol, and early reports from the field say that the people using it seem to be having fun with it. Needless to say, demand is high, and outweighs the cost of material enough to see it to deploy at a (CHEAP) level. This is a finely tuned machine however, so further modifications to the Immolator will almost definitely see cost increase. It can see use with all classes, and qualifies as a Primary Weapon.

----------------

IT IS NOW THE STRATEGY PHASE.

In this phase you are responsible for deciding on which hex you will focus your offensive efforts on. You will also need to decide whether your Outfit will act Offensively or Defensively. If they act on Defense they will automatically see use at the Hex that needs them most. Offensives can occasionally be difficult on a battlefield where cost in men and material aren't a factor, and an Outfit present can often be a deciding factor.

You can also adjust loadouts in this phase, though they should be paired with a vote against the change so I don't see something with one vote and go "okay".

Spoiler: VS Armory (click to show/hide)
Spoiler: Class Loadouts (click to show/hide)
Spoiler: Outfit (click to show/hide)

Spoiler: Map (click to show/hide)
Spoiler: Key (click to show/hide)
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 1 Strategy Phase)
Post by: Happerry on March 18, 2020, 01:05:17 am
Quote
Strategy Vote
Attack tile C4 (With capital building/green dot): (1) Happerry

Outfit Stance
Offensive: (1) Happerry
Defensive: (0)

Loadout Votes
Give Shotgun to Medic, Engineer, and Light Assault, remove Shotpistol: (0)
Give Shotgun to Medic and Light Assault, remove Shotpistol: (1) Happerry
Give Shotgun to Engineer and Light Assault, remove Shotpistol: (0)
Give Shotgun to Medic and Engineer, remove Shotpistol: (0)
Give Shotgun to Medic, remove Shotpistol: (0)
Give Shotgun to Engineer, remove Shotpistol: (0)
Give Shotgun to Light Assault, remove Shotpistol: (0)
Don't change Loudouts: (0)
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 1 Strategy Phase)
Post by: Madman198237 on March 18, 2020, 09:13:09 am
Quote
Strategy Vote
Attack tile C4 (With capital building/green dot): (2) Happerry, Madman

Outfit Stance
Offensive: (2) Happerry, Madman
Defensive: (0)

Loadout Votes
Give Shotgun to Medic, Engineer, and Light Assault, remove Shotpistol: (0)
Give Shotgun to Medic and Light Assault, remove Shotpistol: (2) Happerry, Madman
Give Shotgun to Engineer and Light Assault, remove Shotpistol: (0)
Give Shotgun to Medic and Engineer, remove Shotpistol: (0)
Give Shotgun to Medic, remove Shotpistol: (0)
Give Shotgun to Engineer, remove Shotpistol: (0)
Give Shotgun to Light Assault, remove Shotpistol: (0)
Don't change Loudouts: (0)

Hopefully we won't regret going all-out assault right now.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 1 Strategy Phase)
Post by: Light forger on March 18, 2020, 07:04:40 pm
Quote
Strategy Vote
Attack tile C4 (With capital building/green dot): (3) Happerry, Madman, Lightforger

Outfit Stance
Offensive: (2) Happerry, Madman
Defensive: (1) Lightforger

Loadout Votes
Give Shotgun to Medic, Engineer, and Light Assault, remove Shotpistol: (0)
Give Shotgun to Medic and Light Assault, remove Shotpistol: (3) Happerry, Madman, Lightforger
Give Shotgun to Engineer and Light Assault, remove Shotpistol: (0)
Give Shotgun to Medic and Engineer, remove Shotpistol: (0)
Give Shotgun to Medic, remove Shotpistol: (0)
Give Shotgun to Engineer, remove Shotpistol: (0)
Give Shotgun to Light Assault, remove Shotpistol: (0)
Don't change Loudouts: (0)

I'm going to play it safe with the outfit, keeping our super cheap medical stuff is rather important.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 1 Strategy Phase)
Post by: dgr11897 on March 23, 2020, 03:29:33 pm
Quote
Strategy Vote
Attack tile C4 (With capital building/green dot): (4) Happerry, Madman, Lightforger, DGR

Outfit Stance
Offensive: (3) Happerry, Madman, DGR
Defensive: (1) Lightforger

Loadout Votes
Give Shotgun to Medic, Engineer, and Light Assault, remove Shotpistol: (0)
Give Shotgun to Medic and Light Assault, remove Shotpistol: (4) Happerry, Madman, Lightforger, DGR
Give Shotgun to Engineer and Light Assault, remove Shotpistol: (0)
Give Shotgun to Medic and Engineer, remove Shotpistol: (0)
Give Shotgun to Medic, remove Shotpistol: (0)
Give Shotgun to Engineer, remove Shotpistol: (0)
Give Shotgun to Light Assault, remove Shotpistol: (0)
Don't change Loadouts: (0)
Title: WarBiz Arms Race // Victory Services Thread (Turn 2 Design Phase)
Post by: Man of Paper on May 13, 2020, 09:55:35 pm
IT IS NOW THE DESIGN PHASE.

Spoiler: VS Armory (click to show/hide)
Spoiler: Class Loadouts (click to show/hide)
Spoiler: Outfit (click to show/hide)
Spoiler: Control Map (click to show/hide)
Title: Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Revision Phase)
Post by: Madman198237 on May 13, 2020, 10:34:47 pm
Quote
Peregrine Air Superiority Fighter, Take Three
Based on the Einherjar's technology but being faster and meant for only a single pilot, the Peregrine will protect our forces from air attack, and grant us the capability to strike from the skies ourselves.

Well, it was supposed to do so, anyway. Let's try again, shall we?

Hey wait, this seems INCREDIBLY FAMILIAR. DANGIT DO IT RIGHT SO WE CAN HAVE SOMETHING VAGUELY EQUAL TO THE ENEMIES' AIRCRAFT.

The Peregrine is a VTOL-capable fighter using a massively powerful engine to reach much higher speeds than the Einherjar, speeds suited to a modern fighter, while still retaining the fantastic maneuverability that fully vectored thrust grants. Thrust is provided by Einherjar-based thrusters capable of being fully vectored (or gimballed, I don't know how they work in the Einherjar) for VTOL operation. The vehicle's combat computer is a sophisticated piece of hardware capable of flying the vehicle and also controlling the weapon mount, though it mostly is responsible for tracking targets and other points of interest and putting on the pilot's helmet-mounted HUD. The HUD is linked to a set of cameras to allow the pilot to see "through" the body of the aircraft through a sort of augmented reality (see modern fighter pilot helmets).

The main weapon is mounted in a carefully constructed gimbal at the front of the vehicle, capable of taking the Einherjar's 20mm cannon or the Illuminator laser turret's laser array (its tracking system and hardware are redundant), at present. This gimbal is linked directly to the combat computer and the flight controls---the turret knows what the fighter is going to do as soon as the pilot pushes the stick, and can correct for it, allowing it to remain supernaturally steady when pointed at any target within its field of traverse.

The aircraft's body is mostly unarmored and constructed as small and light as possible to save weight, increase speed, and decrease costs. It has space to mount additional hardware of various sorts or carry a mission load (bombs, missiles, sensors, etc.) in an internal weapons bay. This bay presently only holds a spare fuel tank which can be jettisoned when combat is entered. Its final trick is that the body is created according to stealth standards---the shape of every part of the fighter reflects radar waves, the thrusters are sunken into the hull to diminish IR signature, and the paint absorbs UV and radar waves and scatters them weakly in all directions. The Peregrine is hard to detect, hard to hit, and hard to dodge.

The Peregrine does of course carry a set of countermeasures---the pilot can dispense chaff or flares to confuse most conventional tracking methods, while the vehicle's abnormally high maneuverability allow the pilot a decent chance at outmaneuvering a missile if they're smart about it.

Quote from: Votebox
Peregrine Air Superiority Fighter: (1) Madman
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 2 Design Phase)
Post by: Happerry on May 13, 2020, 10:36:46 pm
Quote
Peregrine Air Superiority Fighter: (2) Madman, Happerry
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 2 Design Phase)
Post by: frostgiant on May 13, 2020, 10:48:54 pm

Quote
Peregrine Air Superiority Fighter: (3) Madman, Happerry,Frostgiant

Now I am going to go burn some incense and sacrifice a goat to the dice gods.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 2 Design Phase)
Post by: dgr11897 on May 13, 2020, 11:49:33 pm
Quote
Peregrine Air Superiority Fighter: (4) Madman, Happerry,Frostgiant, DGR
SSF (Stupid Simple Fighter): (1) DGR
Stupid simple fighter:
Based on the Einherjar's technology the Stupid Simple Fighter program is designed around one guideline, KISS, Keep It Simple Stupid. So, we're just going to be taking the Einherjar's basic frame and overhauling it into a fighter. First big change is the addition of a bane in a fixed mount just below the cockpit. Second is the nose turret being moved into a rear gun position, though we're keeping it and keeping the gunner. The troop carrying space has been used to give the VTOL's engine's more space to be expanded into, and to mount a hardlight shield generator and a number of secondary shield generator cores, similar to our heavy assault's version. This grants the new SSF more speed and layered defensive shields.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 2 Design Phase)
Post by: frostgiant on May 14, 2020, 12:28:44 pm
KISS Relay UAV
A simple Idea to amplify what's already there and solve simple problems, The Relay Follows the principles of KISS. Designed for the operator's The Relay is a Simple quad-copter drone mounting a simple camera. The majority of the drone is taken up by the Receiver and transmit, designed to act similarly to the operator's "Siren" unit. The KISS Relay act's as, A relay, Designed to increase the Effective range of the Operator by extending the distance that they can disrupt enemy communications.

By featuring a camera, the relay can double-check for false data and be used for simple scouting by the operator. When being used as a relay for hacking and disrupting enemy tech, The operator will most lily park the drone to prevent it from being treated as skeet and to prevent them from taking the extended range down easily. As TR has decided to simply turn off their IFF and Comms, The KISS relay will Increase the effective dead zone even further, Causing havoc with enemy squads as they lose their communications and IFF's making the area around an operator an effective dead zone for the TR. While The NC is not as affected by such, They will presumably also have trouble with this larger range.
Title: WarBiz Arms Race // Victory Services Thread (Turn 2 Revision Phase)
Post by: Man of Paper on May 28, 2020, 01:44:52 am
Turn 2 Design Phase

Proposal: Peregrine Air Superiority Fighter, Take Three
Difficulty: Hard
Result: (6+5)-1=10, Superior

Third time's the charm. Even if said charm is just getting something, anything, to show off to investors. Luckily, that something happened to be the Peregrine.

The Peregrine is a fairly small, fast aircraft, and quite the departure from our present air force, as it can actually be considered a force in the air. While absolutely unarmored, the Peregrine is a VTOL fighter capable of high speeds and impressive maneuverability. The aircraft itself looks very sleek, with every facet of it attractively angled to reflect radar fairly effectively and coated in a UV/radio wave-absorbing paint. The very powerful engines are also seated further into the hull of the aircraft than standard, reducing the heat signature of the engines just below that of the less powerful engines typically seen at present.

Able to hit 1,200 (or 1.200 for the decimal-using types) kilometres per hour, the Peregrine far outpaces anything we've seen fielded by our enemies thusfar, and it's computer systems are something to be proud of. Every part of the aircraft responds in unison to the pilot's inputs, meaning that the gimballed forward turret can lock onto a target and maintain relatively accurate fire during combat maneuvers. The Peregrine always utilizes the 20mm cannon from the Einherjar, as the only setting an Illuminator has that'd be useful in an Air Superiority Fighter would be as effective, if not less-so, than the cannon. Testing showed that even with the improved tracking in the Peregrine's turret that there was just too much maneuvering in the air for the more powerful shots to be worth the required downtime of the weapon should they miss. Perhaps if we'd worked on developing the aircraft's power supply to work with the Illuminator we could get it to function better as a weapon designed for a vehicle, instead of just stapling it on to everything we produce that isn't schlepped around by some poor sap as-is, but I digress. The computer systems in the Peregrine also feed into the pilot's helmet, providing constant up-to-date information on the aircraft and it's surroundings with colored pips at the edges of the visor denoting contact in that direction, and an IFF-outline display that highlights targets it can identify in company-specific colors made visible even through the hull of the Peregrine.

An internal weapons bay currently holds extra fuel storage that can be dumped at-will (and is volatile enough to scare the shit out of people down below should the tank have fuel left in it), but can be easily modified should we develop weapons to deploy from the bottom of an Air Superiority Fighter. On top of everything else (no wonder why it took so long for us to develop our first fighter craft), the aircraft boast some relatively simple countermeasures with chaff and flares to baffle targeting systems.

Beyond the engine and the computers, there's remarkably little in the way of resource-intensive development of the Peregrine. Combined with the fact that the Peregrine is expected to be highly effective at it's role, we expect to the the aircraft deployed at a (CHEAP) level.

----------------

IT IS NOW THE REVISION PHASE.

Spoiler: VS Armory (click to show/hide)
Spoiler: Class Loadouts (click to show/hide)
Spoiler: Outfit (click to show/hide)
Spoiler: Control Map (click to show/hide)
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 2 Revision Phase)
Post by: Madman198237 on May 28, 2020, 10:26:58 am
Quote
Advanced Siren Comms Unit
The basic Siren Comms Unit is capable of 200 meters' range and can interfere with enemies, provided they're actively using their communications and IFF systems. However, some of the enemies have recently turned to disabling their systems or using some spoofing devices. In response, we're going to take the simplest path imaginable, and upgrade the Siren to have a 300 meter range, adding a whole lot of new equipment in the other bracer, since only one is being used for the interface right now. The system is also upgraded to warn the operator if the information coming from an enemy signal changes dramatically, such as if suddenly the information was being falsified and every enemy instantaneously changed positions or left the area, or even if the enemies just suddenly changed position faster than they were before, as if a light assault just activated a jump pack or a group of soldiers got in a vehicle and left. Finally, the system also has a basic signals-intercept mode, where it tracks enemy positions based solely on location of the signal emitter(s), instead of trying to hack into the hostile system to use their IFF systems against each other.

The increased range will hopefully allow more delicate manipulations of enemy comms and systems to be performed without them resorting to never using communications and IFF systems, as well as allowing us to interfere with units not specifically engaged in the present firefight (by reaching out to them at longer ranges) at least in urban terrain, such as interfering with NC command-and-control personnel or their network-controlled artillery barrages. Maybe a few "accidental" coordinate transpositions for their artillery barrages will teach them to be more circumspect with those rockets.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 2 Revision Phase)
Post by: frostgiant on May 28, 2020, 11:41:39 am
Reposting this suggestion from the page before

Quote
KISS Relay UAV
A simple Idea to amplify what's already there and solve simple problems, The Relay Follows the principles of KISS. Designed for the operator's The Relay is a Simple quad-copter drone mounting a simple camera. The majority of the drone is taken up by the Receiver and transmit, designed to act similarly to the operator's "Siren" unit. The KISS Relay act's as, A relay, Designed to increase the Effective range of the Operator by extending the distance that they can disrupt enemy communications.

By featuring a camera, the relay can double-check for false data and be used for simple scouting by the operator. When being used as a relay for hacking and disrupting enemy tech, The operator will most lily park the drone to prevent it from being treated as skeet and to prevent them from taking the extended range down easily. As TR has decided to simply turn off their IFF and Comms, The KISS relay will Increase the effective dead zone even further, Causing havoc with enemy squads as they lose their communications and IFF's making the area around an operator an effective dead zone for the TR. While The NC is not as affected by such, They will presumably also have trouble with this larger range.

Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 2 Revision Phase)
Post by: Madman198237 on May 28, 2020, 05:04:22 pm
Inspiration struck; this is *probably* more a design than a revision, but who knows. It does exclusively use things we've already got, on the other hand it's using them in a completely new one. On one hand, actions are really limited so if we can get this in a revision it'll be great, on the other, well, revisions =/= designs unfortunately.

Quote
Conflagration Shatter Grenade
The Immolator is the bigger, angrier brother of the now-seemingly-adorable little Razer shotpistol. The Conflagration is the Immolator's earth-shatteringly angry second cousin, a spherical "grenade" packing an Illuin high-density battery surrounded by hardlight emitters. When tossed into a room, trench, bunker, or squad of enemies, the battery lasts just long enough to fire off a storm of Immolator-esque shotgun blasts of hardlight in every direction for almost an entire second. The physical size of the mechanism and its energy requirements have been downsized by removing any piece of the hardlight system that had to do with "safe heat dispersion" or "accuracy" or "range" or "not shooting hardlight straight back into the user's face", and so the storm of razor-sharp bits of energy is completely random in direction and tends to liberally distribute a set of small molten holes in everything within a handful of meters.

The fun doesn't end there, however. The use of an Illuin battery means that the system can be recharged, so a soldier must only pick up their grenade and hit the other button (the one that doesn't result in everything being full of holes after approximately eleven seconds) to allow the grenade to recharge itself before being thrown again, at another hapless group of foes.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 2 Revision Phase)
Post by: Happerry on May 30, 2020, 02:24:42 am
Quote
(1) Advanced Siren Comms Unit : Happerry

Seems like a good upgrade that counters the false signals.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 2 Revision Phase)
Post by: Madman198237 on May 30, 2020, 09:56:26 am
Quote
(2) Advanced Siren Comms Unit : Happerry, Madman
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 2 Revision Phase)
Post by: frostgiant on May 30, 2020, 10:58:15 am

Quote
(2) Advanced Siren Comms Unit : Happerry, Madman
(1) KISS Realy UAV: Frostgiant
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 2 Revision Phase)
Post by: dgr11897 on June 25, 2020, 02:42:00 pm
Quote
(3) Advanced Siren Comms Unit : Happerry, Madman, DGR
(1) KISS Realy UAV: Frostgiant
Title: WarBiz Arms Race // Victory Services Thread (Turn 2 Strategy Phase)
Post by: Man of Paper on June 27, 2020, 06:35:59 pm
Turn 2 Revision

Proposal: Advanced Siren Comms Unit
Difficulty: Easy
Result: (3+1)+1=5, Below Average

The Advanced Siren Comms Unit is similar to the Basic SCU, in the sense that it is used by Operators for infiltrating open wireless systems used by our competitors. Hardware is now installed in both bracers. The ASCU is upgraded to provide the Operator with a constant probability of accuracy with the information it's receiving based on previously received information, and once it detects significant variance it offers information to the Operator on up to three potential sets of data, each with their own marked probability of accuracy.

Range isn't increased, but this is a quality of life upgrade that sees more interest in the equipment without a significant bump in production cost. This makes the Advanced Siren Comms Unit (EXPENSIVE) as a couple more people decide they want to certify as Operators, and completely replaces production and use of the Basic Siren Comms Unit outside of Collector's Auctions.

----------------

IT IS NOW THE STRATEGY PHASE!

Pick a hex to attack, how to deploy your Outfit and any potential National Efforts, and adjust any loadouts you want to switch around.

Spoiler: VS Armory (click to show/hide)
Spoiler: Class Loadouts (click to show/hide)
Spoiler: Outfit (click to show/hide)
Spoiler: Control Map (click to show/hide)
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 2 Strategy Phase)
Post by: Happerry on June 27, 2020, 08:33:46 pm
Quote from: Votes
Outfit Changes
(1) Replace the Operator's Basic Siren Comms Unit with a Advanced Siren Comms Unit : Happerry

Outfit Deployment
(1) Defensive : Happerry
(0) Attack C4 to get the medic bonus back
(0) Attack the tunnels in B7
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 2 Strategy Phase)
Post by: Madman198237 on June 27, 2020, 08:36:24 pm
Quote from: Votes
Outfit Changes
Replace the Operator's Basic Siren Comms Unit with a Advanced Siren Comms Unit: (2) Happerry, Madman

Attack:
C4 Medical Facility: (1) Madman

Outfit Deployment
Defensive: (1) Happerry
Attack C4 to get the medic bonus back: (1) Madman
Attack the tunnels in B7:

If we're going to catch back up and retake things it'll likely happen NOW since we've got air support (finally).
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 2 Strategy Phase)
Post by: frostgiant on June 27, 2020, 09:30:07 pm

Quote from: Votes
Outfit Changes
Replace the Operator's Basic Siren Comms Unit with a Advanced Siren Comms Unit: (3) Happerry, Madman, Frostgiant

Attack:
C4 Medical Facility: (2) Madman, Frostgiant

Outfit Deployment
Defensive: (1) Happerry
Attack C4 to get the medic bonus back: (2) Madman, Frostgiant
Attack the tunnels in B7:
The most defending gains us is the same amount of territory, The worst attacking gets of is the same as the worst defending gets us. The best of attacking is that we end up with more territory then we started, Offense is the best defense.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 2 Strategy Phase)
Post by: H4zardZ1 on June 29, 2020, 08:47:53 am
the replacement happened automatically right, but it somehow also didn't happen. which is it?
i dont think we dont have anything to lose, but we arent exactly great on what we have either. grab what we have and grab so we have something to lose
Quote from: Votes
Outfit Changes
Attack:
C4 Medical Facility: (3) Madman, Frostgiant, H4zardZ1

Outfit Deployment
Defensive: (1) Happerry
Attack C4 to get the medic bonus back: (3) Madman, Frostgiant, H4zardZ1
Attack the tunnels in B7:
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 2 Strategy Phase)
Post by: Madman198237 on June 29, 2020, 10:13:54 am
Quote from: Votes
Outfit Changes
Replace the Operator's Basic Siren Comms Unit with a Advanced Siren Comms Unit: (3) Happerry, Madman, Frostgiant

Attack
C4 Medical Facility: (3) Madman, Frostgiant, H4zardZ1

Outfit Deployment
Defensive: (1) Happerry
Attack C4 to get the medic bonus back: (3) Madman, Frostgiant, H4zardZ1
Attack the tunnels in B7:

Please don't mutilate the votebox, the "vote" to replace the Comms Unit is basically there as a reminder to MoP.
Title: WarBiz Arms Race // Victory Services Thread (Turn 3 Design Phase)
Post by: Man of Paper on August 23, 2020, 07:14:04 pm
Spoiler: VS Armory (click to show/hide)
Spoiler: Class Loadouts (click to show/hide)
Spoiler: Outfit (click to show/hide)
Spoiler: Control Map (click to show/hide)
Spoiler: Terrain Map (click to show/hide)
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Design Phase)
Post by: Happerry on August 23, 2020, 07:33:57 pm
Reposting my old write ups for ease of consideration.

Quote
Automatic Ballistic Bombardment Attack Cannon
The Automatic Ballistic Bombardment Attack Cannon, or the ABBA Cannon for short, uses the experimentation in offensive deployment of shields to function, if more indirectly then the Razor's direct weaponization. The ABBA Cannon uses micronized shield generator modules to contain the pressurized plasma that is the ABBA Cannon's true payload, each shot being a double layered shield bubble full of pressurized fluorine plasma material. The shield generator module itself lies in the center of the weapon in a secondary shield bubble, while maintaining a larger outer shield bubble that contains the plasma between itself and the inner layer. This plasma is magnetized, and fired with traditional magnetic weaponry mechanics from the ABBA Cannon's... well, cannon, along with the shield generator itself, while the containing shields prevent the plasma from just dissipating into the air like it would like to do. Until the shield bubble hits the target, or reaches a point in which it is programed to deactivate, leaving a gout of high energy plasma to react to the sudden lacking of compression by covering everything nearby in a plume of raw elemental pain. After all, fluorine plasma can set even metal on fire.

The ABBA Cannon includes wheels and a hitch point intended to allow it to be towed by a Desert Rat or Tormentor Light Buggy for purposes of mobilization.

Quote
Victory Carapace Armor
A set of light carapace armor that includes several special features to allow Victory Services to, well, seize victory from their foes. First off, it carries light Illuin Battery Packs integrated into the armor to provide additional supplementary power, either to what the soldier in question is currently using or to nearby allies. Secondly, it has back mounted micro-medical nanite producer with a cache for nanite storage, allowing the armor to build up a reserve of medical nanites which the wearer can then release either at will, to give themselves a nanite shroud akin to the ones that the Caduceus can give people, or automatically upon receiving a major wound hopefully preventing the user from actually dying. Thirdly, it carries a head mounted sensor suit that includes thermal vision, light enhancement mode for night actions, a sonar based motion detector for detecting invisible enemies, the ability to link with included fiber-optic camera probes to allow the user to look around corners or over walls without actually exposing themselves, and with the help of local operators it can even transmit visual data to nearby team mates, allowing them to, say, reveal enemies behind walls to nearby allies. Lastly, it has an automatic grapple launcher, mountable either on the shoulder or the upper arm, for use in traversing over rough terrain, controlled either directly or through the helmet's HUD.

Of course, the suit also includes actual armor, increasing the base survivability of whoever's wearing it.

Quote
Victory Carapace Armor - No Nanites Version
A set of light carapace armor that includes several special features to allow Victory Services to, well, seize victory from their foes. First off, it carries light Illuin Battery Packs integrated into the armor to provide additional supplementary power, either to what the soldier in question is currently using or to nearby allies. Secondly, it carries a head mounted sensor suit that includes thermal vision, light enhancement mode for night actions, a sonar based motion detector for detecting invisible enemies, the ability to link with included fiber-optic camera probes to allow the user to look around corners or over walls without actually exposing themselves, and with the help of local operators it can even transmit visual data to nearby team mates, allowing them to, say, reveal enemies behind walls to nearby allies. Thirdly, it has an automatic grapple launcher, mountable either on the shoulder or the upper arm, for use in traversing over rough terrain, controlled either directly or through the helmet's HUD.

Of course, the suit also includes actual armor, increasing the base survivability of whoever's wearing it.

Quote
Regeneration Unit
This piece of supplementary equipment is meant to amplify and enhance Victory Service's already existant medical advantage by giving even more medical ability to every Victory Service's soldier with this gear. It consists of two primary pieces. First off, it has a micro-nanite factory that produces medical nanites. Secondly. it has a storage chamber meant to maintain and support the generated medical nanites for later use, so that even though the micro-nanite factory has too low of a production to be useful moment to moment, the production can be stored until it is at a level where it is, in fact, actually useful. With these two parts the Regeneration Unit allows the user to do two things, and does one additional thing on it's own. First off, it allows the user to trigger the chamber to generate their own medical nanite shroud, like the one the Caduceus Medical Applicator can give people. Secondly, it can be activated when a Caduceus Medical Applicator gives the user a shroud to start supporting the shroud with its own nanites, making the shroud last twice as long as it normally would. Thirdly, when the user takes critical damage, the Regeneration Unit will automatically directly release it's stored nanites into the user, potentially preventing them from actually perishing or reviving them if the damage was relatively minimal. Of course, once the nanites in the chamber are used up it can take a minute or three to refill, but that's a small price for on demand medical coverage.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Design Phase)
Post by: Madman198237 on August 23, 2020, 08:19:11 pm
Quote
Huscarl Advanced Variable Range Anti-Air/Anti-Armor Multipurpose Modular Missile Munitions System
The Huscarl is a completely modular missile system meant to be used against every conceivable threat, while also filling some concerning gaps in our lineup---anti-aircraft, artillery, non-tank-based antiarmor, antiaircraft, artillery, and anti-aircraft artillery.

First up, the warhead. It's a single unit based on the Immolator's functionality, of all things, though obviously specially designed for the purpose. It produces a very large hardlight generator, much larger than any mere shotgun's, inside the front of the missile, where a warhead would typically go. Right in front of the generator is an empty space in the nosecone, which is then filled with highly condensed hardlight, as much as can be crammed in. When aimed at soft targets like planes and infantry, the generator overloads the hardlight containment which causes the warhead to fire the hardlight like the Immolator, in a gigantic and extremely widely-spread shotgun blast of hardlight destruction. When aimed at a hard target, the missile instead impacts the target, collapsing the lightweight aerodynamic nosecone and causing the hardlight to come into direct contact with the surface. The hardlight system maintains the hardlight's shape as long as possible, allowing it to burn through armor. Eventually, however, the hardlight system is damaged or disabled, and the hardlight bubble bursts, turning the inside of whatever vehicle is impacted into a hellscape of fire and hardlight as melted armor and fragments of hardlight are blown around the inside of the vehicle.

Second, guidance. The Huscarl is, of course, a guided weapon, capable of using its own network of sensors or any other network of sensors we have (satellite, recon aircraft, etc.) to make its way to the target and kill it. It can communicate with any computer system in our battle network for its targeting orders, and thus the launcher unit(s) don't need to be able to see a target to kill it. Control is provided via fins.

Third, propulsion. The Huscarl comes in two propulsion configurations, "short" or "long". Short is a simple rocket booster that quickly accelerates the rocket to high speed but burns out and falls away after only a short time. Long still has a "short" engine on it, which accelerates the rocket to supersonic speeds before dropping away. But after the short engine drops, there is a ramjet attached to the payload that maintains the weapon's speed until it can strike a target. Short Huscarls are useful on aircraft for air-to-air missiles over moderate ranges, air-to-ground work, or as short-ranged antitank missiles, and fit in the Peregrine's weapons bay. Long Huscarls are used as surface-to-surface or surface-to-air missiles.

Finally, mountings. The Short Huscarl is used in Peregrine weapons bays, but it also comes in a two-missile box launcher for surface use with either Long or Short variants. This box launcher can be mounted to the Rampage, Desert Rat, or Tormentor, and slung underneath the wings of the Einherjar.

Quote
Huscarl ASRAAM (Advanced Short Range Anti-Air/Anti-Armor Multipurpose Missile Munitions System)
The Huscarl is a universal missile system meant to be used against air and surface targets from every vehicle we possess.

First up, the warhead. It's a single unit based on the Immolator's functionality, of all things, though obviously specially designed for the purpose. It produces a very large hardlight generator, much larger than any mere shotgun's, inside the front of the missile, where a warhead would typically go. Right in front of the generator is an empty space in the nosecone, which is then filled with highly condensed hardlight, as much as can be crammed in. When aimed at soft targets like planes and infantry, the generator overloads the hardlight containment which causes the warhead to fire the hardlight like the Immolator, in a gigantic and extremely widely-spread shotgun blast of hardlight destruction. When aimed at a hard target, the missile instead impacts the target, collapsing the lightweight aerodynamic nosecone and causing the hardlight to come into direct contact with the surface. The hardlight system maintains the hardlight's shape as long as possible, allowing it to burn through armor. Eventually, however, the hardlight system is damaged or disabled, and the hardlight bubble bursts, turning the inside of whatever vehicle is impacted into a hellscape of fire and hardlight as melted armor and fragments of hardlight are blown around the inside of the vehicle. The warhead is sized for vehicle deployment and antivehicle use, so it's built to overkill the heaviest enemy tank (the NC's Hephaestus) to a small degree. As in, it pretty well always kills the tank if it hits, and could conceivably also kill a better-protected tank.

Second, guidance. The Huscarl is, of course, a guided weapon, homing in by using IR and IR-laser guided. This means that a running vehicle can be tracked, but so can a vehicle that is being painted through the simple expedient of pointing a laser rifle at it and burning off the paint. The sensor will detect the heat signature of the laser or running vehicle and track that target. The Huscarl is locked before launch and detonates either on contact (when in armor-piercing mode) or a set distance from the target (in area-target/anti-aircraft mode).

Third, propulsion. The Huscarl packs a powerful fast-burning rocket motor that accelerates it to high speed before burning out. This rocket motor is optimized for short length but high thrust so that the missile is overall smaller and lighter so as to be easy to fit on vehicles. This gives the Huscarl ASRAAM a relatively short range when fired from the surface, but respectable enough range when launched from an aircraft at higher altitudes.

Finally, mountings. The Huscarl is used directly in Peregrine weapons bays, but it also comes in a two-missile box launcher for surface use. This box launcher can be mounted to the Rampage, Desert Rat, or Tormentor, and slung underneath the wings of the Einherjar.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Design Phase)
Post by: frostgiant on August 23, 2020, 08:36:43 pm
Quote from:  Votebox
Huscarl ASRAAM (1): Frostgiant


Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Design Phase)
Post by: Happerry on August 23, 2020, 08:47:20 pm
Here's a potential revision to take the Nanite Deconstruction System and make it a land mine.

'Entropy' Nanite Landmine
Based on the Nanite Deconstruction System, the Entropy is, while non-deployed, a small disk that can be deployed where someone wants a land mine. Once deployed, it builds out into a larger disk that comes with a magnetic detector, a motion detector, and a IFF signal checker surrounding a smaller disk shaped payload. Once it detects an enemy vehicle overhead, the smaller disk shaped payload launches four suction magnet equipped cords directly upwards, which then reals in the payload to the enemy vehicle. Afterwards, said enemy vehicle will soon find its armor lacking as it's being given a solid dose of entropy causing nanites, rendering it easy to destroy. Meanwhile the larger disk will be busy building a new payload disk for the next enemy vehicle...

Incidentally, they are also air droppable. Though of course when that is done they're usually less well disguised.


And here's a design.

Desert Fox Logistics and Support Buggy
Based on the Desert Rat Ruggedized Buggy, the Desert Fox replaces the entire passenger space and large weapon mount with two different systems, and one new front attachment. First of all, it has a built in Illuin Signal Booster as well as a large amount of Illuin Battery Packs taking up the majority of what once was passenger space, literally powering up friendly troops. Secondly, where the large used to be now lies the Vulcan Vehicle Construction Mega-Tool, a vehicle sized nanite construction system based on, though of course properly re-engineered and designed for its new scale, the Hephaestian Repair Tool allowing the Desert Fox to repair friendly vehicles, assist in the construction of remote weapon platforms like the Illuminator Anti-Armor Laser Turret, and construct any prefab designs we might later come up with. Lastly, it comes modified so it can, optionally, mount a dozer blade on the front for if stuff needs running over, any earth needs moving, or trenches need digging out.

Speaking of Prefabs, if the designers have time they're meant to come up with a wall design (door optional), a roof design, a 'wall with firing slits' design, and a waist height wall design for building with the Desert Fox.

Also have my vote.
Quote from:  Votebox
Huscarl ASRAAM (2): Frostgiant, Happerry

Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Design Phase)
Post by: Madman198237 on August 23, 2020, 08:53:22 pm
Quote from:  Votebox
Huscarl ASRAAM (3): Frostgiant, Happerry, Madman
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Design Phase)
Post by: dgr11897 on August 24, 2020, 12:39:20 pm
Quote from:  Votebox
Huscarl ASRAAM (4): Frostgiant, Happerry, Madman, DGR
Feels a bit reaching, but also like something that could easily be worth the risk.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Design Phase)
Post by: Naturegirl1999 on August 27, 2020, 07:13:50 pm
I’ll join, also an engineer will be helpful
Title: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
Post by: Man of Paper on September 07, 2020, 06:10:42 pm
Turn 3 Design Phase

Proposal: Huscarl ASRAAM
Difficulty: Hard
Result: (6+5)-1=10, Superior

This ambitious project was quite the hassle for our R&D teams. While a familiarity with hardlight weaponry helped significantly, we don't have much knowledge in rocketry. Luckily, that's a relatively easy obstacle to tackle nowadays.

First, the dual-purpose hardlight warhead was an interesting concept that proved initially difficult to pull off, but we made it work. A high-power hardlight barrier is projected along the interior of the missile's nosecone forward of the hardlight generator and contains the build-up of "free" hardlight. Those operating the weapon system can toggle between a Hard and Soft Target mode. When in Hard Target mode, the containment field holds as long as it can, while the nose cone is designed to crumple on impact. The hardlight barrier within the nosecone is energetic enough to melt away the nosecone and cut through the object it's slamming into for a moment before that too collapses, releasing the hardlight that had been pumped into the nosecone for the duration of the missile's flight. These blasts can be devastating when they occur, say, within a vehicle or building. In Soft Target mode, the missile overloads it's hardlight barrier catastrophically, destroying the nosecone and throwing a massive dense concentration of hardlight in a cone forward. While the blast isn't that effective against harder targets (which are covered by the Hard Target mode anyways), lighter vehicles and infantry are thoroughly punished by the cone of hardlight.

Second, guidance. The missiles lock onto infra-red signatures and can be guided by IR-laser as well. The sensors in the missiles are designed to set the IR signature of the laser as priority over other environmental signatures, but the system operator can also override that option before launch to prevent accidental interference.

Third, the Huscarl uses a very potent propulsion system. The missile is loaded with an extremely efficient and potent fuel, allowing high thrust and high speed enough to take out targets at high altitude (so long as the aircraft doesn't maneuver too much). It also has a number of vector thrusters to allow the missile to turn on a dime and track agile targets with ease, but use of these will obviously impact overall flight time.

Finally, the Huscarl can be launched from the Peregrine's weapons bay as well as four-missile box launchers that can be mounted on vehicle hardpoints across our entire armory.

The Huscarl is a bit more complex than your standard missile, but it's potent enough that demand is extremely high, making it (CHEAP).

----------------

IT IS NOW THE REVISION PHASE!

The suits have decided to expand operations even further, and have dedicated a significant amount of facilities to the Contract Wars! This means that from here on out, every turn will have 2 REVISIONS, allowing more flexibility in our progress as we move forward.

Spoiler: VS Armory (click to show/hide)
Spoiler: Class Loadouts (click to show/hide)
Spoiler: Outfit (click to show/hide)
Spoiler: Control Map (click to show/hide)
Spoiler: Terrain Map (click to show/hide)
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
Post by: frostgiant on September 07, 2020, 06:36:19 pm
Quote
Pebble Anti-Infantry Explosive Mine.

The pebble is designed to piss off the enemy logistics, and hopefully drive them to an anerism.

The pebble Comes in a Small , Botchi ball Sized Cube. When thrown or dropped, the pebble detonates in midair spreading its payload far and wide. The payload consists of a Explosive charge, Made of the same fuel as that used by the Huskarl mixed with some Coagulents for fast and even combustion AKA an explosion, and a small Nano fabricator with Extremly limited lifespan.

Upon impact with the ground or concrete, the Fabricator, nased of work of both the cadiues and the Heasphestus, Begins to Dig itself and the charge into the surface. Small Ballbearing like orbs are Constructed from the surroudnings, packed tight and made very dense by the construction nanites, and are in fact what give the pebble its name.
When triggered by pressure,the explosive charge detonates, Propelling the Constructed pebbles like the claymore mine of old into whoever was unlucky enough to step on it.

A single Pebble Orbposses 12 charges and Fbaricator units, Creating 12 mines after throuwn by an infantry men, However, the primary use for the pebble will be Drops from peregrine bomb bays, dropping many Of the pebbles at the same time, each detonating into its components to cover swaths of territory in anti-personel mines.

If the enemy manages to clear the area of Pebble mines, a swift pass over head by a sigle peregrine should be enough to reapply the mines, erasing all of the enemies hard work.
Quote
ROUS Ruggedized Artillery/Logistics buggy.

The ROUS (Rodent of unusal size) Is designed to fuffil multiple roles at the same time, even if it does not excel at any of them. Stripping out all of the passenger seating and mouting more armour then the standard desert rat it was built from, The ROUS trades all of its Passenger space and storage compartment for Massive banks for Ilium batteries and Relays, Enough to feed entire assaults by itself provided short enough engagements.
In addition, The Rous Carries a pair of Box launchers, mounting the Huskarl. This enables it to Fire on IR designated targets and contribute to its own defense and the offense besides acting as a Massive energy Pylon.

The armouring that protects the Vehicle is light and is instead supplemented by Hardlight emitters similar to those we have used on the rampage and our own heavy assaults. Because of the sheer amount of power the ROUS can provide, its estimated that the Hardlight emitters will burn out from constant use long before the Rous runs out of power to feed it. This makes the ROUS at least a little resistant to logistics raiding, as it can turn on its Hardlight armour before trying to disengage, waiting for reinforcements or Blasting them to shreds with the 8 Huskarl Missles it mounts.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
Post by: Happerry on September 07, 2020, 07:46:27 pm
Quote
'Spotlight' Illuminator Refit
While our Illuin Battery Packs are a marvel of usefulness, it is a sad fact that most of our weapon systems aren't really designed to take full advantage of the ample power supplies they offer, often from being designed before we invented the Illuin. The 'Spotlight' Refit is intended to be an across the board reworking of the Illuminator Turrets, as well as other systems which use Illuminator based laser cannons, to properly take advantage of the Illuin to increase firing rate in relation to the advantages of the enlarged power grid available to such weapons beyond their own, individual, power supplies.

Quote
Desert Shrew Logistics and Support Buggy
Based on the Desert Rat Ruggedized Buggy, the Desert Shrew replaces the entire passenger space and large weapon mount with two different systems, and one new front attachment. First of all, it has a built in Illuin Signal Booster as well as a large amount of Illuin Battery Packs taking up the majority of what once was passenger space, literally powering up friendly troops. Secondly, where the large used to be now lies the Vulcan Repair Mega-Tool, a vehicle sized nanite repair system based on, though of course properly re-engineered and designed for its new scale, the Hephaestian Repair Tool allowing the Desert Fox to repair friendly vehicles and assist local engineers in construction tasks. Lastly, it comes modified so it can, optionally, mount a dozer blade on the front for if stuff needs running over, any earth needs moving, or other dozer blade type tasks need to be done.

Quote
"Shelter" VS Overshield Generator
Much like our weapon systems, the Overshield Generator used by our Heavies predates the invention of the Illuin Power Sharing System, and as such is not optimized to fully use said system. With some hopefully simple changes, allowing the Overshield to do things such as absorb additional power from nearby supplies when the shield is stressed or as otherwise needed, the recharge rate, activation duration, and strength of the Overshield should be noticeably improved.

Quote
"Shadow" VS Nanite Cloaking System
Much like our weapon systems, the Nanite Cloaking System used by our Infiltrators predates the invention of the Illuin Power Sharing System, and as such is not optimized to fully use said system. As well, Victory Services has made advancements in Nanite manufacturing technology since the original design, as seen in the Caduceus. By integrating these newer then the cloaking system advancements into the cloaking system, allowing the Nanite Cloaking System to do things such as absorb additional power from nearby supplies when in use or stressed as well as improving it's ability to manufacture cloaking nanites, the duration and stability of the cloak should be noticeably improved.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
Post by: Madman198237 on September 07, 2020, 09:45:28 pm
Quote
Illuin Proprietary High-Density Power Supply Portable Unit
The 'Illuin Proprietary High-Density Power Supply Portable Unit', 'Illuin PHDPS portable unit', or just 'Illuin box', are all simple modifications of an existing standard small power supply to be completely independent, using the Illuin system to spread power to the rest of a soldier's equipment. This particular Illuin module is good only for extremely short-ranged transfer and has minimal storage, as it is meant only to power other devices with their own internal storage. It is further optimized to boost the functionality of various class items such as Light Assault jetpacks and Heavy Assault shields with a constant additional supply of power to increase uptimes and reduce the downtime between uses.

Quote
Conflagration Shatter Grenade
The Immolator is the bigger, unreasonably angrier brother of the now-seemingly-adorable little Razer shotpistol. The Conflagration is the Immolator's earth-shatteringly angry second cousin, a spherical "grenade" packing an Illuin high-density battery surrounded by hardlight emitters. When tossed into a room, trench, bunker, or squad of enemies, the battery lasts just long enough to fire off a storm of Immolator-esque shotgun blasts of hardlight in every direction for almost an entire second. The physical size of the mechanism and its energy requirements have been downsized by removing any piece of the hardlight system that had to do with "safe heat dispersion" or "accuracy" or "range" or "not shooting hardlight straight back into the user's face", and so the storm of razor-sharp bits of energy is completely random in direction and tends to liberally distribute a set of small molten holes in everything within a handful of meters.

The fun doesn't end there, however. The use of an Illuin battery means that the system can be recharged, so a soldier must only pick up their grenade and hit the other button (the one that doesn't result in everything being full of holes after approximately eleven seconds) to allow the grenade to recharge itself before being thrown again, at another hapless group of foes.

Quote from: Votebox
Desert Shrew Logistics and Support Buggy: (1) Madman
'Spotlight' Illuminator Refit: (1) Madman
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
Post by: Naturegirl1999 on September 07, 2020, 09:51:42 pm
Quote from: Votebox
Desert Shrew Logistics and Support Buggy: (1) Madman
'Spotlight' Illuminator Refit: (2) Madman, NG
"Shelter" VS Overshield Generator: (1) NG
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
Post by: Madman198237 on September 07, 2020, 10:01:32 pm
I read the Shelter again and part of it started me thinking. Dangit.

Quote
Illuin Requirements Adaptation System
Illuin is a unique and powerful system for redistributing energy from unused or non-stressed systems, but it can be better. We've altered the power-sharing setup to use a priority system that users can customize, but is also subject to certain predetermined limitations. This means that a "high priority" draw can override "low priority" draws, for instance a Heavy Assault's failing shield might begin to siphon energy from their weapon or nearby allies' presently unused weapons in order to keep the shield up longer, whereas an Infiltrator's rifle might be capable of drawing extra power from their unengaged squadmates for a more powerful shot as a "low priority" action. The predetermined limitations might include an engineering unit being set up so that their vehicle or repair equipment will siphon power to maintain vehicle functionality rather than the combat capability of members of the unit, since keeping their vehicles functioning is their primary purpose.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
Post by: Naturegirl1999 on September 07, 2020, 10:06:46 pm
Quote from: Votebox
Desert Shrew Logistics and Support Buggy: (1) Madman
'Spotlight' Illuminator Refit: (1) Madman
"Shelter" VS Overshield Generator: (1) NG
Illuin Requirements Adaptation System: (1) NG
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
Post by: Happerry on September 07, 2020, 10:58:15 pm
Quote from: Votebox
Desert Shrew Logistics and Support Buggy: (1) Madman
'Spotlight' Illuminator Refit: (2) Madman, Happerry
"Shelter" VS Overshield Generator: (1) NG
Illuin Requirements Adaptation System: (1) NG
Pebble Anti-Infantry Explosive Mine: (1) Happerry
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
Post by: frostgiant on September 08, 2020, 10:24:11 am

Quote from: Votebox
Desert Shrew Logistics and Support Buggy: (1) Madman
'Spotlight' Illuminator Refit: (3) Madman, Happerry , Frostgiant
"Shelter" VS Overshield Generator: (1) NG
Illuin Requirements Adaptation System: (1) NG
Pebble Anti-Infantry Explosive Mine: (2) Happerry, Frostgiant
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
Post by: Naturegirl1999 on September 08, 2020, 01:57:09 pm
Quote from: Votebox
Desert Shrew Logistics and Support Buggy: (1) Madman
'Spotlight' Illuminator Refit: (4) Madman, Happerry , Frostgiant, NG
"Shelter" VS Overshield Generator: (0)
Illuin Requirements Adaptation System: (1) NG
Pebble Anti-Infantry Explosive Mine: (2) Happerry, Frostgiant
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
Post by: Madman198237 on September 08, 2020, 01:59:22 pm
...why is the maneuver-warfare-based faction voting for LANDMINES?
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
Post by: frostgiant on September 09, 2020, 12:03:27 pm
Becasue the ability to drop mines in the enemy backlines, Slowing down any form of reaction or advance is something that would be useful? Espceailly for a faction that depends on out manauvery the enemy? Its almost like slowing down the enemy could be useful.

Not to mention that fact that we are on defense right now, and you can't really manuever when you need to defense a static position.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
Post by: Madman198237 on September 09, 2020, 12:24:07 pm
We were being pushed back, yes, but we'll be back on the offensive this turn either against the threat to our warp gate or against the government complex.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
Post by: frostgiant on September 09, 2020, 03:31:12 pm
We were being pushed back, yes, but we'll be back on the offensive this turn either against the threat to our warp gate or against the government complex.

Yes? And you see the ability to deploy Mines in the enemy's logistics lines, thus slowing down any attempt to Move reinforcements and armament to the front, let alone any attempt to retreat for defense in depth as useless?
Any attempt to manauver to meet our Fast movers, running into mines slowing them down?
Any attempt to encircle our offensives met with mines?
Any attempt to pursue a retreating strike met with mines?

You seem to have this idea that Mines are solely an Defensive weapon, given the pebbles abiity to be deployed by plane and cover large areas, That is not true.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
Post by: Madman198237 on September 09, 2020, 03:46:32 pm
IRL mines are solely a defensive implement because you have to know what and where you've mined things. They're a defensive asset because once you mine an area IT'S OFF LIMITS, unless you can sweep the whole area for them effectively. Air-dropped means no safe areas, meaning either additional mine complexity (secure remote deactivation system) or just outright no travel through mined areas.

Any attempt to maneuver meets our fast movers and because we're not IDIOTS said fast movers are armed with MISSILES so the enemy vehicles can't just go around the new minefield because they're all DEAD instead of inconvenienced, and our counterattacks don't need to go around a brand-new minefield.

Any attempt to encircle us again met with fast movers with MISSILES or revised Illuminators powered by Illuin buggies, and get blasted to bits before our more mobile force (with the advantage of superior scouting due to air power) gets there and kills them.

Pursue a retreat? Already meeting long-ranged fire from Illuminators, tanks, and all the missiles we just deployed.

Mines are fundamentally effective only against a mobile enemy, one who is moving through a minefield for one reason or another. They are maximally effective against forces who rely on outmaneuvering and other indirect tactics, since it's easy enough to artillery and then manually finish clearing yourself a single path through a minefield and then brute force your way in (which is EXACTLY what TR will be happy to do). It's much less easy to clear enough of a minefield to meaningfully perform maneuver warfare, which is exactly what WE want to do.

So, yes, mines are indeed SOLELY a DEFENSIVE weapon, because they rely on the enemy coming to *you* or at least to your minefield, wherever you've attempted to place it.

And planes carrying our awesome new missiles will be WAY better than planes carrying mines (if the mines even work), so, yeah, we won't exactly be placing huge numbers of mines behind enemy lines.

TL;DR, the mines as proposed are difficult, and mines in general would be much better as a weapon against us than a weapon aimed at any of the other factions.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
Post by: Happerry on September 09, 2020, 10:56:04 pm
I think that mines, especially air-droppable ones, will be more useful then Madman thinks, but I'm convinced to shift over to the logistics buggy for this revision because having lots of spare power around will probably work very well with the spotlight revision.

Quote from: Votebox
Desert Shrew Logistics and Support Buggy: (2) Madman, Happerry
'Spotlight' Illuminator Refit: (4) Madman, Happerry , Frostgiant, NG
"Shelter" VS Overshield Generator: (0)
Illuin Requirements Adaptation System: (1) NG
Pebble Anti-Infantry Explosive Mine: (1) Frostgiant
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
Post by: dgr11897 on September 12, 2020, 01:12:33 pm

Quote from: Votebox
Desert Shrew Logistics and Support Buggy: (3) Madman, Happerry, DGR
'Spotlight' Illuminator Refit: (5) Madman, Happerry , Frostgiant, NG, DGR
"Shelter" VS Overshield Generator: (0)
Illuin Requirements Adaptation System: (1) NG
Pebble Anti-Infantry Explosive Mine: (1) Frostgiant
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
Post by: Naturegirl1999 on September 12, 2020, 01:20:14 pm
Quote from: Votebox
Desert Shrew Logistics and Support Buggy: (4) Madman, Happerry, DGR, NG
'Spotlight' Illuminator Refit: (5) Madman, Happerry , Frostgiant, NG, DGR
"Shelter" VS Overshield Generator: (0)
Illuin Requirements Adaptation System: (0)
Pebble Anti-Infantry Explosive Mine: (1) Frostgiant
Title: WarBiz Arms Race // Victory Services Thread (Turn 3 Strategy Phase)
Post by: Man of Paper on January 26, 2021, 11:47:59 pm
Turn 3 Revision Phase

Proposal: 'Desert Shrew' Logistics and Support Buggy
Difficulty: Hard
Result: (2+2)-1=3, Buggy Mess (hey we're back!)

The Desert Shrew is an absolute mess of a vehicle thanks entirely to the oversight of the fellas we had working on the project. For some reason, the signal booster and battery array are poorly secured, and severe enough jostling can unseat or damage parts and cause a short in the entire system. The Booster and Battery array has a failsafe that shuts down the entire system in case of a short to prevent unintentional rapid drain or overload of linked systems.

The gun on the Desert Rat is replaced by an oversized repair tool based on the Hephaestian and manned by one poor schmuck. The 'Vulcan' Repair Megatool is bulky, and can definitely repair vehicles at a much faster rate than a handheld tool, but poor cooling and containment systems leave the device hovering near overheating. The Repair Gunner responsible for operating the Vulcan can choose to feather the trigger and reduce the speed of repair to keep from overheating, but in do-or-die scenarios can run the Vulcan past safe parameters. The Vulcan performs self-repair as it overheats, so the real dangers are nanite chamber detonation and cooking the meat operating the device.

Plows are bolted onto the front of the Shrews to push debris aside, but aren't installed uniformly among the fleet, meaning some plows hang lower than others, potentially digging into the ground, or too high and jamming debris beneath them.

The 'Desert Shrew' Logistics and Support Buggy is a welcome but poorly executed concept. The Illuin system certainly helps when it works and shows promise. As such, enough people are still willing to use this vehicle to see it deployed at a (VERY EXPENSIVE) level.

----

Proposal: 'Spotlight' Illuminator Refit
Difficulty: Very Easy
Result: (6+6)+2=14, Unexpected Boon [:l]

So it was a fairly simple task, tying the Illuminator into the Illuin power network. Illuminators in all their forms are upgraded to the Spotlight, which no longer needs a half a minute to fire a second time and instead simply needs to combat heating so long as someone somewhere in the network has their powerpack set to Send. As a general rule of thumb, the Spotlight should be allowed to cool for an equivalent amount of time as it was fired for to ensure heat is properly dispersed. Testing shows it would require an entire 90 seconds of fire to cause critical failure of the system, and that should only be possible when the system has a near-infinite source of power. It is not recommended that one stand near the end of the weapon anyways, but even moreso now as there is an excessive amount of heat dumped forward.

Spotlights also act as Relays for the Illuin System, effectively turning them into weaker Signal Boosters, and have an auxiliary power supply added to help supplement the network should the Spotlight not require it.

Our forces have loved the Spotlight during tests, and we can expect it to be seen as often as possible at a (CHEAP) level.

----------------

It is now the Strategy Phase! If you don't remember, because it's been a while, and that's totally your fault, not mine, you are to adjust any Loadouts you wish to, choose a Hex to attack, and decide whether you set your Outfit to attack or defend!

Spoiler: VS Armory (click to show/hide)
Spoiler: Class Loadouts (click to show/hide)
Spoiler: Outfit (click to show/hide)
Spoiler: Control Map (click to show/hide)
Spoiler: Terrain Map (click to show/hide)
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Strategy Phase)
Post by: Madman198237 on January 27, 2021, 12:35:57 am
Quote
Operation Go Kill Them All With Your Shiny New Toys
Loadouts:
Engineer takes Spotlight turret instead of Illuminator.

Attack:
Attempt to take Capital Sector C-4.

Outfit:
1-4-1 Vanguard is to assist the push for the Capital.

Quote from: VOTEBOX
Operation Go Kill Them All With Your Shiny New Toys: (1) Madman
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Strategy Phase)
Post by: Happerry on January 27, 2021, 12:47:00 am

Quote from: VOTEBOX
Operation Go Kill Them All With Your Shiny New Toys: (2) Madman, Happerry
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Strategy Phase)
Post by: frostgiant on January 27, 2021, 01:11:06 am


Quote from: VOTEBOX
Operation Go Kill Them All With Your Shiny New Toys: (3) Madman, Happerry,Frostgiant
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Strategy Phase)
Post by: dgr11897 on January 27, 2021, 03:39:36 am
Quote from: VOTEBOX
Operation Go Kill Them All With Your Shiny New Toys: (4) Madman, Happerry, Frostgiant, DGR
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Strategy Phase)
Post by: Madman198237 on January 28, 2021, 12:38:57 am
So, yes, I did kind of write a really long writeup even though we have no idea when the BR will actually appear...but when we reach the scouting phase for the next thing I really, really am going to push for this because infantry less dead = infantry better.

Quote
'Hardcase' Integrated Combat Suit
Built on the lessons of "if you wear body armor, you're a lot harder to kill" provided in unhelpful fashion by the TR and the lesson of "KILL! MURDER! KIIILLLLLLLLLLLLLLLLLL!" provided somewhat less unhelpfully by the easier-to-get-rid-of NC, we have elected to take the middle path. This new standard of VS body armor is a helmet and a series of carbon-composite plates distributed on an underlayer composed of a ballistic fiber/metal fiber mesh capable of dispersing heat from energy weapons (preventing the heating of the armor from cooking the user until it gets really extreme) and slowing bullets or stopping fragments. The underlayers are rated to stop, on their own, approximately a normal ballistic pistol's output in kinetic or thermal energy. The carbon composite plates are thick enough to stop several volleys of rifle-caliber energy and ballistic fire when combined with the underlayer. The plates are distributed to protect key areas that can kill or incapacitate a soldier quickly. Many areas of the body are left unprotected as they simply can't kill soldiers fast enough to prevent medics from helping them, and the increased mobility is worth more than the tradeoffs. The forearms do have optional bracers, they just tend to get left off for certain forms of class equipment. Think Mandalorian armor for very rough coverage goals and, yes, maybe a little bit of style influence.

The helmet is the main thrust of the design, however. Taking inspiration from the Peregrine's electronics sweet and our hacking skills, we've engineered a really awesome integrated helmet electronics package. First up, the helmet itself is again made of carbon composites with layers of metal mesh to distribute heat and provide some more solidity to the helmet. The helmet is meant to survive half again the damage of the rest of the armor, since heads are the most often exposed element of a person. The helmet includes two external cameras, a visible-light camera and an infrared thermal camera. These two are integrated into the virtual-reality system that provides the user with a picture of the outside world. Typically, the user has a blast shield down over their lightweight transparent visor, letting the cameras feed them their view and leaving their face well protected against incoming fire. The virtual reality system also allows for units to share video feeds between soldiers and vehicles, see markers (like "objective" and "target" and "yikes that's a big tank run away") in 3-D space, and generally be better informed than the enemy, since we've hacked our enemies' similar equipment into near-uselessness.

Obviously the computer system needs power, and so the armor suit includes an Illuin battery mounted into the backplate, capable of powering the computer system and providing power to the rest of the user's equipment when necessary.
Title: WarBiz Arms Race // Victory Services Thread (Turn 4 Design Phase)
Post by: Man of Paper on February 22, 2021, 02:22:15 am
Remember folks! We're in the Design Phase for a new battlefield! Good luck!

Spoiler: VS Armory (click to show/hide)
Spoiler: Class Loadouts (click to show/hide)
Spoiler: Outfit (click to show/hide)
Spoiler: Control Map (click to show/hide)
Spoiler: Terrain Map (click to show/hide)
Spoiler: Credits (click to show/hide)
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Strategy Phase)
Post by: Madman198237 on February 22, 2021, 12:01:41 pm
Quote
'Hardcase' Integrated Combat Suit
Built on the lessons of "if you wear body armor, you're a lot harder to kill" provided in unhelpful fashion by the TR and the lesson of "KILL! MURDER! KIIILLLLLLLLLLLLLLLLLL!" provided somewhat less unhelpfully by the easier-to-get-rid-of NC, we have elected to take the middle path. This new standard of VS body armor is a helmet and a series of carbon-composite plates distributed on an underlayer composed of a ballistic fiber/metal fiber mesh capable of dispersing heat from energy weapons (preventing the heating of the armor from cooking the user until it gets really extreme) and slowing bullets or stopping fragments. The underlayers are rated to stop, on their own, approximately a normal ballistic pistol's output in kinetic or thermal energy. The carbon composite plates are thick enough to stop several volleys of rifle-caliber energy and ballistic fire when combined with the underlayer. The plates are distributed to protect key areas that can kill or incapacitate a soldier quickly. Many areas of the body are left unprotected as they simply can't kill soldiers fast enough to prevent medics from helping them, and the increased mobility is worth more than the tradeoffs. The forearms do have optional bracers, they just tend to get left off for certain forms of class equipment. Think Mandalorian armor for very rough coverage goals and, yes, maybe a little bit of style influence.

The helmet is the main thrust of the design, however. Taking inspiration from the Peregrine's electronics suite and our hacking skills, we've engineered a really awesome integrated helmet electronics package. First up, the helmet itself is again made of carbon composites with layers of metal mesh to distribute heat and provide some more solidity to the helmet. The helmet is meant to survive half again the damage of the rest of the armor, since heads are the most often exposed element of a person. The helmet includes two external cameras, a visible-light camera and an infrared thermal camera. These two are integrated into the virtual-reality system that provides the user with a picture of the outside world. Typically, the user has a blast shield down over their lightweight transparent visor, letting the cameras feed them their view and leaving their face well protected against incoming fire. The virtual reality system also allows for units to share video feeds between soldiers and vehicles, see markers (like "objective" and "target" and "yikes that's a big tank run away") in 3-D space, and generally be better informed than the enemy, since we've hacked our enemies' similar equipment into near-uselessness.

Obviously the computer system needs power, and so the armor suit includes an Illuin battery mounted into the backplate, capable of powering the computer system and providing power to the rest of the user's equipment when necessary.

So, anybody want some infantry armor aimed at being Cheap? For revisions I'd like to follow this up with a LA Jetpack revision and an HA Overshield revision aimed at bringing the costs down.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Design Phase)
Post by: frostgiant on February 22, 2021, 12:16:01 pm
Quote
"Warframe" Nanite musculature composite powered armor

Taking experience from our work in the cadacues and our other nanite works, The warframe is an interesting exploration of nanite technology. Lacking the normal internal workings of a powered armour suit, The Warframe is composed of a series of nanite "Muscles" Cords of entwined nanites and carbon Nanotubes, forming powerful silver musculature that sits underneath the suits ceramic and alloy plating, having been designed and specialised to improve the physical capabilities of our soldiers to superhuman levels.

Made up of hundreds of thousands of nanites, the warframes musculature mimics and improves upon the human form. Every strand of "Muscle" is designed to be capable of stretching, contracting and pulling in excess of what is possible with the human body creating a second musculature network. This nanite musculature is connected to the user's own muscules through medical nanites, Allowing it to move with the user without hyperflexion and ripping them apart.

The nanite muscles of the warframe allow the user to run faster, hit harder, lift more - all the while maintaining a stunning degree of flexibility.
When struck, The nanites in the musculature will automatically react, Stiffening and contracting. By Hardening under the impact, the nanites are capable of defusing physical impacts as well as making it more difficult for energy weapons to burn the user underneath.
Damaged nanites are consumed and replaced by a series of Nanite generators around the suit, Copied almost wholesale from the cadues. This allows the Warframe to sustain minor damage, before repairing its nanite musculature in preparation for more combat.
In order to power the suit and nanite fabricators, The Suit runs off a series of relatively small power generators, in combination with the illium system in order to minimize profile and maintain mobility.

The external plating of the Suit is... Minimal, Only slightly tougher than standard armour, but the hope of the researchers is that combined with the toughness of the Nanite musculature and the highly increased speed and mobility, the suit will be able to increase the survivability of our soldiers. After all, the best response to overwhelming firepower is to simply not be there when it hits.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Design Phase)
Post by: dgr11897 on February 22, 2021, 12:31:53 pm
"Medshell" Soldier Survival Kit: Designed to allow soldiers to survive incoming fire, rather than a conventional armor suit the Medshell is a combination hardlight shield generator and Healing nanite injector. Wired up to the user's vitals it constantly monitors them for injury. Upon detecting that the user has sustained a critical injury and is in danger of death, the system will automatically dump remaining healing nanite stores into the user, along with a massive shot of adrenaline, and activates the shield, healing the wound and giving them a few precious seconds of hardlight shielding to recover with.
"Minos" class Light Assault Boosting exoskeleton: A light exoskeleton powered by our Illuin network, the Minos radically increases the users strength, and thus also speed, in short bursts. Combined with a set of jet boosters to further increase the mobility of the suit, the Minos allows a user to jump incredible heights, sprint at frankly ridiculous speeds, wallrun, and deliver some devastating flying kicks.
"Yggdrasil" Infantry Support Vehicular Powered Armor: So large it is classified as a vehicle, the Yggdrasil is a suit of power armor more akin to a very light mech. Utilizing advanced computer systems based off of those utilized by the Peregrinne to control itself, and powered by our advanced Illuin battery pack system, the suit is an advanced patchwork of tech from across our arsenal. The Suit's armor is relatively light, but supplemented by a hardlight shield based off of that used by our Heavy Assaults, except this one can be maintained far longer, practically indefinitely in fact and is somewhat stronger as well, both are thanks to the larger generators and power supply. The suit is designed to be, above all else, highly modular, able to have different mission packages and weapons, and also mobile, able to be transported by Einherjar gunships and with a decent amount of speed on its own, letting it keep up with and outpace infantry. For now, it mounts a spotlight anti armor laser on one arm, and some modified Huscarls on the back. These Huscarls are modified for use as artillery, with a slower, more efficient engine and more fuel capacity, which makes the missiles larger, but that's a worthy tradeoff for their ability to provide mobile counter battery fire for our forces. Though they can be replaced with a conventional Huscarl box for AA use.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Design Phase)
Post by: Madman198237 on February 23, 2021, 10:23:43 pm
Quote from: Votebox
'Hardcase' Integrated Combat Suit: (1) Madman

I feel that this is the best possible use of this design; even if we want it to be Cheap without the help of the credit. I get it, it kind of sucks to risk wasting the credit. But it's time to fix our infantry, with this credit as a bonus to the cost of the armor. I guess it might make sense to add some basic nanite capabilities, since the credit allows us to do that without risking cost growth. It would be FAR more effective a use of a credit just because of how infantry-focused this game is.

And, again, it matters now, in the first turn of a new map, the phase in which we absolutely SHONE last time. We could get a serious initial advantage if we play this right, but artillery won't help us in the first scouting phase.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Design Phase)
Post by: dgr11897 on February 24, 2021, 12:28:13 am
Quote from: Votebox
'Hardcase' Integrated Combat Suit: (2) Madman, DGR
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Design Phase)
Post by: frostgiant on February 24, 2021, 12:35:12 am
Quote from: Votebox
'Hardcase' Integrated Combat Suit: (2) Madman, DGR

"Warframe" Nanite musculature composite powered armor: (1) Frostgiant
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Design Phase)
Post by: dgr11897 on February 25, 2021, 06:07:43 pm
Revision Idea
Valkyrie class improved Rapid Attack Gunship: An extensive upgrade of the Einherjar, the Valkyrie incorporates numerous innovations. The most drastic upgrades are the changes to the armaments, the 20mm turret is replaced with a spotlight and two hardpoints for Huscarl ASRAAMS giving it a significant amount of firepower. To control this array of weapons the computer systems of the Valkyrie are upgraded, allowing the Valkyrie to coordinate its large load of heavy weapons more easily. Additionally, the hull of the craft is painted with the same signature reducing paint as the Peregrinne, making it mildly more stealthy, making approaching targets somewhat easier.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Design Phase)
Post by: Light forger on February 25, 2021, 07:34:54 pm
Given how much of our issues come from HE weapons being used to convert our soldiers to mush I'm not sure that armor is a holistic solutions to our issues. Although I will agree we need armor to deal with the explosives spam I think that would be better off as a revision and to use our design for a spawn relay. So here is a possible design.

Eternity Support Craft
Eternity is a fast two seater skirtless hovercraft roughly about the size of the tormentor; designed to act as a spawn relay allowing us to maintain control of the battlefield. The vast majority of the craft is taken up by a potent power plant allowing it to support the pricey cost of bringing troops to the front lines. The hovercraft itself is barely armored just enough to ward off infantry weapons and backed up with a remote controlled turret able to mount infantry weapons(almost always a scourge). However the eternity has a unique trick up its sleeve, thanks to its power plant it’s capable of short term free flight. While limited as extended use will burn out its thrusters it offers the eternity both unparalleled battlefield maneuverability and while using its small size to hide in unexpected locations. Though due to its spawn relay power requirements it needs to kill its engines to spawn troops in. Clearing a tower has never been more annoying than when an eternity has lodged itself on some random floor and you have to sweep them one by one while a coga line of medics keep respawning. As expected it has an Illuin system built in, both to support units when not spawning in reinforcements and to piggyback off of other equipment to improve its spawning abilities.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Design Phase)
Post by: Madman198237 on February 25, 2021, 11:41:13 pm
Remember that our soldiers are not really armored right now. Them getting shot by NC is solved by armor, them getting shot by the actually-armored TR is solved by armor, them getting hit by fragmentation from explosives is also solved by armor.

Armor leverages our medics' ability to heal anything that isn't immediately fatal by making fewer things immediately fatal, and it also means that soldiers everywhere are more capable, not just in the places we can get a mobile spawner to. Yes, a mobile spawnpoint is necessary, but that doesn't mean it's the best possible option right now.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Design Phase)
Post by: Light forger on February 26, 2021, 12:15:01 am
Remember that our soldiers are not really armored right now. Them getting shot by NC is solved by armor, them getting shot by the actually-armored TR is solved by armor, them getting hit by fragmentation from explosives is also solved by armor.

Armor leverages our medics' ability to heal anything that isn't immediately fatal by making fewer things immediately fatal, and it also means that soldiers everywhere are more capable, not just in the places we can get a mobile spawner to. Yes, a mobile spawnpoint is necessary, but that doesn't mean it's the best possible option right now.
The main thing a spawner fixes is our "weakness" to anti-vehicle weapons as noted in the batreps.
I do want armor as we are noted to be weak to shrapnel but, given that one of the main issues our medics are having is their inability to rez a pile of gore or ashes I don't think better armor will solve that. Also focusing on armor leaves us open to the NC doubling down on firepower, which lets be honest they are going to do.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Design Phase)
Post by: Madman198237 on February 26, 2021, 12:33:14 am
Armor will reduce the number of soldiers reduced to said piles of gore or ashes simply by providing some amount of protection.

The point about our armor being "vulnerable" to the NC doubling down on firepower is....not right? I mean, if an armored soldier is still vulnerable to being explodified then an unarmored soldier would have it EVEN WORSE. If the lethal blast radius of an explosives-firing weapon or ball of plasma or whatever will kill one armored guy so dead our medics can't save him, that's not great. But if your guys are unarmored, how big will the lethal radius get for the same weapon? Much bigger. Much, much bigger. If the enemy upgrades their weapons we are not somehow worse off for having armor at all...which is a sentiment I've now said at least twice in Arms Races and I can't believe I've had to even say it once.

We'll eventually get the mobile respawn moving but as of right now I feel that armoring our infantry is a bigger improvement since it is always in effect and, again, leverages our superb medics and their ridiculous availability.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Design Phase)
Post by: Light forger on February 26, 2021, 12:43:58 am
If a weapon is reducing your soldiers to ashes the ability of armor to help isn't very high, short of something like completely enclosed power armor. Our problem isn't that our troops are being killed too fast rather its that we are often unable to revive them. Once again I support armoring our troops in a revision as it will help a fair bit but, I don't feel investing a full design into armor is better then a spawn relay.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Design Phase)
Post by: Madman198237 on February 26, 2021, 01:00:04 am
If a weapon is reducing your soldiers to ash and your armor is good against energy weapons, fewer soldiers will be completely reduced to ash.

Infantry armor is absolutely worth a design, and it's worth a design right now when every other possible improvement would be of limited use since we're going into another scouting phase.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Design Phase)
Post by: Happerry on February 27, 2021, 09:43:45 pm
Quote from: Votebox
'Hardcase' Integrated Combat Suit: (3) Madman, DGR, Happerry

"Warframe" Nanite musculature composite powered armor: (1) Frostgiant
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Design Phase)
Post by: frostgiant on February 28, 2021, 10:33:20 pm
"Boarder" Hardlight Parkour gear Light assault gear
Consisting of a pair of Gauntlets and a pair of boots, The Boarder system is designed with a Small hardlight generator inside of each piece of apparel.
From the outside, when not in use the Gauntlets and boots look rather standard, with the Gauntlets being rather streamlined, clutching closely to the Wearers skin with the exception of the Mechanisms hidden within, Creating a bulge over the forearm.
The boots are similar, When not in use they take on an appearance similar to a pair of well armoured light assault boots except for the Buldge located near the heels of both boots.
The bulges of the gauntlets and boots house A set of illium batteries and hard light generators along with the gauntlets housing a spool of high strengh metal wire, which are what make the Boarders work as well as they do.

The boarders are used to create a series of pre-designed headlight equipment, With the gauntlets creating such items as Large hooks, Ice axes, grappling hooks, and any other form of gear that our Engineers could imagine that are formed unto the end of the roap by a small Receiver, ensuring the hardlight generator is capable of forming an Attached hard light construct 10/10. While the hardlight hooks can serve a rather vicious purpose in gouging enemies in close combat, The true use of the Boarder is to allow a light assault to turn the momentum created by the jet pack into an uninterrupted stream of movement,  using the Gauntlets constructs and high Tensile strength rope to Swing, Grapple and fly through the air during the charging period of the jetpack.

The boots are capable of forming Spike soles, Long toe blades, and such in order to allow the user to anchor themselves into sheer surfaces or slippery footing, Create a form of Hive-esque Boot around the normal Boot that is designed to crumple to better take impacts and a hard light sled in order to increase the sheer speed of the user. Due to the lack of friction, the hard light board is capable of sliding on many a surface, turning almost every surface known to man into an opportunity to go even faster.

Many VS Light assaults will be required to undertake both parkour lessons and Various forms of boarding lessons in order to use the Boarder at peak efficiency, But the prospect of the sheer speed and momentum that is considered possible as many of the speed junkies that are willing to strap a jetpack to themselves with nothing but a shotgun quite literally vibrating in their seats.
Title: WarBiz Arms Race // Victory Services Thread (Turn 4 Revision Phase)
Post by: Man of Paper on March 05, 2021, 03:15:03 pm
Turn 4 Design Phase

Proposal: 'Hardcase' Integrated Combat Suit
Difficulty: Hard
Result: (2+1)-1=2, Utter Failure

When people think Victory Services, they tend to think discrete, precise, lightweight, mobile, so it comes to no surprise that the company would attempt a massive push of the 'Hardcase' Integrated Combat Suit, something that was firmly outside of the realm of typical VS products. The product did not only fail to meet consumer expectations of VS equipment, but it also failed to meet the VS' desires at every turn.

The Hardcase lives up to it's name at least, being an armored suit with rigid protection over vital areas, as well as some extra protection on the limbs and around the collar. While the suit can certainly mitigate a hit or two, the armor fails to hold up to repeated punishment. The armor plates and stiff underlay also limit range of motion, forcing wearers to adopt almost robot-like mannerisms in order to move and fight.

The helmet covers the entire head save for the mouth and lower jaw, with an internal display projecting a wireframe layout of the surroundings to the user. These painfully green lines can often be hard to decipher, as the program does not effectively simulate depth perception, and nearby objects can sometimes "blob" together to create a very poor and very wrong image.

Finally, a large Illuin battery pack and antenna are attached to the back to provide power to the suit and it's systems, as stunted as they may be.

Think Robocop for very rough coverage and, yes, maybe a little bit of style influence. Overall, nobody really wants to use this, but there are a few VS soldiers looking into using the Hardcase to "nerf themselves" or "for the achieves", and thanks to our expansive promotional campaign there are people at least aware of the product. Somehow, barely, this shoddy product will still be seen deployed at an (EXPENSIVE) level, equippable by All Classes while taking up Two Auxiliary Slots.


----------------


IT IS NOW THE REVISION PHASE! You have TWO revisions, and both will be affected by a Resource Credit!

Spoiler: VS Armory (click to show/hide)
Spoiler: Class Loadouts (click to show/hide)
Spoiler: Outfit (click to show/hide)
Spoiler: Control Map (click to show/hide)
Spoiler: Terrain Map (click to show/hide)
Spoiler: Credits (click to show/hide)
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Revision Phase)
Post by: Light forger on March 06, 2021, 02:37:29 am
Dragonfly Flight Harness
An all round improvement to our light assault jump pack. The dragonfly is made up of two sets of thrusters, a single large back mount and four smaller waist mounts. The harness comes with a simple stabilization system which is linked to the waist mounted thrusters and adjusts their power to stabilize the user. Compared to our current jump pack the dragonfly has a large Illuim enabled power source integrated into the back thruster. This lets our light assaults reach far higher areas with the main thruster or hover for a moderate period using the secondary ones. The harness can also help power weapons when not in use.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Revision Phase)
Post by: frostgiant on March 06, 2021, 04:06:02 am
Hades nanite cloaking system.

The VS nanite cloaking system is quite the product, being better than almost all of its competitors on the market, despite the lack of resources devoted towards it. The hades were proposed as the next generation, devoting time to improve the system and incorporate new developments in VS technology to the old Cloak. These simple, almost basic change at this point is expected to greatly increase either the Cloak time or the recharge time, Or possibly even both.
The first of these changes are, of course, the incorporation of an Illium Battery pack, Enabling a greatly increased battery life due to its ability to Tap into the Illuim relay system, Granting increased electric power from Unused generators on the system, further increased for every currently unsued piece of equipment not only on the infiltrator but within relay range.

Secondly, Due to the Nanite cloaking fields Reliance on, Well, Nanites a simple implementation of technology from another field-leading work of art by the VS engineers would have quite the effect. By incorporating the Caduceus Medical Applicator Nanite housing and Production unit, Which itself is capable of Producing Nanites at quite the pace, capable of keeping up with the demand of even the more beleaguered Vs Medic.
By incorporating this unit into the cloak, it is the hope of the design board that the cloak, When combined with the increased power generation of the Illium AND the increased nanite count from the Medical applicator Nanite unit,  will Hopefully see both an Increased cloak time and downtime with the rather simple addition of two already existing and widely implement pieces of technology.


Ouji Phantom Subsystem.

The Phantom possesses devastating range and power, Held back by its limited firing rate. The Ouiji is designed to mitigate this issue, Consisting of a doubled-up Battery storage located on the rifle itself and a piar of electric sub generators that is attached to the infiltrator's gear. All four of these batteries are illium, allowing them to share power with both each other and surrounding allies.

This quadupaling of its inherent electric stores should drastically increase the Phantoms rate of fire, Allowing Either a much more constent rate of fire, Firing every battery in sequence and giving the unboard generator to refill the others, or at the cost of Overheating and strain on the battery system, The wielder is capable of firing a phantom with the ouiji system in burst, all four shots within moments of each other.

needless to say, 4 phantom shots with very close impact zones, Needlessly to say, can wreak havoc on many light vehicles and may serve a chance at even penetrating heavier armour.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Revision Phase)
Post by: frostgiant on March 08, 2021, 12:22:55 pm
Quote from: Sniper Sniper everywhere
Hades (1): Frostgiant
Ouiji (1):Frostgiant
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Revision Phase)
Post by: Madman198237 on March 08, 2021, 02:49:07 pm
Quote
'HOTAS' Light Assault Jump Pack
Obviously, the Light Assaults are excellent soldiers. Or, at least competent enough trigger-pullers for our excellent shotguns. We're going to make them even better, by improving their class equipment. Specifically, we're going to use an Illuin power system integrated into the suit to allow the user to have a set of small jets stuck in their bracers (totally like the real-life jetpack that uses jet engines strapped to the forearms of the user, though probably lighter-weight because I think our jetpack tech is just better) for control. These small, less-power-hungry thrusters allow the user much better control and some additional thrust when necessary. The use of an Illuin system allows the user's other equipment to assist the jetpack, giving it some additional flight time in certain conditions. Most importantly, the present of the forearm thrusters allows the user to exercise great control over a descent without needing the large power draw of the main thruster, while the Illuin batteries allow the user to fall under the control of the small thrusters before switching to a suicide burn to touch down on the ground.

In other words, we're going to let Light Assaults jump out of aircraft and land without a parachute. They probably won't even need the medics that won't be jumping with them!

Quote
'Breathing Room' Overshield Generator
The Heavy Assault doesn't really fit with the VS' modus operandi of "being fast". This is unfortunate, but they are still necessary for those times when somebody needs to get hit really, really hard and keep walking after it's done. This revision to the Heavy Assault's Overshield generator builds on prior developments in shielding for various vehicles and the Heavy Assaults themselves, and optimizes the Heavy Assault's shield for durability and duration, while leveraging Illuin connections to make the recharge take a more-reasonable amount of time instead of a less-reasonable amount of time. Your definition of "reasonable" may vary, please see your Medic if you have problems with your overshield in combat. In short, the new system makes no attempt to improve the recharge rate, but improves the shield's ability to not get overwhelmed with incoming fire and makes it last longer once deployed.

Quote from: Sniper Sniper everywhere
Hades (1): Frostgiant
Ouiji (1):Frostgiant
'HOTAS' Light Assault Jump Pack: (1) Madman
'Breathing Room' Overshield Generator: (1) Madman
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Revision Phase)
Post by: Happerry on March 08, 2021, 05:40:14 pm


Quote from: Sniper Sniper everywhere
Hades (1): Frostgiant
Ouiji (1):Frostgiant
'HOTAS' Light Assault Jump Pack: (2) Madman, Happerry
'Breathing Room' Overshield Generator: (2) Madman, Happerry
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Revision Phase)
Post by: Light forger on March 08, 2021, 08:03:57 pm
Dragonfly Flight Harness(Revised)
An all round improvement to our light assault jump pack. The dragonfly is made up of two sets of thrusters, a single large back mount and four smaller waist mounts. The harness comes with a simple stabilization system which is linked to the waist mounted thrusters and adjusts their power to stabilize the user. These thrusters have a pair of modes; hover allows the use to hover at roughly static height and maneuver by kinesthetic control. The other mode is "slowfall" which tries to keep the user falling at a steady fairly safe rate; allowing them to "take the express route" out of high buildings or low flying aircraft. Do to waist mounted nature of the thrusters the user can still operate other devices or fire at targets while using the dragonfly. Compared to our current jump pack the dragonfly has a large Illuim enabled power source integrated into the back thruster. This lets our light assaults reach far higher areas with the main thruster or hover for a moderate period using the secondary ones. The harness can also help power weapons when not in use.

I prefer the dragonfly over the HOLA because the waist mount thrusters means the use can still do other things will floating around. However I will borrow ability to hoop out our aircraft as that's a good idea. With that said I dislike the idea of a suicide burn feature as that requires a fair bit of data which in turn means stuffing the gadgets needed to get that data into the jump-pack.

Spire Precision Rifle
Based off our monolith rifle the spire is a slight more compacted and slight heavier rifle. The spire offers increased firepower boosting the power of the lasers from rough 10mm to 13mm. It also comes with a 0x-6x digital scope which is a smaller weaker version of what's used on the phantom. Solely using it's own power-source the spire can fire 6 rounds back to back at a modest ROF before it needs reduce it's ROF to slow or back off to recharge. With an Illuim power-source backing it it can keep it's modest ROF going per-much non-stop. Thanks to it's firepower increase the spire is not only much more effective against armor but, it's also able to disable or crew-kill thin0skinned vehicles. The spire is expected to be usable by everyone.

Alright here is my argument for this over a cloaking upgrade. At the moment our light assaults are 4 cost so reducing the cost of their jump packs by 2 will half that greatly increasing our number of them; so that's a no brainer. For both infi and our HAs they are at 10 and 11 cost respectively so reducing the price of their gear will help a lot less. So the idea of the spire is to not only make our infiltrators cheaper with a side-grade to their rifle but, also improve our engineers, operators and non-certs at the same time. Of course this does lead to less powerful infiltrators but, I think improving the rest of our forces counter balances that. The credit isn't wasted as I believe that a higher power-scoped certless rifle would likely be E anyway. As for improving our HAs well our lack of armor means that when we do get rocketed pretty much everyone other then them will die. One or two HAs aren't going to pose that much of a challenge to kill, also their weapons still suck.

Quote from: Revisions
Hades (1): Frostgiant
Ouiji (1):Frostgiant
'HOTAS' Light Assault Jump Pack: (2) Madman, Happerry
'Breathing Room' Overshield Generator: (2) Madman, Happerry
Dragonfly Flight Harness(Revised): (1) Lightforger
Spire Precision Rifle: (1) Lightforger
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Revision Phase)
Post by: Madman198237 on March 08, 2021, 09:08:08 pm
The Flight Harness's problem is that a Light Assault will never realistically be both flying delicately/quickly (requiring the hand thrusters for control or additional thrust) AND using a weapon. Or, y'know, flying and using weapons period. To paraphrase Schlock Mercenary, "flying soldiers on the battlefield...are skeet". If you're stable enough to use a weapon and flying, you have zero cover, and this is a Bad Thingtm when enemies are trying to shoot you. The "suicide burn" is not controlled by a computer, it's controlled by the user, and doesn't technically meet the definition of one since you aren't aiming for a pinpoint perfect deceleration straight to landing...this jetpack is capable of letting the user just hover in place and so it's technically not a suicide burn.

The "Spire" should, theoretically, be Cheap all on its own, and therefore is not a good use of a revision this turn where the resource credit exists. Remember that ONLY nanites OR a bad result can actually force something to be not-Cheap. Furthermore, the Spire is not a good option for Infiltrators whatsoever, they are absolutely keeping the proper sniper capability, it kind of defines their role.

I'm really sorry but the argument that because nobody else is as durable as HA's, they shouldn't be improved, is nonsense. Not as nonsensical as "well their other equipment sucks so therefore we shouldn't upgrade this piece of their equipment either", but close.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Revision Phase)
Post by: Light forger on March 08, 2021, 09:42:41 pm
The Flight Harness's problem is that a Light Assault will never realistically be both flying delicately/quickly (requiring the hand thrusters for control or additional thrust) AND using a weapon. Or, y'know, flying and using weapons period. To paraphrase Schlock Mercenary, "flying soldiers on the battlefield...are skeet". If you're stable enough to use a weapon and flying, you have zero cover, and this is a Bad Thingtm when enemies are trying to shoot you. The "suicide burn" is not controlled by a computer, it's controlled by the user, and doesn't technically meet the definition of one since you aren't aiming for a pinpoint perfect deceleration straight to landing...this jetpack is capable of letting the user just hover in place and so it's technically not a suicide burn.
So why use the phase suicide burn in the first other then to tempt MoP? Further more with the thruster argument why use hand mounted thrusters then? Your just adding bulky objects to our CQC soldiers arms for a bit of extra maneuverability out of combat where it doesn't matter much. The dragonfly not only gives the users the option to panic fire if need be. It also opens up the ability to do things like plant C4 NDS on the sides of support columns and other sabotage options down the road. For the HA sure why not vote swapped.

Quote from: Revisions
Hades (1): Frostgiant
Ouiji (1):Frostgiant
'HOTAS' Light Assault Jump Pack: (2) Madman, Happerry
'Breathing Room' Overshield Generator: (3) Madman, Happerry, Lightforger
Dragonfly Flight Harness(Revised): (1) Lightforger
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Revision Phase)
Post by: Madman198237 on March 08, 2021, 10:50:09 pm
Quote
'Spectre' Sniper Rifle
Built from the Phantom, the Spectre is designed to be a more multirole weapon. The fundamental flaw of the Phantom at present is that it's very, very slow to fire again. This is largely due to the battery needing to recharge for every shot. We've replaced the stock with a stock-shaped Illuin battery optimized for recharge rate to offset this. However, we also don't need to hit every target with an anti-armor weapon. To this end, we have installed a switch on the side of the rifle, to toggle between a high-power rifle shot somewhat more powerful than the Monolith's own shots and the Phantom's typical high-power battery-draining shot style. The low-power shot allows for more light targets to be engaged, while retaining the ability to engage anything with overwhelming firepower when desired.
Of course, this is still usable only by Infiltrators.

Quote
'Snipe Hunt' VS Nanite Cloaking Device
Our specialty is, of course, mobile warfare. And how better to move on the battlefield than while literally invisible? So our basic cloaking device line does, of course, allow the user to move while using it. We can, of course, do better. So we did! The new Snipe Hunt model is capable of repeated "bursts" of cloaked time, draining the battery and supply of nanites partially each time, but allowing the user to repeatedly duck from cover to cover without needing to wait for the full recharge of the system. Of course, once you drain the system fully it does need to completely restock. But with Illuin batteries and improved nanite systems derived from the Caduceus and Hephaestian Repair Tool we are confident that recharge times can be better.

Well, there you go. I was reminded (and confirmed) that Heavy Assaults don't actually see action during the scouting phase; I had thought all three infantry types did. So, here's an Infiltrator revision (well, two, but I'm only voting for the rifle :P ).

Quote from: Revisions
Hades (1): Frostgiant
Ouiji (1):Frostgiant
'HOTAS' Light Assault Jump Pack: (2) Madman, Happerry
'Breathing Room' Overshield Generator: (2) Happerry, Lightforger
Dragonfly Flight Harness(Revised): (1) Lightforger
'Spectre' Sniper Rifle: (1) Madman
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Revision Phase)
Post by: Light forger on March 11, 2021, 10:26:57 pm
Quote from: Revisions
Hades (2): Frostgiant, Lightforger
Ouiji (1):Frostgiant
'HOTAS' Light Assault Jump Pack: (2) Madman, Happerry
'Breathing Room' Overshield Generator: (1) Happerry
Dragonfly Flight Harness(Revised): (1) Lightforger
'Spectre' Sniper Rifle: (1) Madman

I don't really care for the spectre as I would prefer making a powerful non-cert DMR and giving it to our infiltrators or just giving them a full on anti-armor rifle. The Hades works as a strait forward upgrade to our cloaking. Keeping my vote on the dragonfly as I think the thruster placement is better and I prefer the pseudo-titanfall design over the pseudo-iron man design.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Revision Phase)
Post by: Madman198237 on March 11, 2021, 11:39:34 pm
A DMR is NEVER going to be an acceptable replacement for our infiltrators, who can presently kill light armored vehicles with their rifles and who need the substantially increased range and damage output provided by their sniper rifles. Also, if you haven't realized, our basic rifle IS a DMR, more or less. 10mm caliber equivalent, high energy delivered per shot but slow to fire and semiautomatic only.

As for the hands-versus-waist argument; hands definitely give substantially better control over the flight but waist mounts do free up the hands. I contend that that is not super useful in flight (And that you can turn off the wrist rockets and go back to the backpack-only flight method if you need your hands free) and so I want the one that has been flight-proven IRL and gives you better flight characteristics.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Revision Phase)
Post by: Light forger on March 12, 2021, 01:23:45 am
As for the hands-versus-waist argument; hands definitely give substantially better control over the flight but waist mounts do free up the hands. I contend that that is not super useful in flight (And that you can turn off the wrist rockets and go back to the backpack-only flight method if you need your hands free) and so I want the one that has been flight-proven IRL and gives you better flight characteristics.
Adding weigh to our light assaults arms is going to make their CQC job harder even if it's fairly minor at the end of the day. Kinesthetic control(aka leaning in the direction you want to go) is is a proven way of control something in flight as noted by the Hiller VZ-1 Pawnee line of aircraft. Now of course the pawnee wasn't a useful aircraft as lugging around a motorcycles worth of weight for the ability to hover slight off the ground for a while or move at a sprint for a bit is a bad idea. Trying to fix these issue cause it to weigh even more at which point kinesthetic control became useless and people realized a two-seater helicopter was just a better idea(Unsurprising for 1955). Nonetheless kinesthetic control itself proved to be quite usable.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Revision Phase)
Post by: Madman198237 on March 12, 2021, 09:57:35 am
It certainly works but it's much less powerful as a control system (meaning it can't produce equivalent changes in direction and acceleration) because the thrusters have less of a lever arm and also they can't be completely repositioned by the user.

It's probably also more or less the same system we use now with the single-thruster setup.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Revision Phase)
Post by: frostgiant on March 12, 2021, 11:52:18 am

Quote from: Revisions
Hades (2): Frostgiant, Lightforger
Ouiji (0):
'HOTAS' Light Assault Jump Pack: (2) Madman, Happerry
'Breathing Room' Overshield Generator: (1) Happerry
Dragonfly Flight Harness(Revised): (1) Lightforger
'Spectre' Sniper Rifle: (2) Madman, Frostgiant
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Revision Phase)
Post by: Light forger on March 12, 2021, 12:34:56 pm
Quote from: Revisions
Hades (1): Frostgiant
Ouiji (0):
'HOTAS' Light Assault Jump Pack: (3) Madman, Happerry, Lightforger
'Breathing Room' Overshield Generator: (1) Happerry
'Spectre' Sniper Rifle: (3) Madman, Frostgiant, Lightforger
Title: WarBiz Arms Race // Victory Services Thread (Turn 4 Strategy Phase)
Post by: Man of Paper on July 22, 2021, 10:47:38 pm
Turn 4 Revision Phase

Proposal: 'HOTAS' Light Assault Jump Pack
Difficulty: Hard
Result: (3+2)-1=4, Poor

Before we continue, let's make one thing clear. Our engineers had no problems with managing what the HOTAS was supposed to do, but instead how it was meant to do it, and meeting the criteria set for them proved to be an issue.

The Basic Jump Pack uses a button on the forearm - unobtrusive, easy to use, simple. It takes the user up, and hopefully they kept enough juice in the thing to slow their descent. The problems with the HOTAS stem from the replacement of the Light Assault's bracers with thrusters that are meant to provide control to the user, so we'll cover the pack itself first.

The HOTAS Jump Pack itself works very similarly to our basic pack, with the added bonus of a "suicide burn" that is controlled automatically by a Clearance Sensor. Once the Clearance Sensor detects a surface cross closer than a couple meters to the bottom of the pack, the pack dumps whatever remaining energy the pack has into reducing the speed of the fall and resulting impact of landing to manageable levels. This functions well enough.

The bracer thrusters, however, are...problematic in their design. They're meant to provide directional movement and finer controls to the kit, but triggering them in the same way as the Jump Pack is obviously not viable - anything but in-hand controls would mean the thrusters would be pointed somewhere other than the direction the user wanted them to be once they were activated. The issue with in-hand controls is, obviously, it interferes with the user's ability to make use of their hands. When the designers were pressed about this, the response was "they shouldn't be shooting in the air". The engineers agreed, but the user would probably want the option to shoot when not in the air, so in order to meet (some) design expectations as well as provide something that would actually see use in the field, the engineers compromised. The Thrusters slide over the hands and forearms of the user and clip onto their bracers, with a small stick with a thrust trigger for the user to grab onto. A large cable runs from the end of the Thruster near the elbow, and connects to the Jump Pack itself, which it draws power from. Once the Thrusters are used, the user can unclip the thrusters and hook them onto waist clips. The Thruster Gauntlets protrude a fair bit, making them damage-prone as the user moves about the battlefield.

The HOTAS doesn't store much more power than the Basic Jump Pack, but at least the Thrusters don't noticeably decrease flight time unless they're being fired off the entire time.

Once again, thanks to our marketing efforts, this substandard piece of equipment actually garnered a fair bit of attention, seeing it get used at an (EXPENSIVE) level. It is, obviously, Class-Defining Equipment usable by Light Assaults.

----

Proposal: 'Spectre' Sniper Rifle
Difficulty: Very Easy
Result: (5+5)+2=12, Unexpected Boon

Ah yes, sniper rifles, the bread and butter of the VS in the arms market. The Spectre is yet another addition to the VS Armory that will surely be remembered for a long time to come. For the people on the right end of the scope, anyways.

The Spectre is nearly unrecognizable as a relative of the Phantom. The Spectre is much lighter than it's counterpart, utilizing various alloys and polymers to replace heavier components of the weapon while maintaining it's integrity. The quick-charge, high-capacity Illuin battery that replaces the stock gives the weapon the ability to utilize it's Primary Fire Mode (Bake), the standard Phantom shot, in succession without interruption for recharge so long as a couple seconds are given to the battery to do a little topping up of itself, or the entire thing can be drained by firing a half dozen shots very rapidly. The Spectre also has a Secondary Fire Mode (Thaw), selected with a small dial on the side of the weapon, that reduces the overall power of each individual round to something akin to the Monolith's laser fire while, thanks to the improved battery, being able to maintain a consistent rate of fire until the weapon or user is, ah, destroyed. A Tertiary Fire Mode (Saute), which greatly reduces the damage caused by the Spectre, but leaves a very unique heat signature on the target that can be used by Huscarl-carrying vehicles to ID and eliminate targets.

The Spectre uses an improved version of the Phantom's scope, which piggybacks off of Operator signals to identify and display targets utilizing compromised systems and highlighting these targets in Faction-appropriate outlines. The scope also has an ENVG mode suitable for low-light environments and identifying heat signatures (which would also have a sharp colored outline if electronically compromised), but will partially compensate automatically for sudden changes in illumination like, say, a burst of light firing out of the end of the gun or something like that. While partial compensation may sound bad, our engineers assure us that this means the entire FoV of the scope will not be affected by adjustments for lighting, only the areas of the scope affected, leaving a crisp, clean image for the user the entire time.

The Spectre is quite a versatile sniper rifle, capable of effective engagements at any range from Medium to Extreme. It is usable only by Infiltrators, takes up the Primary Weapon Slot, and due to both a convincing marketing campaign and even more convincing performance, is (CHEAP).

----------------

It is now the Strategy Phase! Remember, you can adjust loadouts for your classes during this time. Remember to keep in mind that the first deployment in a new battlefield will see Light Assaults and Infiltrators doing the most work trying to claim territory, supported largely by whatever fast, light vehicles you have, as well as whatever you have for an air force.

Spoiler: VS Armory (click to show/hide)
Spoiler: Class Loadouts (click to show/hide)
Spoiler: Outfit (click to show/hide)
Spoiler: Control Map (click to show/hide)
Spoiler: Terrain Map (click to show/hide)
Spoiler: Credits (click to show/hide)
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Strategy Phase)
Post by: Happerry on July 22, 2021, 11:09:51 pm
Quote from: Box of Things
Change the Infiltrator's primary weapon to the 'Spectre' Sniper Rifle : (1) Happerry
Change the Light Assault's Class Defining Equipment to the 'HOTAS' Light Assault Jump Pack : (1) Happerry
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Strategy Phase)
Post by: Madman198237 on July 22, 2021, 11:11:19 pm
Quote from: Box of Things
Change the Infiltrator's primary weapon to the 'Spectre' Sniper Rifle : (2) Happerry, Madman
Change the Light Assault's Class Defining Equipment to the 'HOTAS' Light Assault Jump Pack : (2) Happerry, Madman
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Strategy Phase)
Post by: frostgiant on July 22, 2021, 11:12:25 pm
Quote from: Box of Things
Change the Infiltrator's primary weapon to the 'Spectre' Sniper Rifle : (3) Happerry, Madman, Frostgiant
Change the Light Assault's Class Defining Equipment to the 'HOTAS' Light Assault Jump Pack : (3) Happerry, Madman, Frostgiant
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Strategy Phase)
Post by: Light forger on July 22, 2021, 11:39:09 pm
Quote from: Box of Things
Change the Infiltrator's primary weapon to the 'Spectre' Sniper Rifle : (4) Happerry, Madman, Frostgiant, Lightforger
Change the Light Assault's Class Defining Equipment to the 'HOTAS' Light Assault Jump Pack : (4) Happerry, Madman, Frostgiant, Lightforger
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Strategy Phase)
Post by: frostgiant on July 23, 2021, 12:33:08 am
Quote
RainDancer artillery Buggy

The raindancer is created from a Desert rat, similar to many other vehicles in the VS arsenal. replacing the infantry compartment to similar fabrication tools to the Near failed Desert shrew, The Raindancer is designed to be fully automated, Producing its own ammunition while on the move while coordinating with Nearby raindancers and operators to deliver continuous, devastating barrages forcing enemies to either take cover or be burnt to a crisp in plasma fire.

Featuring a crew of 3, including the driver and Spotter located in the front along with the gunner located in the roof-mounted howitzer The raindancer will, Once a target has been chosen move to a suitable location, Deploy stabalizers, DUmp as many shells on target as possible and then procede to Reposition itself as fast as its Desert rat derived buggy chasssis will carry it.

All in all, Not so special aside from the internal fabricator. The special part of the raindancer comes in its projectile. Formed from a Dual-layered Hardlight shield, The internal Generator will protect itself from the payload and contain the payload all at the same time. In this case, the payload is highly pressurized, superheated plasma.
Upon contact with structures or the ground, The Harldight shielding holding the plasma as a Highly pressurized, coherent mass will shatter, sending an alarm through the Generator and triggering a rapid cascade of self-destruction. All said and down this will create a Blanket of Highly pressurized plasma, Burning anything that is sufficiently protected to nothing more than ash. AS the additional "Shells" Rain down from both the original Raindancer and any coordinating raindancers, It will ensure that the soldier deployed to that location will either be nothing more than ash or Hunkered down so tight that it gives our own soldiers free reign.

Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Strategy Phase)
Post by: Madman198237 on July 23, 2021, 09:19:34 pm
Preliminary respawn APC suggestion.

Quote
Space Gavin/Armored Clown Car (definitely not final name)
We've lacked both an APC and a mobile spawnpoint setup for quite awhile now, and we're going to rectify both. Actually we're going to fix one and let the other one be kinda-sorta fixed as a helpful benefit of fixing the first one.

The [insert non-placeholder name here] is a full-tracked sort-of APC, an armored box capable of resisting weapons slightly more powerful than our sniper rifles and just about small enough to avoid the rest. The armor is layered in the same fashion as the Rampage, with a reflective outer layer covering ablative composite armor beneath. It is propelled along by its tracks at the same speed as the Rampage, though its only weapons are a remote-controlled Spotlight turret bolted to the roof and a Huscarl missile box. It is relatively low-lying for an APC, and carries only three crew: A driver and gunner up front, and a technician or Engineer operating the respawn equipment in back. Its reactor is of course linked in to the Illuin system like everything else we own.

The important bit of the vehicle, however, is the mobile respawn point. It contains the hardware necessary to generate new bodies for Victory Services soldiers who get themselves killed. A nanite reserve for a squad's worth of guys and a nanite generator allow the not-APC to keep a squad or two going assuming they don't all welp themselves into an enemy position all at once, as the nanite generator prioritizes space efficiency over raw speed, hence the squad-respawn-sized reserve. Respawned soldiers exit through a door-like hatch at the back of the vehicle, which does not in any way result in the vehicle looking like a clown car during extended operations.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Strategy Phase)
Post by: frostgiant on July 23, 2021, 09:36:51 pm
Dane Missle launcher

When inactive, The Dane looks like a small Pistol grip attached to a Thick hoop. After activated, The inbuilt hardlight generator forms a long, Barrel in order to help guide the Primary projectile.
The primary projectile of the Dane is, Of course, the huskarl, Loaded in the front of the hoop, The barrel of hardlight is then formed creating a long barrel that will guide the projectile out of the barrel, at which point the inbuilt systems of the huskarl take over.


The small compact form of the dane means that, aside from A compact kit allowing the carrying of multiple deactivated huskarl missiles, It takes up a rather small space, Typically the same amount of space as a pistol aside from the Huskarls that will be added to the Soldiers kit. Designed for Heavy's, The Dane is meant to replace the razer in the Heavies kits.
Title: WarBiz Arms Race // Victory Services Thread (Turn 5 Design Phase)
Post by: Man of Paper on July 25, 2021, 12:15:21 am
IT IS NOW THE DESIGN PHASE. You have One Design! Go forth!

Spoiler: VS Armory (click to show/hide)
Spoiler: Class Loadouts (click to show/hide)
Spoiler: Outfit (click to show/hide)
Spoiler: Terrain Map (click to show/hide)
Spoiler: Control Map (click to show/hide)
Spoiler: Credits (click to show/hide)
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 4 Strategy Phase)
Post by: Madman198237 on July 25, 2021, 09:13:39 am
Quote
Linebacker Mobile Respawn Vehicle
We've lacked both an APC and a mobile spawnpoint setup for quite awhile now, and we're going to rectify both. Actually we're going to fix one and let the other one be kinda-sorta fixed as a helpful benefit of fixing the first one.

The Linebacker is a full-tracked sort-of APC, an armored box with all sides being capable of resisting weapons slightly more powerful than our sniper rifles and just about small enough to avoid the rest. The armor is layered in the same fashion as the Rampage, with a reflective outer layer covering ablative composite armor beneath. The driver and gunner sit in the front of the vehicle underneath the sloped upper glacis. They enter and exit through hatches above their seats. There is one other crewman in the back who uses the main hatch that the respawned soldiers use, and his only job is to keep the reactor and respawner running. Whether he's an Engineer or not is dependent on the availability of spare Engineers. The sides and top of the vehicle are simple flat surfaces, with the tracks covered by a lightly armored skirt, and the rear contains the main door as mentioned.

It is propelled along by its tracks slightly faster than the Rampage, though its only weapons are a remote-controlled Spotlight turret bolted to the roof and a Huscarl missile box. It is relatively low-lying for an APC or not-quite-APC, and carries only three crew: It is sized to be the right size to carry a squad of nine troops were it actually a proper APC, with extra space not taken up by the respawn system instead taken up by the oversized reactor, which is connected to the Illuin network.

The important bit of the vehicle, however, is the mobile respawn point. It contains the hardware necessary to generate new bodies for Victory Services soldiers who get themselves killed. The nanite generator and reactor fill the back of the vehicle, which is the correct size to be an actual APC carrying a squad of nine guys with minimal elbow room. The nanite generator is engineered to run fast enough to maintain one squad continuously through the sort of pitched combat we've already seen. Respawned soldiers exit through a door-like hatch at the back of the vehicle, which does not in any way result in the vehicle looking like a clown car during extended operations.

Suggestions for improvements?

And a proposed revision, just for the heck of it:

Quote
Huscarl AVRAAM Upgrade
The Huscarl's a pretty good missile but it could use some more advantages to help our suffering jet fighters. To do that, we're going to duplicate its existing engine section and make it into an optional in-line first stage booster that is discarded after it runs out of fuel and/or energy. This new 2-stage Huscarl has substantially improved range over the single-stage variant, and so provides fighters with a long-ranged missile option to keep the enemies at arm's length. The other improvement we're going to make is to the seeker heads of all Huscarls, refining the sensors to work at the new longer range and giving it a wider cone of "vision" so that it's much harder to evade and can be fired at targets further from the aircraft's heading in close fights.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 5 Design Phase)
Post by: Light forger on July 25, 2021, 10:31:06 am
Relay Deployable Spawn Generator (Medic equipment)

Designed to give our troops the extra bodies needed to hold captured ground. The relay in it’s undeployed form is a tube a fair bit larger than one of our rifles. Once secured to the ground by one of our medics the relay makes use of a built in Illium battery alongside a reverse of nanites to construct a spawnpoint generator. The completed device looks like a large tube from which the troops emerge from. Making clever use of our Ilium technology the relay can draw on nearby power sources(including other Relays) to both speed up it’s construction and to speed up respawning. When idle it can also route it’s modest power supply to nearby troops. It also has a trio of anti-tamper features, the first is a simple camera mounted on the Relay. This lets our soldier check to make sure the spawn area is safe. The second is the ability to remotely detonate the generator with surprising explosive force; to eliminate anyone lingering by the Relay. Finally and the most straight forward is a very noticeable button protected by a cover that says DON’T PRESS, pressing the button detonates the Relay.

My main note for the Linebacker it I think it won't be able to traverse the jungle. It's likely to be larger then our buggy and that wasn't mentioned in the battle report.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 5 Design Phase)
Post by: frostgiant on July 25, 2021, 05:37:40 pm
"SightlineM(aker)" Light PlasmaThrower

A two-handed, short range Compact Thermal weapon designed for light assaults, The sightline maker was designed for clearing thick, Clogging heavy cover. Most plasma weaponry faces the problem of containing the plasma in order to enable it to act as a effect weapon past an arms throw from the user. The SightlineM forgoes this problem in exchange for creating as much plasma from its Internal Tanks as possible, In an attempt to reduce everything in front of the barrel into slag similar to a flamethrowers bigger, Meaner and higher tech cousin

When holding ground, The SightlineM Is used to burn away old metallic wrecks, Abandoned buildings, Tree's, Rocks and other such pieces of cover that could be used by an advancing enemy to protect themselves from withering Spectre fire and machineguns strafing. This makes any attempt to attack a VS position a harrowing prospect as the potential cover has been turned to ash, Robbing footing in the piles of powder or ashmuck.

In the event of offensive operations, The sightlineM is used to set fire to flammable terrain near the enemy position, Burning away Bisual covering and Surrounding the enemy position in a firestorm of plasmatic hell. Really, it is a coincidence that such as useful tool is useful for clearing tight quarters, Filling Hallways with Billowing Plasma storms thrown from Light assaults working by themselves or in "Fire"Teams.

The sightline(M) is currently ongoing certain revisions by the VS marketing department to see sales in the Pest control and other, Niche markets.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 5 Design Phase)
Post by: frostgiant on July 26, 2021, 06:22:39 pm
Quote from: VS design

Linebacker Mobile respawn Vehicle (1): Frostgiant

Quote
Silverwing Peregrine Revision package

With the enemy now having Meaningful competition for the peregrine, and in fact eclipsing it in some ways, It has become important for the Peregrine to take a new form in order to better combat its new competition. AS PTSD and harrowing many of the design staff find the concept of returning to aero-space work so soon Needs must when the devil, and our investors, Drive.

The silver wing gains its name from the increased profile, Expanded in order to fit larger engines to once more reclaim the speed dominance that it once possed as well as increase it mission load of Huskarls and similar munitions, allowing it to bring more munitions to bear on the heavily armoured TR craft or Waste munitions on possible false positives such as those created by the NC new cloaking system.
In order to fully maintain its aero dynamic profile, The addition of what has quickly become a vs signature have been planned.

Using a series of form-fitting hard light Plates and generators, The Silverwing creates its own armouring from Hardlight. The advantages are obvious, but in truth, Come mostly from the ability to form a perfectly aerodynamic shell without increasing weight to compensate for its new bulk.
During combat, When the order to fire is given, a small section of the hardlight is shut off directly in front of the firing weapon, creating gaps in the armour momentarily and allowing the weapon to pass through without slamming into the silverwings on Hardlight armour While preventing the need to fully shut off the armour around the entire plane.

The end goal of the Silverwing is an increase of speed due to bigger engines, An increase in the number of Missles it can bring to combat and the addition of minor hard light armour, providing some protection from glancing hits while maintaining its aerodynamic and light profile.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 5 Design Phase)
Post by: Madman198237 on July 26, 2021, 09:38:15 pm
Quote from: VS design
Linebacker Mobile Respawn Vehicle (2): Frostgiant, Madman
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 5 Design Phase)
Post by: frostgiant on July 27, 2021, 12:24:10 am
Basketcase Revamp program

The hardcase, Is very much a failure in almost every vector one can imagine except for a singular fact. It is a Product that has entered production. This is more then can be said for many... Many iterations of VS products. AS such many on the investors board see potential provided the many many many kinks are ironed outwith an exacting eye.

The list of issues with the Hardcase, When broken down into an itemized list consisting of not just the whole of the armour but every piece of it, Strech farther the most of the design division is tall. AS is, needs must and the Priority for Fixing the armour comes down to the Poor strength of the Plating, combined with the frankly stiffling nature of its layout.

One could say that the majority of the product is a liability, Better served when stripped away to its barest parts.

So that's what we did.
Shrinking the full-body suit down to a much more lightweight and compact chest piece combined with the helmet, We have been able to keep most of if not all of the soldier mobility, especially after some modification to the undersuit to unstiffen it and provide more flexibility. Combined with a series of operator run bug fixes in order to fix the helmet's VR display and the addition of a colour pallet to better Display surfaces or differing material.

The hope of the design team to transform the Restricted body cast into a protector of the most vital organs, Maintaining them in a un-vaprorised manner long enough for a VS certaified medic to come and get them on their feet again.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 5 Design Phase)
Post by: Happerry on July 27, 2021, 03:36:56 pm
Quote from: VS design
Linebacker Mobile Respawn Vehicle (3): Frostgiant, Madman, Happerry
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 5 Design Phase)
Post by: Light forger on July 27, 2021, 05:28:18 pm
Alright I will divide my complains with the linebacker into two section my issues with the design as written and the design as an idea.

For the design as written the first issue is I feel the layout doesn't really make sense. My understanding is the Linebacker has a layout of cabin-troop bay-res chamber. I think changing that to cabin- res chamber- troop bay is a no brainer as it lets you use proper rear and or side mounted doors rather/in addition to roof hatches. The other note is the spotlight I think it could be a half-way decent idea to swap that for a spectre. While this would reduce anti-vehicle fire power of the Linebacker but, it already has a missile pod. In change this gives the APC slightly better anti-infantry firepower and the ability to mark "cold" targets(like buildings) and use it's missile on them. With that being said I doubt the turret gun is a major difference either way.

For the idea, coming from some who is somewhat...quite...very daft the idea that a ground bound APC is going to get good coverage in the jungle is extremely daft. The two other spawners can either be carried in on foot(As their bike can't handle the jungle) or flow in to clearings. To get good coverage any spawner we make would need to be able to do something similar. The worst case for the APC is that's it does very little as we can bring it anywhere near the battle. The likely case is it will only really work in a defensive stance as we will need to slowly smash, cut and burn a road for it travel into order to be near the fighting. This both makes it very easy to find and destroy(just follow the road) and means it's use during offensives will be heavily limited. The jungle is an infantry focused zone we aren't just going to be able to brute force our large(horizontally at least) vehicles to work well in it.
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 5 Design Phase)
Post by: Madman198237 on July 27, 2021, 08:31:59 pm
The Linebacker does not carry troops. I'm completely confused as to why you think it does, since the only mention of anything other than crewmen and respawned guys is in the section that notes that the vehicle as a whole would be big enough to carry a squad of guys if it didn't have respawn equipment. Two crew are up front, the reactor and respawner are behind them, the tech/Engineer/whatever sits in back and him and the respawned guys exit through the rear of the vehicle. It has no other transport capability.

As for the conceptual downside....well the US and Japanese managed to run tanks in every single environment on half the islands in the Pacific including dense jungles, so I think a lightweight APC ought to be able to manage. It won't be able to get to every single square inch of ground but if it can get within walking distance  of most targets it'll be OK, since this isn't meant to be getting shot at.
Title: WarBiz Arms Race // Victory Services Thread (Turn 5 Revision Phase)
Post by: Man of Paper on August 01, 2021, 04:11:52 pm
Turn 5 Design Phase

Proposal: Linebacker Mobile Respawn Vehicle
Difficulty: Theoretical
Result: (3+3)-3=3, Buggy Mess

The Linebacker is certainly a vehicle. A lot of it's problems likely stem from the product not quite fitting our standard vehicular design doctrine. One engineer cried out that this should have been easier to pull off, since it drew so much influence from the Rampage, but needed to be reminded that that's a Main Battle Tank, and a notAPC is held to different standards. 

The Linebacker is a somewhat low-profile armored vehicle protected ablative composite armor layered over by a reflective outer layer thick enough to protect it from even our own sniper rifles. A single hatch gives the driver and gunner access to the front portion of the vehicle, while a rear hatch allows access for the guy maintaining the respawner and reactor.

The gunner is in control of the Spotlight poorly mounted a little too flush to the roof, preventing the weapon from effectively engaging targets at lower elevations than itself, and preventing it from engaging close-up infantry entirely. The Huscarl works as expected. The vehicle reaches around 70km/h due to the weight of the armor, reactor, nanite generator, and spawner.

The nanite generator for the respawner is excessively slow, forcing respawns to queue up and trickle out instead of the entire squads we hoped for and making the Linebacker resemble a clown car even more than expected. The reactor that powers the respawner is not connected to the Illuin network, as the entirety of it's power is required for the respawner, and nothing short of an entire company's worth of Illuin equipment could even make enough of an impact to affect the respawner.

The reactor is notably very volatile, and extremely exposed during use, as the rear hatch needs to remain opened to have room for fresh spawns without pasting them against the interior of the Linebacker like bugs on a windshield, or, as one engineer put it a little too excitedly, like the fodder the Goa'uld sent through to Earth's closed-iris stargate. Whatever the hell that means. He smells bad and has a neckbeard, so we tend to ignore him. Anyway, damage to the reactor is exceedingly likely to result in a catastrophic kill.

Overall it's a, uh, well it's a start. We have a lot of work to do to make the product worth using, and right now it is devastatingly unpopular with VS forces, making it a (NATIONAL EFFORT) until we unfuck at least one of it's problems.

----------------     

IT IS NOW THE REVISION PHASE. You have two revisions to utilize. Get to it!

Spoiler: VS Armory (click to show/hide)
Spoiler: Class Loadouts (click to show/hide)
Spoiler: Outfit (click to show/hide)
Spoiler: Terrain Map (click to show/hide)
Spoiler: Control Map (click to show/hide)
Spoiler: Credits (click to show/hide)
Title: Re: WarBiz Arms Race // Victory Services Thread (Turn 5 Revision Phase)
Post by: frostgiant on August 01, 2021, 04:56:13 pm
(The Backer and the shrew)TBTS Tandem system

The linebacker is a product of VS design in progress. Not enough space in the chassis combined with cutting edge tech leads to many errors that, If not an easy fix, Require an ad hoc solution. In this case, the Backer and The shrew TBTS Tandem system as it's known in marketing, Aims to fix a number of key issues.

Wirless energy has always been one of Victory services key products, the illium a true marvel of technology. In this case,it will serve to help save a seemingly doomed vehicle. The primary problem with the Linebacker is a case of space . Not enough for proper function in many areas. Thus, a solution was made. By tearing the primary reactor out of the linebacker and replacing it with a far smaller illium connected one with a battery array, aiming primarily to power its engine and onboard weaponry we are able to make a much larger space for the squads that are brought to life by the nanites, and are able to increase the Nanite generators capacity through a series of Not-Cadues Nanite generators bracketed to the extra space, increasing the number of nanites it can output! The lack of a massive reactor, of course also removed the chance of enemy fire detonating it while operations are underway.

However, with the loss of its volatile reactor, it lacks the energy to fuel the nanites.

In comes the tandem part of the tandem system. By stripping parts out of the back of a desert shrew to create a new variant, The so-named solar shrew of the TBTS tandem system mounts an illium relay along with the formerly removed reactor from the back of the linebacker. Its big, It's fat, it's basically a desert rat that has replaced its guns for a fab tool and its passenger section for a Bomb and an illium relay and it enables us to fix the space problem of the linebacker basically by itself

The newly mounted reactor allows the Solar shrew to provide the required energy to the Linebackers nanite systems through the Illium Relay's, whether sitting far in the back if sufficient relay coverage is present or rather close to the front Using its Fab tool to form Fortifications for itself and its Partner vehicle.  When the Linked linebacker is not using its nanite generator or if otherwise rendered inoperable, The Solar shrew is capable of setting its massive, volatile, and more importantly POWERFUL reactor to aiding the rest of the battlefront.

The downside of this system is unfortunately as obvious as the advantages. The two vehicles must remain in illium relay coverage, whether from being near enough to establish a direct connection or in a sufficiently fortified area to transmit over the Existing relay infastructure. Without the Solar shrew, The linebacker is a subpar APC that cannot even carry any personal, And without the Linebacker, The Solar shrew is merely a massive, Volatile  generator attached to a buggy with a Badly made Fab tool, Providing power and little else to the whole front and just as vulnerable to sabotage from certain assholes *CoughNCCough*

While Adhoc, It enables the Linebacker to fill the roll it was designed for with minimal reductions and allows a second tae for teh desert shrews purpose as a illium Powerbank and relay. One may say its a match made in a mad engineer's Mind.


Linebacker Pylon:

The linebacker suffers from a significant flaw, a lack of space for better internals and a vulnerable reactor. Victory services, as the one and only manufacturer of the Illium system, The galaxy ONLY Wireless Power system, We are in an Interesting position to implement a Unique fix.

The form of this fix is... Strange. By ripping the Vulnerable reactor out of the linebacker and affixing it onto a small trailer then hauled by the Hitch of the linebacker, The Internal space of the linebacker can be freed up to increase both respawn Area, Preventing aforementioned telefrag and an increased Nanite GernertaorPrimarily based on the Caduceus own incredible efficient system. The fact that it looks like a dozen modified Caduceus that has been bracketed to the wall is merely a side product of its incredibly advanced and ergonomic design.

Now, of course, ripping the Generator out has certain.. Side effects. Such as a lack of power to operate not only the vehicles but the spawner as well.

 This is fixed via the illium system. The addition of Illium relays both to the Reactor trailer and the inside of the linebacker allow it to pull the required energy straight from the reactor despite not actually being mounted in the linebacker.
This gives another advantage. Being a hitched trailer, the linebacker is capable of leaving the trailer behind, Ensuring it is either behind friendly fortifications or in a safer area. This combined with its new shell of Armour helps protect the Reactor from the enemy, What with it being nowhere near the actual fire if deployed correctly.

The Reactor will continue to power the linebacker until either they leave Illium Relay coverage, Something delayed by the friendly presence in the area and a series of RElays carried by the linebacker itself. Should the Linebacker find itself be destroyed, the reactor will set itself to Free send power, Keeping Friendly forces in the area topped up with the sheer might of the incredibly powerful reactor.

After the design of this project, some in the break room have begun discussing how to make the Linebackers "Pylon" Easier to Fab in the field with an Engineers Fabrication tool. But projects such as that unfortunately wait for another day.