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Finally... => Forum Games and Roleplaying => Topic started by: Madman198237 on July 02, 2019, 09:43:14 pm

Title: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on July 02, 2019, 09:43:14 pm
Interplanetary Arms Race: Planetary Technate

Welcome to Side Two. Your first task will be to pick a name for your faction, because your GM is far too lazy to do so. After that, you have three turns to build up your starting lineup of equipment before you’ll issue your first move orders and begin the war.

During the first two turns (-1, 0) there will be no combat, you will get two designs and two revisions per turn, and you will be tasked with building up your faction’s military using. Your GM will NOT be telling you how to do this. Win this war however you want to.

On Turn 1, all construction will be instantaneous and able to move immediately. During the preliminary turns, and stretching into the later turns, you will also be tasked with coming up with lore for your faction. You may start doing that at any point---early creations will be usable in any later competitions (unless they’ve already been used in a competition).



Spoiler: Starter Tech (click to show/hide)

Spoiler: Logistics (click to show/hide)



Spoiler: Map (click to show/hide)

Core Thread (http://www.bay12forums.com/smf/index.php?topic=174212.msg7990972#msg7990972)

You have three turns (two of which are double turns, i.e. 2 designs, 2 revisions) to get your affairs in order before the war begins. Try not to embarrass your colony too badly, would you?
Title: Re: Interplanetary Arms Race: Side Two
Post by: Shadowclaw777 on July 02, 2019, 10:03:12 pm
We are the Zhentarim, a shadowy organization that united the planet through economical and intellectual might and superior and through dominated the colony as an oligarchy of all the shadow princes that control trade and the collection of information flow.

Designs we probably need; Fusion Reactor (Of Myriad Kind) -> Improved Ship Hull most likely, I would like this side to go down the route of technology and artificial drones, cybernetics, and whatnot. Maybe with a preference for lasers?

Also Economic buildings that improve the ability to deploy ships and ground points, improved ability to mobilize ships like through engines, maybe an ion engine?

Quote from: Name and Design Choices
Team Title:
Zhentarim: (1) SC

Designs:
Title: Re: Interplanetary Arms Race: Side Two
Post by: Doubloon-Seven on July 02, 2019, 10:32:00 pm
2 is #1! 2 is #1!

Jokes aside, here's some lore ideas!
Quote from: PGC//OS

...MESSAGE RECEIVED! OPEN...? [Y/N]

>y

...ATTENTION,[██████████]! This is a missive from the [PGC-DefAdminDiv] with priority code [ALPHA]. The following information is classification level [TOP SECRET].


Dr. █████,
In response to the recent tensions with the ███████, the successor state of the other colony vessel, PGC-DefAdminDiv is placing you as commander of a new unit, hereby designated PGC-DefAdminDiv-RD/1. Your task will be to research and design equipment for a possible future conflict, so as to better defend our planet. For this task, you will be allowed a budget of ████████. Further allotments may be issued as calculated.
Current PGC-DefAdminDiv-CompCen calculations indicate probability of an armed conflict within two years as ██%. We expect nothing short of victory. Do not disappoint us.
PGC-DefAdminDiv Secretary, █████ ██████

...ISSUE RESPONSE...? [Y/N]


Kind of an Orwellian, technocratic feel.
Title: Re: Interplanetary Arms Race: Side Two
Post by: FallacyofUrist on July 02, 2019, 11:05:22 pm
It should be noted that literally everything we have right now sucks.

Our transport craft are unarmored, slow, and cramped.

Our military units have no special training.

Our pistols... yeah.

Our space suits are unarmored.

And our radios are literally useless.

Modular Interlocking Comms System: (revision)
It's fairly trivial to create a transmitter dish that can be easily disassembled and reassembled from a set of modular components, allowing it to be easily transported between worlds. The pieces it disassembles into can easily be carried by only about a dozen of our soldiers, who we may as well specifically train in communications to form a Comms Team while we're at it, trained to rapidly assemble and deassemble the modular communications dish as well as operate it.

Modular Assembly Turret System: (design)
Following in the theme of several other pieces of modular technology recently designed by our engineers, the MATS is a heavy machine gun attached to a tripod and an advanced automated targeting system. The individual components can be carried by three soldiers, then assembled on the field into a MATS, which will then power on, automatically target any enemy soldiers within its killing radius, and open fire violently. The main innovation in the MATS system is how easily it can be assembled. Anyone, even someone untrained, could put the components together in seconds. The modular design also makes it easier to remove a damaged part and replace it.

Glitterstorm: (design)
No, we haven't had enough of our modular technology designs. The Glitterstorm is an in-atmosphere manned bomber that is entirely modular. Every Glitterstorm is broken up into a large number of modular components that need to be assembled together before the craft is in operation. It can similarly be disassembled for movement to another location. The Glitterstorm will take several hours to assemble, but it's well worth the ability to have a bomber on the field without needing specialized transportation.

The Glitterstorm is armed with one bomb bay, perfect for dropping tonnage of bombs upon opponents from high altitudes. Alternatively, it can be loaded with a special weapon, a large container full of a specially made black dust that, when dropped, reacts with atmosphere in a way that effectively creates a small dust storm. Perfect for messing with literally everything.

Unfortunately the Glitterstorm is only designed for in-atmosphere, not vacuum, operations.

Mascot: (design)
We've created a drone the size of a soccer ball, and shaped like one too. The drone uses micro-rockets to roll itself towards an enemy, homing in on them, then self-destructing with the high explosives present inside it.

The troops are encouraged to paint their Mascot drones however they like with the included painting kit.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Madman198237 on July 02, 2019, 11:18:52 pm
MICS: That's a little dubious as a revision. It's not a small device, definitely not meant to be man-portable.

MATS: A little detail on how it's detecting and identifying targets would be nice, absolutely requires a mention of caliber, probably a Hard design as-is depending on the addition of details.

Glitterstorm: I hate your guts for real now. Very Hard at least, you're trying to make a bomber with an unspecified size, payload, and also trying to engineer something capable of producing a dust storm outright. In fact, no, that's definitely Ludicrous.

Mascot: Very Hard design, I want more details on how this things is targeting enemies and maybe a rational for why it's all going to fit into a self-propelled rocket-powered soccer ball.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Shadowclaw777 on July 03, 2019, 02:27:53 am
Quote
“Incorporeal Material Engine” - MPDE - Magnetoplasmadynamic Engine: (Design)
As stated these thrusters or rather engine is no simple design, these are “powerful” electromagnetic-propelled ion thrusters that are very capable of spaceship propulsion, these engines are fed a gaseous material that is then ionized and fed into an acceleration chamber, where the magnetic and electrical fields are created using a power source. The particles are then propelled by the Lorentz force (the force on a charged particle by an electromagnetic field) resulting from the interaction between the current flowing through the plasma and the magnetic field (which is either externally applied, or induced by the current) out through the exhaust chamber, and through fine tuning of thermodynamics, magnets, and gaseous materials you can provide a modular space engine that can provide effective travel in-combat between engagements and travel through planet to planet.

Quote
“Torus of Shadows”- Tokamak Fusion Reactor Gen 1.0: (Design)
The Collective Government why in its referral of still being named has requested the delving into technology that would benefit society as a whole thus this design, we would still need the creation of a divergent power source that has a multitude of usages and thus the classic delve into more power, an evolution of fission power is the iconically named fusion, with the usage of an “Tokamak Magnetic Confinement System”, and the usage of Controlled Thermonuclear Fusion through those advanced magnets and combine it with thermodynamics, net result?, the creation of a large power generator that will indefinitely beat break-even zone, you just have a bunch of darkly painted torus magnets in a helical facilty, crank the heat in which this will allow the ions of the superheated magnets to combine together through magnetic entanglement and than the power generator facility would definitely provide us with a Q of Five or higher, just make sure those magnets are tough and precise! Note that the facility is a grounded magnetic confinement reactor and not one design with modularity with space-faring vehicles, as of the moment.

Title-naming, there this area of this technocracy oligarchy that has all the people being cogs in the machines of the greater good, maybe we call this “society” a socialist democracy where Executives are voted upon, but everything is controlled by the Eidolons, many might call this a despotic hegemony but all of the Executive have superlative Power since everything is ruled by the people higher up... The Council of Eidolons
Title: Re: Interplanetary Arms Race: Side Two
Post by: Wozzy on July 03, 2019, 06:34:34 am
I like the shadow organization combined with the technocratic feel. Having some mysterious entity leading our design and strategy team sounds like it would be fun (though I feel we should be [Insert less threatening name] (Zhentarim)).

Will edit in some ideas soon..
Title: Re: Interplanetary Arms Race: Side Two
Post by: NUKE9.13 on July 03, 2019, 08:14:43 am
Right, let's get started.

Okay, so, first things first: how much phlebotonium are we allowed? Like, on a scale from ICAR to MAR, what're we looking at? I know BFA didn't have that much, but no one really tried, and I would've probably allowed some fictional resources- but this is not my game to run.

Anyway. We have 5 designs. We need the following things:
-A working combat spaceship, which in turn requires
  -Weaponry of some sort
  -Power
  -Engines (preferably speed 2? Not sure how difficult that would be)
-Infantry weapons

That's five things, and conveniently enough we have 5 designs. Obviously there are more things we want, but we have to get the things we need ready first.

One reason why I asked about phlebotonium is that I'd rather not do fusion power. Both sides in BFA did fusion, so if we can do something else that'd be nice for variety's sake. However, fusion is a very logical step if one follows (mostly) realistic tech progression.



For fluff, I'm cool with whatever, basically. A shadow government with a technocratic veneer would be fine. I'll let others who feel more strongly decide, and then I'll try to write some actual lore once we're locked in.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Chiefwaffles on July 03, 2019, 09:02:57 am
I'm so proud my abnormally crappy starter designs have lasted all the way from PAR to here.


As for lore, I'll probably write up something later if nothing is set in stone by then. I do like shadowy technocratic, though (obviously personally) I think we should avoid being evil and we should avoid being too far either end on the authoritarian/libertarianism spectrum. And of course we shouldn't try to be a perfect happy utopia immediately off the bat. First thoughts based on what people have already written is something kind of openly shadowy. People know that there's some secret shadow government, but it isn't oppressive, the trains are on time, and if you do care it's not impossible to affect change.

Like, meritocracy through shadowy. By the nature of the government, if you're skilled enough to gain power you're skilled enough to use that power well. There would be enough people with some degree of power that if you tried to do something particularly oppressive/evil, you'll encounter stiff resistance.
Dunno. This is brainstorming.

I do think that we should avoid making a gazillion proper nouns just yet, at least.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Madman198237 on July 03, 2019, 09:32:21 am
I haven't been planning on allowing phlebotinum, things like fusion and electromagnetic engines were going to be easier to make and/or more powerful than normal.


You're right in that it might make things a lot more interesting. I'll consider it---if you've got any specific examples of something you'd like to do I'll look them over and consider what might result.

It'll require a design to invent one, of course---not that you can't get some fancy new resource as a part of a functional piece of equipment, it'll just add difficulty in exchange for making something possible.


Generally you're just supposed to be able to do some things without phlebotinum but, again, I won't say no outright, it's just not something I figured would really come up.
Title: Re: Interplanetary Arms Race: Side Two
Post by: TricMagic on July 03, 2019, 01:24:26 pm
Spoiler (click to show/hide)

I'll note I'm fine with just going with Fusion Reactors for now.

Materialworks Facility: First Design, a Gun that actually works well.

The Materialworks Facility uses a combination of materials to form a mold, which is then filled, sealed, and sent through liquid nitrogen.

It is that simple. Our workers make the molds, usually some form of solidified sand/clay, the molds are filled with molten metal, then sent through a cold water bath. The molds are broken, and we have some parts that only require minor touch-ups.

The first thing we are making, is a proper pistol that isn't made of cheap plastic. Though the design of the Materialworks Facility will likely improve our ability to produce anything that isn't special order. Good for mass-production. At least these guns won't just break down after one use.

As for the Actual Gun, it has two models. The Standard Colt style from old Earth, and the Air-pressure version for in-vacuum use, whose bullets use pressurized air and a puncture fire mechanism to break the plastic and fire the bullet through the pressurized air being released behind it, rather than the Blackpowder which doesn't actually work without air. The two versions are only really differentiated by a single part, the firing mechanism, and the use of the Pressurized Air behind the bullet. Comes with Rifling, which is done in post-production of the barrel.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Doubloon-Seven on July 03, 2019, 02:07:11 pm
Quote from: MIF//EU-100 (Magneto-Inertial Fusion//Energy Unit-100)
Most design circles propose two methods of fusion power. The first, Inertial Confinement, is highly dangerous. The second, Magnetic Confinement, requires incredibly powerful electromagnets. As the greatest minds among us now say -- "Why not both?"

The Magnetoinertial Fusion process involves creating an active fusion reaction between a deuterium plasma and a lithium shell. Plasma is generated and formed into a warm and low density projectile with electromagnets, which is then sent into the reaction chamber. Following the plasma is a hollow lithium tube. When the plasma projectile is inside the tube, the electromagnets compress the assembly to induce a fusion reaction.

The resulting hot plasma is electromagnetically fired down a tube lined with collectors that convert the kinetic energy of the emitted particles and waves directly into electricity.
Power source! it's neat.

Quote from: Lore & Design
Team Name
Zhentarim (1): ShadowClaw777
Planetary Governmental Council (1): DoubloonSeven

Type of Government
Technocratic Meritocracy (1): DoubloonSeven

Design
MIF//EU-100 (1): DoubloonSeven
Title: Re: Interplanetary Arms Race: Side Two
Post by: TricMagic on July 03, 2019, 02:16:11 pm
Quote from: Lore & Design
Team Name
Zhentarim (1): ShadowClaw777
Planetary Governmental Council (1): DoubloonSeven

Type of Government
Technocratic Meritocracy (1): DoubloonSeven

Design
MIF//EU-100 (2): DoubloonSeven, TricMagic
Metal Printing (1): TricMagic

Bit mean..

It's a gun, and MM treats it as a way to produce a good gun cheaply. And the experience will probably help us with producing other things eventually. At the least, it's never likely to explode on us, so it's a Design that is needed, and safe. Which means our other Design can be the dangerous one.

Note, removed because I'm being a bit silly.

Metal Printing

Through older records, and just simple sense, we've edited a few of our plastic printers to instead be used to print metals into 3D objects. Like Guns.

This is literally all we've done. The big thing is that our factories can actually produce Metals along with plastics. We've mostly spent the rest of our time building more factories, some dedicated to this new method entirely.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Shadowclaw777 on July 03, 2019, 04:10:07 pm
Social Democracy of Eidolons: Our people value the Executives that run the Shadow Council that are known as the Eidolons, on the outside a socialist parliament their is value to the people of the trains running on time, all citizens having access to universal basic income, universal national-funded healthcare, and all other benefits that comes from a government of a social democracy that aims to create the conditions for capitalism to lead to greater democratic, egalitarian and solidaristic outcomes. However the “corporate ladder” of the technocracy if you will is more harsh, the Eidolons in their Council may have a bit of autocratic streak when creating social reforms and can alter decrees as they see fit, their are people of every ladder of society in which each solar cycle represents another time to vote upon members, to see that they “increase” or “decrease” upon their ranking, which takes away social benefits and more. Sounds almost utopian but there are... weird factors in the given government, and the technocratic feel could be of the meritocracy and the Executives running the society are ones that technical experts and their expertise is most valued and what leads you higher up the ladder

The MPD Engine is on the edge of Hard and Normal due to current energy reactors, it could also be Normal if it were more bulky and heavy if it were to utilize normal fission engines.

Quote from: Lore & Design
Team Name
Social Democracy of Eidolons (1): SC777
Planetary Governmental Council (1): DoubloonSeven

Type of Government
Technocratic Meritocracy (2): DoubloonSeven, SC777

Design
MIF//EU-100 (3): DoubloonSeven, TricMagic, SC777
Metal Printing (1): TricMagic
“Incorporeal Material Engine” MPDE: (1) SC777

Title: Re: Interplanetary Arms Race: Side Two
Post by: TricMagic on July 03, 2019, 04:27:31 pm
Celestial Democracy of the People's Republic

Our people's governance is mostly led by officials elected by their own group to serve as the go-between them and the Government. As such, Our Government is led by the people elected to this position. They have the skills to understand the intricacies of running a Government that spans the entire system.

It can be divided into blocks. The Engineers, the Development Teams, the Military, the Food Producers, the Overseers of the Printing Factories, the Miners, and the Architects. We happen to be apart of the Development Teams, dedicated to developing new technology. Of lesser note are the more political appointees, who bring in the local civilian views, are elected normally, and make up around 30 percent of the Council. A 55% majority is needed for laws to pass, and these laws can be revised if needed or not implemented properly.

One part that tends to go overlooked is the Lawyers who type up laws almost exclusively for these groups who can't do it themselves. It's rather cutthroat, but it is possible to silence someone during particularly fierce arguments.

The main decision making gets done, and the info gets passed down to the various groups this way, along with the normal communication methods. A combination of skilled experts and the people's representatives.

Quote from: Lore & Design
Team Name
Social Democracy of Eidolons (1): SC777
Planetary Governmental Council (1): DoubloonSeven
Celestial Democracy of the People's Republic (1): TricMagic

Type of Government
Technocratic Meritocracy (2): DoubloonSeven, SC777
Union's/People's Representative Democracy

Design
MIF//EU-100 (3): DoubloonSeven, TricMagic, SC777
Metal Printing (1): TricMagic
“Incorporeal Material Engine” MPDE: (1) SC777

Title: Re: Interplanetary Arms Race: Side Two
Post by: flabort on July 03, 2019, 04:42:28 pm
(Design) Simulated Material Particle Field Projector
In space, nothing stands between you and billions of lightyears of cold, hard vacuum except what you can build. Unless a computer can create something out of practically nothing for you. A process of molecular resonance that seems like it's almost out of science fiction allows us to create a particle emitter that spreads out dense but small exotic high energy particles on precisely calculated trajectories that terminate at precisely calculated distances, practically passing right through normal matter and expanding outwards upon termination into matter and antimatter, which cancel out after only negligible moments, but have the effect of creating what is in macro effectively a force field. By putting one's hand against one, it would only feel like a hard wall, not in fact trillions and trillions of matter-antimatter reactions. With enough processing power, a SMPFP can create fields that are shaped almost any way, whether creating the wings of an airplane, or making an auxiliary cargo hold on the exterior of a space ship, a personal armored force field, or a patch for a structural hole that is capable of holding in atmosphere; and the fields can be any color, including absolute black as they can absorb light completely, or completely clear as they can allow light to pass right through. The field doesn't even need to be close to the SMPFP, as it can fire the particles up to three kilometers away before they terminate and form the force field.

Unfortunately, there are three drawbacks. The first is size - the current design is bulky, as the technology is still in the early stages and needs a lot of computational power to make a small force field, and even though it is almost 96% computers, the machine still takes up enough space to just barely fit aboard an ITC. The second is power draw - Creating a particle that can induce the creation of matter and antimatter requires a lot of energy, and even though the resulting matter-antimatter reaction at the end gives off a lot of energy, currently there is no way to harvest it; it just arrests or imparts kinetic and heat energy on nearby objects. A very powerful energy source is required to run it, and the further from the SMPFP a forcefield needs to be, the more energy it needs to run. The third issue is heat - While most harmful radiation emitted by a matter-antimatter reaction can be retained by directing it into the field, there is still heat radiation carried by particles bouncing off the field. A room made out of force fields would get very hot, very quickly. Fields made to surround a person would need to have some way of creating a lot of air flow to carry all the heat out of the field, or else the person would die of heatstroke, which means that replacing our spacesuits with these is definitely out.

Applications are endless. Armoring vehicles, or creating a solid mass and expanding it within an enemy vehicle, or practically creating an entire vehicle out of nothing but an SMPFP and a power source are all options, as is creating a domed community, or creating small scale fields to simulate equipment like weapons or handheld phones, though again more complex simulations require more computing power, which in turns means a bigger SMPFP device and more power draw. However, it does not create matter out of nothing, and can't be used to create a breathable atmosphere, or to create a power source for itself - the laws of thermodynamics still apply even if you can predictably compute atomic movements.

Quote from: Lore & Design
Team Name
Social Democracy of Eidolons (1): SC777
Zhentarim (1): ShadowClaw777
Planetary Governmental Council (1): DoubloonSeven
Mereth Planetary Settlement Force: (1) Flabort

Type of Government
Technocratic Meritocracy (2): DoubloonSeven, SC777
Union's/People's Representative Democracy: (1) Flabort

Design
MIF//EU-100 (4): DoubloonSeven, TricMagic, SC777, Flabort
Metal Printing (1): TricMagic
“Incorporeal Material Engine” MPDE: (1) SC777
 Simulated Material Particle Field Projector: (1) Flabort
Title: Re: Interplanetary Arms Race: Side Two
Post by: TricMagic on July 03, 2019, 05:11:49 pm

Quote from: Lore & Design
Team Name
Social Democracy of Eidolons (1): SC777
Zhentarim (1): ShadowClaw777
Planetary Governmental Council (1): DoubloonSeven
Celestial Democracy of the People's Republic (1): TricMagic
Mereth Planetary Settlement Force: (1) Flabort

Type of Government
Technocratic Meritocracy (2): DoubloonSeven, SC777
Union's/People's Representative Democracy: (2) TricMagic, Flabort

Design
MIF//EU-100 (4): DoubloonSeven, TricMagic, SC777, Flabort
Metal Printing (1): TricMagic
“Incorporeal Material Engine” MPDE: (1) SC777
 Simulated Material Particle Field Projector: (1) Flabort
Title: Re: Interplanetary Arms Race: Side Two
Post by: Madman198237 on July 03, 2019, 05:21:49 pm
Please remember you have TWO designs to choose this phase.
Title: Re: Interplanetary Arms Race: Side Two
Post by: m1895 on July 03, 2019, 05:25:34 pm
Quote from: Lore & Design
Team Name
Social Democracy of Eidolons (1): SC777
Zhentarim (1): ShadowClaw777
Planetary Governmental Council (1): DoubloonSeven
Celestial Democracy of the People's Republic (1): TricMagic
Mereth Planetary Settlement Force: (2) Flabort, m1895

Type of Government
Technocratic Meritocracy (3): DoubloonSeven, SC777, m1895
Union's/People's Representative Democracy: (2) TricMagic, Flabort

Design
MIF//EU-100 (4): DoubloonSeven, TricMagic, SC777, Flabort
Metal Printing (1): TricMagic
“Incorporeal Material Engine” MPDE: (1) SC777
 Simulated Material Particle Field Projector: (1) Flabort
Title: Re: Interplanetary Arms Race: Side Two
Post by: Madman198237 on July 03, 2019, 05:27:19 pm
I forgot to say it here, but I mentioned in Discord that flabort's proposal is impossible. The goal (Force fields, specifically something like hard-light shields) is possible, but not in the early game unless somebody justifies it really well.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Shadowclaw777 on July 03, 2019, 05:28:05 pm
Quote from: Lore & Design
Team Name
Social Democracy of Eidolons (1): SC777
Planetary Governmental Council (1): DoubloonSeven
Celestial Democracy of the People's Republic (1): TricMagic
Mereth Planetary Settlement Force: (1) Flabort, m1895

Type of Government
Technocratic Meritocracy (2): DoubloonSeven, SC777, m1895
Union's/People's Representative Democracy: (2) TricMagic, Flabort

Design Choice 1:
MIF//EU-100 (4): DoubloonSeven, TricMagic, SC777, Flabort
Metal Printing (1): TricMagic
 Simulated Material Particle Field Projector: (1) Flabort

Design Choice 2:
MIF//EU-100 (X):
Metal Printing (1): TricMagic
“Incorporeal Material Engine” MPDE: (1) SC777
Simulated Material Particle Field Projector: (1) Flabort

There I simplified it, happy?
Title: Re: Interplanetary Arms Race: Side Two
Post by: TricMagic on July 03, 2019, 06:21:22 pm
Electromagnetic Charged Field Barrier System

Taking two sides, one negatively charged, and one positively charged, and then shoving a lot of electricity between them. Once it calms down after 3 seconds, a charged field allows electricity to pass between the two sides in the form of electromagnetism.

This effectively creates a field that repels anything that tries to pass through it. Anything hitting it is barraged with a combination of positive and negative charges, not only robbing it of momentum, but also breaking apart and/or repelling most energy types before they can reach. A lightning bolt meanwhile, if it can actually hit the shield, will simply be absorbed into it.

This is an effective shield against space debris, and perhaps most importantly, most conventional weapons. It's only real downside is it takes a lot of power to start it up, and quite a bit to keep it cycling, since it still loses some energy in it's electromagnetic state.
Title: Re: Interplanetary Arms Race: Side Two
Post by: flabort on July 03, 2019, 06:31:25 pm
OK, so the force fields (as written) are out due to [Impossible], and Madman has said we are disappointing him with unoriginality in discord.

Technorganic Construction
Why 3D print things out of flimsy plastic, when we can grow them out of bones as strong as iron, spin threads as strong as steel, and make computers more advanced than anything printed on circuits of copper and silicon? We have bio-engineered an organism that can be "fed" off of batteries, deriving energy required to live not from the breaking down of organic chemicals into simpler organic chemicals, but from electricity itself, and allowing it to use the old fashioned method of organic chemistry to store that energy for later. Actual growth, the expansion of the lifeform, does require raw materials, which means that we have to have a way for it to consume materials, but unlike us flimsy humans, it does not need to eat to survive, just grow. By building it into a monitoring station, we can control how fast it grows, cull unwanted growths, and using CRISPR to modify it's genetic data and affect it's growth, engineer new organs to perform certain functions or induce reproduction to clone off new bits to set up new growth stations elsewhere, or make devices out of life.

Currently, we havefour major focuses to engineer in the technorganism, with more to follow as the needs arise:

Quote from: Lore & Design
Team Name
Social Democracy of Eidolons (1): SC777
Planetary Governmental Council (1): DoubloonSeven
Celestial Democracy of the People's Republic (1): TricMagic
Mereth Planetary Settlement Force: (1) Flabort, m1895

Type of Government
Technocratic Meritocracy (2): DoubloonSeven, SC777, m1895
Union's/People's Representative Democracy: (2) TricMagic, Flabort

Design Choice 1:
MIF//EU-100 (4): DoubloonSeven, TricMagic, SC777, Flabort
Metal Printing (1): TricMagic

Design Choice 2:
MIF//EU-100 (X):
Metal Printing (1): TricMagic
“Incorporeal Material Engine” MPDE: (1) SC777
Technorganic Construction: (1) Flabort
Title: Re: Interplanetary Arms Race: Side Two
Post by: Madman198237 on July 03, 2019, 10:48:52 pm
Now that is a little more interesting, though it's definitely trying to overachieve what is actually possible for you. You could likely achieve one of those proposed materials at a time, the first one being Hard or Very Hard depending on the details, the remainder growing steadily less difficult as you become more adept at modifying something to produce such materials.

I will tell you that those things are going to be expensive, at least at first. You're talking about biomodification on an unprecedented scale, after all. However the materials you produce will certainly be or become (Depending on die rolls and the effort you invest) better than conventional materials.


Tric, I can't make sense out of this new force field, either. It sounds like you're trying to argue that once you start electrical charge flowing across a gap it will...keep flowing across that gap and somehow make enough of an electrical and/or magnetic field to repel projectiles that enter the field, none of which makes sense.
Title: Re: Interplanetary Arms Race: Side Two
Post by: NUKE9.13 on July 04, 2019, 05:03:56 am
I like the idea of using biotech, but we need to focus on getting stuff that works (sort of) before the first strategy phase. Doubloon's reactor is good, although it has a good chance of requiring two designs to make work- which it makes up for by being revisionable into an engine, which would otherwise be a design.
Assuming we budget two designs for the... EU-100, that leaves us with three designs. We still need ship weapons, infantry weapons, and to actually put all the ship tech together into a cohesive whole. Right now, I suggest we work on ship weapons. Perhaps some rudimentary missiles? Not the most effective, but should be fairly easy to put together.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Shadowclaw777 on July 04, 2019, 06:35:58 am
Quote
“Eyebite” - MCLC - Modular Chemical Laser Cannon:
The Eyebite is a modularly designed cannon that can be placed upon a spaceship or really any mobile platform that can utilize a cannon, that starts with our first array into beam-based technology for our first deployed weapon. The cannon is a directed-energy weapon that deploys a deuterium-fluoride laser of the IF spectrum that due to speed of light and the weapon sensors connected to a ship’s fire control, should be able to continuously bombard a target from faraway that delivers its radiative damage. (especially in terms of space warfare engagements), melting the armor and more weaker substances as it continuously shoots a wavelength of heat against the material and overcooks it. The cannon comes with an inbuilt heavy-duty battery that allows it to continuous beam a target for a lengthened period of consecutively cooking/melting a desired target before overheating and than let the barrels of the chemical laser cannon re-cool and than start its shooting again. The cannon has an internal auto-loader that reloads the gas discharge tube of deuterium-fluoride and recharges itself for another blast of chemical laser power. The mobile location and efficient battery design eliminates most weight, size and power restrictions especially due to being a chemical laser, and is designed to be modular for the first combat ship that we deploy.

Quote from: Lore & Design
Team Name
Social Democracy of Eidolons (1): SC777
Planetary Governmental Council (1): DoubloonSeven
Celestial Democracy of the People's Republic (1): TricMagic
Mereth Planetary Settlement Force: (1) Flabort, m1895

Type of Government
Technocratic Meritocracy (2): DoubloonSeven, SC777, m1895
Union's/People's Representative Democracy: (2) TricMagic, Flabort

Design Choice 1:
MIF//EU-100 (4): DoubloonSeven, TricMagic, SC777, Flabort
Metal Printing (1): TricMagic

Design Choice 2:
MIF//EU-100 (X):
Metal Printing (1): TricMagic
”Eyebite” - MCLC: (1) SC777
Technorganic Construction: (1) Flabort
Title: Re: Interplanetary Arms Race: Side Two
Post by: Doubloon-Seven on July 04, 2019, 10:05:02 am
I would like to note that "Social Democracy of Eidolons" and "Celestial Democracy of the People's Republic" are both utter nonsense word salads, and that "Mereth Planetary Settlement Force" makes no sense given the fact this this is hard science fiction.
Quote from: Lore & Design
Team Name
Social Democracy of Eidolons (1): SC777
Planetary Technate(1): DoubloonSeven
Celestial Democracy of the People's Republic (1): TricMagic
Mereth Planetary Settlement Force: (2) Flabort, m1895

Type of Government
Technocratic Meritocracy (3): DoubloonSeven, SC777, m1895
Union's/People's Representative Democracy: (2) TricMagic, Flabort

Design Choice 1:
MIF//EU-100 "Longarm Reactor"(4): DoubloonSeven, TricMagic, SC777, Flabort
Metal Printing (1): TricMagic

Design Choice 2:
MIF//EU-100 (X):
Metal Printing (1): TricMagic
”Eyebite” - MCLC: (2,) SC777, DoubloonSeven
Technorganic Construction: (1) Flabort
Title: Re: Interplanetary Arms Race: Side Two
Post by: flabort on July 04, 2019, 11:59:54 am
I would like to note that "Social Democracy of Eidolons" and "Celestial Democracy of the People's Republic" are both utter nonsense word salads, and that "Mereth Planetary Settlement Force" makes no sense given the fact this this is hard science fiction.
Fine, fine. I still don't like the idea of a Meritocracy for our team, but I will tentatively move my vote for team name.


Now that is a little more interesting, though it's definitely trying to overachieve what is actually possible for you. You could likely achieve one of those proposed materials at a time, the first one being Hard or Very Hard depending on the details, the remainder growing steadily less difficult as you become more adept at modifying something to produce such materials.

I will tell you that those things are going to be expensive, at least at first. You're talking about biomodification on an unprecedented scale, after all. However the materials you produce will certainly be or become (Depending on die rolls and the effort you invest) better than conventional materials.
So would doing all of the ones I have right now be Ludicrous or Impossible? I have to say, this is far less than my original ambitions, I was originally planning on making a whole spaceship in the design :P

If it's just Ludicrous, I'd like to bank on the hard odds and try for it. If it's Impossible, I'll settle and write up a bioengineering lab that could lead to it, but I am starting to see that it's actually pretty important to have a weapon right now, so I'm going to leave the design in the votebox, but move my vote off of it for now.
Quote from: Lore & Design
Team Name
Social Democracy of Eidolons (1): SC777
Planetary Technate(2): Flabort, DoubloonSeven
Celestial Democracy of the People's Republic (1): TricMagic
Mereth Planetary Settlement Force: (1)  m1895

Type of Government
Technocratic Meritocracy (3): DoubloonSeven, SC777, m1895
Union's/People's Representative Democracy: (2) TricMagic, Flabort

Design Choice 1:
MIF//EU-100 "Longarm Reactor"(4): DoubloonSeven, TricMagic, SC777, Flabort
Metal Printing (1): TricMagic

Design Choice 2:
MIF//EU-100 (X):
Metal Printing (1): TricMagic
”Eyebite” - MCLC: (3) SC777, DoubloonSeven, Flabort
Technorganic Construction: (0)
Title: Re: Interplanetary Arms Race: Side Two
Post by: TricMagic on July 04, 2019, 12:44:35 pm
I'd be fine if you did write up such a lab design. Save the laser for when we can power it with a fusion generator..
Title: Re: Interplanetary Arms Race: Side Two
Post by: flabort on July 04, 2019, 02:43:35 pm
Genetic and Biotech Advancement Laboratory
The Genetic and Biotech Advancement Laboratory is a modular set of equipment which can be set up in almost any building. There is a portable generator with it's own fuel supply, and the generator can be hooked up to each other station making up the laboratory to share power and fuel. Stations requiring fuel, such as those with Bunsen burners, also come equipped with refillable fuel bottles for when they are set up too far from the generator. Each station can be folded down into it's counter top and compacted into a small space, or at least as small as delicate scientific equipment will go, with space for samples and ongoing projects that need to be stored long term while a lab is being redeployed elsewhere

The primary purpose of the Genetic and Biotech Advancement Laboratory is to advance our knowledge of the genetic makeup of specimens alien and those we (may have) brought with us from earth, and the secondary purpose is to modify lifeforms into those more suited to our purposes. By utilizing custom built equipment, and utilizing CRISPR and other techniques for examination, insertion, deletion, or otherwise modification of genetic codes, in live specimens or in embryos, we can create a database of genetic code and Genetically Modified Organisms adapted to native environments, primarily food crops for the time being.

The tertiary goal is to find and research ways of integrating technology into lifeforms without implant rejection, to find ways of controlling the growth or actions of organisms created in GBALs, or enhance organisms beyond their biological limit. The scientists who are to be deployed with GBAL modules to operate them are excited to eventual revolutionize the field of biology to bioengineer new solutions to our problems, though these will take time, and more research. The GBAL Infrastructure will be easy to spread to every corner of the solar system that we visit, advancing our knowledge and speeding our research of biology greatly.

By having our labs be modular and mobile, we are able to set up as many as needed, and keep them on the forefront of our expansion, keeping our databases updated instantly as we encounter new life, and allowing us to train new biologists in the field. Being able to observe lifeforms in their native habitats, or infiltrating into an alien habitat, from close by allows our scientists to learn more about them before taking them apart. Further, we don't have to wait for military assets to deliver specimens back to a stationary, or deliver our research to where it can be useful - it can be deployed immediately as it's researched.

(Alternative)
The Genetic and Biotech Advancement Laboratory is a large facility we have built in the center of our colony, with two stories filled with multiple research stations and storage facilities, plus containment zones with life support geared to support captured life forms to be researched.

The primary purpose of the Genetic and Biotech Advancement Laboratory is to advance our knowledge of the genetic makeup of specimens alien and those we (may have) brought with us from earth, and the secondary purpose is to modify lifeforms into those more suited to our purposes. By utilizing custom built equipment, and utilizing CRISPR and other techniques for examination, insertion, deletion, or otherwise modification of genetic codes, in live specimens or in embryos, we can create a database of genetic code and Genetically Modified Organisms adapted to native environments, primarily food crops for the time being.

The tertiary goal is to find and research ways of integrating technology into lifeforms without implant rejection, to find ways of controlling the growth or actions of organisms created in GBALs, or enhance organisms beyond their biological limit. The scientists who are to be deployed to operate the facility are excited to eventual revolutionize the field of biology to bioengineer new solutions to our problems, though these will take time, and more research. The GBAL Infrastructure will require samples and specimens from other planets to be shipped to the facility, but will allow us to stay on top of research, forging our way into the forefront of biology research.
Quote from: Lore & Design
Team Name
Social Democracy of Eidolons (1): SC777
Planetary Technate(2): Flabort, DoubloonSeven
Celestial Democracy of the People's Republic (1): TricMagic
Mereth Planetary Settlement Force: (1)  m1895

Type of Government
Technocratic Meritocracy (3): DoubloonSeven, SC777, m1895
Union's/People's Representative Democracy: (2) TricMagic, Flabort

Design Choice 1:
MIF//EU-100 "Longarm Reactor"(4): DoubloonSeven, TricMagic, SC777, Flabort
Metal Printing (1): TricMagic

Design Choice 2:
MIF//EU-100 (X):
Metal Printing (1): TricMagic
”Eyebite” - MCLC: (2) SC777, DoubloonSeven
Technorganic Construction: (0)
Genetic and Biotech Advancement Laboratory: (1) Flabort
GBAL Alternative: (0)

Edit: Justified modular nature and created an alternative version for those who wish for a static facility that will be easier to build.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Madman198237 on July 04, 2019, 02:51:03 pm
I think that the GBAL is a neat proposal, and also more interesting than 99% of the other proposal, so have feedback: It's going to be Very Hard because you have some insistence on it being a mobile genetic modification lab instead of just collecting samples. I can't imagine a mobile lab capable of doing genetic modification possessing any major benefits over a stationary lab. Justify it, though, and it might provide some other bonuses on a decent roll.

Anyway, aside from the slight issues, thebasic idea is cool, would be treated as a design providing experience towards biomodification, and could provide one or two GPP if you roll well because it will be capable of producing exotic and rare things, at least in small quantities.
Title: Re: Interplanetary Arms Race: Side Two
Post by: NUKE9.13 on July 04, 2019, 03:07:45 pm
So, on the one hand, we need to get the basics down. On the other... I really like the idea of opening the doors to biotech early.
...
Eh, it'll be fine. Worst case scenario, we may require an additional turn to deploy well-armed troops.
I'm assuming that Madman's not-so-subtle suggestion will be implemented, removing the unnecessary portable nature.
 
Quote from: Lore & Design
Team Name
Social Democracy of Eidolons (1): SC777
Planetary Technate(3): Flabort, DoubloonSeven, NUKE9.13
Celestial Democracy of the People's Republic (1): TricMagic
Mereth Planetary Settlement Force: (1)  m1895

Type of Government
Technocratic Meritocracy (4): DoubloonSeven, SC777, m1895, NUKE9.13
Union's/People's Representative Democracy: (2) TricMagic, Flabort

Design Choice 1:
MIF//EU-100 "Longarm Reactor"(5): DoubloonSeven, TricMagic, SC777, Flabort, NUKE9.13
Metal Printing (1): TricMagic

Design Choice 2:
MIF//EU-100 (X):
Metal Printing (1): TricMagic
”Eyebite” - MCLC: (2) SC777, DoubloonSeven
Technorganic Construction: (0)
Genetic and Biotech Advancement Laboratory: (2) Flabort, NUKE9.13
Title: Re: Interplanetary Arms Race: Side Two
Post by: Madman198237 on July 04, 2019, 03:11:44 pm
I'll be subtle later. Right now I want to make sure I'm not going to surprise anyone with my own unique way of thinking about things, so I don't surprise you guys too much, at least when I don't want to surprise you, anyway.

Either justify it for bonuses in the field, or remove it and decrease the difficulty (but sacrificing said bonuses), or I guess leave it and maybe a good roll will make me reconsider. I just can't imagine much of a benefit to having a super mobile laboratory setup when you're working with something as delicate, difficult, and long-term as genetics tends to be.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Doubloon-Seven on July 04, 2019, 03:14:52 pm
Yeah, I'd be tempted to switch my vote if it becomes a static facility. I'm not sure that mobility is important for noncombatants doing research.
Title: Re: Interplanetary Arms Race: Side Two
Post by: flabort on July 04, 2019, 03:15:05 pm
I'm assuming that Madman's not-so-subtle suggestion will be implemented, removing the unnecessary portable nature.
 
It's not unnecessary. It is harder to justify than it is to remove, but I would prefer justifying it to removing it. Tell you what, I will add a secondary version.
Title: Re: Interplanetary Arms Race: Side Two
Post by: TricMagic on July 04, 2019, 03:33:24 pm
So long as we can set them up quickly on worlds we visit. Would that work?
Title: Re: Interplanetary Arms Race: Side Two
Post by: flabort on July 04, 2019, 03:36:01 pm
Post has been edited with
Title: Re: Interplanetary Arms Race: Side Two
Post by: TricMagic on July 04, 2019, 04:03:58 pm

Quote from: Lore & Design
Team Name
Social Democracy of Eidolons (1): SC777
Planetary Technate(3): Flabort, DoubloonSeven, NUKE9.13
Celestial Democracy of the People's Republic (1): TricMagic
Mereth Planetary Settlement Force: (1)  m1895

Type of Government
Technocratic Meritocracy (4): DoubloonSeven, SC777, m1895, NUKE9.13
Union's/People's Representative Democracy: (2) TricMagic, Flabort

Design Choice 1:
MIF//EU-100 "Longarm Reactor"(5): DoubloonSeven, TricMagic, SC777, Flabort, NUKE9.13
Metal Printing (1): TricMagic

Design Choice 2:
MIF//EU-100 (X):
Metal Printing (1): TricMagic
”Eyebite” - MCLC: (2) SC777, DoubloonSeven
Technorganic Construction: (0)
Genetic and Biotech Advancement Laboratory: (3) Flabort, NUKE9.13, TricMagic
GBAL Alternative: (0)

I like the ability to deploy them quickly. Mostly cause I want to turn native sealife into our own weapons on the water planet.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Happerry on July 04, 2019, 04:37:32 pm
Quote from: Lore & Design
Team Name
Social Democracy of Eidolons (1): SC777
Planetary Technate(4): Flabort, DoubloonSeven, NUKE9.13, Happerry
Celestial Democracy of the People's Republic (1): TricMagic
Mereth Planetary Settlement Force: (1)  m1895

Type of Government
Technocratic Meritocracy (5): DoubloonSeven, SC777, m1895, NUKE9.13, Happerry
Union's/People's Representative Democracy: (2) TricMagic, Flabort

Design Choice 1:
MIF//EU-100 "Longarm Reactor"(5): DoubloonSeven, TricMagic, SC777, Flabort, NUKE9.13
Metal Printing (1): TricMagic

Design Choice 2:
MIF//EU-100 (X):
Metal Printing (1): TricMagic
”Eyebite” - MCLC: (3) SC777, DoubloonSeven, Happerry
Technorganic Construction: (0)
Genetic and Biotech Advancement Laboratory: (3) Flabort, NUKE9.13, TricMagic
GBAL Alternative: (1) Happerry
Title: Re: Interplanetary Arms Race: Side Two
Post by: Chiefwaffles on July 04, 2019, 11:44:13 pm
Not the biggest fan of Planetary Technate but I don't actively dislike it and have no other options, so oh well.

Anyways, fusion is boring and we should go for something that makes this interesting. So I propose this phlebotinum (of which the general concept was approved by Madman via discord):

Design: Evrasium (sorry about the name)

We finally found out what happened to the First. And what those multicolored shards were.
Turns out that when they fired the final set of re-entry boosters, they inadvertently discovered Evrasium. Pretty big fluke too, considering that the deposit they almost landed on is the only one we know of at all so far. Light from the rockets managed to provoke a volatile reaction from the deposit, subsequently tearing off one of the three boosters and sending the craft way off course.

At least, this is what we think happened. While the first expeditions to the site of the First found the shards (now determined to be remnant Evrasium) and the remnants of the vessel, the latest one managed to find the deposit. Testing of the samples and plenty of simulations have lead to the aforementioned theory.

So with the fate of the First (likely) determined, we can look towards making use of what it inadvertently and disastrously uncovered. Evrasium is, in simplest terms, a form of light-sensitive crystal. In fact, it bears remarkable similarities to the theorized "time crystal" -- not only does the structure repeat in space, but it also repeats in time. Unlike theorized time crystals, Evrasium does seem to perpetually store work, and -- based on our current experiments -- may actually break the law of thermodynamics. We're sure further study will prove that assumption incorrect, but the fact it still appears this way after experiments is still remarkable.
Evrasium, while still a crystal, is made out of tiny discrete unaligned structures. Normally the crystal's form changes in a pattern over time, but when these photosensitive structures are exposed to significant amounts of electromagnetic radiation (read: light), they can align themselves breaking the time crystal and releasing stored work as kinetic energy. So when the First's third booster engine fired above the Evrasium deposit, it appeared to have created a chain reaction that the ship simply wasn't prepared for. Interestingly, based on destruction patterns in the booster the origin of the force occurred above the crystals, closer to the actual ship. Our best guess so far is that this has something to do with the time-based repeating structure. This has major implications for usage of Evrasium in technology.
In summary, Evrasium is similar to a "time crystal", a crystal that repeats in both space and time. Unlike theorized time crystals, it effectively stores energy in itself through this time pattern, and the aligning of multiple microstructures inside the crystal via photosensivity can release this energy. So far it seems to break thermodynamics but the jury's still out on that especially considering how important thermodynamics is.

So far, the best we've been able to do with Evrasium crystals is invoke relatively-catastrophic destruction of them via application of light, releasing "stored" energy all at once. Unfortunately, several times the releasing of said energy happened outside the containment chambers. We've since made adjustments to containment. Namely putting them in a really big really deep hole until we can start predicting the seemingly random relative locations where the energy is released.

We think we may be able to do great things with Evrasium, as crude as our application and knowledge of it is at the moment.

TL;DR: Something akin to a time crystal (https://en.wikipedia.org/wiki/Time_crystal), except the nature of the structure actually stores the kinetic work inside despite all (known) logic. When exposed to light, microstructures inside release stored work (energy) vaguely near the crystals in a (so far and seemingly) random location.
We can use it for so many things, and it's made to have lots of potential but to not overpower us at the start (so it doesn't give Madman balance concerns over creating it now). Namely, we can use it for energy. We just need to create an application design of it next turn.

Quote from: Lore & Design
Team Name
Social Democracy of Eidolons (1): SC777
Planetary Technate(4): Flabort, DoubloonSeven, NUKE9.13, Happerry
Celestial Democracy of the People's Republic (1): TricMagic
Mereth Planetary Settlement Force: (1)  m1895

Type of Government
Technocratic Meritocracy (5): DoubloonSeven, SC777, m1895, NUKE9.13, Happerry
Union's/People's Representative Democracy: (2) TricMagic, Flabort

Design Choice 1:
MIF//EU-100 "Longarm Reactor"(5): DoubloonSeven, TricMagic, SC777, Flabort, NUKE9.13
Metal Printing (1): TricMagic
Evrasium (1): Chiefwaffles

Design Choice 2:
MIF//EU-100 (X):
Metal Printing (1): TricMagic
"Eyebite" - MCLC: (4) SC777, DoubloonSeven, Happerry, Chiefwaffles
Technorganic Construction: (0)
Genetic and Biotech Advancement Laboratory: (3) Flabort, NUKE9.13, TricMagic
GBAL Alternative: (1) Happerry
Not the biggest fan of the Eyebite but it's a tiebreaker and I'm less of a fan of genetic engineering.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Happerry on July 04, 2019, 11:51:06 pm
Quote from: Lore & Design
Team Name
Social Democracy of Eidolons (1): SC777
Planetary Technate(4): Flabort, DoubloonSeven, NUKE9.13, Happerry
Celestial Democracy of the People's Republic (1): TricMagic
Mereth Planetary Settlement Force: (1)  m1895

Type of Government
Technocratic Meritocracy (5): DoubloonSeven, SC777, m1895, NUKE9.13, Happerry
Union's/People's Representative Democracy: (2) TricMagic, Flabort

Design Choice 1:
MIF//EU-100 "Longarm Reactor"(5): DoubloonSeven, TricMagic, SC777, Flabort, NUKE9.13
Metal Printing (1): TricMagic
Evrasium (2): Chiefwaffles, Happerry

Design Choice 2:
MIF//EU-100 (X):
Metal Printing (1): TricMagic
"Eyebite" - MCLC: (4) SC777, DoubloonSeven, Happerry, Chiefwaffles
Technorganic Construction: (0)
Genetic and Biotech Advancement Laboratory: (3) Flabort, NUKE9.13, TricMagic
GBAL Alternative: (1) Happerry
Evrasium seems cool. And same on the Planetary Technate, it's not what I like most, it's what I dislike least.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Madman198237 on July 04, 2019, 11:51:26 pm
I like the idea, and you can actually do something with it---you don't need a design to invent it, this isn't IWAR. You have the material, now do something with it---if you were to for instance create a basic reactor exploiting the fact that when you shine a light on it the rock gets angry and telekinetically punches something, that's probably going to be fine. You could expect it to be of roughly, roughly, equal power and difficulty to a comparable fusion reactor.

And also yeah, the name is going to be unpleasant to type repeatedly.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Chiefwaffles on July 05, 2019, 12:17:31 am
Since Madman said we don't have to spend a design on Evrasium.
Aggravated Evrasium Reactor
So Evrasium always has a higher energy state than the surrounding environment. But this is boring. For the purposes of this design, we'll be saying that it is an angry rock that hates light. And we will be using its punches to power our ships. But we can just have a smug feeling that we may have probably broken thermodynamics, constantly in the back of our minds.

Aa-nyy-waays. While it undoubtedly has much more complex, precise, elegant, etc., applications, for now we figured we can start by using it to power things. Simply, for now, since we kind of have a time constraint. Turns out that when held in a strictly-controlled atmosphere of inert gases with confounding variables removed, we can actually predict and even control where the punches releases of energy will happen.

The Aggravated Evrasium Reactor, or AER, makes use of this phenomenon. A single chunk of Evrasium crystal is suspended (by sound waves, turns out it cares not for sound) in the middle of a large spherical chamber with a controlled inert gas atmosphere. Rotating rings covered in high-powered lasers are placed on the inner edges of the chamber, along with a few sensors to evaluate the status of how angry the rock is current crystal aggravation. When a crystal is placed inside, the reactor has to be calibrated for its specifications to be able to provoke energy releases in a controlled matter.
Upon activation of the reactor, the laser rings begin spinning up to operation speed and precise laser pulses at precise spots in the crystal allow it to release punches energy in an adjacent sub-chamber, where several turbines convert the kinetic energy into electrical energy. Sure, turbines are crude and with something like Evrasium you may think there's a better way to gather energy, but let's keep it simple(, stupid) for now. Energy for the lasers is a concern, and they're powered by a separate battery that can be powered by the reactor itself, tertiary/emergency generators and, if you've got about 3-6 hours to spare, a hand-crank.   

We're not quite sure about "fuel" here. Crystals do have to occasionally be replaced, but that's just because of (initially) unexpected decrease in energy output. We're not actually sure if the crystals are "running out" of energy (there's a good chance they literally do not run out as long as they're intact), but that's not a huge concern for now. We'll just pencil Evrasium into our supply chains and think about it more later.

Quote from: Lore & Design
Team Name
Social Democracy of Eidolons (1): SC777
Planetary Technate(4): Flabort, DoubloonSeven, NUKE9.13, Happerry
Celestial Democracy of the People's Republic (1): TricMagic
Mereth Planetary Settlement Force: (1)  m1895

Type of Government
Technocratic Meritocracy (5): DoubloonSeven, SC777, m1895, NUKE9.13, Happerry
Union's/People's Representative Democracy: (2) TricMagic, Flabort

Design Choice 1:
MIF//EU-100 "Longarm Reactor"(5): DoubloonSeven, TricMagic, SC777, Flabort, NUKE9.13
Metal Printing (1): TricMagic
Aggravated Evrasium Reactor (1): Chiefwaffles

Design Choice 2:
MIF//EU-100 (X):
Metal Printing (1): TricMagic
"Eyebite" - MCLC: (4) SC777, DoubloonSeven, Happerry, Chiefwaffles
Technorganic Construction: (0)
Genetic and Biotech Advancement Laboratory: (3) Flabort, NUKE9.13, TricMagic
GBAL Alternative: (1) Happerry
Title: Re: Interplanetary Arms Race: Side Two
Post by: Wozzy on July 05, 2019, 12:54:51 am
Quote from: Lore & Design
Team Name
Social Democracy of Eidolons (1): SC777
Planetary Technate(5): Flabort, DoubloonSeven, NUKE9.13, Happerry, Wozzy
Celestial Democracy of the People's Republic (1): TricMagic
Mereth Planetary Settlement Force: (1)  m1895

Type of Government
Technocratic Meritocracy (6): DoubloonSeven, SC777, m1895, NUKE9.13, Happerry, Wozzy
Union's/People's Representative Democracy: (2) TricMagic, Flabort

Design Choice 1:
MIF//EU-100 "Longarm Reactor"(5): DoubloonSeven, TricMagic, SC777, Flabort, NUKE9.13
Metal Printing (1): TricMagic
Aggravated Evrasium Reactor (2): Chiefwaffles, Wozzy

Design Choice 2:
MIF//EU-100 (X):
Metal Printing (1): TricMagic
"Eyebite" - MCLC: (4) SC777, DoubloonSeven, Happerry, Chiefwaffles
Technorganic Construction: (0)
Genetic and Biotech Advancement Laboratory: (4) Flabort, NUKE9.13, TricMagic, Wozzy
GBAL Alternative: (1) Happerry
I would prefer the static GBAL, but I can settle on the modular one.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Jilladilla on July 05, 2019, 01:06:35 am
Mmm. Time to vote finally I think. (Also Happerry, note that when Chief added the Evrasium Reactor design he did not append your vote to it in spite of you voting for Evrasium. To be fair though, you were voting for Evrasium itself, he couldn't have known if you would support a reactor using the stuff as well. While annoying, you might wish to revisit the votebox.)

Quote from: Lore & Design
Team Name
Social Democracy of Eidolons (1): SC777
Planetary Technate (5): Flabort, DoubloonSeven, NUKE9.13, Happerry, Wozzy
Celestial Democracy of the People's Republic (1): TricMagic
Mereth Planetary Settlement Force: (1)  m1895

Type of Government
Technocratic Meritocracy (6): DoubloonSeven, SC777, m1895, NUKE9.13, Happerry, Wozzy
Union's/People's Representative Democracy: (2) TricMagic, Flabort

Design Choice 1:
MIF//EU-100 "Longarm Reactor"(5): DoubloonSeven, TricMagic, SC777, Flabort, NUKE9.13
Metal Printing (1): TricMagic
Aggravated Evrasium Reactor (3): Chiefwaffles, Wozzy, Jilladilla

Design Choice 2:
MIF//EU-100 (X):
Metal Printing (1): TricMagic
"Eyebite" - MCLC: (5) SC777, DoubloonSeven, Happerry, Chiefwaffles, Jilladilla
Technorganic Construction: (0)
Genetic and Biotech Advancement Laboratory: (4) Flabort, NUKE9.13, TricMagic, Wozzy
GBAL Alternative: (1) Happerry
Title: Re: Interplanetary Arms Race: Side Two
Post by: NUKE9.13 on July 05, 2019, 01:46:08 am
I did say I wanted the stationary GBAL, not the mobile one.
Also, would Evrasium be usable in weaponry?
Quote from: Lore & Design
Team Name
Social Democracy of Eidolons (1): SC777
Planetary Technate (5): Flabort, DoubloonSeven, NUKE9.13, Happerry, Wozzy
Celestial Democracy of the People's Republic (1): TricMagic
Mereth Planetary Settlement Force: (1)  m1895

Type of Government
Technocratic Meritocracy (6): DoubloonSeven, SC777, m1895, NUKE9.13, Happerry, Wozzy
Union's/People's Representative Democracy: (2) TricMagic, Flabort

Design Choice 1:
MIF//EU-100 "Longarm Reactor"(4): DoubloonSeven, TricMagic, SC777, Flabort
Metal Printing (1): TricMagic
Aggravated Evrasium Reactor (4): Chiefwaffles, Wozzy, Jilladilla, NUKE9.13

Design Choice 2:
MIF//EU-100 (X):
Metal Printing (1): TricMagic
"Eyebite" - MCLC: (5) SC777, DoubloonSeven, Happerry, Chiefwaffles, Jilladilla
Technorganic Construction: (0)
Genetic and Biotech Advancement Laboratory: (3) Flabort, TricMagic, Wozzy
GBAL Stationary Alternative: (2) Happerry, NUKE9.13
Title: Re: Interplanetary Arms Race: Side Two
Post by: Doubloon-Seven on July 05, 2019, 07:33:55 am
The Evrasium Reactor is supposed to use sound waves in a vacuum. That seems off.

....and fixed. Okay.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Chiefwaffles on July 05, 2019, 07:35:51 am
Yes, yes, I was literally just pinged for that. Already fixed it.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Shadowclaw777 on July 05, 2019, 07:44:54 am
Quote from: Lore & Design
Team Name
Social Democracy of Eidolons (1): SC777
Planetary Technate (5): Flabort, DoubloonSeven, NUKE9.13, Happerry, Wozzy
Celestial Democracy of the People's Republic (1): TricMagic
Mereth Planetary Settlement Force: (1)  m1895

Type of Government
Technocratic Meritocracy (6): DoubloonSeven, SC777, m1895, NUKE9.13, Happerry, Wozzy
Union's/People's Representative Democracy: (2) TricMagic, Flabort

Design Choice 1:
MIF//EU-100 "Longarm Reactor" (3): DoubloonSeven, TricMagic, Flabort
Metal Printing (1): TricMagic
Aggravated Evrasium Reactor (5): Chiefwaffles, Wozzy, Jilladilla, NUKE9.13, SC777

Design Choice 2:
MIF//EU-100 (X):
Metal Printing (1): TricMagic
"Eyebite" - MCLC: (5) SC777, DoubloonSeven, Happerry, Chiefwaffles, Jilladilla
Technorganic Construction: (0)
Genetic and Biotech Advancement Laboratory: (3) Flabort, TricMagic, Wozzy
GBAL Stationary Alternative: (2) Happerry, NUKE9.13

Hmm, yes it is interesting in the future application of this technology, especially since it can also be revised into an engine?
Title: Re: Interplanetary Arms Race: Side Two
Post by: TricMagic on July 05, 2019, 09:33:51 am
Something suddenly out of nowhere has messed up the votebox.

Most particularly, if the EU-100 is no longer guaranteed, that means it is also possible it can be voted on. I really do not like the Eyebite for our weapon, especially with this.. Time Crystal, I guess? Where did it even come from, and why does it not need a design?
Title: Re: Interplanetary Arms Race: Side Two
Post by: NUKE9.13 on July 05, 2019, 09:36:17 am
Time Crystal, I guess? Where did it even come from, and why does it not need a design?
I like the idea, and you can actually do something with it---you don't need a design to invent it, this isn't IWAR.
Reading comprehension, mate.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Madman198237 on July 05, 2019, 09:38:00 am
Most particularly, if the EU-100 is no longer guaranteed, that means it is also possible it can be voted on. I really do not like the Eyebite for our weapon, especially with this.. Time Crystal, I guess? Where did it even come from, and why does it not need a design?

Why did you disrupt the perfectly good formatting of the votebox?

The angry rock (Evrasium crystal) is because I'm letting each side "find" or "invent" materials (probably not too many) that just kinda bend physics a bit, so they can do something more interesting than copying each other with regular old hard sci-fi standards. It doesn't need a design because I said so, quite literally.
Title: Re: Interplanetary Arms Race: Side Two
Post by: TricMagic on July 05, 2019, 09:59:16 am
Well.. Can we do the bio-lab instead of the Eyebite?
Title: Re: Interplanetary Arms Race: Side Two
Post by: NUKE9.13 on July 05, 2019, 11:02:48 am
Well.. Can we do the bio-lab instead of the Eyebite?
So, Madman promises that the mobile bio-lab would have some (unclear) mechanical benefit. Nevertheless, I prefer the stationary variety. It will be easier, meaning the main point of the design- making biotech a viable option in the future- is more likely to succeed.

I would encourage people to vote for the stationary biolab, though of course I cannot force anyone to. Some people (eg Chiefwaffles) have indicated they'd rather not do biotech. But in the same vein as the Evrasium reactor, I feel like biotech would be a more interesting route to take... even at the expense of having to juggle actions a bit more.
Title: Re: Interplanetary Arms Race: Side Two
Post by: TricMagic on July 05, 2019, 02:53:23 pm
Quote from: Lore & Design
Team Name
Social Democracy of Eidolons (1): SC777
Planetary Technate (5): Flabort, DoubloonSeven, NUKE9.13, Happerry, Wozzy
Celestial Democracy of the People's Republic (1): TricMagic
Mereth Planetary Settlement Force: (1)  m1895

Type of Government
Technocratic Meritocracy (6): DoubloonSeven, SC777, m1895, NUKE9.13, Happerry, Wozzy
Union's/People's Representative Democracy: (2) TricMagic, Flabort

Design Choice 1:
MIF//EU-100 "Longarm Reactor" (3): DoubloonSeven, TricMagic, Flabort
Metal Printing (1): TricMagic
Aggravated Evrasium Reactor (5): Chiefwaffles, Wozzy, Jilladilla, NUKE9.13, SC777

Design Choice 2:
MIF//EU-100 (X):
Metal Printing (1): TricMagic
"Eyebite" - MCLC: (5) SC777, DoubloonSeven, Happerry, Chiefwaffles, Jilladilla
Technorganic Construction: (0)
Genetic and Biotech Advancement Laboratory: (3) Flabort, TricMagic, Wozzy
GBAL Stationary Alternative: (3) Happerry, NUKE9.13, TricMagic

I would like the mobile one, you know?
Title: Re: Interplanetary Arms Race: Side Two
Post by: Wozzy on July 05, 2019, 07:06:50 pm
Quote from: Lore & Design
Team Name
Social Democracy of Eidolons (1): SC777
Planetary Technate (5): Flabort, DoubloonSeven, NUKE9.13, Happerry, Wozzy
Celestial Democracy of the People's Republic (1): TricMagic
Mereth Planetary Settlement Force: (1)  m1895

Type of Government
Technocratic Meritocracy (6): DoubloonSeven, SC777, m1895, NUKE9.13, Happerry, Wozzy
Union's/People's Representative Democracy: (2) TricMagic, Flabort

Design Choice 1:
MIF//EU-100 "Longarm Reactor" (3): DoubloonSeven, TricMagic, Flabort
Metal Printing (1): TricMagic
Aggravated Evrasium Reactor (5): Chiefwaffles, Wozzy, Jilladilla, NUKE9.13, SC777

Design Choice 2:
MIF//EU-100 (X):
Metal Printing (1): TricMagic
"Eyebite" - MCLC: (5) SC777, DoubloonSeven, Happerry, Chiefwaffles, Jilladilla
Technorganic Construction: (0)
Genetic and Biotech Advancement Laboratory: (2) Flabort, TricMagic
GBAL Stationary Alternative: (4) Happerry, NUKE9.13, TricMagic, Wozzy
Tric, you are voting for four different designs...
Title: Re: Interplanetary Arms Race: Side Two
Post by: TricMagic on July 05, 2019, 07:19:38 pm
Quote from: Lore & Design
Team Name
Social Democracy of Eidolons (1): SC777
Planetary Technate (5): Flabort, DoubloonSeven, NUKE9.13, Happerry, Wozzy
Celestial Democracy of the People's Republic (1): TricMagic
Mereth Planetary Settlement Force: (1)  m1895

Type of Government
Technocratic Meritocracy (6): DoubloonSeven, SC777, m1895, NUKE9.13, Happerry, Wozzy
Union's/People's Representative Democracy: (2) TricMagic, Flabort

Design Choice 1:
MIF//EU-100 "Longarm Reactor" (3): DoubloonSeven, TricMagic, Flabort
Metal Printing (0):
Aggravated Evrasium Reactor (5): Chiefwaffles, Wozzy, Jilladilla, NUKE9.13, SC777

Design Choice 2:
MIF//EU-100 (X):
Metal Printing (0):
"Eyebite" - MCLC: (5) SC777, DoubloonSeven, Happerry, Chiefwaffles, Jilladilla
Technorganic Construction: (0)
Genetic and Biotech Advancement Laboratory: (1) Flabort,
GBAL Stationary Alternative: (4) Happerry, NUKE9.13, TricMagic, Wozzy
Tric, you are voting for four different designs...

Thought I had removed that earlier in the day...
Title: Re: Interplanetary Arms Race: Side Two
Post by: flabort on July 05, 2019, 07:43:49 pm

Quote from: Lore & Design
Team Name
Social Democracy of Eidolons (1): SC777
Planetary Technate (5): Flabort, DoubloonSeven, NUKE9.13, Happerry, Wozzy
Celestial Democracy of the People's Republic (1): TricMagic
Mereth Planetary Settlement Force: (1)  m1895

Type of Government
Technocratic Meritocracy (6): DoubloonSeven, SC777, m1895, NUKE9.13, Happerry, Wozzy
Union's/People's Representative Democracy: (2) TricMagic, Flabort

Design Choice 1:
MIF//EU-100 "Longarm Reactor" (2): DoubloonSeven, TricMagic
Metal Printing (0):
Aggravated Evrasium Reactor (6): Chiefwaffles, Wozzy, Jilladilla, NUKE9.13, SC777, Flabort

Design Choice 2:
MIF//EU-100 (X):
Metal Printing (0):
"Eyebite" - MCLC: (5) SC777, DoubloonSeven, Happerry, Chiefwaffles, Jilladilla
Technorganic Construction: (0)
Genetic and Biotech Advancement Laboratory: (0)
GBAL Stationary Alternative: (5) Happerry, NUKE9.13, TricMagic, Wozzy, Flabort
I want the lab, period, far more than the Eyebite, enough that I don't really care about the molecularity aspect compared to that choice.
I would still prefer the one that can be deployed on other worlds, but I am proud of the idea and want it a lot. We can make a weapon with a revision if the AER comes through, probably. Easy to put a chaotic spinning hunk of angry rock in a black box, launch it into the enemy, and let the box break. The tumbling motion should charge it up, and the sudden light exposure at the end should result in... well, not quite an explosion, but as torpedoes go, it would be crude but powerful.
Title: Re: Interplanetary Arms Race: Side Two
Post by: FallacyofUrist on July 05, 2019, 08:46:58 pm
Thing is, lasers are really cool.

Quote from: Lore & Design
Team Name
Social Democracy of Eidolons (1): SC777
Planetary Technate (5): Flabort, DoubloonSeven, NUKE9.13, Happerry, Wozzy
Celestial Democracy of the People's Republic (1): TricMagic
Mereth Planetary Settlement Force: (2)  m1895, FallacyofUrist

Type of Government
Technocratic Meritocracy (7): DoubloonSeven, SC777, m1895, NUKE9.13, Happerry, Wozzy, FallacyofUrist
Union's/People's Representative Democracy: (2) TricMagic, Flabort

Design Choice 1:
MIF//EU-100 "Longarm Reactor" (2): DoubloonSeven, TricMagic
Metal Printing (0):
Aggravated Evrasium Reactor (7): Chiefwaffles, Wozzy, Jilladilla, NUKE9.13, SC777, Flabort, FallacyofUrist

Design Choice 2:
MIF//EU-100 (X):
Metal Printing (0):
"Eyebite" - MCLC: (6) SC777, DoubloonSeven, Happerry, Chiefwaffles, Jilladilla, FallacyofUrist
Technorganic Construction: (0)
Genetic and Biotech Advancement Laboratory: (0)
GBAL Stationary Alternative: (5) Happerry, NUKE9.13, TricMagic, Wozzy, Flabort
Title: Re: Interplanetary Arms Race: Side Two
Post by: TricMagic on July 06, 2019, 11:22:11 am
Did someone take over your account Fallacy? And Lasers may be cool, but we can make some later. Infrastructure should be made early on.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Doubloon-Seven on July 06, 2019, 12:37:49 pm
The GBAL isn't infrastructure. It's a design to reduce the complexity of further designs in that field. I agree that infrastructure is a good idea, but I want to see how much things cost, generally speaking.

Also what do you mean about Fallacy?
Title: Re: Interplanetary Arms Race: Side Two
Post by: flabort on July 06, 2019, 12:48:17 pm
Also what do you mean about Fallacy?
You would think he would be crazy about genetic engineering, what with the catgirl obsession thing.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Madman198237 on July 07, 2019, 02:07:53 pm
Aggravated Evrasium Reactor
So Evrasium always has a higher energy state than the surrounding environment. But this is boring. For the purposes of this design, we'll be saying that it is an angry rock that hates light. And we will be using its punches to power our ships. But we can just have a smug feeling that we may have probably broken thermodynamics, constantly in the back of our minds.

Aa-nyy-waays. While it undoubtedly has much more complex, precise, elegant, etc., applications, for now we figured we can start by using it to power things. Simply, for now, since we kind of have a time constraint. Turns out that when held in a strictly-controlled atmosphere of inert gases with confounding variables removed, we can actually predict and even control where the punches releases of energy will happen.

The Aggravated Evrasium Reactor, or AER, makes use of this phenomenon. A single chunk of Evrasium crystal is suspended (by sound waves, turns out it cares not for sound) in the middle of a large spherical chamber with a controlled inert gas atmosphere. Rotating rings covered in high-powered lasers are placed on the inner edges of the chamber, along with a few sensors to evaluate the status of how angry the rock is current crystal aggravation. When a crystal is placed inside, the reactor has to be calibrated for its specifications to be able to provoke energy releases in a controlled matter.
Upon activation of the reactor, the laser rings begin spinning up to operation speed and precise laser pulses at precise spots in the crystal allow it to release punches energy in an adjacent sub-chamber, where several turbines convert the kinetic energy into electrical energy. Sure, turbines are crude and with something like Evrasium you may think there's a better way to gather energy, but let's keep it simple(, stupid) for now. Energy for the lasers is a concern, and they're powered by a separate battery that can be powered by the reactor itself, tertiary/emergency generators and, if you've got about 3-6 hours to spare, a hand-crank.   

We're not quite sure about "fuel" here. Crystals do have to occasionally be replaced, but that's just because of (initially) unexpected decrease in energy output. We're not actually sure if the crystals are "running out" of energy (there's a good chance they literally do not run out as long as they're intact), but that's not a huge concern for now. We'll just pencil Evrasium into our supply chains and think about it more later.

Quote
Angry Rock Reactor
Difficulty: Very Hard
Roll: 4+4-2 = 6 = Above Average

Evrasium is a naturally-occurring material on our planet. We're...not entirely sure what's up with it, actually. It exhibits a rather...violent response when exposed to sufficiently concentrated light. Like, a really, amazingly, catastrophically violent response. It punches things. We've suffered several critical injuries and about fifteen separate broken noses (some of them broken multiple times), but we've finally nailed down how it works and how to control it. Well, partially. Sort of. Anyway, in a tightly controlled environment when exposed to the right kind of laser light Evrasium creates a physical response outside itself. How it does this is a complete mystery.

Anyway, we suspend a specific kind of rock in the middle of an inert gas and then we point a laser beam in its metaphorical eyes, making it angry. The rock then punches back at the light and overshoots, probably because we're a bunch of horrible people pointing a laser pointer in its eyes so it can't see clearly, which results in the "punch" spinning a turbine mounted behind it, creating a substantial amount of electricity due to the raw force of each punch, which appears to be powered by some store of energy that we can't locate somewhere in the crystal matrix, as with each punch (and corresponding directly to the energy released in the punch) the matrix breaks down a little more, until the matrix is nearly completely destroyed and cannot produce any more punches, at which point the reactor requires the angry rock to be replaced with a new one.

We have managed to achieve energy density on par with nuclear fusion, but with no radiation or extreme heat or containment needs! Of course, it does use reaction mass at a semirandom rate due to the nature of vaporizing matter inside a crystalline matrix, but still, it's an awesome achievement!

This revolution would provide 2 SPP and 2 GPP as it replaces most normal sources of power, but it requires a lot of Evrasium to run, and Evrasium is fairly rare anyway, and so most of its ground-based production benefits are dedicated towards extracting enough Evrasium to power our requirements, leaving it to provide 2 SPP.

Cost: Not independently deployable, ship or ground vehicle costs dependent on size and power requirements.



“Eyebite” - MCLC - Modular Chemical Laser Cannon:
The Eyebite is a modularly designed cannon that can be placed upon a spaceship or really any mobile platform that can utilize a cannon, that starts with our first array into beam-based technology for our first deployed weapon. The cannon is a directed-energy weapon that deploys a deuterium-fluoride laser of the IF spectrum that due to speed of light and the weapon sensors connected to a ship’s fire control, should be able to continuously bombard a target from faraway that delivers its radiative damage. (especially in terms of space warfare engagements), melting the armor and more weaker substances as it continuously shoots a wavelength of heat against the material and overcooks it. The cannon comes with an inbuilt heavy-duty battery that allows it to continuous beam a target for a lengthened period of consecutively cooking/melting a desired target before overheating and than let the barrels of the chemical laser cannon re-cool and than start its shooting again. The cannon has an internal auto-loader that reloads the gas discharge tube of deuterium-fluoride and recharges itself for another blast of chemical laser power. The mobile location and efficient battery design eliminates most weight, size and power restrictions especially due to being a chemical laser, and is designed to be modular for the first combat ship that we deploy.

Quote
"Eyebite" MCLC
Difficulty: Normal
Roll: 1+1-0 = 2 = Utter Failure

The Eyebite Modular (Not really) Chemical (Hazard) Laser (define "laser") Cannon (sorry?) is a trainwreck of epic proportions. Some genius decided it'd be a great idea to exchange perfectly normal deuterium-fluoride laser generating compounds with exotic chemical compounds. Initial results WERE promising, though, so we kept at it. Then they decided "let's just use some fluorides, those do great jobs at reacting with things!", and proceeded to melt the lab, the five levels of storage below the lab, and the highway they tried to ship another batch of the stuff in on.

In short, the Eyebite is a set of drawings that look like a child's work of what a laser cannon SHOULD be and how it MIGHT work had we done anything right. However, we really didn't do anything right, so now everything is on fire, covered in fluorine metal, or both. We did learn what not to do, and theorize that the next attempt may be somewhat less....terrible.

Cost: Refer to civilian market prices for chlorine trifluoride spray bottles.


It is now the Turn -1 Revision Phase, you have two revisions.


Spoiler: Side Two Tech (click to show/hide)

Spoiler: Side Two Logistics (click to show/hide)
Title: Re: Interplanetary Arms Race: Side Two
Post by: TricMagic on July 07, 2019, 03:09:34 pm
Revision: Metal Printing
One thing that's been a bit lost for a while is metal printing. It's pretty simple to switch some of our stuff to print with metal rather than plastic. So we can now print metal things. This also has the advantage of actually printing a Metal Gun, rather than the current plastic model. Printing ammo for it is also doable.

AER Shockwave Grenade
Made using a bit of Evrasium, and aggravated with the most powerful light we can produce. Most specifically, a Chemical reaction from that laser we were supposed to produce. Add a Timer for activation, a button to start the countdown, and we have a very powerful Shockwave Grenade that will kill just about anyone in it's range. Doesn't work in Space, but the force will create plenty of shrapnel to tear into targets, in or out of atmosphere. It's fairly cheap too, only requiring a bit of Evrasium, the chemical, and the metal casing & timer. AER in this case stands for Aggravated Evrasium Reaction.

Quote from: Votebox
Revision 1
Metal Printing(1): TricMagic

Revision 2
AER Shockwave Grenade (1) TricMagic
Title: Re: Interplanetary Arms Race: Side Two
Post by: flabort on July 07, 2019, 03:24:29 pm
Revision: ITC Mark 2 - Kinetic Storage Engine (KSE)
Rather than working around a faulty power source, and a malfunctioning chemical engine, we feel the need for a more reliable ship, for troop transport and resource hauling, as well as a basic platform for weaponry, is required. Replacing the presumably chemical powered generator with a Evrasium Reactor is simple enough, but how do we replace the chemical engine? Well, that's simple. We harness the punchy power of Evrasium for thrust as well, using a heavy system of hydraulic springs and dampeners to translate a big punch from a hunk of Evrasium into a store of kinetic energy released more slowly to push the ship "gently" as the springs slide back into the extended position. Even in vacuum, the equal-and-opposite reaction of the springs sliding one way will cause the ship the slide the other way, and the punches outwards will slam the springs back in while providing an opposite force to prevent the ship from sliding backwards by retracting the springs. There will need to be a dense material within the mass being acted upon by the Evrasium to give it the power to move the ship, but the ship will need to be similarly weighted to prevent the KSE from pretty much ignoring it and carrying it along for a bumpy ride. The additional mass requires the ship itself be larger on the whole, and while the KSE has more moving parts than a chemical engine, maintenance should be simpler as those parts are mostly just the same kind of hydraulic spring repeated over and over, rather than hundreds of discrete types of part.

Since the ship must be made larger to fit the engine, it makes sense to put some of that towards storage space, but much of it towards armor to make up the weight to balance out the engine, and a few hardpoints for weapons.

Spoiler: 3rd law in motion (click to show/hide)
Title: Re: Interplanetary Arms Race: Side Two
Post by: TricMagic on July 07, 2019, 04:05:15 pm
Directed Angry Energy Mutilation Of Nations, or DAEMON

The DAEMON is simple. It's a Giant Cannon mounted inside the front of a spaceship. Normally, it's covered with plates so it doesn't ruin a launch or entry profile. Once those plates open though, it's a hole straight to the back of the cannon.

We shine 1000 Laser pointers on the Angry Rock suspended by metal cables, and the energy produced is fired straight out of the gun, the emptiness of space being more free to it's kinetic energy than the barrel. As a result, it is focused straight ahead, and lo betide any ships in it's path. This does tend to completely destroy the angry rock and cables in the process, but it's easy enough to refill with another via an airlock hanger in the back of the cannon barrel.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Chiefwaffles on July 07, 2019, 04:11:09 pm
Hi here's my lore thing.
It still follows the Technocratic Meritocracy. Just with a lot of surrounding fluff.

===1===
Kaden slams his back against the aluminum wall as his body falls to the ground. The sound of fighting -- of gunfire, how did they even get guns -- so overbearing that it almost made ignoring the bleeding wound in his chest an easy task.

NO CONNECTION[/color]
Damnit damnit damnit damnit damnit. Just barely managing the impulse to punch the dim console terminal, Kaden takes a step back. Banging on the door. They probably had weapons now. If contact couldn't be regained then this ship is done. Kaden knew he just needed to regain contact with the first Lander.
His eyes glanced over to the slouched-over corpse of the Captain. No actual authority anymore, apparently. Especially when they killed the goddamn Captain. No amount of emergency first aid gauze could have saved him. At least, that's what Kaden told himself repeatedly. But he needed to focus. The Captain's mistake was in admitting the loss of communications, and thus effectively ceding his authority. If Kaden could regain contact, if he could just find out what the hell is happening in the communications link, he could regain authority. Save his life and the lives of everyone on board the Lander.
A tiny screen on the wall next to the emergency airlock blocking his potential killers lit up. Of course, they're using the safety override. Damn designers couldn't factor in a blood-starved mutiny.

Endless numbers of commands are typed into the communications console. Same result, until--
RECEIVING EMERGENCY COMMUNIQUE DOWNLOADED. ORIGIN: LANDER ONE. SEVERE INTEGRITY FAULTS. AS FOLLOWS:
----
An^#@ out there? Pl#%[corrupted data]* Booster ()!%@& --gone, %@&!!&#only survivor.
----
TIMESTAMP SUGGESTS CRITICAL FIRMWARE ERRORS. REPLACE IMMEDIATELY BEFORE SEPARATING LANDER FROM TRAVELLER.

Kaden almost sighs in relief before realizing just how bad the situation is now. Sure, it became a lot clearer -- something broke the communications equipment. How? No idea. Why? Zero idea. Hell, something like this may very well be affecting every Lander.
But then there's the worse bit of information. Piecing together the annoyingly sparse bits of uncorrupted data, Lander One is gone. And with it, his authority.
Rumbling vibrates the entire ship as it starts to tumble through the atmosphere. The rumbling almost drains out the sounds of the banging against the emergency airlock. The Lander would hit ground soon.

Kaden hits and slouches against the wall and slowly falls to the floor as the retrograde thrusters fire.
He's past thinking about himself here. The entire ship--no, every lander sent to this planet, is doomed. Since the launch, it's all been doomed. Maybe he could buy time to let himself find a way out the ship once it impacts. Probably not. No matter what he does, Kaden knows that he'd never see anyone in the other lands again. Especially not the brave and talented commanders sent on Lander One. Maybe they'd make a city or town around the lander, but that's all it ever would be. Nothing more.

Impact.


===2===
What we know of the Founders is sparse, at best.
We do know them for their legacy. For their achievement. The Network. What brought us all together again, and what powers the planet.

While we all call them the "Founders" and it's likely that's what you call them as well, their actual name is unknown. To this day, we haven't found that out. Despite interviewing anyone we can and looking at every piece of remnant data left behind, we don't know. Maybe they never had a name. But for us, it's fitting we call them by their achievement, and they were the ones that created the single most important piece of infrastructure and technology.
Hence, the Founders.

What? No, the Founders didn't engineer the chaos during the landings. The creation of the Network and likely the creation of the Founders as a group started years after all that. Chances are, the chaos and isolation was just --yes, yes: a fluke. A coincidence. Not something we could have predicted, and not something we could have prevented. The designers of the Traveller definitely wouldn't have sabotaged it, or designed it poorly. It just... happened.

 
Regardless, the work of the Founders is remarkable and Government researchers are still amazed at what they discover about the Network every day. It was built perfectly. Based on how it's made, we can predict that it was originally intended to just connect the cities. We believe that the Founders had cells in every city formed from the isolated landers. These cells were completely separate and independent at first, and just naturally came into being in the omnipresent chaos and lack of order in every city; but somehow they found each other before anyone else from their cities did, and formed into a single group. From there, they started creating the Network. Perhaps to coordinate amongst themselves. Perhaps to garner power. But whatever the reason, they did it.

The Network as it was originally created is not the Network you've heard of today. Its strong base and foundation and core protocols and technical aspects are still identical, yes, but once the Founders dissolved -- we'll get to why we think they did another day -- and eventually others stumbled across it, it was built upon.
Our actual communications networks and the internet do not use the Network. But they're built on top of it, using it as the base for practically everything. While this has allowed for stunning growth of technology and communications, it means the Network has access to practically every computer or piece of electronics there is, and access to what that thing does. The Network is omnipresent. You should stay away from it, but you need to know to respect it and what it's done for all of us.



===3===
Morgan rubbed her temple with her hand.

Already a great number of years from the chaos of the landings, yet she felt as if she had done nothing in that time. But with this discovery, maybe there could be something done. If her informant was right (and they usually were), then somehow there was a network connecting the area to another Lander-city. Maybe even to more cities than just one other one.
Morgan had an opportunity presented, and needed to take it.

Unfortunately, this opportunity came with its caveats. Compromise. Something Morgan had avoided until now, but needed to finally confront. The city had a dozen different groups claiming to be the official government, including hers. She would have to get some of them agree to help her gain enough influence to properly investigate and exploit this Network to use it. Then they'd have to work with whoever was in charge (if anyone was in charge) in the other city. And so on.
But it'd be worth it. The city has never known order or law. Just constant anarchy. She could protect some, but there were too many under the control of despotic groups and gangs. She needed to expand her power and influence to help them. She looked out the window of her room. While quite stubby, it still dwarfed the other buildings of the city in height. Nothing like a symbol of power (regardless of one's actual power) to get the others under control.
But she needed to work now. Her terminal screen tempted her attention with its orange glow. She could access so much through just text commands and output if she got access to this Network.

...

"So you're actually telling me that it can't be shut down?"
"Er--yes. Yes. It's... it's too ingrained already. Our comms needs it. Citizens need it. Everything needs it now."
"Tremendous. And we can't restrict its usage?"
"Nooo... nope. You see, it's j-just that it's already there. And built up--on top of. You can tell people not to use it?"
Morgan didn't respond. Not verbally, at least. Her body language strongly requested that the consultant should go somewhere... not here. And the consultant dutifully listened and shuffled off somewhere. Probably to his office. Doesn't matter.

Her place of work was much more extravagant now. Relatively, at least. Still dwarfing every other building in the city, but overlooking a more developed city and much taller itself. Her office had an official title appended to it now. Director. Director Morgan. She figured a proper title would help set the precedent and maybe lean things her way in the ongoing constitution creation taking forever. It didn't help that the opposition used the Network just as gleefully as Morgan used it to create the Government. It wasn't as useful to her anymore, but unfortunately, as she just officially discovered, it would not be going anyway anytime soon.
Policing usage wouldn't work. Not many people have the know-how to gain access and actually use it, but they'd raise up a storm anyway. Likely ruining the delicate balance she achieved.

It was frustrating. Tremendous amounts of work, yet still the people considered her Government to be more of a suggestion than an actual essential part of society. Elections only did so much. The coming years will be tough, she knew. But she also knew that she's already made a difference. Her Government may in fact always take second priority to those who can use the Network, but at least it can keep a single nation across the planet and unify people. Even if whoever was the top dog of the minute over the Network would have more influence than the Government.
She sighed. A long road lied ahead, likely with no reward, but she was determined.



=======

Basically, there's a government controlling the planet but it doesn't have extensive/good control over its citizenry. Instead, most of the power and influence is limited to those who can use the underlying network of the planet, suitably named the Network, while not being killed/eliminated/ran out by others. Influence via this Network is short-lived, but very useful. It's not like one person has "control" at any given time. It's a flowing non-static entity. People know about this and its power over the government, and are generally fine with it. Most can't do anything with it/don't bother. The elected government covers more mundane stuff (uuussually) and, along with vigilantes, acts as a moderating force over most people that try to use the Network for especially extreme/objectionable purposes.
Title: Re: Interplanetary Arms Race: Side Two
Post by: flabort on July 07, 2019, 04:22:01 pm
Well, there's no point in me writing any lore after that. That's pretty much what I was thinking based on the government type. Those with the skills to use (and abuse) technology are the ones making the decisions based on their ability to make those decisions.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Madman198237 on July 07, 2019, 08:11:15 pm
So reference: Flabort, that drive makes no sense---Evrasium pushes something OUTSIDE itself.

I guess that Evrasium could be used to push the ship since it doesn't actually care about Newton's 3rd law, and thus could provide a reactionless drive. In my formerly-hardish-sci-fi game....Ah well, not going back on that now. Besides, it's at least cool.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Doubloon-Seven on July 07, 2019, 09:04:59 pm
Since Madman is allowing reactionless drives, apparently.

Quote from: RKI-1 "Thunder From Down Under"
Why send the sons and daughters of our planet off to fight? Why, when we can use the magical, newly discovered properties of Evrasium™ to instantly annihilate the enemy?

The RKI-1 (Standing for Relativistic Kill Impactor) is a computer-guided missile that uses an agitated Evrasium crystal to push itself forwards. Upon firing, it accelerates over an extended period of time, until it reaches a speed that is a significant fraction of c. Roughly the size of a large telephone pole, it is made of titanium and is launched from a satellite with a spinal railgun.

Before firing, it is pre-cooled with liquid nitrogen and is painted black to prevent enemy missile defense systems from detecting it. If we launch enough of them, we should be able to utterly destroy the enemy with absolutely no cost to ourselves, all thanks to our special little physics-breaking rock!

jabbers in salt and fury
Title: Re: Interplanetary Arms Race: Side Two
Post by: Shadowclaw777 on July 08, 2019, 08:20:07 am
Quote
“Civet” - Bullpup Service Rifle - BSR1:
The Civet is what you would expect when make sure that you are deploying your soldiers with weapons that can actually defend your assets and downsize “infrastructure” of our enemies. A polymer selective fire detachable magazine-fed rifle that utilizes a intermediary cartridge of somewhere between 5.56mm, that is also a bullpup in designed so can retain a heavier barrel for added muzzle velocity and accuracy of the projectiles while allowing us to reduce the overall weight and increasing compactness. The Civet is deployed through fabrication plants for assembly instead of the 3D printing thus would take mechanical effort, in terms of our ground production, but allowing our soldiers to maintain old valor of a service rifle in hand and having a actual effective weapon for our personnel against opposing enemy troops. All painted in a midnight blue sheem on the metal to represent the technate.

Quote from: The Illusion of Voteboxes
Revision Choice 1:
Metal Printing: (1) TricMagic
Kinetic Storage Engine
RKI-1 Thunder From Down Under
Civet - BSR1: (1) SC777

Revision Choice 2:
AER Grenade: (1) TricMagic
Kinetic Storage Engine
RKI-1 Thunder From Down Under: (1) SC777
Civet - BSR:

I don't know whether to go for the Kinetic Storage Engine or RKI-1, but they achieve the same purposes in intent of creation (?), so their should be minimal difference there. A improvement to engines for the first warship and improve personnel weapons would be greatly appreciated, and maybe we can spend a revision on improving our suits to be more... flexible and armored in terms of combat.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Madman198237 on July 08, 2019, 09:31:33 am
I'll note here as I did in Discord that the kinetic thing Doubloon posted was out of salt and not out of reason---it's not really a valid design. It can't achieve a meaningful fraction of c, it won't be nearly impossible to detect, and it's going to get shot down by the planetary defenses anyway, because they're optimized for taking out projectiles built like that or something.


In short, relativistic bombardment of your opponent's planet is just not possible.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Doubloon-Seven on July 08, 2019, 09:45:27 am
Yeah, it's effectively just the distillation of my disgust at the notion of a reactionless drive in a hard sci-fi setting. It seems pretty clear now that it'd be better for me to just not treat it as one.

Some serious ideas:

Quote from: Combat EVA Suit
Civilian EVA suits are quite obviously not suited to combat. The least we can do is to try and make them better, or at least give the wearer some time to try and evacuate or patch themselves up.

The proportion of aramid fabric to other materials in the suits has been increased, allowing the suit to take at least a few shots from a Printed Pistol. The life support backpack's casing is slightly thicker metal, and added pockets on the suit's chest area allow for the placement of protective ceramic plates. The polycarbonate visor is slightly thicker as well.

We have also included a basic patch kit, consisting of a tube of quick-dry resin and a few latex patches.

Quote from: Printed Carbine
The only decent part about having your gun printed out of plastic is that changes to the base design are as easy as a few hours on a CAD program. The receiver has been strengthened to prevent the gun from exploding every second shot, and a stock has been added to aid in aiming and control of the weapon.

Speaking of aim, the sights are now a separately manufactured component, made from machined steel. From that point, they can be installed and aligned as needed. Without having to rely on the 3D printing process for such a delicate component, aim is sure to improve.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Madman198237 on July 08, 2019, 09:55:05 am
Yeah, it's effectively just the distillation of my disgust at the notion of a reactionless drive in a hard sci-fi setting. It seems pretty clear now that it'd be better for me to just not treat it as one.

Probably. Consider you reaction mass to be the spent Evrasium you'll be tossing out of an airlock or something like that.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Chiefwaffles on July 08, 2019, 04:26:59 pm
Revision: AER-KSD (Aggravated Evrasium Reactor - Kinetic Storage Drive) (Works off the same principle that Flabort uses in his ITC revision, so thanks)

A ship propelled by springs may not sound fun, but boy is it fun to make reality cry. Or at least imagine reality crying. That's what's keeping us going here.

So, we have the Reactor, referred to as the AER. Right now it generates power by spinning a turbine with its metaphorical punches. We figure that we can same time, money/resources, and effort by using this same reactor to generate thrust in our ships.
The Kinetic Storage Drive is basically an add-on Module for the AER. It's... not that fancy. A bank of springs meant to store as much kinetic energy as possible. In addition to creating the term "military-grade springs", the Kinetic Storage Drive will be placed adjacent to the turbine module for an Evrasium reactor and will be able to have the punches directed at it rather than the turbine. Kinetic energy from the aggravated Evrasium is dumped into the springs which then naturally extend back, moving the ship by Newton's third law. We should hopefully be able to get the reactor to switch as needed between power and thrust by changing very precisely how the lasers are applied (as it was already a science there to get it to punch in a given location with the current setup, so it shouldn't be too much of a push to get it to output in one of two places); if we can't, we can move the turbine/KSD themselves to gather the energy of the remaining-static-in-position punch, or we can just have a reactor setup for a turbine and another new one for just the thrust.

So in other words, put a box of some non-crappy springs next to a reactor and let the angry rock inside punch the springs instead of the turbine every now and again. Springs store kinetic energy and as they extend themselves releasing it they move the ship via Newton's 3rd Law.


Revision: "Beacon" Evrasium-Burst Explosive
Put a small rock (evrasium) in a box, and put a nice flashlight in that box. Turn on the flashlight to make the rock really angry, blowing up the box and everything around it.

Or in other words, an Evrasium-Burst Explosive is a (very scalable) assembly. Just take an Evrasium crystal and put it in some casing with a really strong capacitor-powered laser. Activate it and the capacitor will instantly dump its energy into the laser aggravating the Evrasium and causing a large explosion. We don't plan to spend much time on the laser -- it's single use itself and we only have to worry about packing just enough power to start a chain-reaction inside the Evrasium. Unlike the Reactor we don't have to consistently aggravate the Evrasium and unlike the Reactor we don't have to not blow itself and everything around it into smithereens.

For now, this will be issued to infantry as a grenade with a pin and timer. Extremely tiny evrasium crystal + moderately powerful laser with enough power to shine for far less than a second, connected to a pin. Unpin it and throw it at your enemies and it should produce a nice explosion. It won't be a catastrophic explosion as we like our soldiers living, our soldiers not blowing up our own stuff by collateral damage, and not spending unnecessary amounts of evrasium for our soldiers to blow themselves and others up. Just enough to be a powerful grenade.



So we will get a Research Credit if we design a combat-capable spaceship by the end of turn 1. For best results we need a good reactor (done), a good engine, and a good weapon. And some other stuff but said other stuff should be able to be done in the same design.
Neither of these posted revisions are meant to fully solve either engine nor weapon issues, but rather get us closer to fixing them fully while improving our tech. Developing explosives tech means all we need to do is give them a rocket and some guidance for a missile. The Kinetic Storage Drive should either be a competent engine, or if not it can make making an engine much easier, whether in a revision or design.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Madman198237 on July 08, 2019, 08:25:20 pm
You, uh, don't really have enough laser experience to just shove a powerful laser in a box in a revision. Industrial-grade lasers (like what you're presently using to generate power using angry rocks) generally aren't going to produce the sort of result you're looking for out of Evrasium. I'm also assuming you want just a few shards of Evrasium, because set up like this you don't know where each "punch" is going to be aimed, so you need multiple angry rocks to punch things in multiple directions.


I will tell you, however, that you can totally get one massively powerful explosive, or a set of different grades of explosive in different forms, using a design like this. One-shot lasers are definitely easier than something that must actually survive the lasing process, also.
Title: Re: Interplanetary Arms Race: Side Two
Post by: TricMagic on July 08, 2019, 09:14:12 pm
I point out the viable grenade that should be cheap and effective.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Madman198237 on July 08, 2019, 09:47:27 pm
The AER Shockwave grenade isn't really viable either, for the same reason. It's also basically the same thing, except less well-written. The Shockwave grenade also misunderstands how Evrasium releases kinetic energy---it's a single directional "punch", not a symmetrical burst.
Title: Re: Interplanetary Arms Race: Side Two
Post by: flabort on July 09, 2019, 02:19:33 pm
I'd just like to point out this video here, which was the inspiration for my (and now ChiefWaffle's simplified/superior) design:

Kerbal Space Program - 'Orion' Nuclear Pulse Rocket (https://www.youtube.com/watch?v=vwrLR2kv5KA)

The pusher plate takes the kinetic energy of the NUCLEAR EXPLOSION behind it, and springs store that energy up. The springs then decompress, launching the ship forward into space, taking advantage of Newton's Second and Third Laws. The momentum of the pusher plate is preserved by pushing it into the spaceship, while the differing masses (force=mass*acceleration, the 2nd law) of the two objects yields less acceleration on the spaceship due to it's higher mass, BUT the acceleration is applied over a longer time through the springs rather than all at once from the bomb.

AER-KSD would use the same principle, but instead of exploding bombs outside the ship, the pusher plate is able to be inside the ship, launched into it by Evrasium. This means no exhaust ports needed, and no earthshattering kaboom and years of toxic fallout.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Madman198237 on July 09, 2019, 07:59:41 pm
OK, yes, that makes sense. Though admittedly you probably won't need the pusher plate/spring setup unless you're using a lot of Evrasium or outright destroying a moderately-sized chunk of Evrasium with a laser. Evrasium is just not as powerful as a nuke, sorry :P
Title: Re: Interplanetary Arms Race: Side Two
Post by: Doubloon-Seven on July 09, 2019, 11:43:01 pm
Quote from: The Illusion of Voteboxes
Revision Choice 1:
Metal Printing: (1) TricMagic
AER Grenade:
Kinetic Storage Engine
RKI-1 Thunder From Down Under
Civet - BSR1: (1) SC777
Combat EVA Suit:
Printed Carbine:
AER-KSD: (1) DoubloonSeven

Revision Choice 2:
Metal Printing:
AER Grenade: (1) TricMagic
Kinetic Storage Engine
RKI-1 Thunder From Down Under: (1) SC777
Civet - BSR:
Combat EVA Suit:
Printed Carbine: (1) DoubloonSeven
AER-KSD:
Get voting, scrubs design team guys.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Wozzy on July 10, 2019, 06:54:25 am
Quote from: The Illusion of Voteboxes
Lore:
Chiefwaffle's (http://www.bay12forums.com/smf/index.php?topic=174214.msg7992920#msg7992920): (1) Wozzy

Revision Choice 1:
Metal Printing: (1) TricMagic
AER Grenade:
Kinetic Storage Engine
RKI-1 Thunder From Down Under
Civet - BSR1: (1) SC777
Combat EVA Suit:
Printed Carbine:
AER-KSD: (2) DoubloonSeven, Wozzy

Revision Choice 2:
Metal Printing:
AER Grenade: (1) TricMagic
Kinetic Storage Engine
RKI-1 Thunder From Down Under: (1) SC777
Civet - BSR:
Combat EVA Suit: (1) Wozzy
Printed Carbine: (1) DoubloonSeven
AER-KSD:
Title: Re: Interplanetary Arms Race: Side Two
Post by: NUKE9.13 on July 10, 2019, 09:12:10 am
Okay, so, I don't think we're going to get a good engine out of this, but I guess we can get some experience, at least.


Quote from: The Illusion of Voteboxes
Lore:
Chiefwaffle's (http://www.bay12forums.com/smf/index.php?topic=174214.msg7992920#msg7992920): (1) Wozzy

Revision Choice 1:
Metal Printing: (1) TricMagic
AER Grenade:
Kinetic Storage Engine
RKI-1 Thunder From Down Under
Civet - BSR1: (1) SC777
Combat EVA Suit:
Printed Carbine:
AER-KSD: (3) DoubloonSeven, Wozzy, NUKE9.13

Revision Choice 2:
Metal Printing:
AER Grenade: (1) TricMagic
Kinetic Storage Engine
RKI-1 Thunder From Down Under: (1) SC777
Civet - BSR:
Combat EVA Suit: (1) Wozzy
Printed Carbine: (2) DoubloonSeven, NUKE9.13
AER-KSD:

PS: the votebox format here is kinda problematic. I mean, what if I wanted to vote for the EVA Suit and the Carbine? It really makes more sense to merge the two and take the two top voted items.
That said, I'm not going to mess with it now. But for the next phase, I'd suggest a regular votebox.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Shadowclaw777 on July 10, 2019, 09:46:16 am
Quote from: The Illusion of Voteboxes
Lore:
Chiefwaffle's (http://www.bay12forums.com/smf/index.php?topic=174214.msg7992920#msg7992920): (1) Wozzy

Revision Choice 1:
Metal Printing: (1) TricMagic
AER Grenade:
Kinetic Storage Engine:
Civet - BSR1:
Combat EVA Suit:
Printed Carbine:
AER-KSD: (4) DoubloonSeven, Wozzy, NUKE9.13, SC777

Revision Choice 2:
Metal Printing:
AER Grenade: (1) TricMagic
Kinetic Storage Engine
Civet - BSR:
Combat EVA Suit: (2) Wozzy, SC777
Printed Carbine: (2) DoubloonSeven, NUKE9.13
AER-KSD:

The entire purpose of the system is so that you don’t have a third vote somewhere, and allows you differentiate votes better, e.g Design A and B have four votes, and design C has five votes on one VoteBox, and so you can’t tell whether Design A or B is the one to be done, this system could separate that Choice 1 has the 4-vote and 5-vote so one design is chosen and Choice 2 has a leading 4-Vote. But yes fine, the system doesn’t really finagle well with ties that well that better compared to a regular one, so a normal one is probably preferred.

Also at this point why not just go in and spending that design on the standard infantry weapon and give it special features and whatnot, while we are improving our starting designs to be more... acceptable.
Title: Re: Interplanetary Arms Race: Side Two
Post by: TricMagic on July 10, 2019, 10:15:08 am
Quote from: The Illusion of Voteboxes
Lore:
Chiefwaffle's (http://www.bay12forums.com/smf/index.php?topic=174214.msg7992920#msg7992920): (1) Wozzy, TricMagic

Revision Choice 1:
Metal Printing: (0)
AER Grenade:
Kinetic Storage Engine:
Civet - BSR1:
Combat EVA Suit:
Printed Carbine:
AER-KSD: (4) DoubloonSeven, Wozzy, NUKE9.13, SC777

Revision Choice 2:
Metal Printing:
AER Grenade: (1) TricMagic
Kinetic Storage Engine
Civet - BSR:
Combat EVA Suit: (3) Wozzy, SC777, TricMagic
Printed Carbine: (2) DoubloonSeven, NUKE9.13
AER-KSD:

I need to write-up the engine, don't I...
Title: Re: Interplanetary Arms Race: Side Two
Post by: flabort on July 10, 2019, 02:29:25 pm
Quote from: The Illusion of Voteboxes
Lore:
Chiefwaffle's (http://www.bay12forums.com/smf/index.php?topic=174214.msg7992920#msg7992920): (3) Wozzy, TricMagic, Flabort

Revision Choice 1:
Metal Printing: (0)
AER Grenade:
Kinetic Storage Engine:
Civet - BSR1:
Combat EVA Suit:
Printed Carbine:
AER-KSD: (5) DoubloonSeven, Wozzy, NUKE9.13, SC777, Flabort

Revision Choice 2:
Metal Printing:
AER Grenade: (1) TricMagic
Kinetic Storage Engine
Civet - BSR:
Combat EVA Suit: (4) Wozzy, SC777, TricMagic, Flabort
Printed Carbine: (2) DoubloonSeven, NUKE9.13
AER-KSD:
Title: Re: Interplanetary Arms Race: Side Two
Post by: Happerry on July 10, 2019, 03:36:52 pm
Quote from: The Illusion of Voteboxes
Lore:
Chiefwaffle's (http://www.bay12forums.com/smf/index.php?topic=174214.msg7992920#msg7992920): (3) Wozzy, TricMagic, Flabort

Revision Choice 1:
Metal Printing: (0)
AER Grenade:
Kinetic Storage Engine:
Civet - BSR1:
Combat EVA Suit:
Printed Carbine:
AER-KSD: (6) DoubloonSeven, Wozzy, NUKE9.13, SC777, Flabort, Happerry

Revision Choice 2:
Metal Printing:
AER Grenade: (1) TricMagic
Kinetic Storage Engine
Civet - BSR:
Combat EVA Suit: (5) Wozzy, SC777, TricMagic, Flabort, Happerry
Printed Carbine: (2) DoubloonSeven, NUKE9.13
AER-KSD:
Title: Re: Interplanetary Arms Race: Side Two
Post by: Madman198237 on July 11, 2019, 09:05:55 am
Revision: AER-KSD (Aggravated Evrasium Reactor - Kinetic Storage Drive) (Works off the same principle that Flabort uses in his ITC revision, so thanks)

A ship propelled by springs may not sound fun, but boy is it fun to make reality cry. Or at least imagine reality crying. That's what's keeping us going here.

So, we have the Reactor, referred to as the AER. Right now it generates power by spinning a turbine with its metaphorical punches. We figure that we can same time, money/resources, and effort by using this same reactor to generate thrust in our ships.
The Kinetic Storage Drive is basically an add-on Module for the AER. It's... not that fancy. A bank of springs meant to store as much kinetic energy as possible. In addition to creating the term "military-grade springs", the Kinetic Storage Drive will be placed adjacent to the turbine module for an Evrasium reactor and will be able to have the punches directed at it rather than the turbine. Kinetic energy from the aggravated Evrasium is dumped into the springs which then naturally extend back, moving the ship by Newton's third law. We should hopefully be able to get the reactor to switch as needed between power and thrust by changing very precisely how the lasers are applied (as it was already a science there to get it to punch in a given location with the current setup, so it shouldn't be too much of a push to get it to output in one of two places); if we can't, we can move the turbine/KSD themselves to gather the energy of the remaining-static-in-position punch, or we can just have a reactor setup for a turbine and another new one for just the thrust.

So in other words, put a box of some non-crappy springs next to a reactor and let the angry rock inside punch the springs instead of the turbine every now and again. Springs store kinetic energy and as they extend themselves releasing it they move the ship via Newton's 3rd Law.

Quote
AER-Kinetic Storage Drive (AER-KSD)
Difficulty: Normal
Roll: 1+2-0 = 3 = Buggy Mess

Well, we made it. To the end of the testing cycle, that is. And boy, has it been so amazingly unfun. Half the interns quit, right after the other half were killed by angry rock induced brain punches. But we have an AER-KSD, and it looks just like you'd expect!

An addon to the AER power system, the KSD is composed, ideally, of a set of plates capable of being "punched" by the ship to propel the ship in any direction, including turning if the reactor providing power is offset from the centerline. However, we've had some...issues.

Turns out, the original batch of interns decided to use some super-stiff springs in their design, and then overcorrected by oversizing the reactor and overcharging the Evrasium. The overcorrections resulted in a loss of control of where the punches were happening, reactors were breached, interns were punched, and we generally do not advise using the AER-KSD at all, though technically it will sometimes do what you want it to.


Civilian EVA suits are quite obviously not suited to combat. The least we can do is to try and make them better, or at least give the wearer some time to try and evacuate or patch themselves up.

The proportion of aramid fabric to other materials in the suits has been increased, allowing the suit to take at least a few shots from a Printed Pistol. The life support backpack's casing is slightly thicker metal, and added pockets on the suit's chest area allow for the placement of protective ceramic plates. The polycarbonate visor is slightly thicker as well.

We have also included a basic patch kit, consisting of a tube of quick-dry resin and a few latex patches.

Quote
Combat EVA Suit
Difficulty: Easy
Roll: 2+4+1 = 7 = Superior Craftsmanship

This project, luckily, went substantially easier for our interns. The insertion of ceramics, more ballistics fabric, and reinforced backpack went well. The improved patching kit likewise wasn't a problem. Adding ballistics material to the visor took less than a day. For most of the project, the interns instead worked on innovative ways to reduce the weight of the suit so that it was still useable on planetary surfaces. Weight may not be a problem in space, but this suit is also meant to equip those working on the ground.

Lightweight ballistics fiber, highly effective and thin ceramic plates, a somewhat closer to formfitting suit, and a slightly smaller backpack with the same EVA time allowance all pushed the suit to be as light as possible in the time given---we believe the new Combat EVA Suit to be even more wearable than the regular EVA suit, though not by much, while being far better protected and more durable.

The suit's many alterations due leave it with a small cost of 1 GPP to equip soldiers with it.


It is now the Turn 0 Design Phase. You have two designs.


Spoiler: Side Two Tech (click to show/hide)

Spoiler: Side Two Logistics (click to show/hide)
Title: Re: Interplanetary Arms Race: Side Two
Post by: Wozzy on July 12, 2019, 10:00:59 am
Prototype Evrasium Precision Rifle
After careful testing (and more broken noses), we have found out that by bending the light using a lense, we could focus the kinetic output of the Evrasium crystals onto a precise target, particularly one of a bullet nature.
The PEPR is the first attempt at weaponizing Evrasium. On the outside, it is a bulky, bullpup style rifle, with an incredibly short barrel. Inside, it is an intricate, yet mechanically simple, device that holds a much smaller version of the Evrasium crystal we use in our reactors. Upon pulling the trigger, an array of lasers around the center of the gun fire at a lense, and the electromagnetic radiation is focused to a precise point on the crystal, triggering a kinetic reaction that fires the bullet in the chamber. As there is no need for gunpowder, we fire the whole bullet, that's 65% more bullet per bullet there is no need for casings or concerns of jams. There is also no concern for buildup, like those ancient guns, making the PEPR much more reliable. Additionally, the precise nature of the crystal's 'kick' is much better at forcing the bullet to travel exactly where we want it, meaning the length of the barrel (a source of high heat generation) is only long enough to hold the round in place before firing.
A secondary laser fires at the exact right time, causing the crystal to fire at a turbine in the stock causing three seperate actions. First, the turbine reduces the kick from the gun, improving stability. Second, the turbine generate enough power to recharge the batteries powering the lasers. Finally, it rechambers the next round, allowing it to function in automatic and semi-automatic, even in 0g.
The PEPR of course does not come without drawbacks. The Evrasium crystals have to be cut down to a precise shape in our factories, and don't last forever. Thankfully, a hatch has been built into the side of the gun that allows the crystal to easily be extracted and replaced with a fresh one that fits perfectly into place. The operator needs to take care to not overexert the crystal's durability, as increased damage to the Evrasium matrix reduces accuracy and leads to a messy cleanup inside the system.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Doubloon-Seven on July 12, 2019, 12:22:10 pm
Quote from: Omni-Environmental Infantry Gyro-Rifle
The OEIGR (Pronounced "Ogre") is a weapons system intended for use in all environs, which mostly just means that you can shoot it in space without flying backwards due to reaction forces. This is thanks to the fact that the bullets are propelled by an integrated solid rocket, where the expanding gases are released from angled ports in the casing to gyro-stabilize it. Gas in the barrel is released from ports in the receiver, dispersed enough as to not harm the shooter.

The OEIGR draws its 10mm ammunition from a 18-round box magazine. Due to the fact that the bullets need time to speed up, the barrel is fairly long. Given that this property makes it a good marksman rifle, optical scopes are included. Operators can fire in semi-automatic, or 3-round bursts.
That's Easy, apparently, so...

Quote from: Squad-Integrated All-Environment Rocket Armaments
The SIAERA (Pronounced "Sierra") is a weapons system intended for use in all environs, which mostly just means that you can shoot it in space without flying backwards due to reaction forces. This works due to a two-stage propellant system in the cartridges. Firstly, you've got a standard smokeless propellant charge that imparts some initial kick, and then a secondary stage where the "Gyro" part kicks in. A rocket charge ignites, further accelerating the round while in flight.

Of course, that isn't all. One looking at a SIAERA round would find it to be unusually large, and this is because the round, is in fact, "smart", capable of performing course corrections by gimballing its rocket motor, and raising or lowering control surfaces on the bullet itself. With a wireless communication chip, the bullet can communicate with an infrared scanner mounted on the weapon itself, and change course to hit a target. This can range from increasing the effective range of a marksman's shot, to turning a mindless spray of bullets into a deadly volley.

The SIAERA feeds 20mm rounds (packed with guidance control and tipped with lead-well, not actually lead but you get the idea) from a 9-round box magazine. Operators can choose between semi-automatic, 3-round burst, and fully automatic.
Hm.
An idea, given that madman said that the PEPR is Ludicrous.

Edit:

More ideas!
Quote from: Oculus Hardpoint-Mountable Chemical Laser
Most of our notes on the Eyebite are now disintegrated to the molecular level, but we did manage to recall what some of the exotic chemicals we used were from a scientist who was out getting a snack on the evening the lab melted. With some trauma counselling, we've managed to draw up a design for a laser done properly.

The Oculus HMCL is mounted into a ball turret, capable of rotation in all directions and axes. Targeting is done by either ship sensors or an infrared sensor array mounted on a rotating boom beside the turret, which distinguishes ships by their radiating heat and exhaust. This data is run through a targeting computer, which aims the turret and tracks accordingly. Finally, images are delivered to a remote human operator, who can then give the order to fire. When this order is given, gas pipes supply the aforementioned exotic compounds to a reaction chamber, and as they begin to excite, a beam is created and focused through an array of mirrors and heat-tolerant lenses to temper it into a powerful, antiship red laser.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Shadowclaw777 on July 13, 2019, 10:47:21 am
Quote from: Votebox
Prototype Evrasium Precision Rifle:
OEIGR:
SIAERA: (1) SC777
Oculus Hardpoint-Mountable Chemical Laser: (1) SC777
Title: Re: Interplanetary Arms Race: Side Two
Post by: Happerry on July 13, 2019, 03:46:23 pm
Quote from: Votebox
Prototype Evrasium Precision Rifle:
OEIGR:
SIAERA: (1) SC777
Oculus Hardpoint-Mountable Chemical Laser: (2) SC777, Happerry
Title: Re: Interplanetary Arms Race: Side Two
Post by: Doubloon-Seven on July 13, 2019, 10:20:00 pm
Doubloon's Patented vOat Cereal! High in Sodium!
Quote from: Votebox
Prototype Evrasium Precision Rifle:
OEIGR:
SIAERA: (2) SC777, D7
Oculus Hardpoint-Mountable Chemical Laser: (3) SC777, Happerry, D7
Title: Re: Interplanetary Arms Race: Side Two
Post by: Jilladilla on July 13, 2019, 10:32:43 pm
Remember Happerry, we have 2 designs, so 2 votes. Unless you were just ambivalent towards the other things?

Quote from: Votebox
Prototype Evrasium Precision Rifle:
OEIGR:
SIAERA: (3) SC777, D7, Jilladilla
Oculus Hardpoint-Mountable Chemical Laser: (4) SC777, Happerry, D7, Jilladilla
Title: Re: Interplanetary Arms Race: Side Two
Post by: Happerry on July 13, 2019, 11:00:06 pm
Remember Happerry, we have 2 designs, so 2 votes. Unless you were just ambivalent towards the other things?
No, I'd just forgotten we had two designs.

Quote from: Votebox
Prototype Evrasium Precision Rifle:
OEIGR:
SIAERA: (4) SC777, D7, Jilladilla, Happerry
Oculus Hardpoint-Mountable Chemical Laser: (4) SC777, Happerry, D7, Jilladilla
Title: Re: Interplanetary Arms Race: Side Two
Post by: Madman198237 on July 14, 2019, 09:55:22 pm
The SIAERA (Pronounced "Sierra") is a weapons system intended for use in all environs, which mostly just means that you can shoot it in space without flying backwards due to reaction forces. This works due to a two-stage propellant system in the cartridges. Firstly, you've got a standard smokeless propellant charge that imparts some initial kick, and then a secondary stage where the "Gyro" part kicks in. A rocket charge ignites, further accelerating the round while in flight.

Of course, that isn't all. One looking at a SIAERA round would find it to be unusually large, and this is because the round, is in fact, "smart", capable of performing course corrections by gimballing its rocket motor, and raising or lowering control surfaces on the bullet itself. With a wireless communication chip, the bullet can communicate with an infrared scanner mounted on the weapon itself, and change course to hit a target. This can range from increasing the effective range of a marksman's shot, to turning a mindless spray of bullets into a deadly volley.

The SIAERA feeds 20mm rounds (packed with guidance control and tipped with lead-well, not actually lead but you get the idea) from a 9-round box magazine. Operators can choose between semi-automatic, 3-round burst, and fully automatic.

Quote
Squad-Integrated All-Environment Rocket Armaments
Difficulty: Hard
Roll: 3+3-1 = 5 = Average

The SIAERA is a criminally butchered backronym of sorts with an unwieldy name.

Oh wait, you wanted information about the gun. Right. So, about that.

SIAERA wasn't a super easy project because of the incredible needs of the guidance system. SIERA is basically a 20mm rocket launcher masquerading as a rifle. The large size of the box magazine and heavy rounds makes the weapon very unwieldy, and to combat this it is built in a bullpup style so some of the weight can be rested against the shoulder. The rocket motor runs the length of the projectile and is vectored through four fixed nozzles angled backwards and outwards. These nozzles have valves that control how much of the rocket motor's thrust is vectored in what direction, and thus alter the direction of travel of the projectile fairly accurately. However, the need for the projectile to build up speed means that the guidance system only goes really active at about Medium range, and can only make large corrections over Long range.

At Short range the guidance is functionally unnoticeable, inside buildings the rounds are basically a nonlethal round that will only sometimes kill the target, on account of their slow velocity. Sometimes the still-burning solid rocket fuel will do some more damage to poorly armored targets, though it'd be wise to not count on this too much.

At Medium range, vectoring can generally make a very near miss into a hit, or a pure miss into less of a miss, provided the operator can get the weapon pointed where they want it to guide to in time. The projectiles are lethal at this range, though armor can still defeat them.

At Long range is where the vectoring really shines. Managing to get the laser back on target can turn a round that was going to completely miss into a guaranteed headshot. Of note, though, is that the more vectoring that is done, the less velocity the round has. This isn't much of a problem since the round does build up to lethal velocity before enabling vectoring, but it must still be considered when firing at protected targets.

The SIAERA isn't free of problems: The guidance chip will sometimes miss the user's laser, or track another user's laser and run out of fuel trying to reach a target way out of its line of travel. Sometimes a valve will stick, or a rocket motor will explode halfway to the target, or any of a dozen other minor faults common to most firearms. However, we have successfully managed to develop a weapon that fires 20mm guided rockets, even if they carry no payload (and have no space to fit a payload).

Cost: 1 GPP
Weight: Infantryman's primary weapon, no weight.


Most of our notes on the Eyebite are now disintegrated to the molecular level, but we did manage to recall what some of the exotic chemicals we used were from a scientist who was out getting a snack on the evening the lab melted. With some trauma counselling, we've managed to draw up a design for a laser done properly.

The Oculus HMCL is mounted into a ball turret, capable of rotation in all directions and axes. Targeting is done by either ship sensors or an infrared sensor array mounted on a rotating boom beside the turret, which distinguishes ships by their radiating heat and exhaust. This data is run through a targeting computer, which aims the turret and tracks accordingly. Finally, images are delivered to a remote human operator, who can then give the order to fire. When this order is given, gas pipes supply the aforementioned exotic compounds to a reaction chamber, and as they begin to excite, a beam is created and focused through an array of mirrors and heat-tolerant lenses to temper it into a powerful, antiship red laser.

Quote
Oculus Hardpoint-Mountable Chemical Laser
Difficulty: Normal
Roll: 3+2-0 = 5 = Average

The Oculus HMCL is a competently-built laser gun. No mention has been made of any other laser weapon projects, of which there are none (it's one of the conditions of the traumatized engineer's ongoing therapy). It is linked to its mothership's fire control network, fires at a moderate rate, and does a moderate amount of damage for a chemical laser of its size, which is substantial. It is connected directly to the mothership's chemicals storage for laser weapons, which gives it the ability to fire continuously as long as the cooling system can keep up...which is not for long, as the cooling system is "radiate heat into the vacuum of space and hope that most of it is carried away when the spent chemicals are vented". The chemical nature of the weapon does aid cooling somewhat, as each time fresh chemicals are cycled into the lasing chamber some of the heat is absorbed by them, and when they're vented that heat leaves the weapon.

The user can comfortably sit far away from the turret and sip their tea, though it does require a little more hands-on use by the operator than we wanted. The target identification system isn't perfect and sometimes requires a little user input to ensure that the system is tracking the correct sensor contact, but other than that it is generally good at hitting roughly the same spot for an extended period of time, allowing it to deal quite a bit of damage to anything it comes in contact with.

(This design isn't very long for a reason---I'll be sort of retroactively balancing tech when we hit the first combat phase, so that we don't end up with one side firing lasers bigger than the other side's entire warship or whatever)


It is now the Turn 0 Revision Phase. You have two revisions.


Spoiler: Side Two Tech (click to show/hide)

Spoiler: Side Two Logistics (click to show/hide)
Title: Re: Interplanetary Arms Race: Side Two
Post by: Jilladilla on July 19, 2019, 12:56:00 pm
Quote from: Plastic Universal Machine Pistol
While it may bear slight resemblance to the earlier plastic pistols, the Plastic Universal Machine Pistol hopes to not only exceed the capabilities of its predecessors, but to correct its flaws. Slightly misnamed, the 'PUMP' is only partially plastic, with the stock, casing, and generally anything that isn't put under intense working conditions being made of plastic. Those bits are made of 'traditional' metal. This should prevent weapon explosions from being commonplace, or even unusual, and send the occurrence straight into 'weird and rare' territory.

The PUMP has a 30 round box magazine, and has a grip attached underneath the end of the barrel allowing a superior two handed grip be used for weapon stability while unleashing rapid-fire death. All in all, a sidearm that should compliment our long range SIAERA Rifles.
Title: Re: Interplanetary Arms Race: Side Two
Post by: TricMagic on July 19, 2019, 01:09:49 pm
Poly-Universal Machining Printer

Due to materiel constraints, we've needed to use plastics for a long time. With infrastructure, however, comes the ability to gather the materials, and print using other substances.

The Poly-Universal Machining Printer is a marvel, mostly due to being able to switch the nozzle for different materials. In addition, the non-stick tubes allow them to be cleaned easily, and being made of of a Metal/Plastic Polymer, isn't likely to melt at the temperatures some materials need to be at.

This is a lot of talk for something that can be put simply. We can print using metal. Therefore, we can make guns out of metal and polymers. The Metal cools quickly on contact, allowing rubber/plastic polymer to form the handle. In this way, it will stay cool even if the rest of it gets to hot. Beyond that, we can now print metal or any other material we can theoretically use. And it will be put to use to print Guns for our forces.



And yes, used PUMP here too, cause why not. It really is simple to be able to print metals rather than plastic.
Also, having the metal parts be made separately means they will need to be made separately. At that point, it would really be better to just make the gun in parts.
Title: Re: Interplanetary Arms Race: Side Two
Post by: TricMagic on July 20, 2019, 10:00:38 am
Quote
AER-Kinetic Storage Drive (AER-KSD)
Difficulty: Normal
Roll: 1+2-0 = 3 = Buggy Mess

Well, we made it. To the end of the testing cycle, that is. And boy, has it been so amazingly unfun. Half the interns quit, right after the other half were killed by angry rock induced brain punches. But we have an AER-KSD, and it looks just like you'd expect!

An addon to the AER power system, the KSD is composed, ideally, of a set of plates capable of being "punched" by the ship to propel the ship in any direction, including turning if the reactor providing power is offset from the centerline. However, we've had some...issues.

Turns out, the original batch of interns decided to use some super-stiff springs in their design, and then overcorrected by oversizing the reactor and overcharging the Evrasium. The overcorrections resulted in a loss of control of where the punches were happening, reactors were breached, interns were punched, and we generally do not advise using the AER-KSD at all, though technically it will sometimes do what you want it to.


AER Spiral Drive: Prototype for Large Spacecraft

The AER Kinetic Storage Drive was... It was. Very Dangerous, good at exploding, hard to control. A bunch of things.

The main issue was actually controlling it, and the stiff springs. And the overcharging. And the Evrasium being a bit random. So we've scrapped the straight force of plates for the rotational force. You know, the energy that can replicate gravity.

The Spiral Drive uses Evrasium. Specificly, it uses Evrasium that has been ground to Dust, which is then ejected into a light at speed. This creates a small but powerful force, which rotates the connected gears to start spinning the drive at high speed. This spin creates centrifugal force, which then applies to the entire spacecraft. Through specific gears, this force can then be tuned to apply to a single direction, which accelerates the Spacecraft in that direction.

Due to the system, it can only apply force in a single direction, pushing the spacecraft forward. This can be adjusted to allow for turns in space, allowing for a smooth flight path. It can also make sudden turns. Though this mostly applies to it's use in smaller fighters.

The Prototype can't make such sudden turns, but it's size will be useful in spaceships. Simply inject the Evrasium Dust, and it will create that force. As a bonus, the force created is enough to escape the gravity of a planet, when the Spiral Drive is at full power.

It should be noted that a Spiral Drive acts as both generator and engine for a spacecraft. The excess rotational energy is used to power turbines to generate electricity. As such, this is a Revision of the AER itself, using what we have learned. The Dust should be a far more stable medium, and how much is injected at once will control how much force is created.



Put more simply. The Dust reacts with the light as it goes in, punching the entire assembly. This turns the gears, which turn the turbines. The force goes into that, and becomes negated. Meanwhile, the rest of the force is funneled, moving it(the ship) forward.


Dust goes into > Light Chamber from the back: Dust Reacts to Light, punching in all directions. Gears are turned, and the turbines spin. The rest of the force gets funneled forward, pushing the ship as it hits the back of the chamber.

The nature of funneling the Dust means we can apply continual force, or punches, as it were. Likewise, control in direction can be achieved though remote panels to funnel some of the forward force to push us at an angle.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Wozzy on July 20, 2019, 10:04:53 am
Quote
General Tri-burst Firing Ordnance (GTFO)
While the SIAERA is considered a resounding success, it left our soldier wanting in close quarter combat. Keeping the same casing of our plastic pistol in an attempt to stay under budget, we completely replaced the insides and barrel with alloy forged components, which also allow our soldiers to utilyze a three-round burst firing mode.
Not including the metal alloy upgrades, the GTFO stays true to its plastic predecessor by keeping the same body and only adding a few peripherals. It now comes with a foldable foregrip for more accurate firing and the new magazine holds 18 rounds. Even at 600 RPM, the kick is managable enough to allow the soldier to maintain control, even without the foregrip.

If you want metal printing, this is how you do it:
Quote
Metal Pistol for Tric
Our pistol is trash. Not only does it break due to crappy plastic parts, but it also wouldn't function properly even if was made of metal. To fix that, we first upgrade our 3D printers to work with metal. Certain parts, such as the barrel, will need to withstand more pressure, so these will be alloy forged in a remote corner of our factories, but the rest of the parts can be printed, making production much faster, and the parts more reliable.
Next, we upgrade the actual components, because simply stating they are now made of metal doesn't fix anything. The barrel and other components have been improved in order to allow us to use a higher calibre round with more gunpowder, adding more stopping power. To compensate, we included a grip on the handle and redesigning the magazing to hold 15 bullets.
Title: Re: Interplanetary Arms Race: Side Two
Post by: TricMagic on July 20, 2019, 11:01:32 am
Cutting the Evrasium: EVA Gauntlet
Evrasium Vector Assault Gauntlet

The angry rock has a habit of punching wherever it wants. But we can make it punch forward every time. Difficult, sure, but doable.

Through a deep study of the Evrasium, and many tests with cutting it, we've figured out exactly how it's structure applies to it's punching-ness. This means we can cut it down into crystals that do exactly what we want them to, punch things in a single direction with great force.

Cutting them into the desired shape let's us improve their power, and know where to shine to punch forward. And our Prototype accompaniment for this proof of concept is the EVA Gauntlet.

The Evrasium Vector Assault Gauntlet make use of specially cut Evrasium, and a powerful chemical battery to power the light inside them. The user activates them by pressing their fingers into the pressure switches while making a fist. The result is a bit obvious. Anything in front of the Gauntlet is hit with a powerful punch of energy. And it's range is pretty good too. Being a fist, aiming is easy, and there is no real recoil from it. In testing, we've found that the force seems to shatter bones and break apart objects. In atmosphere though, it is accompanied with a wave of force as it interacts with air, which actually reduces it's range some as compared to space. It's still good enough to serve as a Short Range weapon, and when storming a ship or structure, it's actually very good. Bullets certainly don't like the force breaking them apart, and at that range, there isn't much one can do against them.

All these things are very good, and somewhat simple with us being capable of cutting the Evrasium into crystal. However, it is a Complex process to us right now, as we need to cut quite carefully. Use is also somewhat limited, as the Cut Evrasium crystals, while far better at holding up than their uncut counterpart in operation, still can be expected to have broken down to the point of uselessness in 5 minutes of continuous use. Do to it being a new thing, refilling them can't be done in the field, and it usually makes more sense to just keep multiple EVA Gauntlets on you. This will likely be fixed later, but for now, they work well when Short Range Combat is needed.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Wozzy on July 20, 2019, 12:45:42 pm
Quote from: OKSP
Overhauled Kinetic Storage Power Drive OKSPD
Damn interns. This is what we get for trying to improve their quality of life by giving them unpaid experience. Anyways, this new batch seems much more competent, so lets try this again:
The OKSPD is basically the same thing as before, only this time we know better. With a spring that isn't as stiff, we don't have to overburden our reactor, so that should solve issues of hull breaches and fatalities. While our funders would like us to push the envelope, we really just want to make something that works, something with okay speed. Hey, that's good, write that down, we could use it for the name.

Quote from: Votebox
GTFO (http://www.bay12forums.com/smf/index.php?topic=174214.msg7998258#msg7998258): (1) Wozzy
OKSPD (http://www.bay12forums.com/smf/index.php?topic=174214.msg7998314#msg7998314): (1) Wozzy
Title: Re: Interplanetary Arms Race: Side Two
Post by: TricMagic on July 20, 2019, 02:10:14 pm
Quote from: Votebox
GTFO (http://www.bay12forums.com/smf/index.php?topic=174214.msg7998258#msg7998258): (1) Wozzy
OKSPD (http://www.bay12forums.com/smf/index.php?topic=174214.msg7998314#msg7998314): (2) Wozzy, TricMagic
Cutting the Evrasium: EVA Gauntlet (http://www.bay12forums.com/smf/index.php?topic=174214.msg7998269#msg7998269): (1) TricMagic

I'll just note the EVA Gauntlets are the proof of concept for the Evrasium Structure Study. If they are average, we can expect to have less trouble working with Evrasium in the future. Missiles that release a lot of force in a controlled way perhaps.

Well, that, and it gives us a decent short range weapon too.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Jilladilla on July 20, 2019, 04:43:58 pm
Quote from: Votebox
GTFO (http://www.bay12forums.com/smf/index.php?topic=174214.msg7998258#msg7998258): (1) Wozzy
OKSPD (http://www.bay12forums.com/smf/index.php?topic=174214.msg7998314#msg7998314): (3) Wozzy, TricMagic, Jilladilla
Cutting the Evrasium: EVA Gauntlet (http://www.bay12forums.com/smf/index.php?topic=174214.msg7998269#msg7998269): (1) TricMagic
PUMP (Plastic Universal Machine Pistol) (http://www.bay12forums.com/smf/index.php?topic=174214.msg7997874#msg7997874): (1) Jilladilla
Title: Re: Interplanetary Arms Race: Side Two
Post by: TricMagic on July 20, 2019, 04:53:22 pm
Study of Structure, Determining the Mechanics of Evrasium

The angry rock has a habit of punching wherever it wants. But we can make it punch forward every time. Difficult, sure, but doable.

Through a deep study of the Evrasium, and many tests with cutting it, we've figured out exactly how it's structure applies to it's punching-ness. This means we can cut it down into crystals that do exactly what we want them to, punch things in a single direction with great force.

This is usually done with a deep scan, and then using specialized tools to cut it so that the Evrasium will have points we can shine a concentrated light on. This will in turn produce force in a direction. With effort, we can determine what structures act in which way. There are, for example, cases where shining a light on the side instead creates force not toward the light, but elsewere on the Evrasium. With effort, we can find the common factors in these structures, and with the cut Evrasium, the light shining on it will have a clear point on which force can be triggered reliably. This will remove the issue of it being seemingly random at times, and allow us to use Evrasium in many ways in the future.



Someone wanted it alone, so here it is.

Quote from: Votebox
GTFO (http://www.bay12forums.com/smf/index.php?topic=174214.msg7998258#msg7998258): (1) Wozzy
OKSPD (http://www.bay12forums.com/smf/index.php?topic=174214.msg7998314#msg7998314): (3) Wozzy, TricMagic, Jilladilla
Cutting the Evrasium: EVA Gauntlet (http://www.bay12forums.com/smf/index.php?topic=174214.msg7998269#msg7998269): (1) TricMagic
PUMP (Plastic Universal Machine Pistol) (http://www.bay12forums.com/smf/index.php?topic=174214.msg7997874#msg7997874): (1) Jilladilla
Study of Structure, Determining the Mechanics of Evrasium (http://www.bay12forums.com/smf/index.php?topic=174214.msg7998440#msg7998440): (1) TricMagic

I'm fine with either, really. Actually not running into the issue of it punching us in the face would be nice.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Shadowclaw777 on July 20, 2019, 04:58:41 pm
Quote from: Votebox
GTFO (http://www.bay12forums.com/smf/index.php?topic=174214.msg7998258#msg7998258): (1) Wozzy
OKSPD (http://www.bay12forums.com/smf/index.php?topic=174214.msg7998314#msg7998314): (4) Wozzy, TricMagic, Jilladilla, SC777
Cutting the Evrasium: EVA Gauntlet (http://www.bay12forums.com/smf/index.php?topic=174214.msg7998269#msg7998269): (1) TricMagic
PUMP (Plastic Universal Machine Pistol) (http://www.bay12forums.com/smf/index.php?topic=174214.msg7997874#msg7997874): 2) Jilladilla, SC777
Title: Re: Interplanetary Arms Race: Side Two
Post by: TricMagic on July 20, 2019, 05:09:38 pm
Quote from: Votebox
GTFO (http://www.bay12forums.com/smf/index.php?topic=174214.msg7998258#msg7998258): (1) Wozzy
OKSPD (http://www.bay12forums.com/smf/index.php?topic=174214.msg7998314#msg7998314): (4) Wozzy, TricMagic, Jilladilla, SC777
Cutting the Evrasium: EVA Gauntlet (http://www.bay12forums.com/smf/index.php?topic=174214.msg7998269#msg7998269): (1) TricMagic
PUMP (Plastic Universal Machine Pistol) (http://www.bay12forums.com/smf/index.php?topic=174214.msg7997874#msg7997874): (2) Jilladilla, SC777
Study of Structure, Determining the Mechanics of Evrasium (http://www.bay12forums.com/smf/index.php?topic=174214.msg7998440#msg7998440): (1) TricMagic

SC....
Title: Re: Interplanetary Arms Race: Side Two
Post by: Wozzy on July 21, 2019, 10:43:03 am
My one concern for the PUMP was a casual mention by madman on Discord about it basically being an SMG rather than a pistol on full-auto, so I am worried it might have a higher difficulty, potentially causing it to lose its cheap tag with a poor roll. If he doesn't get back to me, I'll probably move my vote from the GTFO to the PUMP to ensure it stays ahead, because I'd rather have any cqc weapon over...anything else.
Title: Re: Interplanetary Arms Race: Side Two
Post by: flabort on July 21, 2019, 11:33:51 pm

Quote from: Votebox
GTFO (http://www.bay12forums.com/smf/index.php?topic=174214.msg7998258#msg7998258): (1) Wozzy
OKSPD (http://www.bay12forums.com/smf/index.php?topic=174214.msg7998314#msg7998314): (5) Wozzy, TricMagic, Jilladilla, SC777, Flabort
Cutting the Evrasium: EVA Gauntlet (http://www.bay12forums.com/smf/index.php?topic=174214.msg7998269#msg7998269): (1) TricMagic
PUMP (Plastic Universal Machine Pistol) (http://www.bay12forums.com/smf/index.php?topic=174214.msg7997874#msg7997874): (2) Jilladilla, SC777
Study of Structure, Determining the Mechanics of Evrasium (http://www.bay12forums.com/smf/index.php?topic=174214.msg7998440#msg7998440): (1) TricMagic
Title: Re: Interplanetary Arms Race: Side Two
Post by: Madman198237 on July 24, 2019, 06:49:43 pm
Overhauled Kinetic Storage Power Drive OKSPD
Damn interns. This is what we get for trying to improve their quality of life by giving them unpaid experience. Anyways, this new batch seems much more competent, so lets try this again:
The OKSPD is basically the same thing as before, only this time we know better. With a spring that isn't as stiff, we don't have to overburden our reactor, so that should solve issues of hull breaches and fatalities. While our funders would like us to push the envelope, we really just want to make something that works, something with okay speed. Hey, that's good, write that down, we could use it for the name.

Quote
Overhauled Kinetic Storage Power Drive
Difficulty: Easy
Roll: 2+2+1 = 5 = Average

The OKSPD is a simple enough piece of equipment: Get angry rock, point laser at angry rock, angry rock punches Newton right in the apples and the ship accelerates forwards at a very respectable clip. A Speed 2 drive for interplanetary work and fairly good at producing changes in combat, OKSPD does suffer from the need to either accept the very high cost of bringing large amounts of Evrasium or the need to reduce the power of the drive to conserve the valuable fuel for later use.

Even better, we have only punched a few interns in the face and suffered only a handful of broken noses and only one case of chronic punch-induced limping.


Plastic Universal Machine Pistol
While it may bear slight resemblance to the earlier plastic pistols, the Plastic Universal Machine Pistol hopes to not only exceed the capabilities of its predecessors, but to correct its flaws. Slightly misnamed, the 'PUMP' is only partially plastic, with the stock, casing, and generally anything that isn't put under intense working conditions being made of plastic. Those bits are made of 'traditional' metal. This should prevent weapon explosions from being commonplace, or even unusual, and send the occurrence straight into 'weird and rare' territory.

The PUMP has a 30 round box magazine, and has a grip attached underneath the end of the barrel allowing a superior two handed grip be used for weapon stability while unleashing rapid-fire death. All in all, a sidearm that should compliment our long range SIAERA Rifles.

Quote
Plastic Universal Machine Pistol
Difficulty: Normal
Roll: 3+3-0 = 6 = Above Average

A well-made piece of hardware, PUMP is a variant of the Plastic Pistol that corrects all its flaws, adds an automatic fire option, and is now 99.9% less likely to suffer catastrophic failure of important hardware. It is 100% less likely to explode in the user's hands, though occasionally damage to springs will apparently cause the pistol to fire a 30-round burst on the next trigger pull. However, this pretty much never happens, ESPECIALLY when compared to the massive faults of the Plastic Pistol. The pistol does look much like a Plastic Pistol, except for the gunmetal barrel and lack of obvious manufacturing faults.

Cost: Simple enough to manufacture and produce, the PUMP has no cost.


It is now the Turn 1 Design Phase. You have ONE design.

Combat, here we come! Get your lore together, there is a substantial reward riding on it! Also remember that you *do* need a combat spaceship. A Research Credit is riding on that.



Spoiler: Side Two Tech (click to show/hide)

Spoiler: Side Two Logistics (click to show/hide)
Title: Re: Interplanetary Arms Race: Side Two
Post by: Shadowclaw777 on July 24, 2019, 07:28:36 pm
Quote from: Time For That Ship
“Chord” - Class; Multipurpose Space Fighting Spaceship Corvette:
The Chord is our first introduction into the advent of space warfare, with the utilization of all our tools that we developed into a hull that’s shaped like a triangular prism with a very minimal amount of width, with a designated amount of hull space designed into comfortable compartments for personnel usage. The engines are fed from a built-in Aggravated Evrasium Reactor that connects with advanced wiring to the ship’s fire control/command/navigation compartments, and other areas of the ship. There is electrical wiring from the AER that connects to two OKSPD come out the base of the ship, where the laser-fueled punching rock damages known rules of physics allows the ship propellant to move at an accelerated rate, where the engine technicians will manage usage of precious Evrasium.

The fire control for this ship, mounts three “hard-points” for adaptable and modular switching between light weapons got and ship and currently manages three Oculus weapon platforms, one on the very end of the front of the ship (vertex angle of the ship) and two between halfway on the “leg” sides of the ship where the 360’ Degree Oculus can fire at any angle that ships can fight with the added inclusion of the scary Z-plane. The wiring from the reactor of Evrasium allows the ship to continuously hold down three chemical laser beams and maintain its assault on enemy vessels for long periods of time before re-cooling mode starts in which radiators from the ship work in conjunction with the laser cannons to make them cool down so that they become usable again in a timely fashion, and the chemical reservoir tubes refill the chemical ammunition into the laser cannons to reload.

The command compartment of the ship, mounts a variant up-sized of the Command Radio for the entire ship, with advanced radar transmitters and long-range sensors to be able to detect ship for a reasonable period of space before the ship’s fire control “locks-on” with its computer systems and directs the weapons firepower until the ship switches targeting or stops. Finally, the ship is quite a bit bigger than the ITC as it’s about 65m in full length as it serves as our first warship. The ship is coated in a layer of armor that takes the form of a standardized composite armor for about 200mm of a composite matrix of ceramics, metal, and polymer materials thus it’s great against HEAT, explosives, and kinetic energy penetrators. But the priority is on the ship to mesh well with the engines so that the ship is at least somewhat “agile” when in combat, and can change angles and the rate of acceleration at an effective rate due to its reasonable size. Finally, all Chords are giving a Navy-blue tint with two crimson stripes going on the “legs” all-around in the isosceles triangular prism ship of a hull
Title: Re: Interplanetary Arms Race: Side Two
Post by: flabort on July 24, 2019, 09:38:30 pm
Quote from: Another take on a ship
Homicidal Technology Type Purposed Ship:
Ignoring the bad backronym that went into the design of this ship, it's a thing of pure destructive beauty. While we don't exactly have many weapon options, we do have lots of hardpoints (about 20) over the surface on which OHMCLs can be mounted, or other weapons when we develop them later. And these hardpoints can be retracted into sealed storage bays, where the weapons can be changed out even mid-space-flight. The bay doors are armored, heavily so, even more so than the rest of the ship - which is armored and massive enough that it could impact into a small asteroid without any internal damage. Right now, we don't have any actually good armor technology other than layers upon layers, so it's pretty much shot once used to deflect something, but it is designed in replaceable plated segments, small enough (barely) to be carried up into space by an ITC for installation or replacement. The heavily armored form is, in fact, designed for ramming, with a tapered down blunt pentagonal tip and an aesthetically pleasing transition from pentagonal front to triangular back, deflecting debris from anything rammed away from vital areas in the back.

There are three main OKSPD engines in the back, providing the thrust to push the heavily armored spaceship. Outside of combat, it conserves it's Evrasium with smaller "punches", but can see some serious speed when all three are fired simultaneously at full output. There are five additional smaller OKSPDs in the pentagonal shaped area designed for turning the ship quickly in combat, while outside of combat the three main engines are fired at different strengths to turn. The ship is NOT designed for landing on a planet, it's size would entirely prevent that. It is assembled in space piece by piece shipped up into space in flat panels and modules by ITCs where it is built, and once assembled, it's bays in the back can fit two ITCs.

As a very large ship, especially one designed for ramming, it's central command center is literally right in the center. Vital systems like life support are right near the command center, and less vital areas are further away, though as systems are place further out towards the surface of the ship, more redundancies are made in case those systems get crushed by asteroids or blown to pieces.

Tactics in combat usually involve pointing the front of the ship at the enemy so the most weapons can have line-of-sight to that enemy, accelerating towards that enemy, firing until within close range, and then either retracting the weapons and ramming full force into the enemy ship, and then using repeated full strength punches to force the ship's reinforced nose to tear apart the enemy; or using it's maneuvering OKSPD to turn out of the way and it's main engines to thrust away to allow the guns to do their work going past. Ramming is preferred in one-on-one situations, while strafing in close range while the guns not facing the closest enemy watch for other threats is preferred when out-numbered.

Due to the frequent battle damage incurred from these tactics, the HTTPS has to carry several replacement armor panels in it, and repair and manufacturing facilities for new and damaged armor plates. ITCs carried aboard can get supplies closer to planets, where the gravity well is too large for the HTTPS and then the rocket shuttles used with those can deliver materials or supplies too or from the planet. This multi-stage transport system does seem like a bit much, but we are building warships. Massive, kinetic death dealing, warships.
Title: Re: Interplanetary Arms Race: Side Two
Post by: TricMagic on July 26, 2019, 09:53:27 pm
Quote from: Vote now or Sunday Update
Chord: (1) TricMagic
HTTPSL (0)
Title: Re: Interplanetary Arms Race: Side Two
Post by: Shadowclaw777 on July 26, 2019, 09:58:14 pm
Quote from: VoteBox
Chord: (2) TricMagic, SC777
HTTPSL (1) Flabort
Title: Re: Interplanetary Arms Race: Side Two
Post by: Jilladilla on July 26, 2019, 10:14:04 pm
Quote from: VoteBox
Chord: (3) TricMagic, SC777, Jilladilla
HTTPSL (1) Flabort
Title: Re: Interplanetary Arms Race: Side Two
Post by: Blood_Librarian on July 26, 2019, 10:15:18 pm
Quote
Chord: (4) TricMagic, SC777, Jilladilla, Blood_librarian
HTTPSL (1) Flabort
Title: Re: Interplanetary Arms Race: Side Two
Post by: Happerry on July 26, 2019, 11:17:59 pm
Quote
Chord: (5) TricMagic, SC777, Jilladilla, Blood_librarian, Happerry
HTTPSL (1) Flabort
Title: Re: Interplanetary Arms Race: Side Two
Post by: flabort on July 27, 2019, 12:38:47 pm

Quote
Chord: (6) TricMagic, SC777, Jilladilla, Blood_librarian, Happerry, Flabort
HTTPS (0)
Where did that L come from?
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on July 28, 2019, 01:06:41 pm
“Chord” - Class; Multipurpose Space Fighting Spaceship Corvette:
The Chord is our first introduction into the advent of space warfare, with the utilization of all our tools that we developed into a hull that’s shaped like a triangular prism with a very minimal amount of width, with a designated amount of hull space designed into comfortable compartments for personnel usage. The engines are fed from a built-in Aggravated Evrasium Reactor that connects with advanced wiring to the ship’s fire control/command/navigation compartment, and other areas of the tower. The tubing from the AER that connects to two OKSPD come out the base of the ship, where the laser-fueled punching rock damages known rules of physics allows the ship propellant to move at an accelerated rate, where the engine technicians will manage usage of precious Evrasium.

The fire control for this ship, mounts three “hard-points” for adaptable and modular switching between light weapons and currently manages three orbs of the Oculus weapon platform, one on the very end of the front of the ship (vertex angle of the ship) and two between halfway on the “leg” sides of the ship where the 360’ Degree Oculus can fire at any angle that ships can fight with the added inclusion of the scary Z-plane. The tubing from the reactor of Evrasium allows the ship to continuously hold down three chemical laser beams and maintain its bombarding of enemy vessels for long periods of time before re-cooling mode starts in which radiators from the ship work in conjunction with the laser cannons to make them cool down so that they become usable again in a timely fashion, and the chemical reservoir tubes in the chemical ammunition into the laser cannons to reload.

The command compartment of the ship, mounts a variant up-sized of the Command Radio for the entire ship, with advanced radar transmitters and long-range sensors to be able to detect ship for a reasonable period of space before the ship’s fire control “locks-on” with its computer systems and directs the weapons fire power until the ship switches targeting or stops. Finally, the ship is quite a bit bigger than the ITC as it’s about 65m in full length as its serves as our first warship. The ship is coated in a layer of armor that takes the form of a standardized composite armor for about 200mm of a composite matrix of ceramics, metal, and polymer materials thus it’s great against HEAT, explosives, and kinetic energy penetrators. But priority is on the ship to mesh well with the engines so that the ship is at least somewhat “agile” when in combat, and can change angles and the rate of acceleration at an effective rate due to its reasonable size. Finally all Chords are giving a Navy-blue tint with two crimson stripes going on the “legs” all-around in the isosceles triangular prism ship of a hull.

Quote
“Chord” - Class; Multipurpose Space Fighting Spaceship Corvette
Difficulty: Normal
Roll: 2+3+0 = 5 = Average

The Chord is a rather strange ship. It's much larger than it needs to be to carry three Oculus lasers, or to carry two OKSPD systems, or to use a single AER reactor. It also has no rearward firing capability (of limited import given that OKSPD engines can be swiveled easily enough to provide thrust in forwards or reverse directions without issue, though any other direction of thrust requires some finagling with only two engines).

The Chord carries a Medium scale of armor and good compartmentalization, the hull is of average durability and the ship is generally expected to be able to duel against itself for an extended period of time before the Oculus lasers finally burn through. This armor scale is much heavier than a ship of this size perhaps should carry, and slows its speed considerably.

Its sensors are similarly alright, linked to the weapons and command center to provide commanding officers with a good picture of the battlefield and enemy vessels.

Weapons are underwhelming, Oculus lasers having very low power draw and a fairly small footprint means that the ship could carry more without causing itself any problems while their fairly weak nature and need for time-on-target to deal appreciable damage reduce its ability to get quick kills. It's going to need every bit of the armor it's carrying. Directly powering them from the AER does not change the Oculus' capabilities in any way, since the chemical reaction is providing all of the laser power and all that's needed is a small spark to start the reaction.

Speed is mediocre, maneuverability however is good due to the OKSPD engines' capabilities. Having only two engines limits the directions in which the ship can accelerate and also how it turns, but it's generally not too much of a problem.

Due to the extreme armor, overly large (though not actually big) size of the ship for what it does and carries, and heavy Evrasium use of this ship, its cost is 3 SPP.


It is now the Turn 1 Revision Phase. You have ONE Revision.

Combat, here we come! Get your lore together, there is a substantial reward riding on it!



Spoiler: Side Two Tech (click to show/hide)

Spoiler: Side Two Logistics (click to show/hide)
Title: Re: Interplanetary Arms Race: Side Two
Post by: TricMagic on July 28, 2019, 01:27:18 pm
Lyre - Class; Space/Air Fighter
The Lyre carries am OKSPD Engines, Storage Capacitor Banks which can be recharged by an AER Reactor or traditional, a single Oculus Laser with great range of attack in front or below it, and the cameras and life support needed for such a vessel. What makes it useful is that it small enough to be piloted by a single person, and comes with a simple cargo bay with seating and attachments for a squad to ride in and leave, or for cargo transport between ships or bases.

Their small size makes them a lot harder to hit. For light armor, they use the same material as the Chord. Comes with a Radio System for communication.

More specifically to the OKSPD alignment, they make use of an Angle Adjuster, allowing some control in a planet's gravity well via adjusting the angle of the engine. Enough to fly well enough, and somewhat smoothly. The Lrye can fit in traditional cargo holds easily, and will be able to take people down to planets, strike at ground and air targets, and generally perform well in space combat. Just note it needs some support to maintain function over long deployments.

A Lrye is 8 meters wide, 10 meters Long, and 5 meters wide. The Oculus is mounted on the underside of the nose of the ship. The OKSPD Engine is located in the center, along with the Capacitor Banks. The Cargo area is around a central pillar where the Engine is connected to. The entrance is in the back, and leads to the cockpit of the craft.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Madman198237 on July 28, 2019, 02:35:10 pm
The Chord already has bays for this
It does?
Title: Re: Interplanetary Arms Race: Side Two
Post by: TricMagic on July 28, 2019, 02:42:12 pm
I would expect a spaceship meant to travel would have a place or two for cargo bays. For loading and unloading, as well as entry points. It's certainly big enough. And loading stuff by hand on the planet would be a bit... Weird.

You do say it's fairly bigger than it needs to be, so.. It being able to carry and deploy fighters makes some sense. Same with any cargo.

Beyond that, just call it a liberty. Nowhere does it say it doesn't. Just makes sense that for loading, entry points for vehicles to unload cargo would exist.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Madman198237 on July 28, 2019, 02:44:35 pm
Cargo bays, yeah. Something suitable for fighter deployment, probably not. They wouldn't be easily accessible from the outside, most likely, they're likely smaller than a fighter, and they weren't specified in the design so it's not going to be a cakewalk to add them....AND if that ship has such cargo bays, they're NECESSARY to carry supplies for the crew.
Title: Re: Interplanetary Arms Race: Side Two
Post by: flabort on July 28, 2019, 10:16:38 pm
This lore builds upon the lore established by ChiefWaffles (http://www.bay12forums.com/smf/index.php?topic=174214.msg7992920#msg7992920).

Quote
His workspace was dark, lit only by dim computer monitors and blinking lights from the racks of computer servers set behind him. "Commander in Chief" Rodney Wilkins was poised to take over the city with one press of a button - except someone had beaten him to it. His intricate web of viruses and counter-viruses and counter-counter-viruses had been deftly smashed as someone else ran commands directly through the underlying Network that was so ubiquitous throughout the city, nay, the whole damn continent, and completely circumvented all the control he had worked so hard to gather, wiped out all the subliminal messages he had so carefully seeded throughout the online world that the residents of the city basically lived in. And he cursed at the hack job they did of it.

"Damn that 'Green Iron Group!'," he spat, hating every fiber of the organization with his whole self. "Nelly's lackeys have really made a mess of my city. Don't they know about the sentinel programs? Damnit!"

Of all the governments claiming to be the official one, Rodney believed his organization the Red Hats to be the one with the most working knowledge of the Network. The fact that he hadn't gotten down to the core layers of technology upon which everything in this city was built yet was due to the shear number of things that could go wrong with messing with the Network. As he watched his screens, he saw antiviral programs waking up from hibernation, forgotten servers in dusty corners of Network Knows Where whirring back to life and quickly reacting to the clumsy text commands being fed experimentally into the Network, and all of this code being set out to quickly dismantle anything it saw as "tampering", which included most of the viruses he had spread with the help of his Red Hats.

It probably wasn't even the Green Iron Group, he mused. He just hated his rival with a passion, especially since she thought she was better than everyone in her tall tower. Relatively tall tower. Squalid heap, if compared to the Government building. The Red Hats had an apartment building all to themselves, but it was still cramped and infested with some bug. He couldn't be bothered to recall what they were, probably something as old as the Founders. Roa... something. It didn't matter, just like it didn't matter who had woken the Network sentinels up. He desperately struggled to fight the Network's autonomous functions to wrestle control back into his favor, but with each passing cycle another infected piece of technology was cleansed, and another citizen would notice a marked improvement in the clarity of their comm, or their smart fridge would quiet down a bit, and the quiet whispers convincing them to vote Red Hat would get just a little quieter.



A new poll was posted on the Citizen Decision Board. This handy little app let the citizens of the city decide which of the self proclaimed leaders they wanted to support, in a sort of somewhat democratic way. It was supposed that other cities had similar apps, or had some sort of other way of hearing the voice of the people. At least those who cared enough to weigh in, and who's devices weren't secretly under the control of one hacker or another. The agenda for this vote was execution of a public political figure, one Rodney Wilkins. The outcome would most certainly be "nae", as few people had the stomach to vote "yea" on executions, but there was an article linked detailing Rodney's crimes, including having several of his rivals assassinated, and being behind yet another outbreak of viruses over the local internet.

The CDB was, as with everything, connected to the Network, too. Indirectly, in this case, but still built upon it's powerful communication protocols and virus prevention systems. It still wasn't perfect - in fact, there was a virus going to work inside it right now, changing votes as they were submitted. And even if a vote swung one way or the other, quite often the elected officials in Government did nothing about it, as they were in the payroll of shadow governments or hacker groups siphoning money from elsewhere, and really, who was in charge at any given moment was always in question.

As it turned out, the poll really did turn out to be "nae", with the vast majority (supposedly) voting not to execute the hacker/politician. Near the Red Hat complex, across the street in a high window, a shadowed figure glanced at his comm and saw the results. He grunted with approval, and went about the task of taking apart his sniper's nest. By the time he was done an hour later, twelve other polls, mostly on trivial subjects, had already been voted on and their subjects either enacted - such as in the case of the school for 5-to-12 Year Olds known as Parks School having pizza for lunch - or rejected - such as in the case of four students from the same school to man the first spaceship sent to another planet thus being able to skip school. Those students were quite promising, actually. If they had managed to insert a poll into the CDB through the Network at such a young age, they would probably be very promising politicians when they got older.

And in other cities, many other events played themselves out.



The engineers were scratching their heads. Of course the designers and influencers of this new spacecraft weren't known. Honestly, if a blueprint made it into the engineering quarter untouched by hackers and technocrats, it was a goddamn miracle. But usually they were more secure against being hacked or copied than this, and someone had scaled something wrong, or overwritten some important piece before it got to the people who were supposed to actually build the thing. Even the interns who were always overeager to get started were at a loss as to which part they were supposed to put inside the other part. But such was life. If you didn't have the know-how to get something decided, or something done, someone else would. And eventually someone in the shipyard hit up the idea that the blueprints were really encrypted.

It took weeks for them to crack the encryption. In the meantime, the ship forming in the dock was... misshapen. Haphazard. Ugly as a Technocrat's Unwashed Backside. Butts. But once the code was broken, the pieces fell into place on their screen. That wasn't a radiator, it was a weapon. This wasn't part of the OKSPD, it was part of the radar. That Evrasium storage bay wasn't supposed to be in the fore, it was an aft bay, and the true specs revealed it held a lot more than just Evrasium. Quickly the distorted ship was torn down and put back together, turning from a monument for stupidity to a sleek, stealthy weapon of pure maneuverability. A military ship.

Which government from which city had sent the design was still uncertain. Even cracking the code hadn't shed any light on that. But the engineers figured, if they had built it, a crew would come. Soon more encrypted messages came through the Network, from several cities, followed soon by armored mercenaries, assassins, and vigilantes, gathered together by the promise of money and portions of Network - though, if their sponsor(s?) could really follow up on those promises was still uncertain. But it was as close as the engineers had seen to a proper military like the sparse remnant data left by the Founders hinted at, and very impressive. Some of the engineers and their interns even found themselves coerced through blackmail and bribes into joining the crew, to maintain what they had built.



Rodney cast about his workspace once again. Over the past months he had worked hard to rebuild what he had lost. He had no clue how close he had come weeks ago to being shot in the head - the poll to end his life had mysteriously never reached his computer. Only a few Red Hats even knew of the poll, and they were holding that information as leverage against their Chief to vie for his position.

"Where was my...?", he muttered, wearily.

He was monitoring a drone program he had fed into the Network, his first real excursion into the lowest layers of it. Thus far he had discovered eighteen factions trying to wrest control of his city that were physically located in his city already that he hadn't even known about before, which almost doubled the count of factions that he was already competing against. And that wasn't counting the factions that he was pretty sure were trying to control several cities at once.

"It had to be in that channel."

One thing he was certain of these days, was that his once biggest rival Nelly wasn't even the biggest threat to his tenuous position. Oh, sure, locally she was still his most hated foe, and they butted heads, or viruses, on policies all the time. He wanted more armed presence in the city, and she wanted weapons destroyed. He spread influence subtly through quiet whispers and visual cues, while she
put her face on every electronic billboard she could. He wanted to raise taxes, she wanted to lower them. Not that taxes were really a thing that mattered - practically every political group was exploiting blockchains and banking rounding errors and vulnerabilities to steal money from the citizens without ever being detected, and nobody was putting a stop to it. Really, taxes would only affect the hackers bank accounts. His rivals.

"Don't tell me it got detected already"

His biggest discovery thus far was actually a movement of armed individuals who had been receiving encrypted messages and were relocating somewhere. A few of them had been under his employ, and had broken contract with him. His probe was trying to trace where these messages were coming from, and somewhere deep in the Network he had lost track of it.

"Damn it all, I've lost another one!"

Probes were actually quite simple programs, but the thing about them was that they took time to program, and while they reported back to their host computer every so often, they weren't actually hosted on the host computer as they moved from machine to machine. Like a virus, eventually they would get deleted by some antiviral agent or a counter-virus. And each probe needed to be unique enough not to trip the Network Sentinel programs.

"Start from scratch again. Take a break. Have a bath?"

Rodney looked away from his monitor as he broke his concentration. His tired mind went over his options for his next action, and he noticed just how poorly he was starting to smell. As the public leader of the Red Hats, he knew he had to keep up an appearance. Just because most of his work went unseen from the public eye didn't mean he didn't need them to know about him. Eventually he decided that a bath would be the most productive use of his time, for now.

"And maybe it's not lost. Might just be -"

A bullet struck him between the eyes as another poll closed. Somewhere, another Red Hat celebrated his automatic promotion to Commander in Chief of their faction, and secretly commended himself for engineering the assassin. Another sun set on the offices that composed the many sub-governments and Governments of the Planetary Technate, and another bank account was manipulated to dump it's funds into someone else's. The world went around, and somewhere someone was plotting something big.
Title: Re: Interplanetary Arms Race: Side Two
Post by: m1895 on July 28, 2019, 11:29:14 pm
ITC modernization program
the ITC modernization project aims to replace the ITC's venerable chemical engines with the more powerful and reliable OKSPD(hopefully increasing storage space in the process) err, reports indicate the OKSPD has already been installed, we'll try to squeeze an extra TC out of it. aside from that, we also intend to spend time fixing various design flaws in the hull, hardware, and software, as well as adding a single Oculus for point defense purposes. finally, we will develop a heavy-duty shuttle, capable of carrying light tank sized objects at least.


Edit: added PD laser, and for the record, a cargocraft /fighter doesn't make sense as a fighter needs to be small and maneuverable to be effective and a  cargocraft needs to be big and bulky to carry whatever we make.
Title: Re: Interplanetary Arms Race: Side Two
Post by: TricMagic on July 29, 2019, 10:22:38 am
That still doesn't give it a single weapon as far as I am aware? A Fighter/Transport Craft makes more sense, since we have a spaceship. Especially if it can fit in a cargo bay.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Wozzy on July 29, 2019, 12:03:23 pm
Quote
ITC Modernization Project (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002453#msg8002453): (1) Wozzy
Title: Re: Interplanetary Arms Race: Side Two
Post by: Shadowclaw777 on July 29, 2019, 07:10:15 pm
Quote
ITC Modernization Project (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002453#msg8002453): (2) Wozzy, SC777
Title: Re: Interplanetary Arms Race: Side Two
Post by: flabort on July 29, 2019, 09:26:14 pm
Cargo Fleet Project
This project aims to make the ITC useful. Like other competing projects, it replaces the outdated chemical engines with an OKSPD setup, with a power main engine cluster and only one smaller one in a ball-turret-like structure inside the ship for maneuvering. While this does require Evrasium for fuel, it is a hell of a lot less massive and bulky than liquid fuels. The reduced weight and thrust requirements paired with it's increased thrust mean that the new and improved ITCs are capable of lift off from the ground, and no longer need to be supplied by smaller shuttles.

It's armoring has been mildly improved to deal with liftoff and reentry, and it's bay doors have been expanded to fit larger objects now that it's not limited by how large a shuttle is. Rearranging the crew area and generally improving it's comfort for it's occupants is a lower priority, but was on the list of improvements to be made to the design, right next to including Command Radios in the ITCs so that the ship may be in contact with trade centers planetside, or fleet members in convoys. It also includes two hardpoints which can be optionally armed, with ample view behind the ship and good reach of ships trying to hit it's broadside, to defend against space pirates or enemy raiders in risky areas, but the weapons can be left off in safe space.

Efforts have been made (by the various groups influencing this project) to keep costs for these improvements as low as possible. The design has additionally been privatized to fund it's construction, meaning corporations have full access and rights to build as many of these as they can afford as well. Ultimately we foresee shipping lanes crowded with ITCs and larger space vehicles, but for now we are focusing on improvement to the ITC.


Quote
ITC Modernization Project (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002453#msg8002453): (2) Wozzy, SC777
Cargo Fleet Project: (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002986#msg8002986) (1) Flabort
Title: Re: Interplanetary Arms Race: Side Two
Post by: TricMagic on July 30, 2019, 05:24:48 am
Interplanetary Transport Vessel

The ITC was what we arrived on. It was meant for the long long voyage here. However, time has taken it's toll on it. Bugs, broken parts, buggy systems from the amount of times they've been repaired. We do still have the original documents, but they are buried in the documents we brought.

The ITV was originally meant to provide widespread transport for cargo and people. However, with the current war, the speed of it was insufficient. With the OKSPD Engine and AER Reactor, that is no longer an issue however.

The revised ITV calls for a specific type of ceramic composite material to survive exit and reentry of Atmosphere. While thin, it has the advantage of coming in simple plates that can be cold-fused to the hull to replace pieces that have broken. Moreover, they can be welded in atmosphere for a base layer over the titanium/ceramics that make up the hull. These Hexagonal Scales serve to allow it to leave and reenter atmosphere.

The ITV has 4 AER Reactors. This is mostly to power the electrical lights used in the Eight OKSPD Engines. Put simply, the first four activate, sending the ITV up. As those retract, the other 4 activate. Then as the those retract, the first four are ready to fire again. They are placed in a octagon formation, forming two squares. In normal operation, only 1 AER Reactor needs to be active at a time, though multiple may be active if needed. For launch all four AER Reactors are used.

Last, the ITV does have 4 smaller OKSPD Engines in the outer area of the ITV, pointed diagonally forward for turning. In a planet's gravity well, these and some of the main OKSPD Engines allow it to fly and turn. Lastly, the cone area of the ship has multiple parachutes ready to deploy, which with the secondary OKSPD Engines, allow it to land without crashing so long as a area has been set up for it. Though the plates covering this area do need to be replaced after each entrance, and the parachute repacked or replaced.

For the inside of the ITV, hooks and securing points for cargo abound for when you enter a planet's gravity well. They're generally all purpose, using ropes to tie everything down that needs tying down. The rest of it is dedicated to living quarters and the main deck near the front of the ship. Most of the ITV also has multiple cameras along it to allow a view of the outside and for piloting. And due to the number of engines and the electrical lights which power them, it is a very maneuverable and fast craft when it needs to be.
Title: Re: Interplanetary Arms Race: Side Two
Post by: flabort on July 30, 2019, 11:28:22 pm
Quote
Lyre Fighter (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002182#msg8002182): (0)
ITC Modernization Project (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002453#msg8002453): (2) Wozzy, SC777
Cargo Fleet Project: (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002986#msg8002986) (1) Flabort
ITV (http://www.bay12forums.com/smf/index.php?topic=174214.msg8003117#msg8003117): (0)

Ok, so that's 3 ITC variants and one fighter. I someone comes up with some non-spaceship design, we'll have enough to vote on properly. And let's try to get some consensus on our votes, eh? One design needs to be in a clear lead over the others soon.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Happerry on July 31, 2019, 03:40:21 am
Quote
Lyre Fighter (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002182#msg8002182): (0)
ITC Modernization Project (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002453#msg8002453): (2) Wozzy, SC777
Cargo Fleet Project: (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002986#msg8002986) (2) Flabort, Happerry
ITV (http://www.bay12forums.com/smf/index.php?topic=174214.msg8003117#msg8003117): (0)
Title: Re: Interplanetary Arms Race: Side Two
Post by: Wozzy on July 31, 2019, 07:24:21 am
With this being our final change before we roll out, our priority is getting the OKSPD into the ITC to give it 2 Travel Speed. This allows us to reach the central planets in 2 turns, instead of 4, preventing us from falling behind. The most ideal way to ensure we have 2 Speed is to make sure we do not roll a 4 or lower on our revision. In an effort to help explain what that means for us, I have pulled up the probability chart (https://anydice.com/program/16dc8). Here's the gist of it:

Quote
With an Easy design, we have a 13/16 chance of rolling greater than Below Average. This would be our 'safe' option, and the only revision closest to it is the ITC Modernization Project sans laser.

Quote
With a Normal design, we have a 5/8 chance of rolling greater than below average. This is our best option, and the ITC Modernization Project is definitly within this realm of difficulty.

Quote
With a Hard design, we have a 3/8 chance of rolling greater than below average. This is unacceptable, we cannot afford losing our 2 Speed Opportunity. The Cargo Fleet Project might be this, but it could also be Very Hard (which the ITV definitely is).

tl;dr Having 2 Travel Speed on our ITC is our priority, since it reduces the turns it takes to reach the center planets from 4 turns to 2 turns. ITC Modernization project is the ideal option, with a 5/8 chance of ensuring it has 2 Travel Speed, while Cargo Fleet Project is a poor choice, with a 3/8 chance of ensuring it has 2 Travel Speed.

Title: Re: Interplanetary Arms Race: Side Two
Post by: TricMagic on July 31, 2019, 12:49:31 pm
Quote
Lyre Fighter (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002182#msg8002182): (0)
ITC Modernization Project (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002453#msg8002453): (2) Wozzy, SC777
Cargo Fleet Project: (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002986#msg8002986) (3) Flabort, Happerry, TricMagic
ITV (http://www.bay12forums.com/smf/index.php?topic=174214.msg8003117#msg8003117): (0)

A personal defense laser on our transport. Given that it's not a very effective weapon at the moment, our transport really shouldn't be in the front lines.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Jilladilla on July 31, 2019, 03:29:30 pm
If we decide not to go with the Automatic ITC Engine Refit thingy Madman offered, the most important thing to do this phase is to get the ITC to Speed 2. Everything else is secondary to this goal. Hedge our bets, don't risk everything on trying to make a vessel do a thing that it was never built to do.

Quote
Lyre Fighter (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002182#msg8002182): (0)
ITC Modernization Project (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002453#msg8002453): (3) Wozzy, SC777, Jilladilla
Cargo Fleet Project: (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002986#msg8002986) (3) Flabort, Happerry, TricMagic
ITV (http://www.bay12forums.com/smf/index.php?topic=174214.msg8003117#msg8003117): (0)
Title: Re: Interplanetary Arms Race: Side Two
Post by: NUKE9.13 on July 31, 2019, 03:38:35 pm
Quote
Lyre Fighter (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002182#msg8002182): (0)
ITC Modernization Project (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002453#msg8002453): (4) Wozzy, SC777, Jilladilla, NUKE9.13
Cargo Fleet Project: (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002986#msg8002986) (3) Flabort, Happerry, TricMagic
ITV (http://www.bay12forums.com/smf/index.php?topic=174214.msg8003117#msg8003117): (0)
Making an ITC capable of landing on a planet is ludicrous.
Title: Re: Interplanetary Arms Race: Side Two
Post by: TricMagic on July 31, 2019, 04:04:59 pm
Not really. The ITV is meant for that purpose..

Though for revision, somewhat.




Quote
Lyre Fighter (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002182#msg8002182): (0)
ITC Modernization Project (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002453#msg8002453): (5) Wozzy, SC777, Jilladilla, NUKE9.13, TricMagic
Cargo Fleet Project: (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002986#msg8002986) (2) Flabort, Happerry,
ITV (http://www.bay12forums.com/smf/index.php?topic=174214.msg8003117#msg8003117): (0)

Vote for Yes/No on Auto-Speed 2
Yes for Auto-Speed 2: ()
No for Auto-Speed 2: (1) TricMagic

Mostly I'd seen something else in my sleepyness. The better shuttle should bring it to 2 TC capable, which means we can fit something bigger in.. Sleepy right now.
Title: Re: Interplanetary Arms Race: Side Two
Post by: flabort on August 03, 2019, 09:05:14 pm

Quote
Vote if Autospeed No
 Lyre Fighter (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002182#msg8002182): (0)
ITC Modernization Project (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002453#msg8002453): (6) Flabort, Wozzy, SC777, Jilladilla, NUKE9.13, TricMagic
Cargo Fleet Project: (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002986#msg8002986) (1) Happerry,
ITV (http://www.bay12forums.com/smf/index.php?topic=174214.msg8003117#msg8003117): (0)

Vote if Autospeed Yes
 Lyre Fighter (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002182#msg8002182): (0)
ITC Modernization Project (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002453#msg8002453): (0)
Cargo Fleet Project: (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002986#msg8002986) (1) Flabort
ITV (http://www.bay12forums.com/smf/index.php?topic=174214.msg8003117#msg8003117): (0)


Vote for Yes/No on Auto-Speed 2
Yes for Auto-Speed 2: ()
No for Auto-Speed 2: (2) TricMagic, Flabort
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Happerry on August 03, 2019, 09:34:30 pm
Quote
Vote if Autospeed No
 Lyre Fighter (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002182#msg8002182): (0)
ITC Modernization Project (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002453#msg8002453): (7) Flabort, Wozzy, SC777, Jilladilla, NUKE9.13, TricMagic, Happerry
Cargo Fleet Project: (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002986#msg8002986) (0)
ITV (http://www.bay12forums.com/smf/index.php?topic=174214.msg8003117#msg8003117): (0)

Vote if Autospeed Yes
 Lyre Fighter (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002182#msg8002182): (0)
ITC Modernization Project (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002453#msg8002453): (0)
Cargo Fleet Project: (http://www.bay12forums.com/smf/index.php?topic=174214.msg8002986#msg8002986) (1) Flabort
ITV (http://www.bay12forums.com/smf/index.php?topic=174214.msg8003117#msg8003117): (0)


Vote for Yes/No on Auto-Speed 2
Yes for Auto-Speed 2: ()
No for Auto-Speed 2: (2) TricMagic, Flabort
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on August 03, 2019, 11:08:27 pm
ITC modernization program
the ITC modernization project aims to replace the ITC's venerable chemical engines with the more powerful and reliable OKSPD(hopefully increasing storage space in the process) err, reports indicate the OKSPD has already been installed, we'll try to squeeze an extra TC out of it. aside from that, we also intend to spend time fixing various design flaws in the hull, hardware, and software, as well as adding a single Oculus for point defense purposes. finally, we will develop a heavy-duty shuttle, capable of carrying light tank sized objects at least.

Quote
ITC Modernization Program
Difficulty: Normal
Roll: 2+3+0 = 5 = Average

Well, given the last-minute confusion about whether those engines had been added to the design or not, the ITC modernization has gone surprisingly well. It has successfully added an Oculus for defense, various improvements have vastly increased the comfort and safety of the ride and made the vessel more durable and slightly faster when maneuvering around orbits. Adding more transport capacity proved impossible as carrying the equivalent of half a unit (several thousand more soldiers) would require substantial expansion. The equivalent of a light tank can already be lifted by the ITC's shuttles, and creating a new shuttle capable of lifting a 2-TC object proved to be somewhat outside the possibility of work done during a revision. However, the size of the ITC (and thus its target profile) was reduced somewhat by this work. Not nearly enough to make the gargantuan but simple vessel cheaper, but certainly not wasted effort.


It is now the Turn 1 LOGISTICS PHASE. We made it, somehow. Decide what ships, units, and equipment will be built and give them orders to deploy.

Combat, here we come! Get your lore together, there is a substantial reward riding on it!



Spoiler: Side Two Tech (click to show/hide)

Spoiler: Side Two Logistics (click to show/hide)
Title: Re: Interplanetary Arms Race: Side Two
Post by: flabort on August 03, 2019, 11:33:12 pm
Wait, do we have 16 or 18 SPP? The spoiler has both listed.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Jilladilla on August 03, 2019, 11:42:55 pm
Should have 18. We started with 16 and the AER gave us +2 SPP.

Madman just didn't update the later number.



Right. I listed out the basics of a plan, now to put it in formal plan format. If anyone wants to name our ships or divisions, feel free to offer suggestions.

Quote from: Plan A
SPP Budget: 18
Build 3 ITCs (6 SPP)
Build 4 Chords (12 SPP)

GPP Budget: 20
Recruit 2 Basic Military Units (4 GPP)
Recruit 4 'Elite' Basic Military Units w/ SIAERAs and Combat EVA Suits (16 GPP)


Orders
ITC #1 Loads 2 'Elite' Units armed with SIAERAs and Combat EVA Suits, moves to G and drops one Unit onto its surface
ITC #2 Loads 1 'Elite' Unit and 1 Basic Unit, moves to I, and drops the Basic Unit onto its surface
ITC #3 Loads 1 'Elite' Unit and 1 Basic Unit, moves to H, and drops the Basic Unit onto its surface
All Chords Move to G
Title: Re: Interplanetary Arms Race: Side Two
Post by: flabort on August 04, 2019, 04:54:41 pm
I like this plan.

I feel we should name our Units after mercenary groups, fictional or historical.

The Elite Unit dropped at G can be "The A Team", the Elite Unit staying aboard ITC#1 can be "Dogs of War", while the Elite Unit in ITC#2 can be "The Free Companions" and the one aboard ICT#3 can be "Band of the Hawk".

The basic unit deployed to I can be "The Taskmasters", and on planet H can be "Schlock Mercenary".

I don't know what to name the ships.
Title: Re: Interplanetary Arms Race: Side Two
Post by: VoidSlayer on August 04, 2019, 07:04:19 pm
That is leaving the ITC 2 and 3 vulnerable, sure they have a weapon but not a very good one.

Going in force to G with our ships does seem like a good plan.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Jilladilla on August 04, 2019, 07:24:35 pm
That is leaving the ITC 2 and 3 vulnerable, sure they have a weapon but not a very good one.

Going in force to G with our ships does seem like a good plan.

Look at the Map. I and H are firmly behind our lines; and in order to get there the enemy would need to get through G anyway. And no, they cannot get to I and H this turn, or next turn even unless they somehow managed to get a Speed 3 Drive; it's 5 away from their homeworld.
Title: Re: Interplanetary Arms Race: Side Two
Post by: Wozzy on August 08, 2019, 08:52:54 am
Quote
Plan A: (1) Wozzy
Title: Re: Interplanetary Arms Race: Side Two
Post by: flabort on August 09, 2019, 12:34:36 pm
I already expressed my support for this plan, so I am voting for it. Not like any other plan has been proposed.

Quote
Plan A: (2) Wozzy, Flabort

Anyone else got any names for units/ships? If we go with Plan A and the names I picked for the units, all the ships still need names.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Happerry on August 10, 2019, 07:23:04 pm
Quote
Plan A: (3) Wozzy, Flabort, Happerry
Title: Re: Interplanetary Arms Race: Side Two
Post by: m1895 on August 10, 2019, 07:26:22 pm
Quote
Plan A: (4) Wozzy, Flabort, Happerry, m1895
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on September 14, 2019, 12:52:29 pm
Thank you (ladies and?) gentlemen for NOT doing a Side 1 and having BINARY for ship names. I didn't actually want to see a ship named 010000101, thanks for nothing, Side 1.

Anyway, welcome to the formal beginning of turn 1, post-hurrication. And also post-homework. Anyway, let's begin, shall we? I'll probably have nicer reports for your next BR, which should obviously have actual combat as well as not needing quite so much logistics updating.

ITC #1 deploys a BMU with 'Elite' armament to G; they find a strange desert planet with sand that would never support life, but is quite easy to refine into raw materials for all number of things. Sandstorms result in platoons being lost for days, a few squads have disappeared entirely when caught out on distant patrols during sandstorms. Luckily, we've begun to understand the local weather patterns and will likely not suffer quite as much as time goes on. Reinforcements have already been delivered via regular supply convoy. Terrain Control: 4/10

ITC #2 deploys a BMU with basically nothing onto I, where they find themselves somewhat comforted that they don't need to wear a spacesuit to go on a walk, and somewhat depressed that the only scenery they're going to get is a whole lot of grass and maybe the occasional hill. The entire world seems to have been steadily levelled out by time and weathering. However, the grasses usually don't conceal anything worse than a few rodentlike creatures, and the number of missing soldiers is minimal, except for that entire platoon that vanished on a long-distance patrol. We're sure it's fine. Terrain Control: 4/10

ITC #3 also deploys a BMU with basically nothing onto H, where they find amazingly boring grey terrain and some decent mineral deposits, and chart a few sites for spacecraft-construction facilities and exploitation. Terrain Control: 4/10

Squadron 1, composed of 4 Chords, moves to G and regroups, refuels, and awaits further orders.

It is now the Turn ONE Design Phase. You have one design, don't offend the Network, even though you've already offended the Network since the Network is your ENEMY AND your underlying computer system....what the heck, guys?

Spoiler: Side Two Tech (click to show/hide)

Spoiler: Side Two Logistics (click to show/hide)

Spoiler: Credits (click to show/hide)
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on September 14, 2019, 01:54:27 pm
Interstellar Communication Network

Henceforth referred to as the ICN, it is at based on the Command Radio. Making use of parts that can be assembled on site, it includes a blueprint for setting it up for communications on planet, and a multi-piece dish that can be taken up in 1 TC pieces. When assembled, it will allow the aforementioned parts to build a network across the planet, and communicate to other ICN Planets. This will allow quick response times, and prevent us from losing people to the native environment, since every squad can carry a radio to call for help, communicate with local squads, towers, and satellites(which are another part for setting up the ICN across the planet), and have a transponder signal which will allow us to locate them. Main Terminals and Satellites comes with inbuilt signal scrambling to prevent interception, and firewalls to prevent hacking.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: NUKE9.13 on September 15, 2019, 12:41:35 pm
So, I was trying to write some lore, and the fact that there are two very distinct things called The Network is really bugging me. I'd like to suggest we rename our The Network to something else. I mean, it's not like it's super critical that it's called The Network. Here are some suggestions for alternatives:
-The Datalinks
-The Grid
-The Leylines
-The Underweb
Just off the top of my head, sort of thing. The point is that there are tons of viable names, and renaming it would make everything a lot easier to write about.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on September 15, 2019, 03:08:01 pm
I for one, am partial to

"The Loom".

(Loom-Knows-Where I left my car keys. )

I feel like its a perfect name for our mysterious network of interconnected machines.

ALso I have no idea what the Madman is referring to since i didnt actually read the lore.

Anyways, I like Tric-Magic's idea for a communication network so I am gonna make a derivative.

EVIL (Evrasium high-Volume Intelligence-gathering & Light) Constellation Network

By streamlining the emission process for lower-power "taps" instead of punches to be emitted by our Evrasium reactor, it is now possible for Satelite networks outside of our home-Loom to be assembled and utilize high-power systems instead of solar panels.

Correction: it is less a reactor, and more a angry box . This angry box can then be tricked through the use of electromagnets in a formation similar to that of traditional generator schemes and directly producing an emission field capable of producing a brief burst of light, like a conventional laser. electricity for secondary functions such as gyroscopes sensory equipment etc is provided for by "cheap" solar panels and battery systems that take up only 5-10% of the weight of the entire system.

This complex system is small enough to be placed into a box-"sat" designed to collect radio-signals from the surface of the planet, and then either relay it to another box-sat in with it's emission receptacle in the proper position, or directly send a relatively high-power emission directly towards the LAER (Laser Activity Emissions Reciever) deployed in orbit of the Planetary Technates homeworld. It can also receive data transmissions from the homeworld by its own LAER system, but by necessity, it must be done at pre-determined times due to the fact that it can only send, or receive to one source at a time.

An on-board Omni-directional antenna prevents situations where its dishes are pointed uselessly and data must be poured in from a relatively local area without requiring a shuttle to pick it up and commit maintenance. a 2 pound brick of meta-stabilized explosives is planted near the Evrasium reactor and hooked up to this antennae so that when a unique singal is deployed or if it detects unauthorized physical access (ie a shuttle tries to pick it up without consent), the satellite will self destruct.

This set up allows for high-data signals to be relayed and received from planet to planet. Its point-to-point nature means that barring an interception, the signals are literally undetectable and are thus completely securing barring a compromised emission device. Outside of the Evrasium, most of this stuff is tried-and-true orbital equipment that was perfected before our time.

EVIL is a satellite that could work passably by itself, but really should be deployed with at least 3 total sister satellites so that its relay capabilities are actually useful.

No really special equipment beyond the equivalent of a ruggedized satellite cellphone is really required to talk to the satellite, and thus, our soldiers are once again connected to the Loom.

 
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Shadowclaw777 on September 20, 2019, 10:29:20 am
Evrasium Production Industrial Complex (EPIC):

The E-EPIC is based on the lifeblood and specialized resource on why this planet was very valuable to the first colonization efforts of the progenitor civilization, that of Evrasium and due to its unique properties has allowed for extraordinary manipulation of our known rules of physic, but there always has been a problem of utilizing for both military and civil applications and that is of its rarity and how we current extract and mass produce it. Therefore, we spend constructive efforts of a construction complex and facility that would allow us to gain access to more of this resource and that future applications of Evrasium will be less intensive cost-wise and for further research and design with the material to be more effective.

The facility is streamlined for its current mining network to be attached to an extensive subsurface in which all forms of drift, slope, shaft, and shrinkage slope extraction efforts all while reaching more into the deposits of valuable Evrasium with respective mining vehicles and tools, that are transferred to an automated conveyor belt to transfer to the main building on the top, that of the Main Production facility on the surface in which Evrasium can be more efficiently processed and formed from hard rocks. Automated robotic tools and the processes of crushing, smelting, and further refinement of the material is more streamlined and therefore allowing more of the Evrasium to reach our stockpiles and reserves, allowing for productions that utilize Evrasium to be more feasible and be less draining when we construct designs that have to utilize it.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: NUKE9.13 on September 20, 2019, 10:44:03 am
I've mentioned this on Discord, but I'll repeat it here: since we have no GPP/SPP to spare, this would be a good time to do an infrastructure/groundwork design, as if we designed something that cost GPP/SPP, we wouldn't be able to deploy it anyway.
Thus, I'll go with EPIC.

I'm also going to put renaming our Network in the votebox. I'm not super fussed with what we call it, so long as it isn't the Network.

Quote from: Botevox
Design:
EPIC: (1) NUKE9.13

Renaming our Network?:
Keep the name Network, because fuck making lore comprehensible:
The Loom: (2) NUKE9.13, Blood_Librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Shadowclaw777 on September 20, 2019, 07:47:10 pm
Quote from: Botevox
Design:
EPIC: (2) NUKE9.13, SC777

Renaming our Network?:
Keep the name Network, because fuck making lore comprehensible:
The Loom: (3) NUKE9.13, Blood_Librarian, SC777
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Happerry on September 20, 2019, 09:54:30 pm
Quote from: Botevox
Design:
EPIC: (3) NUKE9.13, SC777, Happerry

Renaming our Network?:
Keep the name Network, because fuck making lore comprehensible:
The Loom: (3) NUKE9.13, Blood_Librarian, SC777

More production and resources is rarely a bad move.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on September 21, 2019, 02:20:27 am
Quote from: Botevox
Design:
EPIC: (4) NUKE9.13, SC777, Happerry, Blood_Librarian

Renaming our Network?:
Keep the name Network, because fuck making lore comprehensible:
The Loom: (3) NUKE9.13, Blood_Librarian, SC777

I am barely coherent right now and the only reason I posted was because of Madmans pings on discord.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: m1895 on September 21, 2019, 04:03:36 pm
Quote from: Botevox
Design:
EPIC: (5) NUKE9.13, SC777, Happerry, Blood_Librarian, m1895

Renaming our Network?:
Keep the name Network, because fuck making lore comprehensible: (1) m1895
The Loom: (3) NUKE9.13, Blood_Librarian, SC777
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on September 21, 2019, 04:13:29 pm
Quote from: Botevox
Design:
EPIC: (6) NUKE9.13, SC777, Happerry, Blood_Librarian, m1895, TricMagic

Renaming our Network?:
Keep the name Network, because fuck making lore comprehensible: (2) m1895, TricMagic
The Loom: (3) NUKE9.13, Blood_Librarian, SC777
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Jilladilla on September 22, 2019, 11:33:31 am
Quote from: Botevox
Design:
EPIC: (7) NUKE9.13, SC777, Happerry, Blood_Librarian, m1895, TricMagic, Jilladilla

Renaming our Network?:
Keep the name Network, because fuck making lore comprehensible: (3) m1895, TricMagic, Jilladilla
The Loom: (3) NUKE9.13, Blood_Librarian, SC777

We will not budge and let them take our name from us.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on September 22, 2019, 01:20:39 pm
Quote from: Botevox
Design:
EPIC: (7) NUKE9.13, SC777, Happerry, Blood_Librarian, m1895, TricMagic, Jilladilla

Renaming our Network?:
Keep the name Network, because fuck making lore comprehensible: (2) m1895, Jilladilla
The Loom: (3) NUKE9.13, Blood_Librarian, SC777
The Nexus: (1) TricMagic
The Matrix: ()
The Grid: ()


Pick one.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Jilladilla on September 22, 2019, 02:46:37 pm
Fiiiiiiiiinnnneee.... If Madman is going to veto the 'Keep it as is' vote and reward them for being so indecisive about their name, then fine, I'll vote for a name. (Note: I am not too upset at this; I know that the internet is bad at translating these things.)

The Grid actually feels like something you would call an all-encompassing infrastructure upon which you have built your society on anyway, to be fair.

Quote from: Botevox
Design:
EPIC: (7) NUKE9.13, SC777, Happerry, Blood_Librarian, m1895, TricMagic, Jilladilla

Renaming our Network?:
Keep the name Network, because fuck making lore comprehensible: (2) m1895, Jilladilla
The Loom: (3) NUKE9.13, Blood_Librarian, SC777
The Nexus: (1) TricMagic
The Matrix: ()
The Grid: (1) Jilladilla

Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: flabort on September 22, 2019, 08:04:59 pm
The Grid actually feels like something you would call an all-encompassing infrastructure upon which you have built your society on anyway, to be fair.
Agreed.

Quote from: Botevox
Design:
EPIC: (8) NUKE9.13, SC777, Happerry, Blood_Librarian, m1895, TricMagic, Jilladilla, Flabort

Renaming our Network?:
Keep the name Network, because fuck making lore comprehensible: (2) m1895, Jilladilla
The Loom: (3) NUKE9.13, Blood_Librarian, SC777
The Nexus: (1) TricMagic
The Matrix: ()
The Grid: (2) Jilladilla, Flabort

Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: m1895 on September 22, 2019, 10:36:39 pm
Quote from: Botevox
Design:
EPIC: (8) NUKE9.13, SC777, Happerry, Blood_Librarian, m1895, TricMagic, Jilladilla, Flabort

Renaming our Network?:
Keep the name Network, because fuck making lore comprehensible: (2) m1895, Jilladilla
The Loom: (3) NUKE9.13, Blood_Librarian, SC777
The Nexus: (1) TricMagic
The Matrix: ()
The Grid: (3) Jilladilla, Flabort, m1895

I'm not a fan of constantly giving ground to the enemy, but I'd rather choose the least bad option than a better option that isn't allowed.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: NUKE9.13 on September 24, 2019, 12:46:16 pm
Like I said, I don't super care what it's called (so long as it changes), so I'll move my vote over to expedite things.
 
Quote from: Botevox
Design:
EPIC: (8) NUKE9.13, SC777, Happerry, Blood_Librarian, m1895, TricMagic, Jilladilla, Flabort

Renaming our Network?:
Keep the name Network, because fuck making lore comprehensible: (2) m1895, Jilladilla
The Loom: (2) Blood_Librarian, SC777
The Nexus: (1) TricMagic
The Matrix: ()
The Grid: (4) Jilladilla, Flabort, m1895, NUKE9.13
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on September 24, 2019, 08:58:12 pm
I don't like the grid, so I am gonna be stubborn and keep my vote to the Loom.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on September 29, 2019, 05:16:04 pm
Evrasium Production Industrial Complex (EPIC):

The E-EPIC is based on the lifeblood and specialized resource on why this planet was very valuable to the first colonization efforts of the progenitor civilization, that of Evrasium and due to its unique properties has allowed for extraordinary manipulation of our known rules of physic, but there always has been a problem of utilizing for both military and civil applications and that is of its rarity and how we current extract and mass produce it. Therefore, we spend constructive efforts of a construction complex and facility that would allow us to gain access to more of this resource and that future applications of Evrasium will be less intensive cost-wise and for further research and design with the material to be more effective.

The facility is streamlined for its current mining network to be attached to an extensive subsurface in which all forms of drift, slope, shaft, and shrinkage slope extraction efforts all while reaching more into the deposits of valuable Evrasium with respective mining vehicles and tools, that are transferred to an automated conveyor belt to transfer to the main building on the top, that of the Main Production facility on the surface in which Evrasium can be more efficiently processed and formed from hard rocks. Automated robotic tools and the processes of crushing, smelting, and further refinement of the material is more streamlined and therefore allowing more of the Evrasium to reach our stockpiles and reserves, allowing for productions that utilize Evrasium to be more feasible and be less draining when we construct designs that have to utilize it.

Quote
Evrasium Production Industrial Complex
Difficulty: Very Hard
Roll: 2+4 - 2 = 4 Below Average

Evrasium is rare. We've always known that. You can't take two steps in the shadier portions of the Grid without stumbling into somebody trying to sell Evrasium, an Evrasium miracle device, or an entire Evrasium mine, for a "discount price". Every ad programmed to steal every piece of information on your device, of course. Some things never change.

Anyway, where were we? Ah yes, EPIC. Well, EPIC is....not really epic. It's more "acceptable" or maybe "underwhelming". It does what it's supposed to do, extracts Evrasium, but it's just so hard to get at the stuff that a single large complex is perhaps not the most efficient way to get at it. Regardless, the EPIC complex is indeed capable of extracting Evrasium in mass amounts. The problem is, much of the equipment and, crucially, the delivery trucks, are controlled via the Grid. As factions come and go, entire shipments of the stuff might wind up in various locations and in the hands of various people, most of whom will only part with their new treasure troves if paid large amounts of money. VERY large amounts of money, which pretty much offsets the savings of extracting the considerable amount of Evrasium that we do manage to extract.

A final problem comes in that since other materials are so much less valuable than Evrasium, once Evrasium is extracted from the collected material, the rest is just dumped. The pile is impressive, but could also be full of other, somewhat less valuable than Evrasium, but still valuable materials that we just don't extract right now.

Right now, we could expect to something of a discount on higher-priced equipment that uses massive amounts of Evrasium, but on the more regular stuff it won't be so noticeable. We have definitely laid the groundwork for related industrial projects, though, that much we're sure about.

It is now the Turn One Revision Phase. You have one revision. Also, as you may have noticed, your computer network is now called the "Grid". Your leader may or may not be referred to as "Clue" from now on. Anyway, does somebody feel like clarifying how you have a working government (or at least a working military) if your government is so easily (and often) replaced by a new one based on who controls the Grid? Or maybe just point out that your GM is an idiot who forgot something/overlooked something/misread something somewhere, that's fine too.

Spoiler: Side Two Tech (click to show/hide)

Spoiler: Side Two Logistics (click to show/hide)

Spoiler: Credits (click to show/hide)
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: flabort on September 29, 2019, 08:39:02 pm
Quote from: Lore
The Grid is a miracle network. Sturdy enough that no matter how much infrastructure is built upon it, it never seems to bog down. Of course, every single virtual square inch of it is filled with programs, viruses, or users vying for control over it, and the control that gives over every device built upon the Grid. And with power over every device, comes power over the people.

Several factions of users, hackers, politicians, and wearers of hats black, white, or grey formed as the Grid was developed, and now days that translates into many political parties. The common unaware user often votes on policies or actions as they come up on various apps built for the public, but many, if not all of these are compromised - only the skilled programmer knows how to make their vote count. Only the gifted and practiced administrator can wield several votes of the unskilled users at once. Only the strongest factions can turn the tides of an election, short though they may be.

The competition to control the populace, and the Grid, often leaves policies in deadlock, as votes are hacked and swing back and forth, as the factions and truly legendary hackers each enforce their own views on policy. And when your prowess isn't enough to achieve a consensus among the virtual polls that make up the Technate's true power behind any official "government" put in place however temporarily, money greases the wheels and can convince someone to see things your way. And the currency of choice is the EpsilonBlock.

One use of such an advanced system of computers is that almost every computer is capable of quickly computing hash values, and most devices, even ones you wouldn't expect like smart refrigerators, or Grid connected showers, have an extra processor for carrying blockchain calculations. With the shear size of the Grid, and the shear number of hashes being calculated every second, the Technate's cryptocurrency base is nigh impenetrable, with false claims being squashed by patrolling sentinel programs and the very nature of blockchain. An individual EB wallet may be compromised when an advertisement steals every datum worth having out of your phone, but even the dumbest user lets a program manage several wallets at a time at remote servers; banks were created to monitor and manage wallets, and while untraceable physical currency exists in certain black markets, even the shadiest of hackers will trust the Grid to keep their EB safe.

Money doesn't solve everything, though; some disagreements have to be discussed. In the upper echelons of skill, those referred to as the Technicians, who have entire groups of factions under their thumbs, the Grid becomes so stalemated in the battle for control that the only way to resolve matters of policy is through diplomatic talks. The Technicians are probably the truest governmental body that the Technate has, although their identities remain secret to the populace. They go by pseudonyms, and use avatars and alter-egos to communicate with each other and with their subordinate factions.

Clue is one such Technician, and arguably the most popular with the populace. Another is Mr. Grid, and the name Salamander is often whispered in dark corners. Batman may be a Technician, or may be a group of individuals all working independently; every kid tells their parents that they want to be Batman when they grow up. And Goldilocks is rumored to be the richest of the Technicians, though without the ability to trace where EB goes, most people have no idea just how rich he or she may be.
Title: Re: Interplanetary Arms Race: Side Two
Post by: NUKE9.13 on September 30, 2019, 07:07:57 am
I'm on board with Flabort's lore above. I've "edited" ChiefWaffle's lore, which I assume everyone is cool with:
Spoiler (click to show/hide)

And I wrote a short lore piece myself:

Quote
The Technate is at war. When the transmissions coming from the Network's homeworld were translated, and people realised who they were sharing their star system with, the decision was reached fairly quickly. An unstoppable horde of murderous robots would be bad enough, but the citizenry of the Technate were extra twitchy about the idea of advanced technology rising up against humanity. After all, many of them did not understand the Grid, and for all they knew, it could be vulnerable to corruption by the Network, in which case society would collapse.
Those who understood the Grid a bit more were less gung-ho about the war. They knew well enough that the Grid was a miraculous system that, whilst it could be exploited, could not be fully controlled, and that there was no real risk of the Network absorbing the Grid- at least not without long-term direct access.
But those middle-class Grid-users were overruled by the 'elite'. Why? A question with many answers, some of which are probably accurate. Perhaps those with unfettered access to the original transcripts of intercepted Network communications (which were scattered piecemeal across the Grid) saw in them signs of an expansionist mentality that could threaten the Technate. Perhaps they saw an opportunity to unite the disparate factions from across the planet with a common enemy. Maybe they owned industries that would profit from military buildup. Who can say?

It is, of course, not a simple matter for the Technate to go to war. With central government a tenuous prospect at best, who would command the fleets and armies? For that matter, who would build the ships and train the soldiers? And who, pray tell, would pay for it?
Obviously this called for a new organisation who would be in charge of military matters, a "High Command" set apart from the squabbles of everyday life. This was such an obvious answer, in fact, that several such High Commands were established in short order, by different factions. This, naturally, led to months of squabbling. Eventually, through a combination of mergers and dissolutions, the field was narrowed down to three: the Unified Planetary Techante Military, the Global Defence Org, and the Interplanetary Warfare Foundation. Though not ideal, it proved impossible to consolidate the three, as their philosophies conflicted too much... and so, in grand Planetary Technate tradition, the question of leadership was left ambiguous.
An agreement of sorts was hashed out, wherein all three would collect taxes to fund the war effort, and coordinate- to some extent- their actions. It was agreed that there would be a standardised command structure, where soldiers from the three commands would still obey the orders of officers from another... most of the time. Grand strategy would be determined democratically- ie, the three High Commands would vote on where to send fleets and armies; clearly an insane way of running a military, but what can you do?
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on October 01, 2019, 12:36:06 pm
Closed-Visor Electronics

Our biggest weakness is our armor. Specifically, the fact that we use a clear visor that is vulnerable in comparison to other methods of shielding. BY utilizing large matrix's of tiny laser systems as well as redundant sensor systems, it is now possible to directly "beam" information onto a individuals eyeball to allow for an augmented vision scheme while simultaneously replacing the open visor system with a slab of electronics and metal sheeting, allowing for a much more protective helmet.

The Laser matrices receive visual data from onboard sensors, and the onboard computer processes it on-site into a decipherable format and then relays it to the user as well as to any command station that they are connected to through an onboard, small radio system.

While further vision augments are possible, The software package placed into the suit is designed to act as a Heads Up Display while giving its user an augmented peripheral vision and magnification system. In essence, a soldier should be much, much harder to be ambushed because their peripheral vision is expanded from ~60 degrees to 120 degrees. A single frontal camera is designed to have a zoom function, allowing every soldier to have what is essentially binoculars for spotting. (albeit not as good as a dedicated set.) the Heads Up Display currently does not display the number of bullets in one's gun, nor anything fancy, merely the properties and functions of their suit including the presumably already built-in biomonitoring capabilities in a way that the user can access and manipulate it without using a tactical screen on their forearm. (If our suits do not actually monitor the health of the user like modern-day space suits, disregard.)

Quote from: Bote Vox
Lore
The Triumvirate Military/Nukes unnamed Idea(1): Blood_Librarian
The Technicians/Flaborts unnamed idea(0):

Revision:
CVE (1): BLood_Librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on October 01, 2019, 12:44:04 pm
Is there anything preventing both Lore from being used?

Quote
Evrasium Production Industrial Center: A huge mining and industrial complex geared only towards extracting Evrasium. A very impressive industrial project, for sure, but it has a myriad of issues that will need to be resolved before it becomes a truly practical object.

MATS: Mineral Appraisal & Transport System

An add on to EPIC, MATS is meant to better identify the excess materials brought up during mining and extracting Evrasium and determine what they are. In addition, these will be sent straight towards military projects, allowing us to build more ships to use. Evrasium is pretty rare, but all that excess material should not be put to waste once the Evrasium has been extracted.

A side project is to better devise a transport system that won't be hijacked by special interests. These Materials are important. Evrasium may run our engines, but we also need ships to make use of it at all.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on October 01, 2019, 01:31:50 pm
Exceptionally Warlike Authoritarian Rovers (E-WAR)

E-WAR's are exceptionally militant software run on dedicated server systems for the explicit management of critical industrial systems. These are the designed "exceptions" to the grid in that their goal is not to become a pawn of anyone once they are set up.  In this case, E-Wars are deployed to allow a verifiably controlled logistical infrastructure for our Military Industrial Complex.  They are Rovers because they are equipped with threads to quickly move them form building to building on a daily basis to prevent easy sabotage.

In more simple terms, they are incredibly militant fire-wall systems designed to never take orders from anybody once set up, until it is dismantled. It is unconfigurable barring a shutdown. They can also concurrently run Grid Software, in most cases to run secure data to and from the industrial processes that have been set up and ferry them to the various PMC's and Intelligence Agencies and a myriad other military organizations for the express purpose of allowing these organizations to have the "first dibs" regarding Evrasium as well as any other resource our industries might produce.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on October 03, 2019, 04:03:57 pm
I'll get the voting started. MATS should give us more material to work with, yeah? Even says so.

Quote from: Votebox
MATS: (1) TricMagic
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Shadowclaw777 on October 03, 2019, 06:02:00 pm
Satellite Positioning Active Delivery Engineering (SPADE)

SPADE creates changes to the EPIC in the political and technical level, so that a more streamlined and efficient process of gathering large qualities of Evrasium without the political backwater. EPIC is coordinated through its own private bureaucracy and administrative to the main Grid, that automates it's own tracking routes and mining procedures so that a more centralized organization of the material is proceeded. Therefore, the back and forth of lobbying with other factions for their storage of Evrasium is entirely nil, since it's own by it's own company. Even further, each delivery truck is outfitted with a wireless barcode that continuously tracks it's position on GPS, therefore the logistics of of our transporting the material can never be lost, and we can still errors on why our income of Evrasium is having temporary problems and can be more efficiently solved.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: NUKE9.13 on October 04, 2019, 09:17:17 am
I have considered things.
I don't like suggestions that attempt to circumvent the issue of the Grid-based chaos by just saying "We don't use the Grid", because that's our whole thing. If we could just build a separate system, we wouldn't be in this situation in the first place.
So, I don't like SPADE, I'm dubious of MATS (it's rather short on detail, so it's unclear how it's solving the Grid issue), and EWAR sounds... incredibly silly (in addition to having the same problem as SPADE).
...
That said, I don't have any better ideas, so, whatever.

Quote from: Votebox
MATS: (2) TricMagic, NUKE9.13
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on October 04, 2019, 11:31:00 pm
@TricMagic, I already started the votebox, you kind of missed my vote.

AnteroGrade Objectivised Normalizing cYber sortware (AGONY)

As it turns out, a series of internal re-works of the GRID allows for priority access and control of the resources that are produced monthly for the organizations that are most productive towards critical issues of our society. This is done through a clearly defined and demi-autonomous digital entity that is fed information regarding our goals and problems as well as our societal state/culture/infrastructure, It then outputs a series of "objectives" for entities to compete to complete, as well as a log on how this objective is made.

What is unique about this system is the hardware it runs; High-level super-computers that are the cutting edge of scientific societal directive computing, taken directly from a regime that failed after a gambit gone wrong. With continual maintenance and constant hardware upgrades to keep this wetted edge, personnel with non-societally imperative intentions cannot reliably outcompete and predict what our society needs before the RTS can and cheat the system through backhanded measures. Any hardware found to be more effective than the current set up in AGONY will be prioritized in an acquisition raid.

This effectively allows our society to provide for a military seamlessly and without delay as our societies shifts control from organization to organization while preserving the original framework of the GRID. It also solves the missing shipment problem, as control of the shipments is handed off to the organizations that are most likely to keep it and produce advancements as ordained by the AGONY, rather than those who would primarily use it for their own self-advancement.

While in the future, this may be geared towards societal improvement, the current goals it is fed is based on the design teams' wishes as well as the various logistics agencies that provide for our Warmachine.



Quote
CVE (1): BLood_Librarian
MATS: (2) TricMagic, NUKE9.13
AGONY: (1): Blood_librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on October 19, 2019, 08:38:55 pm
MATS: Mineral Appraisal & Transport System

An add on to EPIC, MATS is meant to better identify the excess materials brought up during mining and extracting Evrasium and determine what they are. In addition, these will be sent straight towards military projects, allowing us to build more ships to use. Evrasium is pretty rare, but all that excess material should not be put to waste once the Evrasium has been extracted.

A side project is to better devise a transport system that won't be hijacked by special interests. These Materials are important. Evrasium may run our engines, but we also need ships to make use of it at all.

Quote
Mineral Appraisal & Transport System
Difficulty: Very Hard
Roll: 4+1 - 2 = 3 Buggy Mess

MATS perhaps attempted to overreach what we were capable of, but by not focusing whatsoever on the cybersecurity portion of the proposal, we managed to....well...um...we send a lot of bits of mostly worthless rock to our regular mining operations? EPIC was primarily focused on producing Evrasium, and trying to redirect it in such a short time to be capable of accepting the waste materials and attempt to sort through them in any sort of reasonable timeframe was....not a great idea. The minor amounts of metal that can be easily reclaimed from EPIC's waste piles do not represent any significant gain. A more major project that would actually set up a decent program to extract said valuables from the castoff material could conceivably make a gain, but tried now it just failed.

Cybersecurity continues to suffer, with reports of missing shipments and internecine accusations further ripping apart any potential for progress this season. In short: We believe that we overreached, and having a mediocre development season did not help the projects.

Welcome to the Turn Two Strategy Phase. Somebody keep an eye on the turn numbers, I screwed all of them up (in both threads, no less) for the last two phases.

Spoiler: Side Two Tech (click to show/hide)

Spoiler: Side Two Logistics (click to show/hide)

Spoiler: Credits (click to show/hide)
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on November 09, 2019, 11:07:08 pm
Quote from:  Everything to G
SPP Budget: 18
maintain 3 ITCs (6 SPP)
maintain 4 Chords (12 SPP)
GPP Budget: 20
Maintain 2 Basic Military Units (4 GPP)
Maintain 4 'Elite' Basic Military Units w/ SIAERAs and Combat EVA Suits (16 GPP)

Orders
ITC #1 move to E and drops one Elite Unit onto its surface.
ITC #2 moves to E and drops one Elite Unit onto the surface.
ITC #3 moves to E, and drops the Elite unit onto the surface.
All Chords move to E.

Quote from:  Spread the Firepower
SPP Budget: 18
maintain 3 ITCs (6 SPP)
maintain 4 Chords (12 SPP)
GPP Budget: 20
Maintain 2 Basic Military Units (4 GPP)
Maintain 4 'Elite' Basic Military Units w/ SIAERAs and Combat EVA Suits (16 GPP)

Orders
ITC #1 move to E and drops one Elite Unit onto its surface.
ITC #2 moves to F and drops one Elite Unit onto the surface.
ITC #3 moves to D, and drops the Elite unit onto the surface.
2 Chords move to E, interception duty.
1 Chord moves to F, emphasis on escort duty.
1 Chord moves to D, emphasis on Escort duty

Quote
Everything to G (1): Blood_Librarian
Spread the Firepower (0): Blood_Librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Jilladilla on November 10, 2019, 04:12:49 pm
Quote from: Calculated Split
Budget:
Maintain Everything

Orders:
ITC #1 moves to D and drops one 'Elite Unit' onto the Surface
ITC #2 and 3 moves to F and drops both of their 'Elite Units' (so 2) onto the Surface

3 Chords move to F
1 Chord moves to D

Right. As noted in the plan name, this is a calculated split.
Largely as, from what I can tell, there's 3 obvious plays:
1: All in on E (the middle and most valuable planet)
2: A split for E and F (F being the one with a lot of SPP)
3: Even dispersal between all planets

Now, why is this a calculated split?
If they dogpile E; the just committed all of their forces where we are not; largely wasting their strength advantage and concentration. If we can maintain this territory split, D and F together are more valuable than E, giving us an advantage.

If they split for E and F, it's logical to assume that they will favor E as it is more valuable. In which case, our focus on F should give us a major advantage there. And of course, our forces to D (arguably the least valuable of the 'belt' planets, it's the one with high GPP) goes completely unopposed.

If they split evenly, our forces at D should hold steady; while those at F should win. The worst case; as we would only securely hold F while they get E; but not an insurmountable hill to climb.


Of course, all of this ignores them doing something crazy like ignoring their interior planets and focusing solely on the 'belt'; but in that case they'd just flood us with numbers no matter what we did.

As always, comments, suggestions, critiques and such are appreciated.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on November 10, 2019, 05:59:02 pm
Quote

Everything to G (0):
Spread the Firepower (0):
Calculated Split (1): Blood_Librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: m1895 on November 10, 2019, 06:56:57 pm

Quote

Everything to G (0):
Spread the Firepower (0):
Calculated Split (2): Blood_Librarian, m1895
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: NUKE9.13 on November 11, 2019, 03:16:47 pm
Solid logic.
Quote from: Notefox
Everything to G (0):
Spread the Firepower (0):
Calculated Split (3): Blood_Librarian, m1895, NUKE9.13
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on January 01, 2020, 11:15:42 am
Turn 2 Combat Phase: Planetary Technate


Planet D
The enemy is more maneuverable and their projectile weapons pack a very painful punch and longer range than the inaccurate Oculus lasers can reach out to. Our two-engine system forces us to take more time to begin and complete maneuvers, adding vulnerability we desperately don't need, times when it is difficult to maneuver out of a two-dimensional plane without undue rotation. Our ships are, however, undoubtedly more durable, as well as being fifteen meters longer and substantially larger. We can soak up more damage, but the enemy very nearly deals out enough additional damage to win every fight.

After the deadly fight in orbit, occupation proceeds apace, the friendly Chord's aggressive actions having kept the landing troops safe. They struggle across the surface, relying on transport from shuttles from island to island. Your generals predict that this would be a deciding unpleasant weakness should the enemy assault this planet. The island-hopping is otherwise nothing but standard military tedium. Terrain Control: 4/10


Planet F
The story is the same over Planet D; overconfidence and a desire to close with the enemy resulted in the crippling of a Chord and serious damage to one of the others. However, a three-to-one advantage cannot be overcome very easily, and there was no escape for the enemy vessel which seemed determined to protect its ITC.

On the ground, the soldiers advance quickly and secure and properly map and survey almost half the planet. Terrain Control: 4/10


Your soldiers advance as expected on other planets, no disruptions are reported. Your troops are adapting quite rapidly to the specific conditions of each planet.

----
As ever, please tell me if I've missed anything or if I need to change anything. Somebody please tell me what your homeworld's name is so I can put it in the spoilers.
----




Spoiler: Credits (click to show/hide)

Spoiler: Map (click to show/hide)
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on January 03, 2020, 11:44:16 am
Ev-Cannon Attachment

The Ev-Cannon is a turret fed with a specialty shell. These shells can be fired at a target and opened once a target is within range. At which point, the front of the shell opens, it's frontal plates popping off through a burst of air pressure. Inside this shell is an Evarsium ore.

Space is an empty place, but light is constantly shining from light-years away. Each star is in itself a source of light that is constantly shining on us. And with the shell opened, the Evarsium reacts to punch at everything in front of it. This effectively makes these shells force-bombs that can tear through ships with pure kinetic destruction.

These shells have two ways to determine a target. Remote detonation, and LIDAR. Once a target is within effective range(or it is decided it will be remotely detonated and then activated that way), it activates the air-valve to pop the front of the shell into four pieces.

The cannon itself fires these shells through plain explosives stored in the bottom of the shell, and can auto-reload up to twelve from it's stock. Likewise, each shell has a powerful short-range bomb implanted in the Evarsium which will trigger if enough force acts upon it to turn the Evarsium to dust immediately. This is mostly for safety should the Shells ever be struck enough to cause them to break. This will reduce them to being unable to destroy our own ship in such a situation.

The Ev-Cannon Attachment is also capable of being aimed from the computers controls, though the turret itself mechanically cannot turn to ever be on firing line with our own ship.

Quote from: Votebox
Ev-Cannon Attachment: (1) TricMagic

For a long range weapon that will punch them to death. Quite literally.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: m1895 on January 04, 2020, 04:04:25 pm
Evrasium Punchfield
Our research into Evrasium facetting has given us a peculiar new system to work with.
The Punchfield's facetting gives it the unique ability to "store" punches in a vacuum until an object passes through it.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Detoxicated on January 05, 2020, 09:21:21 pm
Heatseeking Missile Swarm Array
Our scientists have taken the theories aus Well as technologies from our SIAERA and tried to reimagine them for space Combat. By upsizing the rockets to 2,7m length and giving them a simple but efficient heatseeking system the swarm missiles can follow laser beams.
The missiles are equipped with conventional variations of TNT as more time was spend in developing a guidance system For far distances.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Jilladilla on January 05, 2020, 11:52:43 pm
Some design suggestions:

Evrasium Deflection Field
As we learned recently, 'The Network' utilizes potent kinetic rounds as their weapon of choice in spacecraft. As we know, we can induce Evrasium to project force remotely in a specific direction at a specific distance. The Evrasium Deflection Shield is our answer to the former using the latter.

The core of the device is a crystal of Evrasium, cut specifically so that its projected force manifests at roughly a certain distance, and with a measure of tolerance, enough so that if there is nothing closer to its predefined point of origin, the projected force will be grounded into the hull of the craft; as precision in this instance is not a boon, and so that in the event of there being no projectiles to deflect, the generally far more resilient hull can take the blow instead of the valuable and fragile Evrasium crystal.

When activated, a generally low power laser (closer to a laser pointer that could eventually cause minor burns than an Oculus, really) mounted on a constantly rotating apparatus fires; causing the crystal to nigh constantly project force centered in front of the craft at a constantly rotating perpendicular angle. While active, it should exert its force on whatever is closest to this centerpoint; making any physical projectiles crossing through the field subject to having their courses deflected by the Evrasium Crystal's projected force. While perhaps not 100% effective, it should cause some attacks that would otherwise strike our craft to miss, and those that would strike dead center to instead score a grazing strike.



Other Design To Come Soon(tm)
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Detoxicated on January 06, 2020, 07:50:20 pm
Modular Space Weaponry
By using a standarized System of weapon programming as Well as connectivity Points and sizes we have accompliahed to easily Change Out Out spaceship weapons between Battle phases.

To accomplish this each weapon system is divided in compartments. These compartments are loading bay, guidance Systems and turret. By standarizing the Layout repair becomes easier the Crew knows intuitionally where they have to Go and also Exchange of Systems becomes easier.

Counter Movement Calculation Unit UCMC
A System to calculate where the enemy Most likely will move next. This projectory calculator works with the weapons systems to improvw their AIM.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Detoxicated on January 07, 2020, 02:07:15 pm
Quote
Ev-Cannon Attachment: (1) TricMagic
Evrasium Punchfield
Heatseeking Missile Swarm Array: (1) Detoxicated
Evrasium Deflection Field:
Modular Space Weaponry: (1) Detoxicated
Counter Movement Calculation Unit UCMC
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Jilladilla on January 07, 2020, 03:08:44 pm
The other design I promised is here!

Rocket Assisted Kinetic-Evrasium Missile (The RAKE Missile)
Thoughts of using Evrasium to strike at hostile craft has been an old idea. Unfortunately, the difficulty in getting Evrasium to project at the ranges space combat involves was a major barrier to these schools of thought. At least, until the RAKE was drawn up. The RAKE has a combined Chemical Laser/Evrasium Crystal warhead, with the small-ish Crystal modulated to project force at roughly a specific location. When the RAKE reaches the point that the target is roughly at that location relative to the missile; the chemical laser fires its single shot, completely consuming the Evrasium crystal in a beam of light; and releasing its energy all in one go; slamming the hostile craft with a great amount of force. If construction of the warhead allows, the laser should be orientated to also fire forwards, so that after consuming the crystal and front of the RAKE, the laser can then add insult to injury. It's hopeful that as the missile does not need to make physical contact and can affect the target from a distance, it would be subject to less close-in point defense than a more conventional missile.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on January 07, 2020, 03:44:06 pm
Laser Assimilated Kinetic Energy (The LAKE Effect)

While testing was occurring in making use of Evrasium with lasers, which is totally not some harebrained idea a cut Evrasium crystal was consumed by a powerful laser. It proceeded to tear straight through the wall, the other wall, the rest of the walls, and the buildings behind it, before finally coming to a stop some 10 miles away in the sky.

Investigation is going on as to why they chose a place in the city to due the testing, but the results were taken to an actual weapons testing facility. Results through a slow-motion camera showed that the Chemical Laser entered the cut Evrasium Crystal, and kept on going straight through it without any deviation as the crystal itself disappeared in the process. Very quickly in fact.

From this and other tests, it was concluded that if the laser was powerful enough, it could completely consume the Evrasium and gain that crystal's kinetic energy. Which then ended up turning the laser into a kinetic weapon to go along with it's usual effects. Smaller crystals required less power, while larger ones required more. In both cases, they showed a type of piercing effect with the core of the laser having more kinetic force than it's edges. The light itself maintained it's shape in atmosphere. Testing in vacuum conditions a piece of scrap showed this not to be the case in space however, with the laser tearing apart the metal around the impact point in the absence of air before continuing onward.

This has been dubbed the LAKE effect, because of the GRID's acronym department. Still, we've made a RAKE Missile to take advantage of this straightforward delivery of laser-applied kinetic force.

See attached RAKE design.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Detoxicated on January 08, 2020, 03:20:33 pm
Spacecraft Evasion Computer System (SECS)
By adding several smaller engines to our spaceship, in Combination with a specially designed Computer System our scientists managed to give our spacecraft the ability to adjust positioning Last Minute before enemy Weaponry can Strike. By using camera Data and advanced projectile calculating algorithms our ship is able to create evasive Last Minute Plans which utilize the aforementioned smaller engines to adjust spaceship positioning. Though this WE have managed to lessen damage to our ships.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on January 09, 2020, 04:01:54 pm
Force Weaponry

Force weaponry represents a concentrated effort to categorize the utilized ontological definition of Evasrium weaponry.

Evrasium "punches" are directed energetic blasts of a now definied set of particles and emission fields that essentially push an object with a rather large amount of force. On the onset of our creation of Evrasium systems, we have several problems where the crystal would myseriously launch it self forward rather than punching the object we intended to have moved.

Force Weaponry works by exciting an array of very small crystalline bolt-shaped Evrasium cores, such that emission of energy is emitted, and then caught by a special ionic field emitted by a high power laser. This laser than fires out of the weapon and into the enemy.

It's equivalent to an electrolaser, where the power of the laser is only just enough to deliver the kinetic force.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on January 09, 2020, 05:58:33 pm
Quote
Ev-Cannon Attachment: ()
Evrasium Punchfield
Heatseeking Missile Swarm Array: (1) Detoxicated
Evrasium Deflection Field:
Modular Space Weaponry: (1) Detoxicated
Counter Movement Calculation Unit UCMC
RAKE Missile: (1) TricMagic
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Detoxicated on January 09, 2020, 08:03:58 pm

Quote
Ev-Cannon Attachment: ()
Evrasium Punchfield
Heatseeking Missile Swarm Array: (1) Detoxicated
Evrasium Deflection Field:
Modular Space Weaponry: (1) Detoxicated
Counter Movement Calculation Unit UCMC
RAKE Missile: (1) TricMagic
Lake Effect:
SECS:
Force Weaponry:
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Jilladilla on January 09, 2020, 08:37:35 pm

Quote
Ev-Cannon Attachment: ()
Evrasium Punchfield
Heatseeking Missile Swarm Array: (1) Detoxicated
Evrasium Deflection Field:
Modular Space Weaponry: (1) Detoxicated
Counter Movement Calculation Unit UCMC
RAKE Missile: (2) TricMagic, Jilladilla
Lake Effect:
SECS:
Force Weaponry:
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on January 09, 2020, 08:40:41 pm
Quote
Ev-Cannon Attachment: ()
Evrasium Punchfield
Heatseeking Missile Swarm Array: (1) Detoxicated
Evrasium Deflection Field:
Modular Space Weaponry: (1) Detoxicated
Counter Movement Calculation Unit UCMC
RAKE Missile: (3) TricMagic, Jilladilla, Blood_librarian
Lake Effect:
SECS:
Force Weaponry:
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Happerry on January 09, 2020, 10:01:21 pm
Quote
Ev-Cannon Attachment: ()
Evrasium Punchfield
Heatseeking Missile Swarm Array: (1) Detoxicated
Evrasium Deflection Field:
Modular Space Weaponry: (1) Detoxicated
Counter Movement Calculation Unit UCMC
RAKE Missile: (4) TricMagic, Jilladilla, Blood_librarian, Happerry
Lake Effect:
SECS:
Force Weaponry:
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Detoxicated on January 09, 2020, 10:04:26 pm

Quote
Ev-Cannon Attachment: ()
Evrasium Punchfield
Heatseeking Missile Swarm Array: (0) Detoxicated
Evrasium Deflection Field:
Modular Space Weaponry: (1) Detoxicated
Counter Movement Calculation Unit UCMC
RAKE Missile: (5) TricMagic, Jilladilla, Blood_librarian, Happerry, Detoxicated
Lake Effect:
SECS:
Force Weaponry:


We have two Research Credits. So ging with modular Space Weaponry would Go Well with the New Missile type
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Jilladilla on January 09, 2020, 11:04:59 pm
Right! To reiterate: We apparently have 2 Research Credits! (1 for making a spaceship, 1 for winning lore contest)

Whether or not to start spending is up to you guys; but I'm making sure the option is known. I'm personally leaning on 'yes' because our weapons appear to be lackluster in comparison to theirs.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on January 10, 2020, 08:40:31 am
Quote
Ev-Cannon Attachment: ()
Evrasium Punchfield
Heatseeking Missile Swarm Array: (0) Detoxicated
Evrasium Deflection Field:
Modular Space Weaponry: (1) Detoxicated
Counter Movement Calculation Unit UCMC
RAKE Missile: (5) TricMagic, Jilladilla, Blood_librarian, Happerry, Detoxicated
Use Research Credit: (1) TricMagic
Lake Effect:
SECS:
Force Weaponry:


Assuming this goes real well, we can turn this into other ground-based weapons. Or just plant a Rake Missile System on a planet with some adjustments.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Detoxicated on January 10, 2020, 11:35:33 am

Quote
Ev-Cannon Attachment: ()
Evrasium Punchfield
Heatseeking Missile Swarm Array: (0)
Evrasium Deflection Field:
Modular Space Weaponry: (1) Detoxicated
Counter Movement Calculation Unit UCMC
RAKE Missile: (5) TricMagic, Jilladilla, Blood_librarian, Happerry, Detoxicated
Lake Effect:
SECS:
Force Weaponry:

Use Research Credit: (2) TricMagic, Detoxicated
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Jilladilla on January 12, 2020, 12:50:31 pm
As no one gave me a reason to not use a Research Credit here and knock me off the fence, I'm going for it.

Quote
Ev-Cannon Attachment: ()
Evrasium Punchfield
Heatseeking Missile Swarm Array: (0)
Evrasium Deflection Field:
Modular Space Weaponry: (1) Detoxicated
Counter Movement Calculation Unit UCMC
RAKE Missile: (5) TricMagic, Jilladilla, Blood_librarian, Happerry, Detoxicated
Lake Effect:
SECS:
Force Weaponry:

Use Research Credit: (3) TricMagic, Detoxicated, Jilladilla
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Detoxicated on January 12, 2020, 05:31:44 pm
Hey how about discussing what to ist IT for then.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on January 24, 2020, 11:54:51 pm
Turn 3 Design Phase: Planetary Technate

Rocket Assisted Kinetic-Evrasium Missile (The RAKE Missile)
Thoughts of using Evrasium to strike at hostile craft has been an old idea. Unfortunately, the difficulty in getting Evrasium to project at the ranges space combat involves was a major barrier to these schools of thought. At least, until the RAKE was drawn up. The RAKE has a combined Chemical Laser/Evrasium Crystal warhead, with the small-ish Crystal modulated to project force at roughly a specific location. When the RAKE reaches the point that the target is roughly at that location relative to the missile; the chemical laser fires its single shot, completely consuming the Evrasium crystal in a beam of light; and releasing its energy all in one go; slamming the hostile craft with a great amount of force. If construction of the warhead allows, the laser should be orientated to also fire forwards, so that after consuming the crystal and front of the RAKE, the laser can then add insult to injury. It's hopeful that as the missile does not need to make physical contact and can affect the target from a distance, it would be subject to less close-in point defense than a more conventional missile.

Quote
Rocket Assisted Kinetic-Evrasium Missile (RAKE)
Difficulty: Hard
Oops, forgot that you voted to use a RC on it.
Roll: 1 + 2 - 1 = 2 Utter Failure

We regretfully report the total loss of the Sublevel 2 testing rooms, as well as the entirety of Sublevel 3. And 4. And also the basement. Don't mind the smell, we're pretty sure it's only a small sewage leak.

And the parking garage, in case you were wondering about all those car alarms.

And the ice cream machine, which is why it has sounded like the building has been weeping for the past eight hours.


Sometimes, things just don't go as planned. Sometimes you fire a laser at a rock and the rock gets angry, turns green, gets really big, and smashes everything. Although the one person who claimed that the Evrasium test article did anything like that is severely concussed and may in fact have suffered brain death before being resuscitated, so don't trust what he says. The security camera footage shows the RAKE team assembled to test their theory that destroying Evrasium via laser would release all its energy at once, in one big burst. It worked, unfortunately it worked so well that one member of the team was vaporized and the punch knocked out a support column. And also broke the team lead's jaw. With the loss of the lab, most of the progress on the project is gone and the team is going to need some months to recover from, well, getting punched by an angry rock.


Roll: 2 + 4 - 1: 5 Average

The Rocket-Assisted Kinetic-Evrasium missile is a really horribly named device that is fairly effective at providing a different sort of damage than a usual weapon might deal. Namely, a laser (at the front of the missile pointed backwards, as per how Evrasium punches are oriented) discharges enough energy to disintegrate the matrix and release all or almost all of the Evrasium crystal's kinetic energy at once. The missile's guidance is fairly rudimentary and the range of the punch is not a meaningful extension to the missile's range or its ability to resist hostile flak, but the energy released is quite substantial and can even hit things inside the target ship.

Most of our effort was focused on the Evrasium device, and so the rest of the missile is pretty unremarkable. It is somewhat slow, not very maneuverable, and its solid rocket motor cannot be throttled up or down, making it relatively easy to hit. Either way, we hope that once we've fitted it to one of our warships it will work pretty well at taking out hostile vessels.

----
Revision phase, revise something. Anything.
----




Spoiler: Credits (click to show/hide)

Spoiler: Map (click to show/hide)
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: VoidSlayer on January 25, 2020, 04:21:59 am
SIAERA Guidance system upgrade

The laser guidance system is improved with a rocket that can more accurately see the laser point, better machining on control surfaces for smoother aerodynamics and a stronger and more focused laser so it can be effective at a greater distance.  This should allow better reaction time at medium and close range as well as accuracy as long range.

Might as well get some experience with missile guidance systems for next time we make a missile system.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on January 25, 2020, 09:22:37 am
Grid Guidance System

What happens when you make a game to get some of the craziest and best pilots this side of the Galaxy? A lot of data that can then be used to create a rudimentary adaptive system.

Meet GG, the basic answer whenever you need an automatic control. Based on the data input, you can get something that can make decisions based upon changing conditions.

In this case, the Data Pattern is taking in LIDAR data to hit a ship in the midst of space, along with giving the rocket the ability to control the output and a basic adjustment system.

Note GG can only adjust to things it can notice in it's surroundings, and only has the evasive maneuvers we program into it from data we've collected. It can and will however aim at the enemy ship extremely well, at least.

Note that GG has no incoming or outgoing data streams or signals. It's just a program to control something. For this, something meant for hitting the enemy and adjusting by itself to do so.

Please note that for clarity purposes so the work just doesn't get lost somewhere, we are updating the RAKE to use GG.

Quote from: Either Vote, And/Or Write.
SIAERA Guidance system upgrade: ()
Grid Guidance System: (1) TricMagic
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Happerry on January 28, 2020, 07:42:58 pm
Chord MSFSC Expanded Armament Revision
Field reports state that the Chord is, well, somewhat underarmed for it's size. The solution to that is simple. Add more lasers! As such, this revision project is meant to add additional lasers to the Chord, perhaps two or three or even more, until it no longer counts as being under-armed for its size. As well, a front mounted missile launcher is planned to be added to the design, carrying the new RAKE missiles.

Quote from: votes.
SIAERA Guidance system upgrade: ()
Grid Guidance System: (1) TricMagic
Chord MSFSC Expanded Armament Revision: (1) Happerry
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Jilladilla on January 28, 2020, 07:49:20 pm

Quote from: votes.
SIAERA Guidance system upgrade: ()
Grid Guidance System: (1) TricMagic
Chord MSFSC Expanded Armament Revision: (2) Happerry, Jilladilla
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: m1895 on January 29, 2020, 06:37:36 am


Quote from: votes.
SIAERA Guidance system upgrade: ()
Grid Guidance System: (1) TricMagic
Chord MSFSC Expanded Armament Revision: (3) Happerry, Jilladilla, m1895
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Detoxicated on January 29, 2020, 03:21:58 pm


Quote from: votes.
SIAERA Guidance system upgrade: ()
Grid Guidance System: (1) TricMagic
Chord MSFSC Expanded Armament Revision: (4) Happerry, Jilladilla, m1895 , detoxicated
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on February 01, 2020, 03:03:57 pm
Turn 3 Revision Phase: Planetary Technate

Chord MSFSC Expanded Armament Revision
Field reports state that the Chord is, well, somewhat underarmed for it's size. The solution to that is simple. Add more lasers! As such, this revision project is meant to add additional lasers to the Chord, perhaps two or three or even more, until it no longer counts as being under-armed for its size. As well, a front mounted missile launcher is planned to be added to the design, carrying the new RAKE missiles.

Quote
Chord MSFCC Expanded Armament Revision
Difficulty: Hard
Roll: 3 + 1 - 1 = 3 Buggy Mess

It turns out that the Technate cannot into space today. A glitched piece of code accidentally accessed the wrong part of the Grid and, well, it caused the "preliminary integration testing assembly" to "discharge" a "subscale munitions capability demonstrator unit" which, as far as we can tell, means "the interns were misusing military funding to produce a fireworks display and accidentally fired a miniaturized RAKE missile somebody built and turned into a firework." The resulting incident involved a high-ranking politician's vehicle and the missile's badly tuned target-tracking system, and resulted in the project losing all funding (and several interns). So the installation of a RAKE launcher and missiles in the Chord...didn't really happen, however we DID manage to add another hardpoint to the Chord. It's halfway down what might usually be considered the "rear" of the Chord and is generally considered to have been a mediocre improvement.

Perhaps if we tried again, but did not allow additional budget for test components?

[Would you guys even refer to officials as politicians? your government is mystifyingly complicated and also completely illogical for running a cohesive war effort, i.e. participating in an Arms Race. So, good job? You've successfully broken the mold with regards to "just making a nation for your team to be".]

----
It is now the strategy phase. Begin strategizing. Quickly, if you can, that way I could run the full update really soon.
----




Spoiler: Credits (click to show/hide)

Spoiler: Map (click to show/hide)
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on February 09, 2020, 06:14:09 pm
We're too bsy fighting each other to make a cohesive effort, otherwise we would've smashed the enemy already.


As for a plan, well, that is patently obvious.

ATTACK, ATTACK, ATTACK

Quote from:  AAA

Ship Production Points: 18
  0 points: Unassigned.
  12 Points: 4 Chords
  6 Points: 3 ITCs

Ground Production Points: 20
  0 points: Unassigned
  16 points: 6x BMU, 4x SIAERA, 4x CEVAS

GM: Please replace the "Nope!"  for our units equipment with the statement "No Equipment Equipped" to prevent confusion

Units
BMU-1 Basic
  -  Nope!
  -  H
BMU-2 Basic
  -  Nope!
  -  I
BMU-3 'Elite'
  -  SIAERA, CEVAS
  -  G
BMU-4 'Elite'
  -  SIAERA, CEVAS
  -  D
BMU-5 'Elite'
  -  SIAERA, CEVAS
  -  F
BMU-6 'Elite'
  -  SIAERA, CEVAS
  -  F

Ships
ITC #1
  -  Location: D
  -  Contents: Empty
  -  Condition: Undamaged
  -  Objective: Move back, REARM&RESUPPLY @ HOMEWORLD (2)
ITC #2
  -  Location: F
  -  Contents: Empty
  -  Condition: Undamaged
  -  Objective: Move back, REARM&RESUPPLY @ HOMEWORLD (2)
ITC #3
  -  Location: F
  -  Contents: Empty
  -  Condition: Undamaged
  -  Objective: Move back, REARM&RESUPPLY @ HOMEWORLD (2)
Chord #4
  -  Location: D
  -  Condition: Badly Damaged
  -  Objective: Move back, REARM&RESUPPLY @ HOMEWORLD (2)
Squadron 1:
  -  Chord #1: Crippled
  -  Chord #2: Damaged
  -  Chord #3: Undamaged
  -  Location: F
  -  Objective: SPLIT SQUADRON!: Chord #1, Chord #2 move INBOUND (2), Chord #3 STANDBY, patrol


Plan notes: There is not a lot of attacking, for we are re-arming and resupplying to ATTACK ATTACK ATTACK.

Quote from:  Plan Box
AAA (1): Blood_Librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on February 09, 2020, 06:23:12 pm
Glorious.

Quote from:  Only Plan Box
AAA (1): Blood_Librarian, TricMagic
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Happerry on February 09, 2020, 06:44:00 pm
Quote from:  Only Plan Box
AAA (2): Blood_Librarian, TricMagic, Happerry
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: m1895 on February 10, 2020, 09:56:56 am
Quote from:  Only Plan Box
AAA (4): Blood_Librarian, TricMagic, Happerry, m1895
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on February 16, 2020, 09:15:51 pm
Turn 3 Combat Phase: Planetary Technate

With the first contact with enemy ground forces, we have noted that, while superior at Close and equal at Long ranges, we are rather disadvantages in Medium range, where SIAERA projectiles are not incredibly powerful nor well guided, and where our armor becomes entirely ineffective against full-power railgun rounds. Lower-power rounds can of course still be blocked and glancing blows may not be lethal, but our soldiers must generally do whatever they can to avoid being caught out at Medium ranges. The enemy is presently winning due mostly to their ability to pick and choose fights with shuttle transport, we believe that without that ability, and without the unmapped, presently empty terrain, their advances will grind to a halt and perhaps even turn around. Assuming we can even out that whole "outnumbered two to one" issue, of course.

Planet F is nearly under complete Technate control, and if all goes well we will receive resources from it beginning next season.

Planets G, H, and I are all now under Technate control, and their resources have been made available to our construction efforts.

In addition, Command has unanimously voted to increase your funding for design and engineering, in an attempt to rectify the various issues we have suffered over the past seasons.

----
It is now the Design Phase. You have (SURPRISE) TWO designs, since I want to see what happens in an AR when all your actions are doubled and you are thus free to try and do things you wouldn't normally do. Also it should make this game feel like more is getting accomplished, which I believe to be a good way to make sure that everyone stays at least partially interested even when my schedule and the two teams' paces don't line up and end up delaying updates.
----



Spoiler: Map (click to show/hide)


Spoiler: Credits (click to show/hide)
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on February 18, 2020, 06:38:55 pm
Enemy Forces Strong points:

Space Equipment

Ground Equipment

We have in our disposal a rapidly re-supplying army as well as two armies ready to be picked up (I & H are held, the troops can be moved off-planet.)

the technological applications of Evrasium are perhaps limitless.

I propose that we further our chemically propelled weapon systems and focus directed energy weapons as heavy weapon packages. Any upgrade to our main infantry weapons should be focussed on making target acquisition and engagement faster and less risky.

Such advancements in our past are examples like night vision goggles, optical scopes, rangefinders, Silencers and similar pieces of equipment.

Our Heavy weapon packages, tank/ vehicle weapon systems and perhaps even our robotic systems should be where the high-yield thermonuclear pumped laser weapons should go.

With that in mind, here are three designs.
Spoiler: Fusion Missile Quebit (click to show/hide)

Spoiler: Helix Cruiser (click to show/hide)
Spoiler: Raptor Gun (click to show/hide)
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: m1895 on February 19, 2020, 05:09:58 am
Coldsteel Limited's M1 Caseless Assault Rifle "Spatha"
Our lacking ability to deal with the enemy at medium range has forced the development of a new weapon specifically for medium range combat.
Enter the Spatha, a bullpup assault rifle chambered in 6.8×49 mm High B/C, Telescoped caseless "rounds" (some employees recommended calling them "Squounds", they no longer work at Coldsteel, or anywhere else), with a 70 cm long barrel.
Now you might be wondering, how did we deal with all the problems inherent to caseless ammo? Well, we've solved several by creating our own proprietary chemical propellant blend: Tritillite. Composed of a Plasticized nitramine propellant blend with an electrically activated primer, it is much tougher and elastic than previous caseless propellants. Meaning one just has to rack open the slide to dump out dud rounds. The problem of overheating was dealt with by pumping coolant around the chamber and a disposable heatsink, with an easy refill system allowing it to be refilled in the field.
As for mag capacity, it comes with 50rnd mag and 100rnd extended mags, both quad column.
Now all that sounds great, but you're probably thinking "what about the optic? Well we've teamed up with AG Industries to make a military-grade Low Power Variable Optic Sight in the 1-4x range, more than enough for medium range standoffs. Now as for the more miscellaneous attachments we have an under barrel launcher that fires a modified (literally replacing the guidance system with HE and adding a frag belt) SIAERA rocket, a bayonet (for morale purposes), and a flash supressor.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on February 19, 2020, 12:56:23 pm
EVR Rounds
Extant Velocity Release Rounds

Extant Velocity Release Rounds, otherwise known as EVR Rounds in general, make use of one of Evrasium's lesser known qualities. Put simply, small amounts tend to want to release their stored energy. In this case, by coating a cut Evrasium base in completely opaque plastic, attached to a bullet. When the thin plastic bottom is pierced with the firing pin of a gun, the Evrasium reacts, releasing it's energy through what it contacts. In this case, the strike from the back releases the energy forward, and the bullet is launched at speeds far exceeding normal propulsion methods. This means greater range, speed, and obviously penetrating power.

EVR Rounds can be produced en masse thanks to the Evrasium Production Industrial Center, for any caliber type, and always being better than their traditional counterparts. As well, we will be attempting to create a system through which Evrasium from EPIC can be requested for research purposes, separating part of the production for this purpose. The rest can go into military pursuits.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Detoxicated on February 19, 2020, 02:07:02 pm
You know we couldbroaden our perspective high specialization can be countered....
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on February 20, 2020, 10:05:19 am
On the contrary, I believe if we effectively specialize our weapons and continually evolve our arms, we would have a more effective fighting force than one that branches out to many different weapon systems
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Jilladilla on February 20, 2020, 03:48:23 pm
Cataphract-A Light Assault Vehicle
Designed to support our forces and break the qualitative deadlock our ground forces have with the Network; the Cataphract-A is a small, light armored vehicle intended primarily to engage infantry and other light vehicles. This tracked vehicle carries a crew of 3, a Driver, a Gunner, and a Commander.

The Cataphract emphasizes portability first and foremost; so that it can fit into an ITC Shuttle, though the armored vehicle should have enough frontal armor to resist what the Network considers 'small arms', and the sides should be armored enough to reasonably resist anything that isn't a fully charged shot. The vehicle is armed with a pair of laser weaponry; one main 'cannon', based on the Oculus but simplified for the lesser performance mandates of non-space warfare, with the exception of being built to handle variable outputs, so it can be dialed down to a low-output ammo-efficient anti-infantry mode; and a secondary pintle-mounted gun; a smaller laser weapon that is intended solely for anti-infantry effort. This secondary weapon can be remote controlled if need be, having a camera feed.

Cataphract-B Light Artillery Vehicle
Designed to support our forces and break the qualitative deadlock our ground forces have with the Network; the Cataphract-B is a small, light armored vehicle intended primarily to assist our forces from a distance and to break up fortified positions. This open topped tracked vehicle comes with a crew of 3, Driver, Gunner, and Commander/Loader.

The Cataphract emphasizes portability first and foremost; so that it can fit into an ITC Shuttle, though the armored vehicle should have enough frontal armor to resist what the Network considers 'small arms', though the sides and rear do not get similar treatment and only protect against shrapnel. The vehicle is armed with a 75mm cannon mounted onto the hull, capable of enough elevation for the vehicle to act as a light artillery piece if need be; and a modified SIAERA, able to accept a belt feed.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on February 22, 2020, 04:17:58 pm
We need a spaceship to beat up the baddies, and we need a gun to arm our forces.

On our turns logistic section, if we get a 4 point military spacecraft, it would be possible to mothball 3 Chords and assemble 4 of said four-point spacecraft.

Quote
Design 1 (Vote for the first design you wish to have designed.)
Fusion Missile Quebit (0)
Helix of Fire [USE CREDIT] (1): Blood_Librarian
Helix of Fire (1): Blood_Librarian
TP - 7 "Raptor" (0):
EVR Rounds (0):
Cataphract-A LAV (0):
Cataphract-B LAV (0):

Design 2 (Vote for the second design you wish to have designed.)
Fusion Missile Quebit (0)
Helix of Fire (0):
TP - 7 "Raptor" (1): Blood_Librarian
EVR Rounds (0):
Cataphract-A LAV (0):
Cataphract-B LAV (0):


Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on February 22, 2020, 05:55:32 pm
Quote
ITC (Interplanetary Transport Craft):
Quote from: Previous
A less-than-stellar spacecraft, the ITC is a version of the ships landed on your planet when you first colonized it. It is prone to malfunction, slow, and generally unpleasant. The rocket shuttles used to get equipment from the ITC to the ground have a limited capacity, meaning that with the exception of troops and things that can be broken into much smaller parts, the ITC cannot carry any equipment of a size greater than 1TC. It has 4TC capacity in total and uses chemical engines for propulsion. It has no armor or armaments.

Now improved, the modernized ITC is Speed 2, uses OKSPD engines and an AER reactor, is no longer prone to malfunctions of most sorts, is fairly durable though still unarmored, and still uses 1-TC rocket shuttles. Slightly smaller and harder to hit and also follows your nation's chosen philosophy for appearances...whatever that is. Has one Oculus laser mount for self defense

ITC Prelude

The new Prelude-class spaceship. An ITC that has a rounded tip at the front, connected to a central block where the engine is housed, which is then connected to another block where the cargo is stored. Attached at points near the front are two smaller blocks, built off of the ITC.

The Docks at the back are sized to be offload Size-4 shuttles, and also house the living quarters. This area is lightly armored against intrusion, but does boast a Laser on the four sides to defend against incoming fighters.

The central space has areas rising up, with the upper view being the Command deck. The lower half has space for fighters to dock and launch. What should be mentioned is it's drive, which unlike the former OKSPD Engine, has been balanced to allow for the Prelude to land almost feather soft on planet, and take off as well in any direction with simple calculations. This is thanks to it's shape, which allows it to land such that it's center's X-shape supports it's weight, and allow for rising takeoffs forward.

This is supplemented by the Prelude having very good armor. It's still light by other spaceship standards, but it's ceramic coating is strong enough to withstand exit and reentry, all the while not cracking from landings, and the Prelude can certainly take a beating before it becomes inoperable.

Last is the forward cone and the two offshoot boxes. The offshoot boxes at the front have 6 lasers on them, one on each exposed side. The forward cone, meanwhile, has 2 inbuilt RAKE Missle Tubes that can be refilled like torpedoes. There is also room to install a third weapon at the very front, but such a weapon has not been designed yet. It is planned to make use of the Engine's great power to fire a strong laser weapon capable of taking out ships and ground targets. Most of the cone's armor goes into protecting everything behind it, and since our engine doesn't really care about direction while in space, that cone is what will always be pointed at the enemy whenever possible. The fact it puts them in view of the RAKEs and our frontal lasers is also a benefit.

Overall, the Prelude is meant to be the Transport for all our gear and vehicles for much time to come.




I kinda want to use the Research Credit on this.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on February 22, 2020, 07:35:58 pm
I don't think we need to modify our ITC's unless we are introducing tanks or similar fighting systems at the same time.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on February 22, 2020, 08:29:33 pm
Round ITC

The Round ITC is in the shape of a disk, with a central core. This core contains the Light Drive, which injects Evrasium cut into spheres into the central chamber via air pressure. As it enters, it it hit by the ever-present light shining through chemicals which causes it to break apart, unleashing it's force all at once. However, the force distribution affects ever object in the room that is the Light Drive, and not all at once, but over time.

Inject more into it, and the force builds, depending on where the light is strongest. This allows a ship to be pushed directly, with accuracy and continual force. Moreover, it only affects things around the Evrasium when it triggered in a sphere, not bypassing the walls themselves due to how it was shaped beforehand.

The Round can land safely on a planet, or hover in place with minimal rotation of the craft. Likewise, it can leave orbit at an angle, gravity slowly weakening as it uses it's shape, direction, and speed to achieve lift. It can also fit large things like tanks and aircraft, along with other items like the Command Radio, inside the cargo bays on it's outer edges, with the command and sleeping areas being near the center. However, it only has a special ceramic meant to deal with exit and reentry, no real armor to speak of. Likewise, it isn't nearly as big as an ITC, not being able to carry as much. On the other hand, it's pretty cheap for an interstellar vehicle, and it's profile means it can zip by to land on planet without needing to worry overmuch about enemies so long as it has an escort. Last, it does in fact carry a Command Radio itself, and can support movement of troops on planet in cases where it can't take off due to enemies in orbit.

It also has an OKSPD unit modified to generate power only, allowing long term operations. So light, electronics, and breach doors can be powered, along with the cargo ramps and shutters.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Jilladilla on February 22, 2020, 08:52:38 pm
Right. Will start with discussion, move on with another design proposal and end with votes.

The Helix is neat and all, though I feel it's a little bit premature to outright replace the Chord with a Mk2 Super-Chord? It's not outdated enough for the tech to receive a major overhaul and it fulfills more or less the exact same role. Some revisioning is likely warranted, of course.

With the Raptor though (and the Spatha, it wasn't added to the votebox, m1895, please bold your designs... This has been fixed.), please allow me to explain, but I feel as though it's reinventing the wheel to get minor results. By this I mean that it doesn't quite build upon the technology we currently have, instead retreading a bit; and while we do have a deficiency against their infantry at medium range, we could likely solve that with a revision, like say give the SIAERA explosive rockets, or add an Evrasium booster to the rifle to give the shots a bit of extra velocity straight out of the barrel.
Design wise, I think we can do more for the ground with one of the Cataphracts; the introduction of a Light Tank when they don't have weapons to deal with it should have a greater impact than a slightly better main weapon. And it'd provide a solid jump-off point whenever we go and try for a grander vehicle.

The Fusion Warhead is neat though. We should remember it exists for later.

(Note: The name is to go with the Chord; in this case I am using the geometrical definition of Chord, that is, a Line whose endpoints lie on a circle
Also Note: This design fought me so much, if you want to take the concept and make your own version, you have my blessing and encouragement)

Degree Missile Support Corvette
Designed as a supplement to, instead of replacing, the Chord; the Degree is a small, lightweight spacecraft intended to engage the enemy from a distance with RAKEs. The Degree is, as stated, significantly smaller than the Chord, and its armor plating is negligible (beyond that needed to handle micrometeorites anyhow, but that should be standard in spacecraft), and really, the craft itself is rather minimalistic.

The Degree is armed with a pair of RAKE launchers fed by magazines, and nothing else. Thrust is accomplished via an OKSPD, smaller than the one used on the Chord, but still with a goal of a superior thrust-to-mass ratio than the Chord possesses. Altogether, the Degree is intended to maintain distance and shower the enemy with missile fire while the Chords close in and 'brawl' with the enemy.

Quote
Design 1 (Vote for the first design you wish to have designed.)
Fusion Missile Quebit (0)
Helix of Fire [USE CREDIT] (1): Blood_Librarian
Helix of Fire (1): Blood_Librarian
TP - 7 "Raptor" (0):
Spatha (0):
EVR Rounds (0):
Cataphract-A LAV (0):
Cataphract-B LAV (0):
ITC Prelude (0):
Round ITC (0)
Degree Missile Support Corvette (1): Nemonole

Design 2 (Vote for the second design you wish to have designed.)
Fusion Missile Quebit (0)
Helix of Fire (0):
TP - 7 "Raptor" (1): Blood_Librarian
Spatha (0):
EVR Rounds (0):
Cataphract-A LAV (1): Nemonole
Cataphract-B LAV (0):
ITC Prelude (0):
Round ITC (0)
Degree Missile Support Corvette (0):

Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: m1895 on February 23, 2020, 08:48:35 am
"Note" Patrol Missileer and mothership
The Chord is an okay ship, but on its own it simply can't deal with the enemy's Logos maximally effectively. the Note was selected for production, a fairly small ship, basically just a tapered tube, with only a 2 man crew, a pilot and weapons officer. As far as weaponry goes, it has two missile bays capable of holding 6 missiles each, as well as a single front mounted oculus. It's drive system is 3 mini OKSPDs, allowing it to be okay at 3-dimensional movement with a single AER to power it, as you probably guessed, including enough fuel, and bio-necessities for interplanetary travel in such a small package is quite hard, so how did we do it? Well that's simple, we didn't, instead we stripped an ITC of a good chunk of its compartments and filled the rest with fuel, ammo, and spare parts for the Note

Still kinda work in progress, will probably work on it more later
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: NUKE9.13 on February 23, 2020, 09:49:50 am
Quote
Design 1 (Vote for the first design you wish to have designed.)
Fusion Missile Quebit (0)
Helix of Fire [USE CREDIT] (1): Blood_Librarian
Helix of Fire (1): Blood_Librarian
TP - 7 "Raptor" (0):
Spatha (0):
EVR Rounds (0):
Cataphract-A LAV (0):
Cataphract-B LAV (0):
ITC Prelude (0):
Round ITC (0)
Degree Missile Support Corvette (2): Nemonole, NUKE9.13

Design 2 (Vote for the second design you wish to have designed.)
Fusion Missile Quebit (0)
Helix of Fire (0):
TP - 7 "Raptor" (1): Blood_Librarian
Spatha (1): NUKE9.13
EVR Rounds (0):
Cataphract-A LAV (1): Nemonole
Cataphract-B LAV (0):
ITC Prelude (0):
Round ITC (0)
Degree Missile Support Corvette (0):

PS: Do we really need this convoluted double-length votebox? Isn't just doing the two designs with the most votes good enough?
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: m1895 on February 23, 2020, 01:10:46 pm
Quote
Design 1 (Vote for the first design you wish to have designed.)
Fusion Missile Quebit (0)
Helix of Fire [USE CREDIT] (1): Blood_Librarian
Helix of Fire (1): Blood_Librarian
TP - 7 "Raptor" (0):
Spatha (0):
EVR Rounds (0):
Cataphract-A LAV (0):
Cataphract-B LAV (0):
ITC Prelude (0):
Round ITC (0)
Degree Missile Support Corvette (2): Nemonole, NUKE9.13
Note Patrol Missileer ():

Design 2 (Vote for the second design you wish to have designed.)
Fusion Missile Quebit (0)
Helix of Fire (0):
TP - 7 "Raptor" (1): Blood_Librarian
Spatha (2): NUKE9.13, m1895
EVR Rounds (0):
Cataphract-A LAV (1): Nemonole
Cataphract-B LAV (0):
ITC Prelude (0):
Round ITC (0)
Degree Missile Support Corvette (0):

Eh, it's too late to do it normally now.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on February 23, 2020, 01:28:17 pm
Quote
Design 1 (Vote for the first design you wish to have designed.)
Fusion Missile Quebit (0)
Helix of Fire [USE CREDIT] (1): Blood_Librarian
Helix of Fire (1): Blood_Librarian
TP - 7 "Raptor" (0):
Spatha (0):
EVR Rounds (0):
Cataphract-A LAV (0):
Cataphract-B LAV (0):
ITC Prelude (0):
Round ITC (0)
Degree Missile Support Corvette (3): Nemonole, NUKE9.13, TricMagic
Note Patrol Missileer ():

Design 2 (Vote for the second design you wish to have designed.)
Fusion Missile Quebit (0)
Helix of Fire (0):
TP - 7 "Raptor" (1): Blood_Librarian
Spatha (2): NUKE9.13, m1895
EVR Rounds (0):
Cataphract-A LAV (2): Nemonole, TricMagic
Cataphract-B LAV (0):
ITC Prelude (0):
Round ITC (1) TricMagic
Degree Missile Support Corvette (0):


Use Credit on Degree Missile Support Corvette
Yes: ()
No: ()

Use Credit on Round ITC
Yes: (1) TricMagic
No: ()

Eh, it's too late to do it normally now.

Probably. I'll note that we may want to try and reach. Since a bad roll won't be very good for spacecraft.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on February 23, 2020, 03:46:26 pm
I severely doubt up-sizing our cartridge size and making a superior propellant is "not much".

I based my cartridge size of the 7.62 Nato Cartridge, and its sizes are similar, despite being a caseless cartridge.

This means that it's actually quite a bit more powerful than the 7.62 in terms of size, so even if it is marginally less powerful than cased rounds due to casing issues or whatever, we are still firing rounds that have the dimensions of sniper rifles and machine guns with the Raptor.

Quote
Design 1 (Vote for the first design you wish to have designed.)
Fusion Missile Quebit (0)
Helix of Fire [USE CREDIT] (1): Blood_Librarian
Helix of Fire (1): Blood_Librarian
TP - 7 "Raptor" (0):
Spatha (0):
EVR Rounds (0):
Cataphract-A LAV (0):
Cataphract-B LAV (0):
ITC Prelude (0):
Round ITC (0)
Degree Missile Support Corvette (4): Nemonole, NUKE9.13, TricMagic, Blood_Librarian
Note Patrol Missileer ():

Design 2 (Vote for the second design you wish to have designed.)
Fusion Missile Quebit (0)
Helix of Fire (0):
TP - 7 "Raptor" (1): Blood_Librarian
Spatha (2): NUKE9.13, m1895
EVR Rounds (0):
Cataphract-A LAV (3): Nemonole, TricMagic, Blood_Librarian
Cataphract-B LAV (0):
ITC Prelude (0):
Round ITC (1) TricMagic
Degree Missile Support Corvette (1):


Use Credit on Degree Missile Support Corvette
Yes: ()
No: (1) Blood_Librarian

Use Credit on Round ITC
Yes: (1) TricMagic
No: ()

Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: NUKE9.13 on February 23, 2020, 03:56:40 pm
Quote
Design (Pick two)
Fusion Missile Quebit (0)
Helix of Fire (1): Blood_Librarian
TP - 7 "Raptor" (1): Blood_Librarian
Spatha (2): NUKE9.13, m1895
EVR Rounds (0):
Cataphract-A LAV (3): Nemonole, TricMagic, Blood_Librarian
Cataphract-B LAV (0):
ITC Prelude (0):
Round ITC (1) TricMagic
Degree Missile Support Corvette (4): Nemonole, NUKE9.13, TricMagic, Blood_Librarian
Note Patrol Missileer (0):

Use Credit on (pick one)
Helix of Fire: (1) Blood_Librarian
Round ITC: (1) TricMagic
None: (1) NUKE9.13
I haven't changed anyone's vote, I haven't changed what the results would be, and I struggle to imagine a scenario in which doing things this way would cause problems. And it's a hell of a lot cleaner.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Detoxicated on February 23, 2020, 04:52:07 pm

Quote
Design (Pick two)
Fusion Missile Quebit (0)
Helix of Fire (1): Blood_Librarian
TP - 7 "Raptor" (1): Blood_Librarian
Spatha (2): NUKE9.13, m1895
EVR Rounds (0):
Cataphract-A LAV (4): Nemonole, TricMagic, Detoxicated Blood_Librarian
Cataphract-B LAV (0):
ITC Prelude (0):
Round ITC (1) TricMagic
Degree Missile Support Corvette (5): Nemonole, NUKE9.13, TricMagic, Blood_Librarian,Detoxicated
Note Patrol Missileer (0):

Use Credit on (pick one)
Helix of Fire: (1) Blood_Librarian
Round ITC: (1) TricMagic
Degree Missile Support Corvette (1): Detoxicated
None: (1) NUKE9.13
I Love the Missile Corvette and firmly beliebte that If we have an early Advantage IT should come super powerful to waste them for 2-4 turns
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on February 23, 2020, 05:14:23 pm

Quote
Design (Pick two)
Fusion Missile Quebit (0)
Helix of Fire (1): Blood_Librarian
TP - 7 "Raptor" (1): Blood_Librarian
Spatha (2): NUKE9.13, m1895
EVR Rounds (0):
Cataphract-A LAV (4): Nemonole, TricMagic, Detoxicated Blood_Librarian
Cataphract-B LAV (0):
ITC Prelude (0):
Round ITC (1) TricMagic
Degree Missile Support Corvette (5): Nemonole, NUKE9.13, TricMagic, Blood_Librarian,Detoxicated
Note Patrol Missileer (0):

Use Credit on (pick one)
Helix of Fire: (1) Blood_Librarian
Round ITC: ()
Degree Missile Support Corvette (2): Detoxicated, TricMagic
None: (1) NUKE9.13
I Love the Missile Corvette and firmly beliebte that If we have an early Advantage IT should come super powerful to waste them for 2-4 turns
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Jilladilla on February 23, 2020, 05:19:07 pm
Not entirely sure its worth a credit to be honest.

Quote
Design (Pick two)
Fusion Missile Quebit (0)
Helix of Fire (1): Blood_Librarian
TP - 7 "Raptor" (1): Blood_Librarian
Spatha (2): NUKE9.13, m1895
EVR Rounds (0):
Cataphract-A LAV (4): Nemonole, TricMagic, Detoxicated Blood_Librarian
Cataphract-B LAV (0):
ITC Prelude (0):
Round ITC (1) TricMagic
Degree Missile Support Corvette (5): Nemonole, NUKE9.13, TricMagic, Blood_Librarian,Detoxicated
Note Patrol Missileer (0):

Use Credit on (pick one)
Helix of Fire: (1) Blood_Librarian
Round ITC: ()
Degree Missile Support Corvette (2): Detoxicated, TricMagic
None: (2) NUKE9.13, Nemonole
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on February 23, 2020, 05:42:04 pm
We can spend that on a more progressive design later.

Quote
Design (Pick two)
Fusion Missile Quebit (0)
Helix of Fire (1): Blood_Librarian
TP - 7 "Raptor" (1): Blood_Librarian
Spatha (2): NUKE9.13, m1895
EVR Rounds (0):
Cataphract-A LAV (4): Nemonole, TricMagic, Detoxicated Blood_Librarian
Cataphract-B LAV (0):
ITC Prelude (0):
Round ITC (1) TricMagic
Degree Missile Support Corvette (5): Nemonole, NUKE9.13, TricMagic, Blood_Librarian,Detoxicated
Note Patrol Missileer (0):

Use Credit on (pick one)
Helix of Fire: (1) Blood_Librarian
Round ITC: ()
Degree Missile Support Corvette (2): Detoxicated, TricMagic
None: (3) NUKE9.13, Nemonole, Blood_Librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Happerry on February 23, 2020, 06:52:25 pm
Quote
Design (Pick two)
Fusion Missile Quebit (0)
Helix of Fire (1): Blood_Librarian
TP - 7 "Raptor" (1): Blood_Librarian
Spatha (2): NUKE9.13, m1895
EVR Rounds (0):
Cataphract-A LAV (5): Nemonole, TricMagic, Detoxicated Blood_Librarian, Happerry
Cataphract-B LAV (0):
ITC Prelude (0):
Round ITC (1) TricMagic
Degree Missile Support Corvette (6): Nemonole, NUKE9.13, TricMagic, Blood_Librarian, Detoxicated, Happerry
Note Patrol Missileer (0):

Use Credit on (pick one)
Helix of Fire: (1) Blood_Librarian
Round ITC: ()
Degree Missile Support Corvette (2): Detoxicated, TricMagic
None: (4) NUKE9.13, Nemonole, Blood_Librarian, Happerry
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on February 25, 2020, 12:22:41 am
Turn 4 Design Phase: Planetary Technate

Cataphract-A Light Assault Vehicle
Designed to support our forces and break the qualitative deadlock our ground forces have with the Network; the Cataphract-A is a small, light armored vehicle intended primarily to engage infantry and other light vehicles. This tracked vehicle carries a crew of 3, a Driver, a Gunner, and a Commander.

The Cataphract emphasizes portability first and foremost; so that it can fit into an ITC Shuttle, though the armored vehicle should have enough frontal armor to resist what the Network considers 'small arms', and the sides should be armored enough to reasonably resist anything that isn't a fully charged shot. The vehicle is armed with a pair of laser weaponry; one main 'cannon', based on the Oculus but simplified for the lesser performance mandates of non-space warfare, with the exception of being built to handle variable outputs, so it can be dialed down to a low-output ammo-efficient anti-infantry mode; and a secondary pintle-mounted gun; a smaller laser weapon that is intended solely for anti-infantry effort. This secondary weapon can be remote controlled if need be, having a camera feed.

Quote
Cataphract-A Light Assault Vehicle
Difficulty: Hard
Roll: 1 + 1 - 1 = 1 Absolutely Horrendous Failure (you guys must've angered the dice deities or something)

The Cataphract-A LAV is, um, well, it's, but, uuuhhhhhhh….it's a flaming dumpster fire of a vehicle, we're afraid. Nothing works, nothing has worked, and it is very likely that nothing will work with this vehicle. It doesn't even resemble a vehicle.

It's quite an accomplishable goal, though the laser was giving us some issues, but everything else was just standard development work. It was all going just fine and the first laser had been delivered for testing, but then Dave went up to it and tested some new settings and a new component he had designed to get "MORE POWER" or some such out of the laser, and suddenly the whole lab was on fire, and then it collapsed, and we lost all progress on the project, a bunch of competent scientists and engineers, a couple mediocre engineers, the janitorial staff, and also Dave.

(not going to be added to the tech list)


Degree Missile Support Corvette
Designed as a supplement to, instead of replacing, the Chord; the Degree is a small, lightweight spacecraft intended to engage the enemy from a distance with RAKEs. The Degree is, as stated, significantly smaller than the Chord, and its armor plating is negligible (beyond that needed to handle micrometeorites anyhow, but that should be standard in spacecraft), and really, the craft itself is rather minimalistic.

The Degree is armed with a pair of RAKE launchers fed by magazines, and nothing else. Thrust is accomplished via an OKSPD, smaller than the one used on the Chord, but still with a goal of a superior thrust-to-mass ratio than the Chord possesses. Altogether, the Degree is intended to maintain distance and shower the enemy with missile fire while the Chords close in and 'brawl' with the enemy.

Quote
Degree Missile Support Corvette
Difficulty: Normal
Roll: 2 + 2 - 0 = 4 Below Average

The Degree is a decent spacecraft, or it could be. It has a couple dozen missiles in a shared magazine for the RAKE launchers, it uses one full-sized OKSPD and a single Aggravated Evrasium Reactor to power the ensemble, and can move acceptably in a straight line. This being an OKSPD system, this straight line is irrespective of the pointing of the vessel, however due to the single OKSPD and the nature of its propulsion method, the Degree relies on conventional maneuvering jets to point its fixed launchers in different directions.

It has some problems, of course. An engineer creatively rebuilt the magazines to be very resistant to external blast damage. Calculations, however, show the protections to be insufficient against the enemy's weapons and really good at funneling blast damage into the ship should the magazine detonate. That's not such a big issue in and of itself, except combined with the magazines' raw size (we needed a sufficient number of missiles to prevent Degrees constantly needing rearming in the field) it makes the Degree no faster than the Chord, and even less able to alter the direction it's facing.

The OKSPD was not downsized and kept warping test Degree spaceframes, and as a result the light, maneuverable frame was remodeled to a much heavier one, further reducing speed. The single-engine system, however, does allow the OKSPD to be centrally located, thus giving the Degree it's ability to move equally quickly in all directions without changing the spacecraft's orientation.

The missile launchers themselves practically define "mediocre", being capable of launching one missile every few seconds at best and giving no meaningful boost to the missiles. We would have just duct-taped them to the hull, but this would've resulted in them being vulnerable to micrometeorite strikes.

Due to the cost of Evrasium and the major overbuilding problems, the Degree is rather expensive for its size, and its issues make it a much less effective combatant that we would've hoped for.
Cost: 3 SPP

----
It is now the Revision Phase, and you have two revisions. That means a full two chances to fix whatever it was that just happened to your design department. Or maybe just fire Dave. Or Dave's corpse, anyway, assuming you can find it to deliver the reprimand personally.
----



Spoiler: Map (click to show/hide)


Spoiler: Credits (click to show/hide)
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on February 25, 2020, 08:54:58 am
Starfleet

A specialized training program to make captains and dedicated space fighters. Mostly training in being able to outmanuver and kill the enemy using what they have, and avoiding the enemies gear.

A list of things trained,
>Star Navigation: Units are better at determining courses, and can make it to a destination quicker.
> Ship to Ship Combat: A special course on how to fight effectively in space using the latest techniques, from Delta-V to OKSPD Delta-V manipulation.
> Communications: All ships are installed with a Command Radio, now they will be taught how best to work together to create a firing zone and weapon entrapment, as well as how to retreat using the OKSPD while still keeping up the pressure.


We will make Captains out of you yet, Starfleet Initiates.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: m1895 on February 25, 2020, 10:46:56 am
SIAERA Refinement
The SIAERA, while a fine weapon, simply cannot compete with the enemy's Railguns at medium range, but with some minor adjustments we can hope to compete with them.
First we've improved upon the guidance system so that it's only the size of a .50 cal bullet, this means we can cram HE and a small tungsten slug in the gyrojet rounds, giving it improved lethality at medium range and AP at long range. Next we've removed as much unnecessary weight from the weapon as possible, hopefully allowing our troops to carry more ammo
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Detoxicated on February 25, 2020, 10:56:09 am
How about revising our space Corvette to become super insteaf of Below average
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Jilladilla on February 25, 2020, 10:59:31 am
We have 2 revisions, remember. This is very much a 'why not both?' situation.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Detoxicated on February 26, 2020, 09:05:26 am
Corvette Alloy Factories
By using Specialized pressuring During the forging of the alloys used on the Degree we have managed to decrease their costs significantly. The pressure is Applied During the First and third cooling Phase within the factory. By adding alluminum we also have accomplished to make the ships lighter and therefore faster in all General areas.

Corvette Dodge Engines
By adding smaller engines at vital turning Points of the Degree we have managed to give IT a Higher turning Speed and a heightened ability to Dodge attacks.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Jilladilla on February 26, 2020, 09:21:24 pm
Degree Framing Overhaul
The Degree is a cluster of minor issues and problems that add up to one very unpleasant whole; however, the bulk of the issues lie on two actual problems: The failure in downsizing the OKSPD (leading to the frame needing to be reinforced); and the armoring of the magazine. As such, we'll rectify these issues: We downsize the OKSPD so that the frame can be simplified and lightened, and strip the special treatment the magazine had; resulting in a lighter, cheaper craft which can perform its role adequately.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on February 27, 2020, 12:18:49 am
Quote
ArcSecond Adjustment Plan

The ArcSecond Adjustment plan for the Degree has several lofty goals and was swiftly put into place as the first hulls were still in their ship births.

Internal Magazines adjusted with an adjusted shape as well as separated into three sub-feeds such that three "magazines" of missiles are in the place for each launch instead of the original 100 mag system (100 stands for 100% casualty rate in case of impact)

At least two of the Star-Ship construction contracts are terminated and replaced as a reminder to the rest of the companies of their replaceability. New Construction workers are on the field.

The Degree is given a much larger frame: Mass is ripped out as armor plates and structure elements are replaced with low-density Metal foam and titanium/aluminum structures designed for mass reduction and preserving structural integrity across the broad.

the Degrees ODSPD is redesigned to have a smaller manufacturing footprint. Projections indicate the systemic mass reductions of the overall craft while keeping the control/thrust layout of the original Degree means very little work has to be done beyond the resizing, and as a bonus, preserves the omnidirectional movement of the craft. It might even move faster.

In summary, The craft will become lighter (less sp) on the many corporate production ledgers, less prone to failures due to the decreased chance that a blow will result in a magazine blow out, and faster: A higher mass-thrust ratio is expected from the improvements we put.

Quote
AnteroGrade Objectivised Normalizing cYber sortware (AGONY)

As it turns out, a series of internal re-works of the GRID allows for priority access and control of the resources that are produced monthly for the organizations that are most productive towards designated critical issues of our society. This is done through a clearly defined and demi-autonomous digital entity that is fed information regarding our goals and problems as well as our societal state/culture/infrastructure, It then outputs a series of "objectives" for entities to compete to complete, as well as a log on how this objective is made.

What is unique about this system is the hardware it runs; High-level super-computers that are the cutting edge of scientific societal directive computing, "acqusitioned" by an impartial and mysterious faction of data scientists known as "FIREWALL" and accepted by most if not all competing factions on the GRID. With continual maintenance and constant hardware upgrades to keep this wetted edge, personnel with non-societally imperative intentions cannot reliably outcompete and predict what our society needs before AGONY can and cheat the system through backhanded measures. Any hardware found to be more effective than the current set up in AGONY will be prioritized in an acquisition raid.

This effectively allows our society to provide for a military seamlessly and without delay as our societies command structure shifts control from organization to organization while preserving the original framework of the GRID. It also solves the missing shipment problem, as control of the shipments is handed off to the organizations that are most likely to keep it and produce advancements for society as a whole as ordained by the AGONY, rather than those who would primarily use it for their own self-advancement.

While in the future, this may be geared towards societal improvement, the current goals it is fed is based on the design teams' wishes as well as the various logistics agencies that provide for our Warmachine.


Quote from:  Bote Vox
Starfleet():
SIAERA Refinement():
Corvette Alloy Factories():
Corvette Dodge Engines():
Degree Framing Overhaul():
ArcSecond Adjustment Plan(1): Blood_Librarian
AGONY(1): Blood_Librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: m1895 on February 27, 2020, 07:51:48 am
Quote from:  Bote Vox
Starfleet():
SIAERA Refinement(1): m1895
Corvette Alloy Factories():
Corvette Dodge Engines():
Degree Framing Overhaul(1): m1895
ArcSecond Adjustment Plan(1): Blood_Librarian
AGONY(1): Blood_Librarian
No
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: NUKE9.13 on February 27, 2020, 03:28:02 pm
AnteroGrade Objectivised Normalizing cYber sortware (AGONY)
That acronym is a warcrime. As a MASTER ACRONYMER, I condemn you for creating it to Highly Excruciating Longterm Limbo.

Quote from:  Bote Vox
Starfleet():
SIAERA Refinement(2): m1895, NUKE9.13
Corvette Alloy Factories():
Corvette Dodge Engines():
Degree Framing Overhaul(2): m1895, NUKE9.13
ArcSecond Adjustment Plan(1): Blood_Librarian
AGONY(1): Blood_Librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Detoxicated on February 27, 2020, 03:55:01 pm
Quote from: Blood_Librarian link=topic=174214.msg8097086#msg8097086 date=1
[quote= Bote Vox
Starfleet():
SIAERA Refinement(3): m1895, NUKE9.13, Detoxicated
Corvette Alloy Factories():
Corvette Dodge Engines():
Degree Framing Overhaul(3): m1895, NUKE9.13, Detoxicated
ArcSecond Adjustment Plan(1): Blood_Librarian
AGONY(1): Blood_Librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on February 27, 2020, 05:09:05 pm
I feel like making the Evrasium Production center actually useful should be one of our priorities and despite complaints regarding the acronym, I still think it will be the best way to do so.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on March 01, 2020, 01:33:53 am
Turn 4 Revision Phase: Planetary Technate

SIAERA Refinement
The SIAERA, while a fine weapon, simply cannot compete with the enemy's Railguns at medium range, but with some minor adjustments we can hope to compete with them.
First we've improved upon the guidance system so that it's only the size of a .50 cal bullet, this means we can cram HE and a small tungsten slug in the gyrojet rounds, giving it improved lethality at medium range and AP at long range. Next we've removed as much unnecessary weight from the weapon as possible, hopefully allowing our troops to carry more ammo

Quote
SIAERA Refinement
Difficulty: Normal
Roll: 3 + 3 + 0 = 6 Above Average

The SIAERA is a rather complicated weapon and downsizing the internals is not quite as easy as we would like. However, we have managed to shrink the guidance system enough to include either a HE contact-detonated warhead OR an armor-piercing core alongside the rest of the stuff in the projectile. Of course, the problem is that this basically revolved around adding more density of stuff to the projectile, it did require the use of a slightly more powerful rocket motor.

Reducing the weight of the SIAERA is not really an easy task, as most of the weight is down to the computer, laser, and general bulk of a 20mm rocket launcher. We've tried, and technically the refined SIAERA is now a little easier to use. The price is unchanged but the changes to the firearm proper will require field units to be reequipped.


Degree Framing Overhaul
The Degree is a cluster of minor issues and problems that add up to one very unpleasant whole; however, the bulk of the issues lie on two actual problems: The failure in downsizing the OKSPD (leading to the frame needing to be reinforced); and the armoring of the magazine. As such, we'll rectify these issues: We downsize the OKSPD so that the frame can be simplified and lightened, and strip the special treatment the magazine had; resulting in a lighter, cheaper craft which can perform its role adequately.


Quote
Degree Framing Overhaul
Difficulty: Normal
Roll: 3 + 2 + 0 = 5 Average

The Degree was indeed a miserable failure, and the intern who was put in charge of the project has duly been reassigned back to his middle school science fair. Next, we ripped out the magazine armoring and rebuilt the frame to the intended standards, before adjusting the OKSPD to a smaller size, learning valuable things about what not to do when altering engines in the process. The price has been reduced due to the reduced size of the vessel, though of course its ability to take damage has also been reduced. It is still not a really cheap combat vessel due to the use of RAKE missiles and Evrasium everywhere. It is also still not capable of turning very fast because of its reliance on chemical propulsion for that job, but it gets the job done.

The Degree now runs as you would expect.

Cost: 2 SPP

----
It is now the Strategy Phase, so you should do some amount of strategizing.
----



Spoiler: Map (click to show/hide)


Spoiler: Credits (click to show/hide)
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: auzewasright on March 02, 2020, 07:09:07 pm
No idea what to do.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on March 02, 2020, 08:30:12 pm
Hi and welcome to the arms race, I strongly recommend joining the Discord where such questions are likely to be answered much faster by your teammates. Are you confused about the strategy phase in general or just unsure as to what strategy might be a good idea at this point in time?
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: NUKE9.13 on March 03, 2020, 07:54:57 am
Quote from: Plan A
PRODUCTION
Produce 3x Degree corvette, 2x SIAERA, 2x CEVAS, 1x BMU.

Ship Production Points: 25
  1 points: Unassigned.
  6 points: 3 Degrees
  12 Points: 4 Chords
  6 Points: 3 ITCs
 

Ground Production Points: 27
  1 points: Unassigned
  14 points: 7x BMU
  4 points: 4x SIAERA [Outdated]
  2 points: 2x SIAERA (T3)
  6 points: 6x CEVAS



MOVEMENT
  ITC 1: Move to [2/Homeworld]. (Free) Load NEW BMU-7 (equipped with SIAERA and CEVAS), unequipped SIAERA, unequipped CEVAS. Move to H. Load BMU-1 (equip carried SIAERA and CEVAS).
  ITC 2: Load BMU-2 from I. Move to G.
  ITC 3: Move to [2/Homeworld].
  Chord 1,2,4: Move to [2/Homeworld]. Repair. Move to H.
  Chord 3: Move to G
  NEW Degree 1,2,3: Move to G via H.
 


OTHER BULLSHIT
  BMU-4 (on D): Pull back and entrench. Concede less defensible territory, focus on holding easily fortified areas. Secure landing sites for reinforcements.

Alright, so. Allow me to explain my reasoning.

First, in case you missed it, the rules for ship movement have been changed/clarified. Ships can now perform one (and only one) non-movement action per turn, at any point. So move>repair>move is a valid order. But load>move>unload is not. With the exception that loading/unloading at one's homeworld is free. The point is, I'm pretty sure this plan is valid, but that something like "ITC-2: swap the equipment of the carried and landed troops at G" is not, since it already performed an action (loading at I).

Anyway. We don't need troops on I and H anymore. We could leave them there as a garrison, but that would cut the effective value of those planets in half. Thus, we should move them up to the front lines. Of course, they need better equipment if they are going to face battle. To this end, I have ITC-2 picking up the troops on I, taking them to G, where next turn they can swap equipment, before being shipped to... whatever planet needs them. I figure it does make sense to leave at least a token garrison on G, since it is more likely that the enemy might try to snipe it, and it's more valuable to boot.
To protect ITC-2 (or at least give it time to escape), I've also directed Chord 3 to return from F to G- I mean, it's not like it could do much more than annoy the Network if they sent a sizeable fleet, so it's not doing us much good around F right now.

ITC-1, meanwhile, returns home to pick up a newly produced and fully equipped unit, along with spare equipment to provide to the troops it picks up from H later in the turn (loading from our homeworld is a free action). Next turn, we will be able to send it to probably D to reinforce and hopefully turn the tide.

Next, our damaged warships- Chords 1, 2, and 4-, will perform mid-turn repairs before heading back out. I've sent them via H on the microscopic chance that the Network manages to get a fleet behind G, in which case they'd keep ITC-1 alive.

We have enough SPP to churn out 3 of our new corvettes. They may not be quite as effective as we hoped, but the revision leaves them competent, and a variety in our forces is probably a good thing- Chords can interpose themselves between the enemy and our Degrees, defending the fragile corvettes, while the corvettes provide more firepower that will reduce the amount of time the Chords need to slug it out. Everybody wins. Except for the Network, obviously.
Anyway, I've sent three new Degrees to G. Next turn, we probably want to have them 'wait' for one tick, in order to join up with our Chords for a coordinated attack on one of the belt planets (I'm thinking 2C+2D to D, 2C+1D to E or F, but much depends on what happens this turn).

We've already seen that the Network has the advantage on D. We're going to lose ground no matter what. We can reduce unnecessary losses and improve our chances next turn by retreating sensibly and only spending lives to hold ground that is easy to hold. The downside is that this strategy also reduces enemy casualties, but next turn our reinforcements will have an easier time turning things around.

---

Possible changes (that I can see):
We could spend less PP this turn, if we think that we might have better things to spend it on next turn. I could see producing only a pair of Degrees, and/or leaving out the second BMU and it's equipment, leaving us with 3 SPP (+2 if we scrap ITC-3) and 5 GPP in the bank. I've gone for broke on the basis that quickly securing planets will gain us back the PP, and deprive the enemy of it. Plus, I'm not sure what we might design next turn that we'd want to spend it on.

We could give different orders to the troops on D. I think what I've gone with is the best option, but I'm open to the idea of there being a better one.

Chord-3 could stay at F, to at least contest orbit there and prevent the Network from gaining total control, which could hurt our ground forces. I feel like the Network is unlikely to try this, and if they do will probably send enough ships to wipe the floor with a single Chord, but it's possible they might only send one or two warships escorting an ITC, in which case even a single Chord might slow them down a little.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: m1895 on March 05, 2020, 05:03:29 am
Quote from: spessbox
Nuke's plan: (1) m1895
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: auzewasright on March 05, 2020, 04:30:13 pm
Quote from: spessbox
Nuke's plan: (2) m1895, auzewasright
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Happerry on March 08, 2020, 05:49:29 am
Quote from: spessbox
Nuke's plan: (3) m1895, auzewasright, Happerry
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: NUKE9.13 on March 08, 2020, 01:11:12 pm
Well, I wrote the thing, I should probably vote for it.
Quote from: spessbox
Nuke's plan: (3) m1895, auzewasright, Happerry, NUKE9.13
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on March 08, 2020, 01:17:44 pm
Well, I wrote the thing, I should probably vote for it.
Quote from: spessbox
Nuke's plan: (5) m1895, auzewasright, Happerry, NUKE9.13, TricMagic
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Detoxicated on March 08, 2020, 04:28:57 pm

Quote from: spessbox
Nuke's plan: (6) m1895, auzewasright, Happerry, NUKE9.13, TricMagic, Detoxicated
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on March 26, 2020, 11:38:57 pm
Turn 4 Combat Phase: Planetary Technate

Our strategy on D is working; the enemy's ability to actually advance against us has clearly been crippled and we expect much improved results next season. Note that we are still outnumbered two to one so if the enemy should get some form of transport to overcome the water barriers we are making use of, expect severe trouble.

We have conquered Planet F and its resources are now available.

----
It is now the Design Phase and you have two designs. As ever, if I've made a logistical mistake, please do comment.
----



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Spoiler: Credits (click to show/hide)
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on April 04, 2020, 07:09:03 pm
Who said it had to be yours?
-Unknown

DNI will let us make wacky space fighters faster, while Quebit warheads along with a refit on our missile corvettes will allow for us to dominate in the space category.

Alternatively, if we want to get bigger, better, faster ships, we can do the  EASC for fusion to happen.

If we are worried about the ground, we can design drones that would be cheaper to produce and be marginally more effective then enemy drone systems, as I doubt that facsimiles of the human form can beat a rotodrone with a gun that can shoot people in the dark or a gyroscope-stabilized rocket machine gun platform that can tread around.

Quote from: Evrasium Assisted Star Cage
Evrasium Assisted Star Cage
Fusion is the stuff of stars, the living candle that brings light to space. Stars are the quixotic, ephemeral response to what will be. In the depths of their hellish expanse is  Fusion, and will be for a very long time. However, by utilizing Evrasium Kinetic Arrays as well as on-site crystalline "restructuring" to allow for a long term, steady, and more importantly, incredibly powerful kinetic push systems (albeit at an energy loss) Tiny models of stars can be created and caged into a rotary magnetic field. This magnetic field "merely" does the job of harvesting a stream of plasma to run through a turbine or to Kinetic Drive. The actual containment, ignition, and maintenance of the fusion element are done by a spindly cage of Evrasium push elements. These systems are where the bulk of the new innovations take place, the evrasium push drive and turbine systems are tried and true systems.  This system is the marriage of the Kinetic Push Drive & Reactor, reducing the requirement for Evrasium as redundant components are streamlined or removed in the integration while simultaneously increasing available power through the usage of Deuterium Helium-3 Fusion.

First Generation Star Cages could tentatively be retrofitted as the power supply for our Chords, barring any significant delays. As a side note, an empty star cage could turn a person into a ball the size of a shoebox.

Quote
Direct Neural Interface
First Generation  Direct Neural Interfaces are directly based on medical technology from some of the last data transmissions of the origin of our colonial vessel. Originally intended for the creation of effector or sensory channels within the brain by use of an invasive surgical procedure, this technology was the base at which a combat rated computer interface implant was enabled.

Several surgical interventions are required for the installation of a DNI. The most invasive procedure is the broadband installation of sensory and effector pathways in their respective parts of the brain near the back of the skull. It is powered by harnessing hte power of the body and the computer it is connected to. This is the Datajack, where the thought is allowed to leave, and data is allowed to enter. Current Designs allows a computer to feed a person a vague sense of touch, a sense of balance, broad visual replacement with camera systems, and sound at acuity roughly on par with a person. A person can activate a button or system with a thought, change the channel of a TV, enter in numbers and letters into a computer and create data files that can be translated into understandable information by another augmented individual. However, the biggest advantage is the fact that information can be fed by a computer to a sensor or computer operator in such a way that a far more complete understanding is given, and at a much faster rate of understanding. However, most of this is useless to a person who has never communicated with a computer with just their brain before and cannot do so without either being trained as a child to do so or through the utilization of a secondary installed device.

Set inside the skull, but outside the grey matter, this device is a very complicated system with a simple purpose. This device allows someone to heuristically enter into a consensual hallucination with a computer system, typically a dedicated console without a wider internetworked capability to prevent information overload on the user. It does this through the introduction of high-yield psychedelics as well as stimulating and suppressing portions of the brain with electromagnetic field emitters. This is the DreamSetter.

These systems are made out of implant grade titanium, but this does not excuse the fact that by technicality, there is an "open" wound in the back of the head where the DataJack is installed, and around the forehead where the Dream Setter is installed. Immunosuppressants are going to be a fact of life for people with a DNI, but possible genetic sequencing or higher technologies could change this.

DNI equipped individuals will operate sensors, gunnery systems, communications, and pilot the ships of our nation, thus reducing the crew requirement for command and control and allowing for a larger engineering crew. In the future, anything is possible.

Just a note: There is room for improvement.  the system does not completely supplicate human experience and the user is limited in command operations as the data processing required would be too extreme to handle without further integration of the human mind into cybernetic systems. A human can activate a system, but various systems are not superimposed into their limbic system such that they can control it on such a low-level that it would be instinctual.

Quote from:  GATT Drone
Generally Autonomous Tactical Tank "GATT" Drone

Military Grade robotic systems -- high accuracy, enduring joints, gyroscopes, miniaturized tracks, wheel systems & Hydraulic, pneumatic, and electric motors enable the usage of robotic teleoperated systems on the field.

the GATT Drone is a two-tracked unit that has the same logistical profile as a human soldier from the point of view of weight. The base system weights roughly 70 kilograms. It moves with a set of two tracks. It is equipped with a sensor array that allows it to hear, and to see in visual as well as a Forward-Looking Infrared Reciever. The most advanced part of the system is said Forward-Looking Infrared Reciever, as it allows it to fire on targets at night. It's IFF systems are reliant on this system, as our soldiers are both visually different and given uniforms that adjust their infrared signature to be differentiated from enemy forces. The drone will not fire on soldiers with our thermal signature, or at individuals in a civilian EVA suit who have their hands up, or an almost nude individual. Its hearing sensors are designed to hear environmental queues as well as weapon reports to exit out of power-saving mode. In a vacuum, they also sometimes activate if vibrations from the ground reach into the sensor, usually caused by a nearby explosion.

The GATT is powered by a large battery and is expected to be able to stand vigil for days at a time if it is placed into a proper position. an allotment of weight can allow the system to be equipped with hardened steel slabs, but by and large, these drones are to be put where any forward advancements will be halted by a drone that is steadfastly waiting for a chance to shove a rocket on advancing forces.

Its profile is a squat sort of central box with a tread on each side and a spindly mounting system that allows for a gyroscopically stabilized platform for a large gun to be installed. Currently,  this is simply a belt-fed SIAERA. Standard is to equip the system with anything from 200, 500 or a whopping 1,000 rounds to hold the line.

It's Artificial Intelligence is designed to determine friend from foe without equipping our forces with FF transmitters (and thus give away our positions to anyone with a radio) by visual identification. it helps if they are wearing a Combat EVA suit to change the profile from the enemy. Enemy drones should be easily identified by their inhuman thermal signatures.

There isn't any playing around with replicating the perfect human form, so it should be dirt cheap to produce and equip if SAEIRRAS are deployed in the same field as it.


Quote from: UAV "Klaxon" RotoDrone
UAV Klaxon-42
The UAV "Klaxon" is a semi autonomous drone that can be commanded to engage the enemy with its onboard weapon mount.

It is equipped with four rotor fans, and a battery to power its control and flight systems for a couple of hours. Its housing is equipped with artificial intelligence that allows it to aim and fire its gun at an enemy while not taking the chance of putting allies at risk with Blue-on-Blue incidents. While there is not an emphasis on speed, the fact that the drone is a air-based system with a rather small profile means that return fire should be far less dangerous to the platform. When it is low on power, it automatically returns ot a service dock and recharge. While in the air or on the dock, it can receive transmissions to update the area of operations and redirect who and where and when it should be shooting at. The most advanced part of the system is a Forward-Looking Infrared Reciever that allows it to fire on targets at night. It's IFF systems are reliant on this system, as our soldiers are both visually different and given uniforms that adjust their infrared signature to be differentiated from enemy forces. The drone will not fire on soldiers with our thermal signature, or at individuals in a civilian EVA suit who have their hands up, or an almost nude individual.


Quote
Iterative Recursive - He3 “QueBit” Evrasium Fusion Warheads
The IR-3 QueBit Fusion Warheads are an Evrasium powered reaction chamber designed to briefly initiate aneutronic fusion through a Deuterium Helium-3 Reaction until the temperature of the reaction outstrips the evasions ability to kinetically move objects and then detonate.

Helium-3 is acquired through recently established mining ventures on H, and refined onsite before being delivered to Technate Shipyards. Deuterium is acquired by running ocean water through a rotary centrifuge.

Evrasium  Matrixes with their associated laser systems are formulated into a sphere centered around two packets of ratioed fusible material. Upon “ignition”, supercapacitors will rapidly dump their power into the Evrasium ignitors, ruining themselves in the process and the first stage is ignited. Evrasium punches downward upon the fusible material and rapidly escalates to the pressure required for fusion to begin. The emission of charged particles by this fusion reaction causes a run-away reaction with the Evrasium as it punches harder and harder until either a evrasium array is compromised by the exotic energy particles emitted by this reaction or becomes inert as it's built-in kinetic charge is spent.

These warheads are placed upon a guided missile, and when fired at enemy craft will be guided to the enemy vessel. The warhead will be ignited once a built-in RADAR system detects it is within range of the enemy and begins the detonation process. In the second or few seconds, as the reaction continues, a veritable star of nuclear fire is pinpointed on enemy sensors and heralds as their doom.

Quote from: Vote Box
EASC (0):
DNI (1): Blood_Librarian
GATT (0):
Klaxon (0):
Quebit Warhead (1): Blood_Librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: NUKE9.13 on April 06, 2020, 01:46:00 am
Right, so, I don't want to do any flavour of robot- not when our enemy is literally robots. I don't want to give them the opportunity to hack into our armies. I'd rather not use cybernetics either, for similar reasons, though it might end up being necessary.
I do like the warhead.
I also think we should look into expanding our industry again- EPIC and MATS didn't go super well, so there's definitely room for improvement in the area. And I have a really silly way to do so:

Quote
Global Organised Logistical Development - Currency Overhaul INitiative:
The Founders integrated a currency system into the Grid. Commonly known as Gridcoin, it is a blockchain-backed currency that has proven to be very resilient to changing conditions. No one knows exactly how it works, but it does. Of course, this means that private citizens have a license to print money using a mining rig (although practically speaking a few large businesses control 90% of the industry). Taxes are paid using Gridcoin, government wages are paid using Gridcoin, military spending is measured in Gridcoin.
Which is all fine and well and techno-utopian, but we're in a war where the survival of the human species is on the line. Sacrifices have to be made, and Gridcoin is one of them.

GOLD COIN is a project organised by the three high commands (the Unified Planetary Techante Military, the Global Defence Org, and the Interplanetary Warfare Foundation), and- with varying degrees of reluctance- approved of by the majority of governmental organisations. The principle is simple: taxes may no longer be paid in Gridcoin. Instead, taxes must be paid in refined metals, or other valuable minerals. A complex system overseen by the high commands determines the values of metals and minerals, depending on the needs of military industry. Government wages will also be paid using refined metals, as well as any other government expenses. Of course, we do not expect everyone to show up with wheelbarrows full of silver- currency backed by metals can also be used.
The goal is obvious: to encourage the expansion of the civilian mining sector (and acquire the 'mislaid' castoff materials from EPIC), thereby lowering the effective cost of various minerals crucial to the military.

Some economists have protested that this is "batshit insane", but consider how much processing power is spent on blockchain mining, and just imagine if it was all directed towards actual mining instead. We have a large and vibrant civilian population who contribute very little to the war effort- time for them to pay up.

Quote from: Vote Box
EASC (0):
DNI (1): Blood_Librarian
GATT (0):
Klaxon (0):
Quebit Warhead (2): Blood_Librarian, NUKE9.13
GOLD COIN: (1) NUKE9.13
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on April 06, 2020, 07:54:32 am
Right, so, I don't want to do any flavour of robot- not when our enemy is literally robots. I don't want to give them the opportunity to hack into our armies. I'd rather not use cybernetics either, for similar reasons, though it might end up being necessary.
I do like the warhead.
I also think we should look into expanding our industry again- EPIC and MATS didn't go super well, so there's definitely room for improvement in the area. And I have a really silly way to do so:

Quote
Global Organised Logistical Development - Currency Overhaul INitiative:
The Founders integrated a currency system into the Grid. Commonly known as Gridcoin, it is a blockchain-backed currency that has proven to be very resilient to changing conditions. No one knows exactly how it works, but it does. Of course, this means that private citizens have a license to print money using a mining rig (although practically speaking a few large businesses control 90% of the industry). Taxes are paid using Gridcoin, government wages are paid using Gridcoin, military spending is measured in Gridcoin.
Which is all fine and well and techno-utopian, but we're in a war where the survival of the human species is on the line. Sacrifices have to be made, and Gridcoin is one of them.

GOLD COIN is a project organised by the three high commands (the Unified Planetary Techante Military, the Global Defence Org, and the Interplanetary Warfare Foundation), and- with varying degrees of reluctance- approved of by the majority of governmental organisations. The principle is simple: taxes may no longer be paid in Gridcoin. Instead, taxes must be paid in refined metals, or other valuable minerals. A complex system overseen by the high commands determines the values of metals and minerals, depending on the needs of military industry. Government wages will also be paid using refined metals, as well as any other government expenses. Of course, we do not expect everyone to show up with wheelbarrows full of silver- currency backed by metals can also be used.
The goal is obvious: to encourage the expansion of the civilian mining sector (and acquire the 'mislaid' castoff materials from EPIC), thereby lowering the effective cost of various minerals crucial to the military.

Some economists have protested that this is "batshit insane", but consider how much processing power is spent on blockchain mining, and just imagine if it was all directed towards actual mining instead. We have a large and vibrant civilian population who contribute very little to the war effort- time for them to pay up.

Quote from: Vote Box
EASC (0):
DNI (1): Blood_Librarian
GATT (0):
Klaxon (0):
Quebit Warhead (2): Blood_Librarian, NUKE9.13
GOLD COIN: (2) NUKE9.13, TricMagic
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on April 06, 2020, 10:15:54 am
I don't think the industrial design is really worth it, considering we spent a design and a revision earlier that was only foiled by the mismatch between that what they were designed to do and the goal of said design. (eg I want to get more materials from I project that i made, but i do so in a matter that doesn't completely align with that objective.) I think we would need but only a revision to get it to snuff.

I dont think hacking will be a very big issue considering that it would be relatively easy to foil this as the only time they will have access to our hardware is when they down the thing or kill their controller. In this case, it would be trivial to secure it by requiring a thumbprint from a living person who is an authorized operator, pairing devices and keeping control elements outside of harm's way. In addition, they would effectively have spent one of their revisions or designs on disabling our robot, and we would then know to never deploy robots again if they play that way.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on April 06, 2020, 12:30:03 pm
The Grid- Cyber Ocean

Having set up a functioning society, we turn away from war for the moment to refine the Grid. Most particularly, cyberspace.

Though the use of a surgical implant, users can access the Virtual Space, Cyber Ocean. Virtual Reality which allows the freeform creation of programs, video games, military & scientific simulations, and personal interaction a world away. Such systems also allow the augmenting of reality through hologram nodes which take data from the Cyber Ocean.

The Cyber Ocean is something that came from the original internet, filled with data where your own will can affect it, as well as code. Rather, the systems are upheld by will. These systems are more homeworld than anything, but they also open up cybernetics and robotics immensely, as well as allow simulations to be run based upon data gathered and processed from human memories and statistics, which helps with designing new advancements.

It's not really military, but the infrastructure will bring life and entertainment to the masses.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: auzewasright on April 06, 2020, 01:39:48 pm

Quote from: Vote Box
EASC (0):
DNI (1): Blood_Librarian
GATT (0):
Klaxon (0):
Quebit Warhead (3): Blood_Librarian, NUKE9.13, auzewasright
GOLD COIN: (3) NUKE9.13, TricMagic, auze
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: m1895 on April 06, 2020, 01:51:02 pm

Quote from: Vote Box
EASC (0):
DNI (1): Blood_Librarian
GATT (0):
Klaxon (0):
Quebit Warhead (4): Blood_Librarian, NUKE9.13, auzewasright, m1895
GOLD COIN: (4) NUKE9.13, TricMagic, auze,  m1895
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on April 06, 2020, 05:38:17 pm
Turn 5 Design: Planetary Technate

Iterative Recursive - He3 “QueBit” Evrasium Fusion Warheads
The IR-3 QueBit Fusion Warheads are an Evrasium powered reaction chamber designed to briefly initiate aneutronic fusion through a Deuterium Helium-3 Reaction until the temperature of the reaction outstrips the evasions ability to kinetically move objects and then detonate.

Helium-3 is acquired through recently established mining ventures on H, and refined onsite before being delivered to Technate Shipyards. Deuterium is acquired by running ocean water through a rotary centrifuge.

Evrasium  Matrixes with their associated laser systems are formulated into a sphere centered around two packets of ratioed fusible material. Upon “ignition”, supercapacitors will rapidly dump their power into the Evrasium ignitors, ruining themselves in the process and the first stage is ignited. Evrasium punches downward upon the fusible material and rapidly escalates to the pressure required for fusion to begin. The emission of charged particles by this fusion reaction causes a run-away reaction with the Evrasium as it punches harder and harder until either a evrasium array is compromised by the exotic energy particles emitted by this reaction or becomes inert as it's built-in kinetic charge is spent.

These warheads are placed upon a guided missile, and when fired at enemy craft will be guided to the enemy vessel. The warhead will be ignited once a built-in RADAR system detects it is within range of the enemy and begins the detonation process. In the second or few seconds, as the reaction continues, a veritable star of nuclear fire is pinpointed on enemy sensors and heralds as their doom.

Iterative Recursive - He3 “QueBit” Evrasium Fusion Warheads: An innovative means to replace RAKE missile warheads with a fusion warhead, entirely ignoring RAKE's use as an antiarmor weapon by attempting to just vaporize ALL OF THE ARMOR. This does not really work, requires a LOT of Evrasium, and hasn't been mounted to a missile. It is a valuable experiment in the needs and possibilities of Evrasium-based fusion.
Cost: A lot, but we aren't paying for anything but experiments now so don't worry, it's just coming out of your paychecks.

Quote
Iterative Recursive - He3 “QueBit” Evrasium Fusion Warheads
Difficulty: Very Hard
Roll: 2 + 3 - 2 = 3 Buggy Mess

Setting off a fusion reaction is hard. In fact, most weapons used back on Earth used an entire fission bomb just to ignite the fusion device. Fissile material being rare in our system, however, instead we've decided to utilize Evrasium. This...poses some problems. Evrasium punches in a direction determined by the orientation of the laser that provoked it, so the lasers have to be within the sphere of Evrasium, requiring a lot of Evrasium. The goal of getting the fusion reaction's products to sustain the Evrasium reaction is genius, but it requires a massive amount of research into Evrasium and its properties, because right now the only way to get a reaction from Evrasium is to shine coherent laser light on it, and simple fusion devices do not release coherent laser light.

As of now, the system is far too huge to fit in a missile, requiring a massive sphere of Evrasium (a very expensive massive sphere of Evrasium, note) surrounding a large array of high-power disposable lasers, and without the fusion reaction being capable of sustaining the Evrasium "punch" through escaping radiation or charged particles, barely any of the material fuses, even in nuclear weapons terms, and the resultant explosion is positively pedestrian, barely even reaching the strength of an equivalently-sized ball of normal high explosives. On the plus side, EPIC would, technically, reduce the cost of loading a warship with these missiles...if we could put something this size in any sort of reasonable missile launcher. And if we had managed to put this on a missile. And if the warhead produced a useful level of damage.

Global Organised Logistical Development - Currency Overhaul INitiative:
The Founders integrated a currency system into the Grid. Commonly known as Gridcoin, it is a blockchain-backed currency that has proven to be very resilient to changing conditions. No one knows exactly how it works, but it does. Of course, this means that private citizens have a license to print money using a mining rig (although practically speaking a few large businesses control 90% of the industry). Taxes are paid using Gridcoin, government wages are paid using Gridcoin, military spending is measured in Gridcoin.
Which is all fine and well and techno-utopian, but we're in a war where the survival of the human species is on the line. Sacrifices have to be made, and Gridcoin is one of them.

GOLD COIN is a project organised by the three high commands (the Unified Planetary Technate Military, the Global Defence Org, and the Interplanetary Warfare Foundation), and- with varying degrees of reluctance- approved of by the majority of governmental organisations. The principle is simple: taxes may no longer be paid in Gridcoin. Instead, taxes must be paid in refined metals, or other valuable minerals. A complex system overseen by the high commands determines the values of metals and minerals, depending on the needs of military industry. Government wages will also be paid using refined metals, as well as any other government expenses. Of course, we do not expect everyone to show up with wheelbarrows full of silver- currency backed by metals can also be used.
The goal is obvious: to encourage the expansion of the civilian mining sector (and acquire the 'mislaid' castoff materials from EPIC), thereby lowering the effective cost of various minerals crucial to the military.

Some economists have protested that this is "batshit insane", but consider how much processing power is spent on blockchain mining, and just imagine if it was all directed towards actual mining instead. We have a large and vibrant civilian population who contribute very little to the war effort- time for them to pay up.

Quote
Global Organised Logistical Development - Currency Overhaul INitiative (GOLDCOIN)
Difficulty: Ludicrous
Roll: 3 + 3 - 3 = 3 Buggy Mess

This incredibly amusing proposal was almost laughed out of High Command, until somebody from the Communists' Blockchain Incorporated company gave another rant about how important it was for the workers to seize the means of (blockchain) production, and was subsequently kicked out of the meeting. Following this, in order to undermine their platform, this proposal was seriously considered. Transforming all currency into minerals was....obviously a bad idea. That would require the government (such as it is) to hand off materials potentially valuable to the war effort as currency. However, forcing everyone to pay the government in actual metals also seemed good, until it was realized that in order to not hand over valuable materials as currency, Gridcoin would have to somehow become backed by valuable metals, so the government could continue spending the money it already had while attempting to reap the benefits, and also so that people who *had* nothing but Gridcoin but did essential things like, say, providing the planet with FOOD could actually pay for things.

Restructuring your society's entire economic system and trying to get rich quick off of was going to be hard, apparently. Very hard.

After successfully negotiating seventeen market crashes during and after the announcement (only one of which was probably caused by a recursive error in the main city's currency-handling subsection of the Grid, rather than panic), the program was instituted, and it was discovered that most people aren't good at mining. And most people and companies that don't deal in various materials are ALSO not very good at the job, and don't have stockpiles of valuable metals on hand to pay with. This seems to be a problem for most people, since the Government was trying to kill Gridcoin and most people don't have any means of payment other than Gridcoin.

In short, everything went to pieces and almost nothing went right with this proposal. Every single product that has any benefit on warmaking, from clothing to food to plastics to composites to mining, ALL had to get a new value based on how valuable they were to the war effort, and several major cities nearly ended up running out of clothing when clothiers realized that it was far more lucrative to go mining than make clothes. Civilian ships flew from asteroid to asteroid trying to mine things and discovering that valuable materials do NOT just sit on the surface, and no matter how much "tinkering" you've done, a commercial laser array will NOT produce valuable materials from rocks.

After this "Interplanetary Gold Rush" finished causing mass economic devastation, the system was removed entirely, the lessons filed away, and the one good thing in the whole disaster noted:
One of the major players in stealing from EPIC had made the mistake of making an unusually smooth transition to paying with metals, which she absolutely should not have been able to do given her normal means. This tagged her assets for automatic review in our computer monitoring program, and we managed to connect her directly to a large portion of EPIC's losses. Followup operations caught the rest of the thieves, and their stockpiles were re-added to military inventory. EPIC might still be vulnerable to NEW corruption, but we've got a method to review the whole thing now and with only a bit more development work on the algorithm we think we could keep the whole thing safe, mostly, from corruption. The recovered assets were promptly used to keep the economy from destroying itself completely due to the GOLDCOIN backlash.

Global Organised Logistical Development - Currency Overhaul INitiative (GOLDCOIN): An attempt to restructure our entire society's economic system that very nearly crashed the economy completely. It has provided us with the beginnings of an algorithm that should protect EPIC from future corruption.
Cost: Measuring costs requires a functioning economy, please check back later.

----
Revision phase! Two revisions, TWO chances to screw everything up again!
----



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Spoiler: Credits (click to show/hide)
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on April 06, 2020, 09:10:57 pm
Quote
AnteroGrade Objectivised Normalizing cYber Software (AGONY)

Through the recent GOLDcoin debacle, our thoroughly unkempt failure of various infrastructure plans has culminated in somewhat of a crisis:

How can we invest so much time in all this and fail to fuc effectively extract minerals from the ground?

Failure number one is the inability to put resources to where it is needed the most for our military output.

Failure number two is arguably worse, and it is the conflict of interest where individual corporations are allowed to acquire resources and negotiate far above optimal profit margins and into exploitative prices.

As it turns out, a series of internal re-works of the GRID allows for connected Resources, equipment, and land areas to be seamlessly integrated to the web, deleted from the network and tracked as it passes from owner to owner or processed. In addition, A high functioning complex piece of software referred to as AGONY is created to allow for the reigning corporate interest to essentially offer up the vassalage of critical junctures for their own sub-management. These domains are typically reserved by AGONY for the organizations that are most productive towards critical issues of our society. the most important part of the entire operation, AGONY, is a clearly defined and demi-autonomous digital entity that is fed information regarding our goals and problems as well as our societal state/culture/infrastructure, It then outputs a series of "objectives" with oversight from higher management for entities to compete to complete so that a clear line of priority may be established

This effectively minimizes the constant bloody power transitions from effecting the lower status, as employees are often integrated into projects such that while high management may shift, work environments and equipment are generally preserved. In addition, it allows for clear and distinct logistical supply lines to be formed on the fly. While in the future, this may be geared towards societal improvement and nobler goals, the current goals it is fed is based on the design teams' wishes as well as the various logistics agencies that provide for our war.

AGONY should fix the two aforementioned issues.

Quote from: Vote Brox

AGONY (1) : Blood_Librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on April 07, 2020, 11:24:00 am
Fusion Power

Put simply, we need to research ways of using Evrasium to create fusion.

One set of scientists have come up with simply using Thermite between blocks of Evrasium, along with hydrogen in a chamber, to jump-start the fusion reaction. Combined with the proper shielding, we can generate Fusion Power somewhat cheaply. Fusion Power, other than being fairly clean, allows us to meet the demands of the Grid. The power generated should free up resources that can be used elsewhere.

As a note, Thermite generates both heat and light, which with Evrasium can reach a compacted level of heat when the Evrasium strikes the source, which is hot enough to jumpstart the Fusion Process.


Quote from: Votebox
AGONY (2) : Blood_Librarian, TricMagic
Fusion Power (1) : TricMagic

Put simply, Thermite generates light and heat. When hit with Evrasium's force, it compacts, which then reaches a high enough heat to jumpstart things. Constant light will cause consistent force, for the seconds it lasts before burning up completely.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: auzewasright on April 07, 2020, 11:36:05 am
Quote from: Vote Box
Revision 1:
    AGONY (3) : Blood_Librarian, TricMagic, Auzewasright
    Fusion Power (0):
Revision 2:
    AGONY (0):
    Fusion Power (1) : TricMagic

Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on April 07, 2020, 01:30:43 pm
Quote from: Vote Box
Revision 1:
    AGONY (3) : Blood_Librarian, TricMagic, Auzewasright
Revision 2:
    AGONY (0):
RAKE Missile- Liquid Hydrogen Trigger: (1) TricMagic



For the record, the Fusion was scrapped as not reality.

RAKE Missile- Liquid Hydrogen Trigger

It is well known by now the Evrasium stores most of it's kinetic energy in it's structure. So what would happen if all that structure were to crack open at once? The result of this experiment using Liquid Hydrogen(which was made using compressors) is that all that energy is released at once. Not unevenly, or in a random direction, at once. Omnidirectional, striking anything in the area with the pure concentrated force that was stored in the Evrasium. The less target mass, the greater the damage done. Though the kinetic force itself is likely to tear an affected ship apart no matter what it is made of if it is in the range of the effect.

This allows for the RAKE Missiles to have a simplistic LH Dump on the Evrasium payload. Proper pressure makes the result instant. This in turn means we can spend more time on fixing the speed of a RAKE Missile, as well as programming a basic evasion/targeting suite.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on April 07, 2020, 01:37:05 pm
Quote
Directive Evrasium Sequenced Tachyonic Royally Energetic Yielded Crystals (D.E.S.T.R.O.Y. CRYSTALS)
Exploratory research into just how Evrasium works has come up with several configurations and alloys of Evrasium as well as one very special crystal that have two very specific properties that make Evrasium fusion reactions from a laughing stock into a serious possibility.

Starting with a complex nanocomposite of Evrasium particulates set into a gel that has been chemically hardened over a period of about 12 hours, the substrate can be sintered then be sintered in a kiln, burning away the gel and leading odd-looking shards of Evrasium that also explode spectacularly into very sharp shards that resemble glass when thrown at a concrete wall. When the Evrasium is energized by a particle beam or nuclear reaction derived charged particle from any point, it will fire off kinetic energy in a singular direction as determined by its construction upon hardening.

These crystalline facets can be constructed as per the original design templates of  Quebit warheads to create fusion weapons.

Quote
Revision 1:
    AGONY (3) : Blood_Librarian, TricMagic, Auzewasright
Revision 2:
    AGONY (0):
    RAKE Missile- Liquid Hydrogen Trigger: (1) TricMagic
    DESTROY Crystals (1): Blood_Librarian


Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on April 07, 2020, 02:50:16 pm
Quote

    AGONY (2) : Blood_Librarian, , Auzewasright
    BITCOIN: (1) TricMagic

    RAKE Missile- Liquid Hydrogen Trigger: (1) TricMagic
    DESTROY Crystals (1): Blood_Librarian

Right, not taking the risk if the GM doesn't know what it is. A functioning AI, really?

Quote
In addition, A high functioning Dream Daemon referred to as AGONY is created to allow for the reigning corporate interest to essentially offer up the vassalage of critical junctures for their own sub-management. These domains are typically reserved by AGONY for the organizations that are most productive towards critical issues of our society. the most important part of the entire operation, AGONY, is a clearly defined and demi-autonomous digital entity that is fed information regarding our goals and problems as well as our societal state/culture/infrastructure, It then outputs a series of "objectives" for entities to compete to complete so that a clear line of priority may be established

... Sounds kinda like Oracle in some ways, and more a Design. Do we really want to get saddled with more negative numbers?


Binary Interstellar Transactions Currency Overseer Interdiction Network- BITCOIN

Given how badly the whole GOLDCOIN went, we at least have the ability to create programs for oversight. BITCOIN oversees all transactions be they digital goods, virtual currency, or physical goods, with a singular Government-backed currency. Hackers and other criminals caught manipulating BITCOIN will be sentenced to mining operations for 1 to 10 years.

Remember, it's not worth it to be greedy, as a smoothly functioning economy is necessary for both war-efforts and survival.



A series of Programs which takes from what we've learned to create oversight over the Economy. Making sure that when one wants something, there is a clear path to get it legally. And any Criminals we catch will be imprisoned on a mining colony for trying to destabilize the Economy's foundations.

Right now in game function, it will protect EPIC. Along with whenever we actually make a GRID rather than it just being Lore.

Also, all votes to use the RC on a full GRID Design?

Edits, changed the name since initiative appeared twice. Also, despite the name, BITCOIN is a set of programs rather than the actual currency.
Removed the 'a' and added an 's' to 'program', and changed 'single' to 'singular'. Small grammar changes.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: auzewasright on April 07, 2020, 04:58:11 pm
Quote
Revision 1:
    AGONY (1) : Blood_Librarian
    BITCOIN: (2) TricMagic, Auzewasright
Revision 2:
    RAKE Missile- Liquid Hydrogen Trigger: (2) TricMagic, Auzewasright
    DESTROY Crystals (1): Blood_Librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on April 09, 2020, 08:21:35 am
Ignore this message, I accidentally double posted.

Standard Payload Acuating Delivery (SPAD) Systems
SPAD is a modification on the original RAKE missiles to improve the rocket motors and guidance schema to an acceptable level. Breakthroughs in CNC machining as well as micro-electronics allows for miniaturized guidance systems as well as more streamlined reaction control systems tat both take up less overall mass and are more precise in function. In addition, a new chemistry in the RAKE's rocket motor for a more energetic profile allows for a higher thrust-to-weight ratio while simultaneously increasing the Delta-V of the overall missile.

Quote
Revision 1:
    AGONY (1) : Blood_Librarian
    BITCOIN: (2) TricMagic, Auzewasright
Revision 2:
    RAKE Missile- Liquid Hydrogen Trigger: (2) TricMagic, Auzewasright
    DESTROY Crystals (1):

Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on April 09, 2020, 08:25:16 am
Standard Payload Acuating Delivery (SPAD) Systems
SPAD is a modification on the original RAKE missiles to improve the rocket motors and guidance schema to an acceptable level. Breakthroughs in CNC machining as well as micro-electronics allows for miniaturized guidance systems as well as more streamlined reaction control systems tat both take up less overall mass and are more precise in function.  The rocket motors are also improved to be more energetic, resulting in a higher delta V and acceleration.

Quote
Revision 1:
    AGONY (1) : Blood_Librarian
    BITCOIN: (2) TricMagic, Auzewasright
Revision 2:
    RAKE Missile- Liquid Hydrogen Trigger: (2) TricMagic, Auzewasright
    DESTROY Crystals (0):
    SPAD (1): Blood_Librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Happerry on April 12, 2020, 11:33:34 pm
Quote
Revision 1:
    AGONY (2) : Blood_Librarian, Happerry
    BITCOIN: (2) TricMagic, Auzewasright
Revision 2:
    RAKE Missile- Liquid Hydrogen Trigger: (2) TricMagic, Auzewasright
    DESTROY Crystals (0):
    SPAD (2): Blood_Librarian, Happerry
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Shadowclaw777 on April 15, 2020, 12:42:14 am
Quote
Revision 1:
    AGONY: (3) Blood_Librarian, Happerry, SC777
    BITCOIN: (2) TricMagic, Auzewasright
Revision 2:
    RAKE Missile- Liquid Hydrogen Trigger: (2) TricMagic, Auzewasright
    DESTROY Crystals (0):
    SPAD (3): Blood_Librarian, Happerry, SC777
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: NUKE9.13 on April 15, 2020, 06:48:56 am
Quote
Revision 1:
    AGONY: (3) Blood_Librarian, Happerry, SC777
    BITCOIN: (3) TricMagic, Auzewasright, NUKE9.13
Revision 2:
    RAKE Missile- Liquid Hydrogen Trigger: (2) TricMagic, Auzewasright
    DESTROY Crystals (0):
    SPAD (4): Blood_Librarian, Happerry, SC777, NUKE9.13
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on April 15, 2020, 10:51:09 am
Quote from: Vote Blox
Revision 1:
    AGONY: (2) Happerry, SC777
    BITCOIN: (4) TricMagic, Auzewasright, NUKE9.13, Blood_Librarian
Revision 2:
    RAKE Missile- Liquid Hydrogen Trigger: (2) TricMagic, Auzewasright
    DESTROY Crystals (0):
    SPAD (4): Blood_Librarian, Happerry, SC777, NUKE9.13
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on April 15, 2020, 10:52:39 am
Quote from: Vote Blox
Revision 1:
    AGONY: (2) Happerry, SC777
    BITCOIN: (4) TricMagic, Auzewasright, NUKE9.13, Blood_Librarian
Revision 2:
    RAKE Missile- Liquid Hydrogen Trigger: (1) Auzewasright
    DESTROY Crystals (0):
    SPAD (5): Blood_Librarian, Happerry, SC777, NUKE9.13, TricMagic
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: auzewasright on April 15, 2020, 03:34:54 pm
Quote from: Vote Blox
Revision 1:
    AGONY: (2) Happerry, SC777
    BITCOIN: (4) TricMagic, Auzewasright, NUKE9.13, Blood_Librarian
Revision 2:
    RAKE Missile- Liquid Hydrogen Trigger: (0):
    DESTROY Crystals (0):
    SPAD (6): Blood_Librarian, Happerry, SC777, NUKE9.13, TricMagic, Auzewasright
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on May 02, 2020, 11:20:08 pm
Turn 5 Revision Phase: Planetary Technate

Binary Interstellar Transactions Currency Overseer Interdiction Network- BITCOIN

Given how badly the whole GOLDCOIN went, we at least have the ability to create programs for oversight. BITCOIN oversees all transactions be they digital goods, virtual currency, or physical goods, with a singular Government-backed currency. Hackers and other criminals caught manipulating BITCOIN will be sentenced to mining operations for 1 to 10 years.

Remember, it's not worth it to be greedy, as a smoothly functioning economy is necessary for both war-efforts and survival.



A series of Programs which takes from what we've learned to create oversight over the Economy. Making sure that when one wants something, there is a clear path to get it legally. And any Criminals we catch will be imprisoned on a mining colony for trying to destabilize the Economy's foundations.

Right now in game function, it will protect EPIC. Along with whenever we actually make a GRID rather than it just being Lore.

Quote
Binary Interstellar Transactions Currency Overseer Interdiction Network- BITCOIN
Difficulty: Hard
Roll: 4 + 4 - 1 = 7 Exquisite Craftsmanship

BITCOIN is yet another backronym, and the bureaucracy has noticed. Half of them applauded the acronym, and were shot. Half of them immediately denounced the acronym, and they were also shot.

It was just part of reducing the corruption, it wasn't actually related to whether or not they liked the backronym. We just claimed that it was so that people will be afraid to make more backronyms in the future.

However, it builds on the experiences we've painfully garnered in EPIC and GOLDCOIN, and beats down most of the corruption of EPIC outright. It's...it's not really good for anything else, actually. It just tracks materials and sets prices for them better, and makes it really hard for people to sell EPIC's proceeds illegally. Having a common currency that didn't upend our economy didn't really change much, honestly. We're pretty sure we got lucky and our design people were working extra hard and were very well motivated for all their previous failings.

It has, however, made it easier for the people in power to stay in power. Our government is becoming rapidly more fixed due to the demands of war, and there are mumblings that if something isn't done, it may be impossible to dislodge the people who presently are gathering more and more power to themselves. Control over the money is incredibly powerful for a group that wants to stay in charge of the Grid, after all.

EPIC will now offer a meaningful discount to things noted as having a high Evrasium cost. It might not always be noticeable (it won't reduce something's cost to 0) but it will definitely help certain projects, such as Evrasium warheads and ships requiring large amounts of Evrasium. RAKE missiles are cheaper in large numbers and the Quebit would be much cheaper if it worked. The Chord is now pretty close to costing 1 SP less. Improvements in armor technology, which would require fewer materials for a Medium level of protection, cost-saving measures in the design, or streamlined production through some means or another might all cheapen the vessel.


Evrasium Production Industrial Center: A huge mining and industrial complex geared only towards extracting Evrasium. A very impressive industrial project, for sure, but it has a myriad of issues that will need to be resolved before it becomes a truly practical object. Rampant corruption formerly crippled the project, but thanks to BITCOIN the corruption has been beaten down. The limitations on just how much Evrasium there is underneath the particular mining site chosen for EPIC is still a limitation, but now EPIC actually does things.
Provides: Cost bonus to things that use very large amounts of Evrasium. Cost reduction to things with moderately large Evrasium costs, such as Quebit or RAKE.

Standard Payload Acuating Delivery (SPAD) Systems
SPAD is a modification on the original RAKE missiles to improve the rocket motors and guidance schema to an acceptable level. Breakthroughs in CNC machining as well as micro-electronics allows for miniaturized guidance systems as well as more streamlined reaction control systems tat both take up less overall mass and are more precise in function.  The rocket motors are also improved to be more energetic, resulting in a higher delta V and acceleration.

Rocket-Assisted Kinetic-Evrasium Missile (RAKE Missile): A basic missile that is uses Evrasium disintegration to deal damage behind an enemy's armor protection. Slow, less than maneuverable, and easy to hit at best. Thanks to the SPAD upgrade package, RAKE missiles are now of average speed and maneuverability, making them much more capable. Cost was not increased.

Quote
Standard Payload Acuating Delivery (SPAD) Systems
Difficulty: Normal
Roll: 2 + 4 = 6 Above Average

Making RAKE guidance better is pretty easy, improving rocket motors is only rocket science, and refining rocket propellant is only chemistry. The improvements have all been made to the RAKE missiles, without increasing their cost. They are no longer slow or ungainly, though perhaps they won't win any maneuverability awards they are at least much more capable of striking targets that are trying to avoid them, as the enemy will surely do.

----
Strategy phase! Updates WILL come faster, if I don't update once per week ping me incessantly because I have a lot of free time now that college is over.
----



Spoiler: Map (click to show/hide)


Spoiler: Credits (click to show/hide)
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: NUKE9.13 on May 07, 2020, 04:17:59 am
Quote from: Plan A
PRODUCTION
No new production.



MOVEMENT
  ITC 1: Move to D via G. Unload BMU-7 and BMU-1 (who are BOTH equipped with SIAERA and CEVAS).
  ITC 2: Swap equipment of BMU-2 and BMU-3 (AKA Load SIAERA (Outdated) and CEVAS from G).
  ITC 3: -
  Chord 1,2: Move to D via G. Protect ITC 1.
  Chord 4:  Move to E via G.
  Chord 3:  Wait for Chord 4, then move to E.
  Degree 1,2: Wait for Chords 1&2, then move to D. Protect ITC 1.
  Degree 3: Wait for Chord 4, then move to E.
 


OTHER BULLSHIT
  Ground Troops on D: Advance as normal. 
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Happerry on May 08, 2020, 05:01:24 pm
Quote
(1) Plan A : Happerry

Looks good to me.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: m1895 on May 08, 2020, 05:50:29 pm
Quote
(2) Plan A : Happerry, m1895
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on May 08, 2020, 06:00:45 pm
Quote
(3) Plan A : Happerry, m1895, TricMagic
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: NUKE9.13 on May 10, 2020, 11:51:00 am
Quote
(4) Plan A : Happerry, m1895, TricMagic, NUKE9.13
Well, this might work.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: auzewasright on May 10, 2020, 01:07:49 pm
Quote
(5) Plan A : Happerry, m1895, TricMagic, NUKE9.13, auzewasright
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on May 11, 2020, 09:15:30 pm
Names, cause I feel like writing some. In Order for each.

Chord Names: Against All Odds, Gravekeeper, Waters' Embrace, Star Inviction
Degree Names: Sky's Eye, Lunar Watch, Star's Flight
ITC Names: Ruby's Ascent, Sapphire Drop, Emerald Expanse
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on May 11, 2020, 10:57:44 pm
Turn 5 Combat Phase: Planetary Technate

The orbital victory was very impressive. Our superior firepower allowed us to score a kill and something very nearly as good as a kill on the enemies, and we have complete orbital dominance. The surface is a nearly unmitigated disaster. We're outnumbered heavily and with the enemy's aircraft, outgunned. With our fortifications, orbital control, and the reduced shock factor from new introductions on both sides, we expect that we will hold onto terrain better...but we will not be winning this fight as of now.

----
Design phase: You have two designs once again.
----



Spoiler: Map (click to show/hide)


Spoiler: Credits (click to show/hide)
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on May 12, 2020, 10:05:31 am
Spoiler: not Applicable (click to show/hide)
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on May 12, 2020, 01:34:41 pm
Amalogus Carrier
Designed as the replacement for ITC's, the Amalogus is a modern craft designed with a partition of its thrust actually provided by the insertion vehicles that are then deployed to drop ground resources and return. To clarify, the shuttles are equipped with miniaturized kinetic drives instead of rocket engines, and they are used to supplement the thrust of the Amalogus when they are not deployed for surface operations. Compared to Rocket shuttles, these new vessels will not require large landing spots and can land like the helicopter of old. They should be able to carry  2 or 3 TC. This is where most of the design time for the ship went into.

Besides that, the Amalogus has upscaled and streamlined engine systems, mostly to automatically adjust itself to the addition or removal of thrust as shuttles return to the mothership.

While the main Amalogus frame is not armed, one or two shuttles are. They are equipped with a some-what miniaturized OCULUS laser system on its rear. The Oculus has mountings to receive fluid from the Amalogus, but internal reservoirs allow for a few bursts while in ground operations. Gyroscopically mounted, the weapon compensates for movement while in flight or heavy maneuvers, allowing for accurate fire. It is projected to be used for shooting down pursuing enemy aircraft. It's real purpose though, is like a gigantic magnet ready to be put against a printer. Put the fear of the cold void that organics know intimately, put that fear into the Network.

Unlike the ITC, the Amalogus is an experiment in citadel patterning, The Reactor, Engines, Bridge & life support are all sectioned off into armored citadels, with enough armor that worse come to worse, those sections fare slightly better in a combat engagement. Everything is built around these critical systems like a spinal cord, such that the core modules in these citadels will not be hit except by a penetrating blow through directly behind the craft or through cargo or barrack sections. Contingencies are taken so that there might even be survivors if it has to enter the atmosphere.

While the first Amalogus is named the "Kadens Bravery", the naming pattern typically follows that of the name of one of the colonists who had died during the initial colonization of our world and a positive trait that the person was known for. Amalogus, the name this design is based on, is one of the few names of the founders we have learned.

MILK-V (Mobile Installed Laser Killing Vehicle)  "Fair Fyre"

The MILK-V Fair Fyre is derived from a OCULUS Laser system mounted onto a turret, which is moved around by a tracked vehicle. With the laser gyroscopically mounted to the vehicle, the OCULUS is able to shoot down aircraft as well as infantry from long range with its ship grade mounted laser with only minor accuracy penalties while on the move. In concert with the Laser, the MILV-V is equipped with a fire-control system and a 20-pound 300-mile range radio with an integrated scrambler.

The Fire-control system is hooked up to a Sensor array which utilizes passive radar and thermographic sensors hooked directly to the lasers ball mount, with 110x magnification, it should be able to reliably engage targets on the move while retaining most of its accuracy thanks to the gyroscopes.  The pinpoint accuracy of the laser in combination with the frankly frightening power of ship-grade laser systems should reliably take down enemy aircraft, as well as turn infantry and very light vehicles into ash.

It is named after the myth of fairies that lived in one of the local forests of our world, who would reign fire down upon interlopers of their territory if they did not appease them by laying gifts upon their altars before they leave.

It is powered by a miniaturized Kinetic Storage drive with an associated turbine. it is armored with sloped plates, designed to take the enemy's railgun fire from medium range without being pierced from the front, as well as glancing blows on the side. To deal with infantry, it is equipped with a coaxial mount, usually equipped with two linked machinegun pistols, but the option of mounting a SIERRA is available should it be deployed with infantry equipped with the weapon.

ADF (Air Defense Force) "Slaughterfield" Interceptor-Fighter

This behemoth of an aircraft is designed to directly field the first military-grade fusion reactor of the Technate. An ambitious design with uptime limited only by its thrust rather than weapon systems, it is equipped with a  miniaturized OCULUS mounted underneath its nose, supplied by a chemical plant that takes in charged particles and electricity to provide continuous recycling of the chemical agents required to fire the OCULUS.

The fusion reactor is a direct descendent of the Quebec missile warheads, with a high-yield energy inefficient-but-stable fusion reaction that utilizes a new construction of evrasium elements that when triggered by a laser, punch in the opposite direction of the emission. this kinetic energy impacts the fusible pellet of ratioed materials which then fuses together and forms helium plasma. this plasma is captured by a magnetic funnel and run through a turbine that uses the plasma as its working fluid and is contained by magnetic fields, providing power for the lasers as well as charged particles and power for the Slaughterfield recycler.

A kinetic storage drive keeps this large behemoth of a craft in the air, and it is up-armored with heavy armor plates to protect it from enemy weapons fire.

The OCULUS is used to shoot down aircraft, infantry, and anything silicon that dares to hate. It strafes around the battlefield a kilometer up, as the OCULUS is geared towards accuracy over raw damage, but such an upscaled piece of the machine should easily incinerate anything in the field, enemy aircraft included.

The ADF Slaughterfield is shipped to the battlefield with its wings removed and must be bolted and welded on site. This welding equipment is shipped with spare sheet metal so the soldiers can build crude little metal barricades or something as well.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on May 12, 2020, 02:14:06 pm
String-class Carrier

Each String-class Carrier a bit more than twice as long as it is wide and tall, taking on a rounded oval sort of shaping, making full use of an AER Reactor and OKSPD Engine.(with tuning for the smaller sized ship) For the weapons, inbuilt into the sides for the most part with retractable covering for entry/exit, the String-class Carrier has three RAKE Missiles atop it and 3 hardpoints on each side and 2 on the bottom for lasers. Lightly armored and small, it will allow us to attack troops on the ground and air. The String-class Carrier should serve as a good air support for troops and general troop/supply carrier. It also carries a Command Radio built in for communications with Ground Forces and other craft, and enough sensors to determine most ground/air/space movements.

With EPIC active and BITCOIN functional, we should have little problem making them in batches, as their primary purpose is to support ground troops and work with ITCs, being capable of docking through an airlock tunnel connecting the cargo areas. Due to taking multiple roles, one type goes without any weapons, being used entirely as a supply ship to fill ITCs at our home planet, and is expected to not cost anything other than the materials to initially build it.

However, for those going to other planets, their cost can vary based upon their deployment. As support for ITCs to get supplies down to planets, SPP is needed to get them between planets. However, when deployed on planet, GPP is used? This designer suggests talking to the government about hybrid costs for a support ship that is expected to serve long periods of time in atmosphere, but can also act as a valid spaceship. Either way, we'll have to wait and see what the cost will be like, but they are certainly smaller than the Chord, and can move in atmosphere and underwater rather well, though without special weapons for underwater combat, the second isn't all that useful for anything but sneaking around.


Quick Urban Instillation Command Kingdom Dome

QUICK-Dome is a plastisteel-based expansion, using a material that when activated, takes an expanding form not unlike that of a balloon inflating. This material is made up of a combination of silicate, oil, concrete, and smart machines that form a solid dome in a matter of hours underwater. This dome then sets as the smart machines bake it and connect together to form a solid structure. This then allows the create of airlocks on the sides of the dome, and the breakdown of the inner core to form a living area. Multiple QUICK-Domes can be set up to form an underwater base from which attacks can be made, and an AER set up for power. This version is the most basic, meant to be used on solid surfaces, but there is room for improvements in the future to use it as the start of a full on base. As is, the QUICK-Domes allow us to create areas from which to fight a guerrilla-type war.
Note they are heavy block-like things, so drop them from a carrier into the water before activating them.


Quote from: Votebox of Carriers
String-class Carrier: (1) TricMagic

String-class Carrier is meant to be multipurpose, making a shuttle the ITC can use, and an aircraft capable of helping ground troops. Thanks to it's engine, it can also move between planets in it's own groups, though we shouldn't expect it to be able to fight on it's own. I'm expecting 2 TC, nothing more.[Hopefully.]

More simply, it's a support ship with anti-capability. The RAKEs are still dangerous even if smaller-sized, and the Lasers can tear through those slapped together platforms. The RAKEs are mostly meant for dealing with targets planetside though, since that is their usual operation area, rather than space combat. In Space, it's wise for them to just outrun the enemy with their small size and fast movement. Maybe slip down planet side with supplies out of the spacecraft's range, since others aren't designed to move in atmosphere.


... This ship is actually something that could work underwater, if it had the right weapons for that. OKSPD doesn't use anything affected by water in the first place. Since it works in space, it can handle underwater so long as it doesn't go too deep.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on May 13, 2020, 01:17:10 pm
Mid-phase "The GM Screwed Everything Up" Mini-Update
So, having been prompted to actually review my decisionmaking about infrastructure projects, I realized that, in fact, I had been brutally abusing your infrastructure in a completely unfair way. I should never have considered EPIC to be an Evrasium discount and I should have read GOLDCOIN thoroughly beforehand and given a brief suggestion about what I thought of it, and so you're about to have more new production points than you know what to do with.

Oh, and, finally, relevant to that, I realized I had made a minor rules/setting and clerical error that affected both sides equally, so your AER reactor should be providing 2 SPP *and* 2 GPP.

So, you have +2 GPP and +7 generic production points you need to distribute between SPP and GPP.




Spoiler: Map (click to show/hide)


Spoiler: Credits (click to show/hide)
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on May 13, 2020, 03:29:20 pm
AERship Carrier

The AERship makes use of AER Cores to drive large fans built into the ship keeping it aloft. These fans keep the ship up, and a tuned OKSPD Engine allows for smooth movement across the skies. It's built like an aircraft carrier of old, though the base is flatter. Stores about 2 TC of cargo, and RAKE Missile silos on the top deck for striking ground targets, and can technically launch and receive planes and shuttles/space fighters. Boasts a large number of Lasers around it's lower halves and top deck for all around defense and shooting down aircraft. Decent slanted armor for deflecting shots, though the top deck is an obvious weak point. Of course, the top deck also tends to have the most weapons pointed at you.

Meant to travel from one planet to the next before entering airspace and activating the fans, serving as a Command Ship for ground forces. Has a built in Command Radio, and it's build allows it to load 2 TC objects on the ground before leaving orbit. Main weakness is that as a ship, it leaves orbit very slowly, with only the full power of the fans, the OKSPD Engine, and a lateral course around the planet allowing it to do so. If the planet is not properly secured against strikes, it can't actually leave safely. As these AERships are mostly meant to help secure a planet, this is not a huge issue though.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on May 13, 2020, 10:19:24 pm
I really don't think we should build a carrier that goes from space to floating in the air before exiting. that would take up an incredible amount of fuel to keep it afloat that there wouldn't be that much room in the mass department to deploy armor or weapons. If we want a command center, keep it in space, and have the ship deploy satellites or something instead of direct fire support for ground troops. People in space are (as of now) untouchable by ground forces. Let's not throw that away.

I wrote up a variation of the Slaughterfield below, to be less of an attack helicopter-equivalent in the role, but more of an actual fighter.
I have some qualms about spending both actions on aircraft and space-craft as we will not be able to apply our experience. However, bearing this in mind, I believe the Amalogus is our ticket into carrying heavier craft into the battlefield without making gigantic flying carriers that are massive targets for enemy forces. The Slaughterfield-B should not only beat up the other airplane with no problem at all, but also mangle whatever revision they spent on putting an actually decent gun on their craft as we have a bloody laser gun on a stealth fighter. It also opens up the pathway for heavy "anti-gravity" hovercraft, aka attack helicopters.

Alternatively, the Fair Fyre is a safer bet, if someone votes for it, I'd be willing to switch my vote to it.

Quote
ADF "Slaughterfield" Interceptor-Fighter Proposal-B
as our Kinetic drives are effectively "hot" reactionless drives, The reigning council has authorized the deployment of a radical project where Evrasium kinetic drives are put into vehicles that are deployed in both atmospheric and vacuum theatres.

Two variations are made, where the wings of the craft are either purely as radiator fins and a bolted-on gas maneuvering thrust system, or actual functional air maneuvering equipment along with air intake for the heat exchanger. SB (Space Borne) and AB (Air Borne) craft are both hermetically sealed with specially modified spacesuits that do not restrict the pilot's dexterity. The life support exchange system augments the pilot's suit operations to allow an uncomfortable existence of up to 48 hours. It has a pilot and a gunner. The cabin is normally filled with an inert mixture of nitrogen and some harmless waste gases at roughly 20 kPa to reduce maintenance times, but an atmospheric regulator can turn the atmosphere habitable in case of a suit rupture, and the cabin's sides are fitted with the same self-sealing surface that our space suits utilize.

The Slaughterfield has to be enduring with an extra heavy frame to handle the shear stress that the push plate, which then has up-ended armor welded on. The craft is designed to handle enemy rifle fire from long range. This uses expensive materials that are designed to keep the weight light. 

The Slaughterfield-B is built from the ground up to defeat radar and thermal imaging systems, up to and including an odd-looking cross-section and forward-facing wings that make it look vaguely similar to a leaping lizard in the air. It is equipped with a primitive deceptive radar jammer that detects incoming active radar signals and returns a signal that will confuse enemy sensors.

It's a primary weapon is a  forward-facing OCULUS laser with a limited 30-degree cone of fire, with the exception of an additional 25 degrees of turn radi pointed downwards for ground support operations. The chemical chamber is very long, comprising a significant portion of the length of the aircraft, and has been the subject of almost as much Engineering time as the ECM & baffling profile. Despite advances in laser focal technology, all laser systems cannot help but keep some of their killing power in the weapon and must be dealt with by our heat management. Using techniques learned from the Quebit, we are able to successfully keep the weapon cool using active electrical cooling techniques for it to fire short bursts of laser fire. This should absolutely be enough for destroying enemy aircraft, infantry, and light vehicles.

Its wings are reinforced to handle four hardpoints that are relatively medium-sized. Currently, these are usually drop-tanks containing chemical reserves for the OCULUS.

While it is not designed to be dropped from orbit, it can be inserted into worlds without an atmosphere without a shuttle.
Quote
String-class Carrier (1): TricMagic
Amalogus Carrier (1): Blood_Librarian
MILK-V "Fair Fyre" (0):
ADF Slaughterfield-A(0):
ADF Slaugtherfield-B(1): Blood_Librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on May 17, 2020, 01:43:31 pm

Quote from: Votebox
String-class Carrier (1): TricMagic
Amalogus Carrier (1): Blood_Librarian
MILK-V "Fair Fyre" (0):
ADF Slaughterfield-A(0):
ADF Slaugtherfield-B(1): Blood_Librarian
QUICK-Dome (1): TricMagic

I was kinda expecting other designs?
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Happerry on May 17, 2020, 02:01:21 pm
Quote from: Votebox
String-class Carrier (1): TricMagic
Amalogus Carrier (2): Blood_Librarian, Happerry
MILK-V "Fair Fyre" (0):
ADF Slaughterfield-A (0):
ADF Slaugtherfield-B (2): Blood_Librarian, Happerry
QUICK-Dome (1): TricMagic
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: NUKE9.13 on May 17, 2020, 03:24:07 pm
Alright, so. I feel the Slaughterfield has too many things going on- things it doesn't need in order to function. We are engineers; things are perfect when there is nothing left to take away, not when there is nothing left to add.
As such, I present a modified proposal with a number of elements removed or simplified.
Quote
ADF "Slaughterfield" Interceptor-Fighter Proposal-C
As our Kinetic drives are effectively "hot" reactionless drives, the reigning council has authorized the deployment of a radical project where Evrasium kinetic drives are put into vehicles that are deployed in both atmospheric and vacuum theatres.

Two variations are made, where the wings of the craft are either purely as radiator fins and a bolted-on gas maneuvering thrust system, or actual functional air maneuvering equipment along with air intake for the heat exchanger. SB (Space Borne) and AB (Air Borne) craft are both hermetically sealed with specially modified spacesuits that do not restrict the pilot's dexterity. The life support exchange system augments the pilot's suit operations to allow an uncomfortable existence of up to 48 hours. It has a pilot and a gunner. The cabin has a breathable atmosphere, but crew are encouraged to stay in their suits just to be safe, although the cabin's sides are fitted with the same self-sealing surface that our space suits utilize.

The Slaughterfield has to be enduring with a heavy frame to handle the shear stress that the push plate, which then has up-ended armor welded on. The craft is designed to handle enemy rifle fire from long range. This uses expensive materials that are designed to keep the weight light. 

The Slaughterfield is shaped to make radar tracking harder, with an odd-looking cross-section and forward-facing wings that make it look vaguely similar to a leaping lizard in the air. However, this was not a primary focus.

It's a primary weapon is a forward-facing OCULUS laser with a limited 30-degree cone of fire, with the exception of an additional 25 degrees of turn radi pointed downwards for ground support operations. The chemical chamber is very long, comprising a significant portion of the length of the aircraft. Despite advances in laser focal technology, all laser systems cannot help but keep some of their killing power in the weapon and must be dealt with by our heat management. Some development time was spent on active electrical cooling techniques that are able to successfully keep the weapon cool, allowing for short bursts of laser fire. This should absolutely be enough for destroying enemy aircraft, infantry, and light vehicles.

Its wings are reinforced to handle four hardpoints, which could in principle hold small missiles, but currently are only used for drop-tanks containing chemical reserves for the OCULUS.

While it is not designed to be dropped from orbit, it can in principle be inserted into worlds without an atmosphere without a shuttle.

Quote from: Votebox
String-class Carrier (1): TricMagic
Amalogus Carrier (3): Blood_Librarian, Happerry, NUKE9.13
MILK-V "Fair Fyre" (0):
ADF Slaughterfield-A (0):
ADF Slaugtherfield-B (2): Blood_Librarian, Happerry
QUICK-Dome (1): TricMagic
ADF Slaughterfield-C (1): NUKE9.13
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on May 17, 2020, 03:39:19 pm

Quote from: Votebox
String-class Carrier (0):
Amalogus Carrier (4): Blood_Librarian, Happerry, NUKE9.13, TricMagic
MILK-V "Fair Fyre" (0):
ADF Slaughterfield-A (0):
ADF Slaugtherfield-B (2): Blood_Librarian, Happerry
QUICK-Dome (0):
ADF Slaughterfield-C (2): NUKE9.13, TricMagic

Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on May 17, 2020, 04:01:55 pm

Quote from: Votebox
String-class Carrier (0):
Amalogus Carrier (4): Blood_Librarian, Happerry, NUKE9.13, TricMagic
MILK-V "Fair Fyre" (0):
ADF Slaughterfield-A (0):
ADF Slaugtherfield-B (1): Happerry
QUICK-Dome (0):
ADF Slaughterfield-C (3): NUKE9.13, TricMagic, Blood_Librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Happerry on May 17, 2020, 09:45:46 pm

Quote from: Votebox
String-class Carrier (0):
Amalogus Carrier (4): Blood_Librarian, Happerry, NUKE9.13, TricMagic
MILK-V "Fair Fyre" (0):
ADF Slaughterfield-A (0):
ADF Slaugtherfield-B (0):
QUICK-Dome (0):
ADF Slaughterfield-C (4): NUKE9.13, TricMagic, Blood_Librarian, Happerry
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on May 19, 2020, 10:43:45 pm
Turn 6 Design Phase: Planetary Technate

Amalogus Carrier
Designed as the replacement for ITC's, the Amalogus is a modern craft designed with a partition of its thrust actually provided by the insertion vehicles that are then deployed to drop ground resources and return. To clarify, the shuttles are equipped with miniaturized kinetic drives instead of rocket engines, and they are used to supplement the thrust of the Amalogus when they are not deployed for surface operations. Compared to Rocket shuttles, these new vessels will not require large landing spots and can land like the helicopter of old. They should be able to carry  2 or 3 TC. This is where most of the design time for the ship went into.

Besides that, the Amalogus has upscaled and streamlined engine systems, mostly to automatically adjust itself to the addition or removal of thrust as shuttles return to the mothership.

While the main Amalogus frame is not armed, one or two shuttles are. They are equipped with a some-what miniaturized OCULUS laser system on its rear. The Oculus has mountings to receive fluid from the Amalogus, but internal reservoirs allow for a few bursts while in ground operations. Gyroscopically mounted, the weapon compensates for movement while in flight or heavy maneuvers, allowing for accurate fire. It is projected to be used for shooting down pursuing enemy aircraft. It's real purpose though, is like a gigantic magnet ready to be put against a printer. Put the fear of the cold void that organics know intimately, put that fear into the Network.

Unlike the ITC, the Amalogus is an experiment in citadel patterning, The Reactor, Engines, Bridge & life support are all sectioned off into armored citadels, with enough armor that worse come to worse, those sections fare slightly better in a combat engagement. Everything is built around these critical systems like a spinal cord, such that the core modules in these citadels will not be hit except by a penetrating blow through directly behind the craft or through cargo or barrack sections. Contingencies are taken so that there might even be survivors if it has to enter the atmosphere.

While the first Amalogus is named the "Kadens Bravery", the naming pattern typically follows that of the name of one of the colonists who had died during the initial colonization of our world and a positive trait that the person was known for. Amalogus, the name this design is based on, is one of the few names of the founders we have learned.

Quote
Amalogus Carrier
Difficulty: Normal
Roll: 3 + 3 - 0 = 6 Above Average

The Amalogus saves quite a lot of engines by integrating the shuttles into the propulsion system. This does mean its own maneuverability is substantially limited while deploying troops, however the vessel is very well armored. Perhaps too well armored, since its dead weight is incredible compared to the ITC's, and it is not a maneuverable ship by any stretch. With the shuttles attached it is not quite slow, but it does not turn well at all. And without shuttles aiding it, it is a terrible spacecraft if you want to dodge incoming fire.

Luckily, very rarely does the Amalogus have reason to dodge incoming fire. Its thick armor plating is rated for everything from railguns to reentry. The cargo sections are vulnerable to hits, but unless the enemy develops missiles or some comparable weapon the small holes left by railgun rounds won't cripple the ship, since the rounds themselves will not make it through the citadel armor. The cargo areas, which aren't armored, are somewhat protected with an ablative layer for reentry. The ITC is not capable of landing and any such impact would definitely be final for the craft, however with all its shuttles providing lift it may be capable of keeping its passengers alive on impact.

The new shuttles are faster, more structurally sound, capable of carrying 3 TC and are armed. They are, of course, much more expensive than previous shuttles, and due to the specialized connections they require with the mothership not interchangeable with basic ITCs. The Oculus laser present is not downsized, because mounted to a 3TC shuttle a smaller Oculus would be fairly comically small and not effective against a comparable vessel. Also, the use of Oculi like this actually improves the ITC's firepower, as fully loaded with shuttles it would outgun a small fleet.

Amalogus Carrier: A heavily armored transport with extreme durability, decent maneuverability, and 3-TC shuttles. It is reliant on its shuttles for primary propulsion, but is nearly indestructible given current methods. Armament is present on each shuttle, a single Oculus laser. This adds up to quite a formidable armament on a fully loaded Amalogus.
Cost: 6 SPP

ADF "Slaughterfield" Interceptor-Fighter Proposal-C
As our Kinetic drives are effectively "hot" reactionless drives, the reigning council has authorized the deployment of a radical project where Evrasium kinetic drives are put into vehicles that are deployed in both atmospheric and vacuum theatres.

Two variations are made, where the wings of the craft are either purely as radiator fins and a bolted-on gas maneuvering thrust system, or actual functional air maneuvering equipment along with air intake for the heat exchanger. SB (Space Borne) and AB (Air Borne) craft are both hermetically sealed with specially modified spacesuits that do not restrict the pilot's dexterity. The life support exchange system augments the pilot's suit operations to allow an uncomfortable existence of up to 48 hours. It has a pilot and a gunner. The cabin has a breathable atmosphere, but crew are encouraged to stay in their suits just to be safe, although the cabin's sides are fitted with the same self-sealing surface that our space suits utilize.

The Slaughterfield has to be enduring with a heavy frame to handle the shear stress that the push plate, which then has up-ended armor welded on. The craft is designed to handle enemy rifle fire from long range. This uses expensive materials that are designed to keep the weight light. 

The Slaughterfield is shaped to make radar tracking harder, with an odd-looking cross-section and forward-facing wings that make it look vaguely similar to a leaping lizard in the air. However, this was not a primary focus.

It's a primary weapon is a forward-facing OCULUS laser with a limited 30-degree cone of fire, with the exception of an additional 25 degrees of turn radi pointed downwards for ground support operations. The chemical chamber is very long, comprising a significant portion of the length of the aircraft. Despite advances in laser focal technology, all laser systems cannot help but keep some of their killing power in the weapon and must be dealt with by our heat management. Some development time was spent on active electrical cooling techniques that are able to successfully keep the weapon cool, allowing for short bursts of laser fire. This should absolutely be enough for destroying enemy aircraft, infantry, and light vehicles.

Its wings are reinforced to handle four hardpoints, which could in principle hold small missiles, but currently are only used for drop-tanks containing chemical reserves for the OCULUS.

While it is not designed to be dropped from orbit, it can in principle be inserted into worlds without an atmosphere without a shuttle.

Quote
ADF "Slaughterfield" Interceptor-Fighter
Difficulty: Hard
Roll: 4 + 1 - 1 = 4 Below Average

With a name more suited to a death metal band than a military machine, the Slaughterfield is...mediocre. It possesses an angular, imposing frame, with impressively dangerous looking set of anhedral-dihedral, forwards-facing wings lined with hardpoints, terminating in sharp points. The red eye of the Oculus in the forwards hull is likewise impressive, and it has all the traversing range we wanted out of it. Granted, this wasn't difficult, since the Oculus' normal ball turret has better traverse range, but in atmosphere some comprises have to made to aerodynamics. Related to this point, there is no separate space version of the craft, the default Slaughterfield simply retains Evrasium-based maneuvering nodes at the tips of its wings to give its control system more leverage and thus more turning power. The dead weight of the aerodynamic surfaces slows it in atmosphere, and the additional stress from the Evrasium maneuvering system (which can simply be disengaged in atmosphere) gives it a reputation for losing wings if they are damaged.

The primary weapon is a standard-size Oculus turret, a little too large, perhaps, for a surface fighter, but certainly a dangerous weapon for a space fighter. The size retention was necessary due to the second intended use, that of space fighter. In order to damage a warship, you really need warship-grade weapons. However, this turns it into a bit of an overkill device in atmosphere. Granted, one of the seventy maxims is that there IS no such thing as overkill, so maybe it doesn't matter so much. Atmosphere puts a bit of a range limit on the weapon, but we didn't need an intercontinental upper atmosphere laser cannon anyway. No progress was made on cooling the lasers, which actually haven't given us much trouble on that regard anyway since we jettison the spent chemicals, which carry away most of the heat from the laser blast.

The main propulsion system is an upwards-pushing Evrasium engine, which serves to maintain the vehicle's altitude when not in orbit. It does this, however due to some minor problems the frame is a little too heavily reinforced, and the armor had to be cut. However, the structure of the craft is heavily reinforced, and except for when the Evrasium maneuvering system is engaged, the craft should be hard to destroy. And, really, it doesn't technically NEED the wings, they just make it a lot more maneuverable in atmosphere. And also in space. Speaking of space, the drive is capable of descending from and ascending to orbit, though it is not really a great platform for space combat due to the forwards-facing orientation of the pilot as compared to the vertical orientation of the most powerful drive system in the craft. No workarounds for this problem were managed this season.

It's primarily an atmospheric flyer with what is basically an antigravity drive and thus acts a little bit like a helicopter gunship with a massive frickin' laser beam on the front. It is pretty fast to maneuver (when undamaged) and quick in general. It does double as a space fighter, after all, and in space fighters the only thing keeping you alive is to maneuver faster than the enemy can keep up. Its powerful lifting engine allows it to deorbit and then just float down to the surface without risk to the crew. It burns through Evrasium at a fantastic rate, is very heavily built, and thus expensive, but it is definitely a capable combat craft. Its large size requires 4 TC but it needs no shuttles to enter a planet's atmosphere. Cut off from resupply, its Evrasium-hungry nature will rapidly cripple your air force.

ADF "Slaughterfield" Interceptor-Fighter: A capable, though very heavy, combination of space and surface fighter with a single Oculus and four hardpoints. At present it uses drop tanks supplying the Oculus with more chemical ammunition, functionally equivalent to infinite ammo. Prone to wing structural failures. Highly angular and imposing but not radar-stealthed as originally intended. Requires no shuttles to descend from orbit.
Cost: 5 GPP
Size: 4 TC

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It's the REVISION phase and you have two REVISIONS and there has not been any suggestion of this phase being otherwise.
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Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on May 20, 2020, 04:45:22 pm
PUMP refinements Plan A

the Plastic Universal Machine Pistol is improved with several additional improvements for the overall system. the gunpowder prepared for the weapon is now prepared with evrasium elements to increase the density and precision at which powder munitions can be created, allowing for higher pressures to be generated by the munitions propellant: it goes faster. Troops are now given rounds that are tipped with Armor-piercing hardcore munitions, which utilizes a hard metal coated in a softer, heavier metal to significantly increase penetration against armor.

With the munitions upgraded, the recoil is expected to be more noticeable then previously: PUMPs are now distributed with a foldable stock.

Slaughterfield Economization plan A
The  ADF Slaughterfield is an incredibly expensive and powerful war engine. Economization Plan A cleverly solves two issues in one by reducing the massive evasion cost of the system by combining the rear and upwards drive mechanism. This is done by creating a rotary system where the laser matrix and the push plate is rotated depending on where the thrust is required relative to the evrasium. Heavy-duty Hydraulic systems connected to critical junctures on the frame allow for similar or even superior structural integrity in most stressor situations. the rotary system can be pointed to provide thrust either too propel the craft upwards or forwards.

This allows the craft to hover in place in both vacuum and atmospheric operations as well as utilize the aerodynamics of the craft to fly at supersonic speeds with a massive reduction in evrasium usage. However, projections indicate that this may not be significant enough of an economization, and the team has taken to utilizing computer software to simulate where structural systems are actually needed to cut material from the frame cross-section without significantly compromising the durability of the craft.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on May 22, 2020, 11:54:23 pm
[quot=vote box]
PUMP plan A (1): Blood_Librarian
Slaughterfield Plan A (1): Blood_Librarian
[/quote]
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: NUKE9.13 on May 25, 2020, 10:10:01 am
I don't like the PUMP refinement plan, cos adding Evrasium to the thing is liable to bump the cost from Cheap to... not Cheap. Besides, we haven't seen the new SIAERA fixes in action yet.
If we want something to make our infantry more effective, how about throwing together a simple grenade?
Quote
Basic All-purpose Munitions
Take some common or garden explosives, stick 'em in metal shell, attach a fuse. While there are definitely ways in which this basic design can be improved upon, the common grenade is still an effective weapon.
BAM grenades are intended to be cheap and simple, a complement to the PUMP as standard armament for all forces. The body is basically just an upsized HE SIAERA warhead. The electronic fuse is adjustable, and can be set to detonate immediately upon triggering, or up to several minutes later. Tripwires are included, allowing for basic traps to be created. 

Quote from: vote box
PUMP plan A (1): Blood_Librarian
Slaughterfield Plan A (2): Blood_Librarian, NUKE9.13
BAM: (1) NUKE9.13
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on May 25, 2020, 10:31:45 am
EVE 3
Evrasium Vector Explosive

Through the use of a chemical explosive that generates a lot of light, inside a core of Evrasium, surrounded by a machined plastic case, one can set an electrical trigger it. It has three basic permutations, the grenade meant for being thrown, the mine to deal with vehicles and people which can be buried, and the bomb which can be placed.

The Grenade has a a 1 to 10 second timer which can be adjusted, but is set to the default three. Upon activation, the force Evrasium is known for shows itself in a perfect-ish sphere. There is also plastic fragmentation, but that is only useful against the basic shoots that a small tear can destroy, and not even a focus, simply a side effect.

The Mine uses more Evrasium for a much bigger area of effect, and can and will kill anyone around it's radius of effect with frightening efficiency. The chemical used focuses the direction upward, and is triggered via pressure.

The Bomb is meant to be placed to destroy structures and campsites, and can either be set on a timer, or triggered remotely. Uses far more Evrasium, but the basic premise is a vastly upscaled grenade, or from another direction a downsized RAKE trigger.

The use of a black plastic which blocks light is easily machinable for mass production, and the only parts that need work are the trigger and chemical light. Evrasium is almost always used as is in specific amounts. They run off a principle we know of and already use for the RAKE, though each version runs off of a different price tag due to using differing amounts of Evrasium.



EVE Grenade
Evrasium Vector Explosive

Through the use of a chemical explosive that generates a lot of light, inside a core of Evrasium, surrounded by a machined plastic case, one can set an electrical trigger it. It has three basic permutations, the grenade meant for being thrown, the mine to deal with vehicles and people which can be buried, and the bomb which can be placed.

The Grenade has a a 1 to 10 second timer which can be adjusted, but is set to the default three. Upon activation, the force Evrasium is known for shows itself in a perfect-ish sphere.

The use of a black plastic which blocks light is easily machinable for mass production, and the only parts that need work are the trigger and chemical light. Evrasium is almost always used as is in specific amounts. They run off a principle we know of and already use for the RAKE.


Notes on Reaction: Through the use of a chemical explosive who's main product is light, the Evrasium is triggered. This results in the Evrasium punching inward, leading to the safe zone being the Evrasium itself. This in turn means that the punch occurs around the grenade package itself, essentially resulting in a chaotic, but altogether rounded sphere of force, with some spikes near the edges. As the force is applied directly on everything in the area, it will kill anyone caught in it, while outside that radius is completely safe. The radius itself is around 6 feet. They won't kill beyond that, but being able to set a timer makes them pretty effective in their job of killing that they are thrown at. They also can still wreck vehicles, doors, and other inanimate objects, as per standard when an object gets punched.

The grenades themselves are round.


Quote from: vote box
PUMP plan A (1): Blood_Librarian
Slaughterfield Plan A (3): Blood_Librarian, NUKE9.13, TricMagic
BAM: (1) NUKE9.13
EVE Grenade: (1) TricMagic

Three versions running off the exact same logic. Can also just be split into one proposal, which I've done..
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Happerry on May 25, 2020, 03:10:15 pm
Quote
PUMP plan A (1): Blood_Librarian
Slaughterfield Plan A (4): Blood_Librarian, NUKE9.13, TricMagic, Happerry
BAM: (2) NUKE9.13, Happerry
EVE Grenade: (1) TricMagic
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on May 25, 2020, 03:28:35 pm
Quote
PUMP plan A (1): Blood_Librarian
Slaughterfield Plan A (4): Blood_Librarian, NUKE9.13, TricMagic, Happerry
BAM: (2) NUKE9.13, Happerry, TricMagic
EVE Grenade: ()
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on May 26, 2020, 09:04:37 pm
Turn 6 Revision Phase: Planetary Technate

Slaughterfield Economization plan A
The  ADF Slaughterfield is an incredibly expensive and powerful war engine. Economization Plan A cleverly solves two issues in one by reducing the massive evasion cost of the system by combining the rear and upwards drive mechanism. This is done by creating a rotary system where the laser matrix and the push plate is rotated depending on where the thrust is required relative to the evrasium. Heavy-duty Hydraulic systems connected to critical junctures on the frame allow for similar or even superior structural integrity in most stressor situations. the rotary system can be pointed to provide thrust either too propel the craft upwards or forwards.

This allows the craft to hover in place in both vacuum and atmospheric operations as well as utilize the aerodynamics of the craft to fly at supersonic speeds with a massive reduction in evrasium usage. However, projections indicate that this may not be significant enough of an economization, and the team has taken to utilizing computer software to simulate where structural systems are actually needed to cut material from the frame cross-section without significantly compromising the durability of the craft.

Quote
Slaughterfield Economization plan A
Difficulty: Hard
Roll: 4 + 4 - 1 = 7 Exceptional Craftsmanship

The Slaughterfield was a terrifying combat aircraft with some seriously weak metaphorical knees, vulnerable to wing damage and incredibly expensive as well. However, we've worked hard to fix those issues, and the engineering department are happy to report great success on all cases. First up, the propulsion system. Featuring three distinct propulsion systems ("upwards", "forwards", and the maneuvering system), the former Slaughterfield used a lot of Evrasium and was thus really, really, really expensive. We can, with a bit of work, convert the Slaughterfield to a VTOL craft. In fact, we could go a little further. By utilizing a hydraulic system to manipulate the Evrasium propulsion unit, we can provide thrust in any direction. This makes the Slaughterfield much more effective in space, at the cost of a little bit of its ability to accelerate while operating around a planetary surface except at high speed (where aerodynamic lift allows the full power of the Evrasium system to boost the vehicle instead of needing to dedicate some force to counteracting gravity). In atmosphere, the Slaughterfield is a little more dependent on aerodynamics for certain maneuvers, especially slowing down, but it is also capable of some impressive lateral movements like a massive space-grade super helicopter fueled by angry rocks and laser beams.

The alterations did not remove the need for the wings, but the focus on structural improvements has removed their vulnerability to damage and atmospheric stress. Cost savings were effected mostly through the reduction in Evrasium requirements. The overbuilt structure has been reduced, but the significant alterations to the propulsion system and improvements to the wings and other structural elements, as well as the addition of aerodynamic surfaces, have limited the savings. It just isn't practical to reduce something so large and powerful in cost without reducing its capabilities, a change very few would appreciate given the predicted performance. It now costs 4 GPP, but is far more capable in the space theater and remains just as capable (with fewer rapid unscheduled disassemblies of wings) and substantially more maneuverable in a hover.

Finally, the adjustments to the internal structure have resulted in a highly durable craft, capable of absorbing a lot of punishment without faltering. It is capable of rapidly transitioning from an orbital role to a surface role and back again with much less fuel needed, and is all around a much more capable combat platform than before.

ADF "Slaughterfield" Interceptor-Fighter: A capable, though very heavy, combination of space and surface fighter with a single Oculus and four hardpoints. At present it uses drop tanks supplying the Oculus with more chemical ammunition, making it almost physically impossible to run out of ammunition. Highly angular and imposing but not radar-stealthed as originally intended. Requires no shuttles to descend from orbit. Faster and more maneuverable in space, slightly cheaper, a little more dependent on atmosphere for surface operations, and extremely sturdy in combat conditions.
Cost: 4 GPP
Size: 4 TC

Basic All-purpose Munitions
Take some common or garden explosives, stick 'em in metal shell, attach a fuse. While there are definitely ways in which this basic design can be improved upon, the common grenade is still an effective weapon.
BAM grenades are intended to be cheap and simple, a complement to the PUMP as standard armament for all forces. The body is basically just an upsized HE SIAERA warhead. The electronic fuse is adjustable, and can be set to detonate immediately upon triggering, or up to several minutes later. Tripwires are included, allowing for basic traps to be created. 

Quote
Basic All-purpose Munitions
Difficulty: Normal
Roll: 3 + 1 - 0 = 4 Below Average

Several "BAMs" were heard from a laboratory before the final product was released to the military, and it is...underwhelming. The "BAM" grenade explodes, sure, more or less on time. Precision timers, these are most certainly not. The explosives are powerful, more or less. If only they weren't annoyingly variable in their yield and a touch sensitive to sharp shocks, like, say, vehicle crashes, all due to some supply chain problems. The tripwire is useful, more or less. It's a little more visible than is ideal, but it's almost impossible to break in accidents and difficult to cut through. Some hapless EOD trainees found this out the hard way during troop trials. Overall, BAM is a functional, but mediocre device. Takes up minimal space in an ITC and costs only 1 GPP to produce.

Basic All-purpose Munitions: A solidly mediocre grenade. It explodes OKish, it detonates OKish, the tripwire's usefulness is OKish. Also sensitive to really sharp shocks like vehicle crashes, so try to avoid those.
Cost: 1 GPP
Size: 0

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Strategy phase, strategies welcome. Please remember to weigh in on the core thread with opinions about the logistics system.
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Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on May 27, 2020, 09:48:41 am
Decommission ITC#3, which is currently at the homeworld. Likewise, bring ITC#1 back for Decommissioning. This will give us a total of 9 points, with next turn another 3 from the destroyed Chord. As a result, we can build two Amalogus Carriers by next turn, 1 now and 1 later. As they come with their own fleets, they are likely to be pretty dangerous on their own, and those fleets can support their warship escorts.


+2 GPP and +7 generic production points you need to distribute between SPP and GPP.

Additional, we have some points to spend. 5+2 is 7GPP. Distribute 5 of those points to make twelve. And we can Commission up to 3 Slaughterfields for use. BAM isn't really worth buying at the moment, yeah? Alternatively, we can just spend that 1 extra point for two Slaughterfields, giving us another 6 SPP to make another Amalogus Carrier. Alternatively, we can wait to spend some of the GPP for an updated Unit design, then send them out.

For reference, I also want to Decommision ITC#2 as well. Kinda need someone to go over a defensive strategy for this phase to protect our current assets. We control F, G, H, and I, and need to disrupt D's takeover.

Sending over the Slaughterfield with updated gear should do nicely.

Commission Slaughterfield to send to D at the very least.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on May 30, 2020, 11:57:20 am
We need to move the Slaughterfields to the battlefield ASAP. I think we should mothball only one ITC since we can use it to carry the very heavy aircraft.


Quote from: Votebox
Plans
Calculated Resurgence (1): Blood_Librarian


Names for Slaughterfield squadrons
If any Slaughterfields were produced, these names should be allocated to them, as voted upon by the team.
Fairlight (1): Blood_Librarian
Kingmaker (1): Blood_Librarian
Broadsword (0):
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Jilladilla on June 02, 2020, 06:27:47 pm
Quote from: Votebox
Plans
Calculated Resurgence (2): Blood_Librarian, Nemonole


Names for Slaughterfield squadrons
If any Slaughterfields were produced, these names should be allocated to them, as voted upon by the team.
Fairlight (1): Blood_Librarian
Kingmaker (1): Blood_Librarian
Broadsword (0):
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Happerry on June 02, 2020, 06:51:49 pm

Quote from: Votebox
Plans
Calculated Resurgence (3): Blood_Librarian, Nemonole, Happerry


Names for Slaughterfield squadrons
If any Slaughterfields were produced, these names should be allocated to them, as voted upon by the team.
Fairlight (1): Blood_Librarian
Kingmaker (1): Blood_Librarian
Broadsword (0):
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on June 03, 2020, 11:17:06 pm
Turn 6 Combat Phase: Planetary Technate

Our severe loss at D has been extremely costly, a reminder of the price one pays for guessing wrong in this war. We have managed to destroy an enemy ITC, however, and we are far from beaten. We will need to act with more care given this revelation of the enemy's true capacity for building warships.

Sorry for the lack of apparent effort in the team thread, I'll add any necessary details later, but for now I want to get the turn out and beg people to double-check the logistics numbers because I'm having persistent gremlins pop up on both sides and I'm having serious issues tracking them down.

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Design phase, 2 designs, you know the drill.
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Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on June 04, 2020, 10:49:30 pm
Quote
Evrasium Modulated Fusion “StarFire” Reactor
After careful consideration with the Quebit, we have decided to pivot. Thus, Evrasium Modulated Fusion is a net-new system by which an Evrasium element is utilized to side-step the inherent instability of plasma and the fickleness of magnetic fields in favor of raw, brute power, much like how marketing functions. This is made possible by novel Evrasium plates which can be formed such that laser emissions will result in the delivery of kinetic energy in the opposite direction of where the laser struck. The primary fuel is similar to the fusion engines that once powered our interstellar craft, EMF Reactors utilize compressed pellets of deuterium and helium to produce a helium plasma which can then be utilized for any purpose (typically energy generation but sometimes exotic particles), as well as making current Evrasium reserves go much farther.

Unlike Kinetic power storage drives and theorized traditional reactors, it is best created with small scale systems and must be parallelized if more power is required. Current lab prototypes create belches of plasma in a pulsating pattern that unsettlingly mimics the human heart. The Reactor takes fuel pellets through a liquid medium and expels out a bolt of ready-to-use plasma through a series of evrasium push valves that eliminate material contact with plasma and simplify material construction. The waste liquid is vented to a waste container for waste heat management and recycling later.  This will revolutionize our energy economy, as we are no longer chained to the very advanced equivalent of strip mining for metric tons of evrasium to fuel our society's massive energy demands. In addition, the small scale of these structures are expected to allow upwards and over of over a thousand different corporate entities to successfully compete for separate high-energy niches.

The intention of the original designer of the Star-Fire is to fabricate a method by which large projectiles are propelled with a combination of plasma siphoned from a reactor as well as modified explosive propellants for very high acceleration speeds. “Fusion-Boosted Munitions”. However, current design teams are doing more with less and attempting to create the game changer of ulta-light reactor elements.

--

Quote
Liquid Propellant 7mm Heavy Auto Gun (LP7-HAG)
The LP7 HAG, is designed as a replacement for the PUMP. Noted improvements are the utilization of liquid propellant, a longer grooved barrel and heavier action. Instead of carrying cased munitions, the LP7 is equipped with a hopper filled with bullets and a reservoir of liquid propellant. To fire, a micro-computer injects high-energy propellants into the chamber with a bullet slotted in through a recoil operated slide action, which allows it to fire in rapid or semi-automatic succession. The computer can be set to vary the amount of propellant injected into the weapon, choosing between hypervelocity, normal or low powered shots. By default, it has a ballistic profile marginally more powerful than the PUMP due to the improvements laid on it. Compared to cased munitions, each "round" should have a lower logistical overhead due to the more compact and less heavy nature of the propellant.

Hypervelocity rounds use roughly 150% more propellant iwth a corresponding velocity increase compared to normal velocity rounds. It is intended for long-distance engagements in the semi-automatic setting as the projectile is faster and thus more accurate.

While the automatic action is intended to fire 16 N-velocity rounds a second, it can do so with the hypervelocity rounds, but it is not recommended because of heat generation and the rapid consumption of propellant.

Low powered shots accelerate the round half as fast as normal, but the bullets do not break the sound barrier and allow the gun to be effectively silent when slotted with a sound suppressor. The only noise the weapon would make is the action of a bullet being slotted into the chamber.

Without ammo, it weighs a little less than 4 pounds. An extended barrel can be manufactured in limited numbers to increase weight by 2 pounds and furnish it as a rifle-weapon with a corresponding increase in muzzle velocity.

Quote
“Theosis” Missile Corvette
The Theosis is a next-generation missile corvette designed to replace the Chord. Designed from the beginning with the specifications and lessons of our missile systems, an onboard fabricator utilizes premade parts to assemble missiles in situ, allowing for more missiles to be held, as the blast magazine only needs to carry the propellant and warhead. The Missile launcher is also revamped to be integrated with the fabricator for maximum cycling speed. It inherits the engine, and frame from the Degree.

Quote
Powered-Evrasium Cellularly Hardened Shielding (PECHS) Module
The PECHS is a very complex configuration of evrasium crystals formulated to create chaotic and roiling eddies in a field of energy (whatever energy our evrasium creates) on top of the module that can catch, slowdown or scatter anything with mass passing through it, though it is expected to be deployed against railguns. Objects inside the field are vibrated on the atomic level, vaporized by the extreme forces of the evrasium module: Projectiles that pass through the field are often damaged. Whatever matter caught by the PECHS (usually bullets and the air)  is ejected as a thin stream of particulate gases, liquids, and shrapnel as the system deactivates. Laser emissions caught by the PECHS are partially unfocused by the PECHS, but are not nearly as effective in mitigating the damage.

This “shield” only lasts for a half of a second before the evrasium is no longer energized, so it is installed underneath an ultrafine mesh of neural fibers that activate a set of extremely thin lasers to initiate it’s associated PECHS module. The Neural fibers are a series of wires that have a constant low-voltage current running through it, and when this current is interrupted (by a laser melting it, or a projectile breaking it), it can cause the PECHS to activate nearly instantaneously.

PECHS are typically deployed in a manner analogous to reactive armor. Flat plates of a certain size are layed in self-contained modules and hooked up to an external power system to provide increased protection against enemy fire. Thes modules are currently only feasibly deployed to space and airborne assets, but there is no reason it could be put on a theoretical ground vehicle.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on June 06, 2020, 06:25:01 pm
BOMB-Big Oppressive Munition Blast

A direct upgrade to the frankly poor BAM, the BOMB is a round grenade that has a very large area of effect and uses a metal case that has Depleted Evrasium melted down and alloyed with nickel. The result is an explosive that literally packs a punch when the explosive shock wave from the explosives hits the container walls, sending out concussive force though everything nearby.

BOMBs also come in a shaped charge which has such an alloyed plate, which directs the force in a single direction, pulverizing everything in front of it. Easy entry.

BOMBs don't really kill with shrapnel, but the shockwave and kinetic force generated by the combination. We've also created a launcher for BOMBs making use of pressurized air. Note that when throwing BOMBs without a launcher, either dump them underwater and be out of the water so it doesn't kill you, or throw them as hard as you can and run in the other direction. These things have quite a kill range.


Reaction: The Depleted Evrasium, when melted and alloyed with nickel, creates a type of carry-on effect. When the shockwave connects with the container, the Evrasium/Nickel alloy is triggered, resulting in greatly increased/boosted kinetic force in those directions. Making BOMBs far deadlier than the amount of explosives used would suggest.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on June 08, 2020, 01:11:30 pm



Quote
Fast Reactionary Oculus Gunnery Implants (FROG IMPLANT)
FROG architecture Implants represent the first generation micro-electronics, broadband implant surgery, and disregard for basic ethics that allows for the research required to make viable electronic implants. These architectural systems require a genetically compatible patient to handle the surgery and thus interface with the augment. While operations can be done without the genetic precursors necessary, rejection is almost certain without a battery of anti-rejection chemicals. the implants are designed to facilitate the interaction between the user and a hard-mounted weapon, like an OCULUS laser platform, Rake Missile Launchers, or heavy ground weapons such as fixed position SIERRAs. This manifests in a phantom control of the weapon in question, mimicking similar function to how one would operate the weapon with manual controls, except in a far superior fashion.

Quote
EMF "Starfire" (0):
LP7-HAG(1): Blood_Librarian
Theosis Missile Corvette (0):
Powered Evrasium Cellularly Hardened Shielding Module (0):
BOMB (0):
FROGI (1): Blood_Librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on June 08, 2020, 01:16:55 pm

Quote
EMF "Starfire" (1): TricMagic
LP7-HAG(1): Blood_Librarian
Theosis Missile Corvette (0):
Powered Evrasium Cellularly Hardened Shielding Module (0):
BOMB (0):
FROGI (2): Blood_Librarian, TricMagic
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on June 08, 2020, 01:19:59 pm

Quote
EMF "Starfire" (1): TricMagic, Blood_Librarian
LP7-HAG(0):
Theosis Missile Corvette (0):
Powered Evrasium Cellularly Hardened Shielding Module (0):
BOMB (0):
FROGI (2): Blood_Librarian, TricMagic
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on June 11, 2020, 09:29:17 pm

Quote
EMF "Starfire" (1): TricMagic, Blood_Librarian
LP7-HAG(0):
Theosis Missile Corvette (0):
Powered Evrasium Cellularly Hardened Shielding Module (0):
BOMB (0):
FROGI (2): Blood_Librarian, TricMagic



Use Credit on FROGI
Yes: TricMagic
No:

We kinda have to use it at some point, might as well be the thing we have no prior experiance with but is possible. A good base from the start, rather than the yakety sax of our usual developments.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Happerry on June 11, 2020, 09:37:10 pm
Quote
EMF "Starfire" (3): TricMagic, Blood_Librarian, Happerry
LP7-HAG(0):
Theosis Missile Corvette (0):
Powered Evrasium Cellularly Hardened Shielding Module (0):
BOMB (0):
FROGI (3): Blood_Librarian, TricMagic, Happerry

Use Credit on FROGI
Yes: TricMagic, Happerry
No:
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on June 11, 2020, 09:48:22 pm

Quote
EMF "Starfire" (3): TricMagic, Blood_Librarian, Happerry
LP7-HAG(0):
Theosis Missile Corvette (0):
Powered Evrasium Cellularly Hardened Shielding Module (0):
BOMB (0):
FROGI (3): Blood_Librarian, TricMagic, Happerry

Use Credit on FROGI
Yes: TricMagic, Happerry Blood_Librarian
No:
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: auzewasright on June 12, 2020, 07:23:17 am
Quote from: Capsa Suffragiorum
EMF "Starfire" (4): TricMagic, Blood_Librarian, Happerry, auzewasright
LP7-HAG(0):
Theosis Missile Corvette (0):
Powered Evrasium Cellularly Hardened Shielding Module (0):
BOMB (0):
FROGI (4): Blood_Librarian, TricMagic, Happerry, auzewasright

Use Credit on FROGI
Yes: TricMagic, Happerry Blood_Librarian, auzewasright
No:
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on June 12, 2020, 06:35:31 pm
Names, cause I feel like writing some. In Order for each.

Chord Names: Against All Odds[LOST in Battle, Chord #1], Gravekeeper[Lost in Battle, Chord #2], Waters' Embrace[Chord #3], Star Inviction[Chord #4]
Degree Names: Sky's Eye[#1], Lunar Watch[#2], Star's Flight[#3]
ITC Names: Ruby's Ascent[#1, Set to be Mothballed this turn], Sapphire Drop[#2], Emerald Expanse[#3]

Here are the ones for last turn.

1x  Amalogus Carrier "Kadens Bravery"
1x Degree "Reunion of Spite" (this one will use the points generated by the mothballed ITC, and will probably not be produced in time to have movement.)

These are also from last turn. So don't need naming.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: auzewasright on June 12, 2020, 10:02:44 pm
Names, cause I feel like writing some. In Order for each.

Chord Names: Against All Odds[LOST in Battle, Chord #1], Gravekeeper[Lost in Battle, Chord #2], Waters' Embrace[Chord #3], Star Inviction[Chord #4]
Degree Names: Sky's Eye[#1], Lunar Watch[#2], Star's Flight[#3]
ITC Names: Ruby's Ascent[#1, Set to be Mothballed this turn], Sapphire Drop[#2], Emerald Expanse[#3]

Here are the ones for last turn.

1x  Amalogus Carrier "Kadens Bravery"
1x Degree "Reunion of Spite" (this one will use the points generated by the mothballed ITC, and will probably not be produced in time to have movement.)

These are also from last turn. So don't need naming.
I vote we try to fit an SQL injection into the name of our next ship.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on June 12, 2020, 10:16:39 pm
Turn 7 Design Phase: Planetary Technate

Evrasium Modulated Fusion “StarFire” Reactor
After careful consideration with the Quebit, we have decided to pivot. Thus, Evrasium Modulated Fusion is a net-new system by which an Evrasium element is utilized to side-step the inherent instability of plasma and the fickleness of magnetic fields in favor of raw, brute power, much like how marketing functions. This is made possible by novel Evrasium plates which can be formed such that laser emissions will result in the delivery of kinetic energy in the opposite direction of where the laser struck. The primary fuel is similar to the fusion engines that once powered our interstellar craft, EMF Reactors utilize compressed pellets of deuterium and helium to produce a helium plasma which can then be utilized for any purpose (typically energy generation but sometimes exotic particles), as well as making current Evrasium reserves go much farther.

Unlike Kinetic power storage drives and theorized traditional reactors, it is best created with small scale systems and must be parallelized if more power is required. Current lab prototypes create belches of plasma in a pulsating pattern that unsettlingly mimics the human heart. The Reactor takes fuel pellets through a liquid medium and expels out a bolt of ready-to-use plasma through a series of evrasium push valves that eliminate material contact with plasma and simplify material construction. The waste liquid is vented to a waste container for waste heat management and recycling later.  This will revolutionize our energy economy, as we are no longer chained to the very advanced equivalent of strip mining for metric tons of evrasium to fuel our society's massive energy demands. In addition, the small scale of these structures are expected to allow upwards and over of over a thousand different corporate entities to successfully compete for separate high-energy niches.

The intention of the original designer of the Star-Fire is to fabricate a method by which large projectiles are propelled with a combination of plasma siphoned from a reactor as well as modified explosive propellants for very high acceleration speeds. “Fusion-Boosted Munitions”. However, current design teams are doing more with less and attempting to create the game changer of ulta-light reactor elements.

Quote
Evrasium Modulated Fusion “StarFire” Reactor
Difficulty: Hard
Roll: 3 + 1 - 1 = 3 Buggy Mess (My dice hate fusion with a passion, I guess. Sorry.)

So, pulsed detonation fusion, check. Direct siphoning of plasma, check. Evrasium used in place of magnets, check. Problems? Unfortunately, check.

Fundamentally our problem is with plasma's extreme dislike of being manipulated. Evrasium can be shaped to control plasma better but we've had to derive a new reaction capable of taking a given shape of Evrasium and stimulating the entire thing simultaneously and evenly in order to achieve the desired shapes to the plasma. Sufficiently fast compression on the pellet of deuterium/helium fuel is achieved with a primary bank of Evrasium modules, and fusion does result. It is not symmetrical, however, as we need specific development time and money on the new reaction to really get it functioning properly. This asymmetry combined with the general imprecision of the present Evrasium system has led to plasma leaks, some bad enough to put entire prototype reactors permanently out of commission. In short, at present these reactors are not really worth deploying, not that we have elected to deploy them into anything directly.

At present, were we to fix up the confinement issues, this device would provide an efficient way to convert the energy stored in Evrasium into superheated plasma. At present we would find it difficult to extract a meaningfully larger amount of energy from this method than using Evrasium Kinetic Storage Drives directly. However, with work and refinement we are certain it could be done, and would open a window into ever-more-compact, ever-more-efficient fusion reactors or plasma sources for other purposes. If its compact nature could be improved, it may be that it could greatly aid infrastructure projects on other planets besides our homeworld. Projects on those planets have the potential to extract vast amounts of resources due to the unexploited nature of those planets, but require specific, dedicated projects to adapt to each planet's unique conditions. The compact and powerful nature of a functional StarFire would be of definite help.

Fast Reactionary Oculus Gunnery Implants (FROG IMPLANT)
FROG architecture Implants represent the first generation micro-electronics, broadband implant surgery, and disregard for basic ethics that allows for the research required to make viable electronic implants. These architectural systems require a genetically compatible patient to handle the surgery and thus interface with the augment. While operations can be done without the genetic precursors necessary, rejection is almost certain without a battery of anti-rejection chemicals. the implants are designed to facilitate the interaction between the user and a hard-mounted weapon, like an OCULUS laser platform, Rake Missile Launchers, or heavy ground weapons such as fixed position SIERRAs. This manifests in a phantom control of the weapon in question, mimicking similar function to how one would operate the weapon with manual controls, except in a far superior fashion.

Quote
Fast Reactionary Oculus Gunnery Implants
Difficulty: Hard
Roll: (RC expended, roll 3d4 take best 2) 4 + 1 3 - 1 = 6 Above Average (See, they can give out high numbers. Sometimes. Occasionally. Maybe. They just don't.)

Our first foray into a truly new field, FROGI is an abomination of a name. It is also an ethically abominable process that involved some deaths and some maimings and the odd vegetable case. However, the result is a functioning means of linking a human being to a computer system...nearly directly. FROGI piggybacks off of muscular control signals and allows a user, with some training, to rapidly operate a mounted weapon with much improved control and speed compared to an unaugmented human using standard controls. They can't yet rival a computer system for precision or accuracy and are not as much use in long-range space engagements due to the limited ability of the computer to "talk back" to the human brain.

The setup at present is invasive and does require removal of part of the skull, rendering it an unfavorable option for soldiers who would really rather have an intact braincase. This skull removal step could be removed if the overly invasive nature of the components was altered, right now it is patently obvious to anyone if someone has been altered with cybernetic implants or not.

However, it allows a user to run a quick software update on a warship's fire control computers and plug in directly with no further modifications, so it is a cost-free way to improve fleet gunnery and requires no warship refits. Also applies to Slaughterfields' weapons operator seat.

Fast Reactionary Oculus Gunnery Implants: A cybernetic system that is very invasive and damages the user's skull in exchange for giving them a specialized and very capable interface specifically for use aboard warships or in gunner's positions on Slaughterfields. Improves accuracy particularly at close ranges and makes human gunners much more capable. Limited feedback, reasonably fast data transfer to the computer.
Cost: Free!

----
Revision phase, two revisions. Have you considered upgrading your lackluster space weaponry or the Chord's large deficiencies?
----



Spoiler: Map (click to show/hide)


Spoiler: Credits (click to show/hide)
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on June 12, 2020, 10:52:30 pm
High Energy Laser Excalibration (HELEX)

HELEX is the name of the project that revamps the Ocular laser system. the frankly dated first-generation chemical medium is replaced with the upscaled formulae that are used in laser emission systems originally created for evrasium technologies. Combined with the technological refinement of laser optics and focussing, the Oculus and derivative laser weapons should be markedly more lethal.

Lore
Quote from: Turing Reconstruction Concern
The Technates TechnologicalMeritocracy is a system. Not a system that necessarily works, but it is better than the alternatives. Each day, a hundred thousand organizations spear each other over control of the network on any particular day. Base industries are only barely protected as the base level functions are not usually changed by the network controllers as they acclimatize themselves to the situation at hand before really enacting change or being replaced. In a sense, the ineffective higher organizational structure allows for a burgeoning middle-man infrastructure to bloom, and all things considered, it works well most of the time, or at least well enough to get guns to the infantry.

On the other hand, there has recently been an uptick in terrorist bombings, attacks on critical infrastructure, and assassinations. Rumors abound to their origin, up until a group purporting the dissolving the technocracy’s meritocratic elements in favor of a solidified republic esque structure underneath the/a council of eidolons be created, abolishing the cyclic nature of the meritocratic replacement of officials in our society.This groups name is the Turing Reconstruction Concern, more commonly referred to as the TRC. They believe that the loss of life and ruthlessness that is favored by the meritocracy must be removed at all costs, and have taken to extreme methods to doing so. However, their most striking claim to legitimacy is that our current government is not wholly sanctioned by the founders. That the ruthless on-the-wire Network where resources are efficiently allocated at the moment they are needed has lost the human element it should have had, and that some or maybe even all of the founders had envisioned something else when the landers had fallen.

They want to bring down the Network by regimenting and isolating sectors of the industry, economy, and other sections with physical hard mounts, thus limiting its influence politically. Understandably, quite a few sections of our society wish for this to not happen.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on June 14, 2020, 12:51:32 pm
Faraday Restriction

By making a Faraday Cage built into the reactor, electromagnetic waves can be contained and directed. When linked up to the new Evrasium reaction, this allows direction and control over plasma streams, which themselves are a type of liquid lightning in behavior and activity.

Plasma is obviously very complicated. But this set up will reduce radiation while ensuring a stability of the plasma generated. This in turn opens up the option of hyper-conductivity conduits, as plasma can be sent down pipelines like a pressurized liquid, creating a route for electricity to flow. Combined with thermal generators to sap the heat generated to yet more electricity, and we should see our first planetary fusion plant producing electricity within a few cycles.



Quote from: Votebox
HELEX
Faraday Constriction: (1) TricMagic
GROWTH: (0)
Aperture Sentry Turrets: (1) TricMagic

I'll think of another thing later.


Green Renewable Overworld Terrain Habitation
Planet I GROWTH

We have a very nice planet here. Using Wind Turbines across it's expanse, electricity can be produced wholesale. The wide open fields serve a windy expanse. Likewise, the place is near perfect for farming crops, undoubtedly making it a breadworld once some water reservoirs are tapped.

A simplistic use of knowledge to produce food for our forces, meaning less costs spent on producing it in lands not so suited to it. Which means more production for our ground forces.(GPP)



Aperture Sentry Turrets

Small, lightweight, and the twin guns fold away into the body, overall the size of a cylindrical bag. These Turrets have a connection to FROGI allowing what they see to be broadcast through the camera in the front forehead, and operated from far away. The lack of need for programs to determine allies and enemies themselves make them fairly simple to produce wholesale. Good for sentry duty and protecting routes without loss of life. Have about 1 minute worth of MG fire stored in them which can be refilled, and a laser sight for the FROGI operators showing where the bullets go.

As for the bullets and firing mechanism, it uses metal pellets launched through an Evrasium-backed mechanism at a high rate of fire.
*modeled after the old Portal game. Made of matte-grey plastic.*
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on June 14, 2020, 03:52:42 pm
I really dont think a sentry turret is viable with a revision.

Quote
Interlace Second Stage Kinetic Module (ISSKM)

the ISSKM is designed to replace the later half of the Starfire fusion reaction. The primary action, the way that plasma is generated through a kinetic strike is left unmodified. The ISSKM takes the place of the overly complex evrasium systems which had to originally both create and move plasma into its magnetic containment. Instead, two separate systems are designed for the task of plasma creation and movement out of the reaction chamber, respectively. to ease the burdens of the EMAG system that takes over from the evrasium, Evrasium elements introduce a rotational force into the plasma as it is siphoned out of the chamber so the electromagnetic confinement systems can be simplified.

No turbine is created to use plasma as a working fluid. instead, the plasma is used to heat up a thermal exchanger with an open cycle steam turbine.

Quote
HELEX(1): Blood_Librarian
Faraday Constriction: (1) TricMagic
GROWTH: (0)
Aperture Sentry Turrets: (1) TricMagic
ISSKM: (1): Blood_Librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on June 14, 2020, 04:14:51 pm
Why are you still going for weapons that we have to buy, rather than fixing the issue with the Fusion. Focusing on fixing it will mean more PP due to less Evrasium wasted. Which means we can buy more stuff. As compared to making a weapon you have to buy, but not having the points or TC for it.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on June 14, 2020, 04:37:10 pm
what?

we have two revisions for a reason, and I'm already using one for fixing fusion? I don't see why we have to spend two revisions for fusion, especially when madman pointed out we have ancient ship weapons and craft.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on June 14, 2020, 06:06:11 pm
I'm not saying fix it for fusion, I'm saying fix it for PP, not a new weapon. We can only do 1 result in a revision, not both. If we want to make the Starfire Reactor work for producing energy for our planet, and therefore free up Evrasium, that is what we do. We can't attach a weapon to the revision.


EM Plasma Dynamics Control Method

Through the use of a Faraday Cage and EM nodes, Plasma can be compressed and shaped. The general theory is the use of large amounts of EM Waves to affect the Plasma. As noted, plasma is affected by electromagnetic waves, so using them to control the reaction in a stable manner was an easy conclusion.

These methods may eventually come to be used in weaponry, but for now we use the basis for our planet's generators. A secondary Chamber capable of processing the Plasma is built, and the Faraday Cage and EM Nodes control and stabilize it. How this happens to work is through relief points in the Faraday Cage, as the nodes EM waves can only escape the cage through these points. Likewise, outside radiation can only enter through these points, but due to the interior EM waves being denser, this does not affect the control of the plasma. These Nodes and Relief Points are the center-points for controlling plasma dynamics within the reactor, and their nature means their scales can be up or downsized with ease.


In more common and shorter terms. The EM Waves, trapped within the cage, can be directed. Their direction affects the Plasma, and the EM Waves escape through the Relief points to prevent a complete mess of said plasma as they eternally increase within it. This allows the plasma to be shaped and moved in ay way we choose so long as we plan it ahead of time when building. Nodes can be closed as well to affect the plasma in different ways, but that isn't necessary during operation. Though there is a plan to safely shut down a Starfire Reactor through this method that does not result in death and destruction of the personnel and machinery, using the closing of certain Nodes, and opening of others.



Quote from: Votebox
HELEX(1): Blood_Librarian
GROWTH: (1) TricMagic
Aperture Sentry Turrets: ()
ISSKM: (1): Blood_Librarian
EM-PDCM: (1) TricMagic
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on June 14, 2020, 06:12:31 pm
No weapon at all was designed to be used with the Starfire yet. my intention was to create a functioning fusion reactor that generates plasma, if I wanted to attach it to a gun I would've clarified that. as-is, I think it would be a bonus to PP as it stands because it fixes the only problem we have from economically utilizing it for power generation.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on June 14, 2020, 07:34:42 pm
Starfire Power Plant

Through the use of rings around the ignition chamber, Evrasium projects a wave of force into a perfect centerpoint. This ignites the fusion material, starting up the process. This in turn powers a steam generator, which has a Magnetohydrodynamic generator as a topping cycle. The main issue was of course symmetry in the reaction, once that was solved, everything else fell into place. And the first of our new Starfire Power Plants came to replace the old AER power plants, freeing up tons of resources for use elsewhere, most specifically in space.(SPP) There were a lot of resources tied up in keeping ourselves powered, but the Starfire Power Plant is extremely efficient in it's use of Evrasium compared to AER.



Quote from: Votebox
HELEX: (1) Blood_Librarian
Aperture Sentry Turrets: ()
ISSKM: (1): Blood_Librarian
Starfire Power Plant: (1) TricMagic
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Shadowclaw777 on June 15, 2020, 06:19:17 pm
Quote from: Votebox
HELEX: (2) Blood_Librarian, SC777
Aperture Sentry Turrets: ()
ISSKM: (1): Blood_Librarian
Starfire Power Plant: (1) TricMagic
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on June 15, 2020, 06:37:51 pm
Heightened Excitement Laser Interlaced Xenon Array

The HELIX Array has two improvements. The first is the use of Xenon. Xenon is one of the basic elements that were used in arc lamps, flash lamps, and is a very effective lasing medium. Through a combination of liquid and solid Xenon in the chemicals used for our lasers, their effeciency and power can be greatly improved. Unlike the Oculus which travels continuously, the nature of these arrays is a rather random, if directed, fire pattern, bolts of laserfire rather than the lines. But these bolts are far stronger.

For installment, all that is needed is mixing the new xenon additive into the chemical stores  The result is a massive boost in power and range against the enemy ships.  An overall boost that obsoletes the Oculus in damage.



Simplified. HELIX fires bolts more like Star Wars. Compared to the Oculus which uses lines of laser, which need to be continuous.




Encryption Radio, Improvements, and Setup. Otherwise known as the ERIS Project

The greater accuracy our enemies have recently shown is troubling, and a number of issues have arisen during and even before our war, leading to their advance into Technate-controlled space. It becomes clear that we either need to match their power, or outsmart it. When we have the advantage, in most cases we win. With the new accuracy to shoot down our missiles, we need to be able to work together to overwhelm it. But our current communications systems are basic, and can be hacked. Not to mention the dearth of radio communications for grounded units.

The solution is naturally better radio communications. Using our resources and knowledge, we can create radio sets we can hand out to all units on the ground, capable of communicating with an encrypted signal to ships in orbit. This advancement will also be applied to all of our ships, which is mostly simply coding due to ship communication already having the ability to communicate with things on the ground. However, this does not mean we won't improve the technology to improve it's efficiency if needed.

In this manner, our ships can work together to overwhelm and destroy the enemy. It is extremely important that we run a war based upon not forcing back but destroying their transports and defenses. And the Amalogus in particular will greatly benefit, for it carries a fleet all it's own that can fight and support other ships. Better communications all around will make working together much easier.



NOTE! All proposals that involve upgrading something on a ship will not see usage this turn. We need them this turn, but won't have them. Therefore, HELEX and HELIX are pointless to revise this turn instead of next. We won't get to use them till next turn's deployment.


Overclock Protocol
Overclocking is using materials found on any ship of evrasium stores to turn an AER Engine into a overpowered bomb. Fusion is initiated inside the AER Engine, and all safeties removed, everything dumped into it. It then consumes the rest of the ship and everything in it, before collapsing, imploding into a black hole which sucks everything within a specific radius into itself. The literal goal is a kamikaze attack that can be performed by all ships with an AER Engine. This knowledge will be sent out through communications. Let it not be said that the Technate will go out with a whimper. Given the current situation, all forces need to pull back to G to defend our space from their invasion.

Noted that the project notes are to be kept in multiple safe places and updated regularly to prevent the loss of how to perform this Protocol. As it's very testing means that research notes are going to be destroyed at some point. Along with the facility. Keep rigorous notes and perform the tests in deep space.

General Theory: The use of Kinetic Force and the Fusion bind together dark matter and matter, creating a gravitational singularity. Put simply, Evrasium's property and fusions property combine together to produce this result. Shortlived, but extremely effective as a kamikaze attack.

Quote from: Votebox
HELEX: (2) Blood_Librarian, SC777
Aperture Sentry Turrets: ()
ISSKM: (1): Blood_Librarian
Starfire Power Plant: (1) TricMagic
HELIX Array: ()
ERIS Project: ()
Overclock Protocol: (1) TricMagic

A proposal where the goal is outright catastrophic failure. In this, failure is an option, as is success. In both cases, we lose the ship. Which isn't bad if we also take down their ship in the process. When you are going to lose, one option is to just flip the board entirely. And this is simply knowledge on how to cause that effect, which can and will be transmitted to our fleet without needing any modification.

It's only weakness is that a Speed 3 Engine won't immediately have that option. But by that point we'll be fine because the board was flipped.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on June 16, 2020, 06:34:29 pm
Quote
(Chord High intensity Technologically Timed Interception-Reaction Systems) CHITTI-R System
with the Specialized High-speed relays that replace the supercomputers and translation interfaces between the Oculus Laser systems, gunnery teams can now react to events with a speed measured in milliseconds. In combination with refined turret motors and sensor suites, Gunnery teams on Chords are able to be licensed to handle interception of the incoming ballistic ordinance utilizing light-speed capable ordinance known as lasers.

Quote
HELEX: (2) Blood_Librarian, SC777
Aperture Sentry Turrets: ()
ISSKM: (0):
Starfire Power Plant: (1) TricMagic
CHITTIR System: (1) Blood_Librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Happerry on June 16, 2020, 07:26:16 pm
Given that railgun rounds are mostly solid metal, I don't think they're a good target for point defense, and we're the ones with the missile ships, not them, so...

Quote
HELEX: (3) Blood_Librarian, SC777, Happerry
Aperture Sentry Turrets: ()
ISSKM: (0):
Starfire Power Plant: (2) TricMagic, Happerry
CHITTIR System: (1) Blood_Librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Draignean on June 16, 2020, 08:10:21 pm


Quote
HELEX: (4) Blood_Librarian, SC777, Happerry, Draignean
Aperture Sentry Turrets: ()
ISSKM: (0):
Starfire Power Plant: (2) TricMagic, Happerry
CHITTIR System: (1) Blood_Librarian
Chord-S: (1) Draignean


So, Lasers, definitely need an upgrade. However, looking at the Chord, it needs to be taken to the cleaners, and preferably redesigned as a better ship later.  It's oversized, up-armored for its class and thus slow, but said armor is little more than a thick nighty when compared to enemy railguns.




Chord-S (Also called the Chord-# or the Chord-Sharp)
A modernization refit of the Chord, the Chord-S is a revision of the original Chord space-frame with the following philosophy:

Keep Only What You Need to Survive.

Roomy personnel space? Gone. All armor beyond what's needed to protect against basic radiation and micro-meteorite impacts? Gone. Unnecessary, unused except for damage soaking, structural mass? Rip the bulkheads and leave only the endoskeleton of the sections behind. Life support systems have all been downscaled to deal with the greatly reduced habitable volume, and crew are strongly encouraged to have a breathing mask on hand at all times. The only thing we add is a lot of additional padding and straps to crew positions, because we definitely don't downscale the engines.

With dramatically reduced mass, we make speed our ally. Keeping the same frame means we have the same reaction points for maneuvers, but those points aren't trying to turn a pregnant water-buffalo. The engines, formerly struggling to accelerate her bulk, should find the reduce frame an agile and receptive dance partner. If we need to disengage, we disengage. We need to flip and fight, we flip and fight. We're not going to get fancy and try and make some sort of ultra-lightweight frame, but we're damn well going to turn this tractor into a Lamborgini if we can.
 
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on June 16, 2020, 08:13:44 pm
Quote
HELEX: (3)  SC777, Happerry, Draignean
Aperture Sentry Turrets: ()
ISSKM: (0):
Starfire Power Plant: (3) TricMagic, Happerry, Blood_Librarian
CHITTIR System: (0)
Chord-S: (2) Draignean, Blood_Librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on June 16, 2020, 08:21:19 pm
Draig, Draig. You do know that working Fusion is going to make making a Speed 3 engine a hell of a lot easier. Not having it means it's a hell of a lot harder, and we don't get any extra production points from fixing the Starfire to actually work.

Quote from: Votebox
HELEX: (3)  SC777, Happerry, Draignean
Aperture Sentry Turrets: ()
ISSKM: (0):
Starfire Power Plant: (3) TricMagic, Happerry, Blood_Librarian
CHITTIR System: (0)
Chord-S: (3) Draignean, Blood_Librarian, TricMagic
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on June 16, 2020, 08:22:29 pm
we don't get any extra production points from fixing the Starfire to actually work.

Why not?
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on June 16, 2020, 08:31:15 pm
we don't get any extra production points from fixing the Starfire to actually work.

Why not?

Mostly the idea that it is a side benefit if we do fix it, and so worth less depending on the actual rolls involved..

'from discord from me'
That and if the Dice murder this as well, we can at least still use that EXP for it anyway. If they don't, the engine will be easier since we have a working model.

Always a good idea to have a fallback given how luck and the Dice have treated us.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on June 17, 2020, 06:01:54 pm
I don't like ties.

Quote
HELEX: (4)  SC777, Happerry, Draignean, Blood_Librarian
Aperture Sentry Turrets: ()
ISSKM: (0):
Starfire Power Plant: (3) TricMagic, Happerry, Blood_Librarian
CHITTIR System: (0)
Chord-S: (2) Draignean, TricMagic
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on June 18, 2020, 11:36:49 pm
Turn 7 Revision Phase: Planetary Technate

High Energy Laser Excalibration (HELEX)

HELEX is the name of the project that revamps the Ocular laser system. the frankly dated first-generation chemical medium is replaced with the upscaled formulae that are used in laser emission systems originally created for evrasium technologies. Combined with the technological refinement of laser optics and focussing, the Oculus and derivative laser weapons should be markedly more lethal.

Quote
High Energy Laser Excalibration (HELEX)
Difficulty: Normal
Roll: 4 + 1 - 0 = 5 Average

HELEX is a moderate improvement to the Oculus system. A slightly tighter focus increases range, some superior chemicals based off of our work in Evrasium laser systems gives it a more power, and the typical laser module is generally streamlined. The expense of the laser medium is slightly increased but it's not overall meaningful, yet. More powerful lasers are, as ever, a possibility, and we think there's a ways to go before we even alter the cost in a meaningful way. The HELEX gives us a laser weapon that is much closer to equaling the enemy's railgun in power.

High Energy Laser Excalibration (HELEX): A set of improvements to the Oculus that give it much-needed additional range and power and bring it up to par as a solid combat weapon instead of the rather anemic laser it was previously. Slightly increased power draw, no change to cost.

Starfire Power Plant

Through the use of rings around the ignition chamber, Evrasium projects a wave of force into a perfect centerpoint. This ignites the fusion material, starting up the process. This in turn powers a steam generator, which has a Magnetohydrodynamic generator as a topping cycle. The main issue was of course symmetry in the reaction, once that was solved, everything else fell into place. And the first of our new Starfire Power Plants came to replace the old AER power plants, freeing up tons of resources for use elsewhere, most specifically in space.(SPP) There were a lot of resources tied up in keeping ourselves powered, but the Starfire Power Plant is extremely efficient in it's use of Evrasium compared to AER.

Quote
Starfire Power Plant
Difficulty: Hard
Roll: 1 + 4 - 1 = 4 Below Average

Unfortunately, we've had yet another bad development cycle with our fusion reactor. We've managed to produce a more-or-less working reactor, albeit an unimpressive one. There's a lot of work left to go before this becomes meaningfully smaller or more powerful than the AER reactors. The reactions are now usually symmetric enough to get average fusion fuel efficiencies, the plasma pump-out stage works acceptably, but the magnetohydrodynamic generators are struggling and a lot of energy is wasted from the plasma as it goes through. Fusion is pretty powerful and with work we can definitely get more out of it.

The generator plants are also fantastically expensive to build and maintain due to the intricacies of the layered Evrasium shells and lasers and the expense of precision-machining Evrasium components, and this does not help their adoption potential over regular AER units.

Starfire Power Plant: A mediocre fusion generator. About as powerful as the AER system and uses only a bit less Evrasium. With work it could supplant the AER systems and free up more resources for the war effort but as of now it just isn't good enough.

----
It is now the strategy phase. Um, losing is !!FUN!!, remember? So, do your best to get off the back foot. You can recover this.
----



Spoiler: Map (click to show/hide)


Spoiler: Credits (click to show/hide)
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on June 19, 2020, 08:55:20 am
> **Prelim Plan Settlement
> **Degree 1, 2, to G. ITC#2 to G, deploy ground troops planetside.
> Chord 3, Chord 4, Degree 3, to F.
> ITC#3, AC, to F.
> ITC 1 to Homeworld.
>
> **Planet F Plan.**
> Deploy Slaughterfields planetside. All ships rendezvous and destroy all enemy ships in orbit. All ships(other than Slaughterfields which are to conserve fuel when possible) are to return to G afterward. *Note Enemy ITCs are not a priority target. Let them land their troops and have the other troops and Slaughtfields handle them. If, however, they attempt escape instead, end them with prejudice. Slaughterfields are permitted to pursue and hunt ITCs in this scenario.*
>
> **Planet G Plan**
> All out Defense. Destroy all incoming Enemy Ships. ITCs are to rest near the exit to our Homeworlds. All other ships are to destroy any incoming ship. Maintain communications such as to destroy all incoming fleets as they arrive. Focus on corralling them and firing in volleys. Do not let a single ship escape.
>
> **Production Orders**
> None. Wait for issues resolving Nuclear Fusion to Resolve. Wait for upgrades to be made, new ship blueprints to be made. That is all.
>
> **Future Plan**
> Next turn, return all ships to Homeworld for restructuring of forces. Turn after, complete modifications, use Speed 3 Engine in development to launch an offensive.


Quote from: Vote, Defend, Return, Upgrade, Attack.
Plan Settlement: (1) TricMagic

Note I will quit if anyone thinks we should leave all our ships out of range for restructuring. One Argument is of course the Helex. The other is a Speed 3 Engine when Speed 2 Engines would still be deployed because they never recieved an upgrade. The next two turns are for development of our fleets. Let's not waste them.

Future Plan could be subject to change based upon new variables. Say leaving the AC Fleet behind with it's carrier for defense. Though they really need the new HELEX the most, it is a valid option. Not a good one, but valid.



To note, we have Speed 2. Getting Speed 3 will solve our issues with returnng to repair. But that does require we bring the ships in. If they are at G, they can return to do so. It also lets us load up our transports.

From there on, our ITCs can go back and forth as needed.

We really do need to upgrade our stuff though. The new Laser is a good step forward.
Another idea is the one below, where it can just sit at G and act as the repair yard.


Mobile Interstellar Repair/Refit Yard

The MIRRY is't so much a ship as a moving space station meant for docking and repairs/upgrades to existing spacecraft. It's slower than it's Engine's would suggest, what a Speed 3 Engine would allow, it can only move at the rate of a Speed 2. It is mostly made out of pylons, living and control spaces, and docks. Along with a lot of storage, and a link back to our Homeworld to receive the latest blueprints. What our Homeworld can do, so can it.(other than building new ships from scratch.)  It can also collect destroyed ships when in the system through the use of it's repair ships as well, which makes it a valuable asset.

Resources needed to build and maintain it means that only one can be built and used at a time. However, it is a very valuable asset for it';s ability to upgrade ships and repair them without having to return to the Homeworld. MIRRY can also repair itself if damaged, which is good since while it is difficult to destroy outright due to a modular nature, it getting in range of an enemy will result in damage. Most of it's armor is focused around the engine, with bulkheads used elsewhere where needed. Storage and docks are pretty safe since it is in vacuum however.

For defense it has access to HELEX Lasers all across it. They can only really damage and distract/deter those that attack it, since it really doesn't want to be in combat in the first place.

Additionally, the name of the station is in fact Mirry.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on June 19, 2020, 01:04:18 pm
> **Prelim Plan Settlement
> **Degree 1, 2, to G. ITC#2 to G, deploy ground troops planetside.
> Chord 4, Degree 3, to F.
> ITC#3, AC, to F.
> Chord 2 to G. ITC 1 to Homeworld.
>
> **Planet F Plan.**
> Deploy Slaughterfields planetside. All ships rendezvous and destroy all enemy ships in orbit. All ships(other than Slaughterfields which are to conserve fuel) are to return to G afterward. *Note Enemy ITCs are not a priority target. Let them land their troops and have the other troops and Slaughtfields handle them. If, however, they attempt escape instead, end them with prejudice. Slaughterfields are permitted to pursue and hunt ITCs in this scenario.*
>
> **Planet G Plan**
> All out Defense. Destroy all incoming Enemy Ships. ITCs are to rest near the exit to our Homeworlds. All other ships are to destroy any incoming ship. Maintain communications such as to destroy all incoming fleets as they arrive. Focus on corralling them and firing in volleys. Do not let a single ship escape.
>
> **Production Orders**
> None. Wait for issues resolving Nuclear Fusion to Resolve. Wait for upgrades to be made, new ship blueprints to be made. That is all.
>
> **Future Plan**
> Next turn, return all ships to Homeworld for restructuring of forces. Turn after, complete modifications, use Speed 3 Engine in development to launch an offensive.


Quote from: Vote, Defend, Return, Upgrade, Attack.
Plan Settlement: (2) TricMagic, Blood_Librarian

Note I will quit if anyone thinks we should leave all our ships out of range for restructuring. One Argument is of course the Helex. The other is a Speed 3 Engine when Speed 2 Engines would still be deployed because they never recieved an upgrade. The next two turns are for development of our fleets. Let's not waste them.

Future Plan could be subject to change based upon new variables. Say leaving the AC Fleet behind with it's carrier for defense. Though they really need the new HELEX the most, it is a valid option. Not a good one, but valid.



To note, we have Speed 2. Getting Speed 3 will solve our issues with returnng to repair. But that does require we bring the ships in. If they are at G, they can return to do so. It also lets us load up our transports.

From there on, our ITCs can go back and forth as needed.

We really do need to upgrade our stuff though. The new Laser is a good step forward.
Another idea is the one below, where it can just sit at G and act as the repair yard.


Mobile Interstellar Repair/Refit Yard

The MIRRY is't so much a ship as a moving space station meant for docking and repairs/upgrades to existing spacecraft. It's slower than it's Engine's would suggest, what a Speed 3 Engine would allow, it can only move at the rate of a Speed 2. It is mostly made out of pylons, living and control spaces, and docks. Along with a lot of storage, and a link back to our Homeworld to receive the latest blueprints. What our Homeworld can do, so can it.(other than building new ships from scratch.)  It can also collect destroyed ships when in the system through the use of it's repair ships as well, which makes it a valuable asset.

Resources needed to build and maintain it means that only one can be built and used at a time. However, it is a very valuable asset for it';s ability to upgrade ships and repair them without having to return to the Homeworld. MIRRY can also repair itself if damaged, which is good since while it is difficult to destroy outright due to a modular nature, it getting in range of an enemy will result in damage. Most of it's armor is focused around the engine, with bulkheads used elsewhere where needed. Storage and docks are pretty safe since it is in vacuum however.

For defense it has access to HELEX Lasers all across it. They can only really damage and distract/deter those that attack it, since it really doesn't want to be in combat in the first place.

Additionally, the name of the station is in fact Mirry.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on June 19, 2020, 02:05:25 pm
Quote from: Votebox
Quote from: Vote, Defend, Return, Upgrade, Attack.
Plan Settlement: (2) TricMagic, Blood_Librarian

Quote from: Naming Vote
Degree Names: Sky's Eye[#1], Lunar Watch[#2], Star's Flight[#3]: (1) TricMagic
Names are based upon [Celestial Object | Word that fits a name] Example: Earth's Conviction, Solar Instinct, Nova's Flare

ITC Names: Ruby's Ascent[#1], Sapphire Drop[#2], Emerald Expanse[#3]: (1) TricMagic
Names are based upon [Gems | Word that fits a name]

Chord Names: Against All Odds[LOST in Battle, Chord #1], Gravekeeper[Lost in Battle, Chord #2], Waters' Embrace[Chord #3], Star Inviction[Chord #4]: (1) TricMagic
Names are based upon [Phrases]


Amalogus Carrier Name: Kaden's Bravery[AC #1, already named]
Named are based upon [A Person's Name | A quality of a person, Bravery, Intellect, Kindness, and such.]


Grand Dock Spaceport

The Grande Dock Spaceport built on H is undoubtedly impressive. Spanning hundreds of kilometres both above and below ground across the planet, various areas are set to serve the smallest ships to the very largest carriers, with the ability to lay new areas as needed. Numerous ITCs have been commissioned to serve as transport of the materials needed to build anything the Planetary Technate has designed for spacecraft.

Here on the planet Helios, there is no atmosphere. It makes a bad place to live if not for the habitats built below ground. However, it also makes it perfect for spacecraft to land and launch from, not having to worry about air resistance. The GDS's primary purpose is to offer an area closer to the front, for spacecraft to come to, be refitted and upgraded, and then sent back out within the cycle.(If time[read Engine Speed] permits.)

As for defense, well. The HELIX System, the Heightened Energy Laser-fire Interweaving Xenoblaster. Powered by Fusion and AER Reactors, the creation of a series of HELIX and radar installations combine into the ability to bombard the target areas with a never-ending lightshow. At least till the interwoven lasers completely destroy the targets in question. The lack of atmosphere makes it the perfect option, for all it requires dedicated reactors to power it, along with novel lenses and parts to focus each one into a long lasting beam that won't scatter over time.

Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on June 19, 2020, 06:30:27 pm

Quote from: Votebox
Quote from: Vote, Defend, Return, Upgrade, Attack.
Plan Settlement: (2) TricMagic, Blood_Librarian

Quote from: Naming Vote
Degree Names:
Sky's Eye[#1], Lunar Watch[#2], Star's Flight[#3]: (1) TricMagic
Names are based upon [Celestial Object | Word that fits a name] Example: Earth's Conviction, Solar Instinct, Nova's Flare

Fast Response Frigate (FRF) FRF Rouge Baron[#1], FRF X-Ray Wraith[#2], FRF Neon Pink Chuffer[#3]: (1) Blood_Librarian
FRF | [Name pattern [COLOR] | [OBJECT]]

ITC Names:
Ruby's Ascent[#1], Sapphire Drop[#2], Emerald Expanse[#3]: (1) TricMagic
Names are based upon [Gems | Word that fits a name]

Interplanetary Transport Craft Oberon[#1], Hygeia[#2], Mars-Trojan[#3] (purposely named after the trojan bodies of Mars.): (1) Blood_Librarian
ITC | Name Pattern [small celestial bodies of the Sol System


Chord Names:
Against All Odds[LOST in Battle, Chord #1], Gravekeeper[Lost in Battle, Chord #2], Waters' Embrace[Chord #3], Star Inviction[Chord #4]: (1) TricMagic
Names are based upon [Phrases]

Missile Corvette MC Unsinkable 2[LOST in Battle, Chord #1], MC Eye See You[Lost in Battle, Chord #2, MC Ranch Boondoggle[Chord #3], MC Fairlight Ambitions: (1) Blood_Librarian
MC | [Name based upon Phrases]


Amalogus Carrier Name: Kaden's Bravery[AC #1, already named]
Named are based upon [A Person's Name | A quality of a person, Bravery, Intellect, Kindness, and such.]

Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on June 19, 2020, 06:57:10 pm
Why? No really, aren't they called Degrees and Chords?

Well, voters should vote I guess.
Quote
Neon Pink Chuffer

... Well, it is funny. In making most people rather embarrassed to serve upon it.


Lore
Quote from: Turing Reconstruction Concern
The Technates TechnologicalMeritocracy is a system. Not a system that necessarily works, but it is better than the alternatives. Each day, a hundred thousand organizations spear each other over control of the network on any particular day. Base industries are only barely protected as the base level functions are not usually changed by the network controllers as they acclimatize themselves to the situation at hand before really enacting change or being replaced. In a sense, the ineffective higher organizational structure allows for a burgeoning middle-man infrastructure to bloom, and all things considered, it works well most of the time, or at least well enough to get guns to the infantry.

On the other hand, there has recently been an uptick in terrorist bombings, attacks on critical infrastructure, and assassinations. Rumors abound to their origin, up until a group purporting the dissolving the technocracy’s meritocratic elements in favor of a solidified republic esque structure underneath the/a council of eidolons be created, abolishing the cyclic nature of the meritocratic replacement of officials in our society.This groups name is the Turing Reconstruction Concern, more commonly referred to as the TRC. They believe that the loss of life and ruthlessness that is favored by the meritocracy must be removed at all costs, and have taken to extreme methods to doing so. However, their most striking claim to legitimacy is that our current government is not wholly sanctioned by the founders. That the ruthless on-the-wire Network where resources are efficiently allocated at the moment they are needed has lost the human element it should have had, and that some or maybe even all of the founders had envisioned something else when the landers had fallen.

They want to bring down the Network by regimenting and isolating sectors of the industry, economy, and other sections with physical hard mounts, thus limiting its influence politically. Understandably, quite a few sections of our society wish for this to not happen.

We also need the Lore vote and as the only current one...

Quote from: Votebox
Quote from: Vote, Defend, Return, Upgrade, Attack.
Plan Settlement: (2) TricMagic, Blood_Librarian

Quote from: Naming Vote
Degree Names:
Sky's Eye[#1], Lunar Watch[#2], Star's Flight[#3]: (1) TricMagic
Names are based upon [Celestial Object | Word that fits a name] Example: Earth's Conviction, Solar Instinct, Nova's Flare

Fast Response Frigate (FRF) FRF Rouge Baron[#1], FRF X-Ray Wraith[#2], FRF Neon Pink Chuffer[#3]: (1) Blood_Librarian
FRF | [Name pattern [COLOR] | [OBJECT]]

ITC Names:
Ruby's Ascent[#1], Sapphire Drop[#2], Emerald Expanse[#3]: (1) TricMagic
Names are based upon [Gems | Word that fits a name]

Interplanetary Transport Craft Oberon[#1], Hygeia[#2], Mars-Trojan[#3] (purposely named after the trojan bodies of Mars.): (1) Blood_Librarian
ITC | Name Pattern [small celestial bodies of the Sol System


Chord Names:
Against All Odds[LOST in Battle, Chord #1], Gravekeeper[Lost in Battle, Chord #2], Waters' Embrace[Chord #3], Star Inviction[Chord #4]: (1) TricMagic
Names are based upon [Phrases]

Missile Corvette MC Unsinkable 2[LOST in Battle, Chord #1], MC Eye See You[Lost in Battle, Chord #2, MC Ranch Boondoggle[Chord #3], MC Fairlight Ambitions: (1) Blood_Librarian
MC | [Name based upon Phrases]


Amalogus Carrier Name: Kaden's Bravery[AC #1, already named]
Named are based upon [A Person's Name | A quality of a person, Bravery, Intellect, Kindness, and such.]

Quote from: Dark Side of Voting Lore
Turing Reconstruction Concern: (1) TricMagic
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on June 20, 2020, 12:20:41 am
Yes, they are called Degrees and Chords. The Prefix I am using is a classification of their purpose so when we obsolete them, the GM, the enemy, and us can, at a glance, know what kind of ship it is.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on June 20, 2020, 08:16:27 am
What would you call the AC then? Given it is both transport and fleet carrier. A DRN?(Dreadnought)
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on June 20, 2020, 09:05:21 am
The Degree is the missile ship, is it not? Why are you labelling Chords as "missile corvettes"?
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: auzewasright on June 24, 2020, 01:17:04 pm
Quote from: Votebox
Quote from: Vote, Defend, Return, Upgrade, Attack.
Plan Settlement: (3) TricMagic, Blood_Librarian, auzewasright

Quote from: Naming Vote
Degree Names:
Sky's Eye[#1], Lunar Watch[#2], Star's Flight[#3]: (1) TricMagic
Names are based upon [Celestial Object | Word that fits a name] Example: Earth's Conviction, Solar Instinct, Nova's Flare

Fast Response Frigate (FRF) FRF Rouge Baron[#1], FRF X-Ray Wraith[#2], FRF Neon Pink Chuffer[#3]: (1) Blood_Librarian
FRF | [Name pattern [COLOR] | [OBJECT]]

ITC Names:
Ruby's Ascent[#1], Sapphire Drop[#2], Emerald Expanse[#3]: (1) TricMagic
Names are based upon [Gems | Word that fits a name]

Interplanetary Transport Craft Oberon[#1], Hygeia[#2], Mars-Trojan[#3] (purposely named after the trojan bodies of Mars.): (1) Blood_Librarian
ITC | Name Pattern [small celestial bodies of the Sol System


Chord Names:
Against All Odds[LOST in Battle, Chord #1], Gravekeeper[Lost in Battle, Chord #2], Waters' Embrace[Chord #3], Star Inviction[Chord #4]: (1) TricMagic
Names are based upon [Phrases]

Missile Corvette MC Unsinkable 2[LOST in Battle, Chord #1], MC Eye See You[Lost in Battle, Chord #2, MC Ranch Boondoggle[Chord #3], MC Fairlight Ambitions: (1) Blood_Librarian
MC | [Name based upon Phrases]


Amalogus Carrier Name: Kaden's Bravery[AC #1, already named]
Named are based upon [A Person's Name | A quality of a person, Bravery, Intellect, Kindness, and such.]

Quote from: Dark Side of Voting Lore
Turing Reconstruction Concern: (2) TricMagic, auzewasright
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on June 24, 2020, 04:19:45 pm
Changed Neon Pink Chuffer to Turquoise Sword.

Quote from: Votebox
Quote from: Vote, Defend, Return, Upgrade, Attack.
Plan Settlement: (3) TricMagic, Blood_Librarian, auzewasright

Quote from: Naming Vote
Degree Names:
Sky's Eye[#1], Lunar Watch[#2], Star's Flight[#3]: (1) TricMagic
Names are based upon [Celestial Object | Word that fits a name] Example: Earth's Conviction, Solar Instinct, Nova's Flare

  FRF Rouge Baron[#1], FRF X-Ray Wraith[#2], FRF Turqoise Sword[#3]: (1) Blood_Librarian
FRF | [Name pattern [COLOR] | [OBJECT]]

ITC Names:
Ruby's Ascent[#1], Sapphire Drop[#2], Emerald Expanse[#3]: (1) TricMagic
Names are based upon [Gems | Word that fits a name]

Interplanetary Transport Craft Oberon[#1], Hygeia[#2], Mars-Trojan[#3] (purposely named after the trojan bodies of Mars.): (1) Blood_Librarian
ITC | Name Pattern [small celestial bodies of the Sol System


Chord Names:
Against All Odds[LOST in Battle, Chord #1], Gravekeeper[Lost in Battle, Chord #2], Waters' Embrace[Chord #3], Star Inviction[Chord #4]: (1) TricMagic
Names are based upon [Phrases]

Missile Corvette (MC) MC Unsinkable 2[LOST in Battle, Chord #1], MC Eye See You[Lost in Battle, Chord #2, MC Ranch Boondoggle[Chord #3], MC Fairlight Ambitions: (1) Blood_Librarian
LF | [Name based upon Phrases]


Amalogus Carrier Name: Kaden's Bravery[AC #1, already named]
Named are based upon [A Person's Name | A quality of a person, Bravery, Intellect, Kindness, and such.]


Quote from: Dark Side of Voting Lore
Turing Reconstruction Concern: (2) TricMagic, auzewasright
[/quote]
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on June 24, 2020, 04:37:18 pm
Doesn't change the fact your classification is wrong. That and it might be better not to have such classifications be necessary, since I for one don't particularly have the knowledge to class such things. Which makes classing new ships and giving them names far more difficult for those who don't know such things.

I mean, the classification is my main issue with the names, given they are already Chords, Degrees, and such.
That and already having names for them for far longer. The other names got in on 1 vote, your own.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on June 24, 2020, 04:50:25 pm
I fixed the classifications to accurately describe them. The design is named Chord, Degree, etc does not give me an at-a-glance knowledge of what the craft in question is, especially when one is fighting against another. I had a hard time following what was happening with enemy ships. As for classifying new ships, I had reasons as to why I classified ships.

the Degree is a Missile Corvette. Why? It fires missiles, and it is the smallest ship considered to be a proper military ship.

The Chord is a Fast Response Frigate. Why? It is a fast ship that is larger than a corvette. We can also come up with our own ship classification schema, but I used those two because they are familiar to me.

That and already having names for them for far longer. The other names got in on 1 vote, your own.

Your ship names also have one vote, your own. I don't particularly see why you state this.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on June 24, 2020, 05:08:18 pm
Note the first half. That is why I state this. Not an argument, but an idea for why I feel like I do about the names. Having new names swoop in when you could have named them when you named the others we built irks me.

I would like more votes in general on the naming too.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on June 24, 2020, 07:25:25 pm
Quote from: A Spacers Angst

In the Technate, a spacer culture has come to be. We've always had a feeble presence among the stars throughout colonization,  men, and women who lived in the void their entire lives. Most of the dockyard workers who build ships are the descendants of these brave few. The satellites that spin across our world to keep the network up are ours. The little stations that criss-cross orbits, allowing interplanetary material to be processed on the ground and in orbit so as to form the backbone of an economy that can both fight the Network and provide the Technate with all the little luxuries exist because the Spacers worked to make it happen.

The Dirt Eaters take us for granted. Every single ship that flys out of our dockyards are crewed with our people, to be thrown into a stellar grinder that leaves broken hulks that our people will ultimately graveyard and cut up. Beyond that, the Dirt Eaters are crude and dirty. they have no appreciation for how serious it is to fly a ship into combat, thinking it is as easy as it is to march onto a ground the very same machine menace on the ground. It's not. They are far crueler in the void, especially in comparison to the dull systems that march upon soil.

Why should we listen to them?


Spacers are the people who are born in space, and typically spend their entire lives staying in space as much as they can, with the exception of the minimum period to develop without defects from microgravity. They abhor both people who live on the ground and those live there due to a variety of reasons, starting out from a perceived slight of dismissal and it grew from there.

Quote from: Votebox
Quote from: Vote, Defend, Return, Upgrade, Attack.
Plan Settlement: (3) TricMagic, Blood_Librarian, auzewasright

Quote from: Naming Vote
Degree Names:
Sky's Eye[#1], Lunar Watch[#2], Star's Flight[#3]: (1) TricMagic
Names are based upon [Celestial Object | Word that fits a name] Example: Earth's Conviction, Solar Instinct, Nova's Flare

  FRF Rouge Baron[#1], FRF X-Ray Wraith[#2], FRF Turqoise Sword[#3]: (1) Blood_Librarian
FRF | [Name pattern [COLOR] | [OBJECT]]

ITC Names:
Ruby's Ascent[#1], Sapphire Drop[#2], Emerald Expanse[#3]: (1) TricMagic
Names are based upon [Gems | Word that fits a name]

Interplanetary Transport Craft Oberon[#1], Hygeia[#2], Mars-Trojan[#3] (purposely named after the trojan bodies of Mars.): (1) Blood_Librarian
ITC | Name Pattern [small celestial bodies of the Sol System


Chord Names:
Against All Odds[LOST in Battle, Chord #1], Gravekeeper[Lost in Battle, Chord #2], Waters' Embrace[Chord #3], Star Inviction[Chord #4]: (1) TricMagic
Names are based upon [Phrases]

Missile Corvette (MC) MC Unsinkable 2[LOST in Battle, Chord #1], MC Eye See You[Lost in Battle, Chord #2, MC Ranch Boondoggle[Chord #3], MC Fairlight Ambitions: (1) Blood_Librarian
LF | [Name based upon Phrases]


Amalogus Carrier Name: Kaden's Bravery[AC #1, already named]
Named are based upon [A Person's Name | A quality of a person, Bravery, Intellect, Kindness, and such.]


Quote from: Dark Side of Voting Lore
Turing Reconstruction Concern: (3) TricMagic, auzewasright, Blood_Librarian
A Spacers Angst: (1) Blood_Librarian
[/quote]
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on July 09, 2020, 05:02:10 pm
Turn 7 Combat Phase: Planetary Technate

Sorry about the contest, C5 just went above and beyond. Anyway, now for your side of this report.

Military Report

Our ITC #3 and Kaden's Bravery reach F unmolested and deploy two units of Slaughterfields...only for no enemies to show up. They've thrown their entire force towards G, or at least everything you've seen.

ITC #1 reaches the homeworld just fine, of course.

Soldiers clamor for transportation, armored vehicles, actual real protective equipment instead of bulky spacesuits that just happen to be bullet resistant, air support, and artillery. Everything, really. Including squad-level weaponry to add firepower like machineguns, recoilless rifles, rocket launchers, mortars and whatnot. Even when we've got things that fit the bill in our arsenal the soldiers for some reason really want them to be present in their battles instead of...y'know, not present.

Space forces beg for upgrades to their ships and their weapons, despite having two classes of ship we've built ships that are pretty bad at fighting the opponents' ships. Missile ships against ships armed with railguns was never going to work great and with their updated targeting and our absurdly slow rate of missile launches (and expensive missiles and lack of any tricks like decoy missiles or even simply superior sensors/EWAR capability) our Degrees are nearly useless against any appreciable number of hostile vessels, serving mostly to distract them from firing at friendly ships. Useful, but not ideal if we have no laser-armed vessels. The Chord is still a relatively slow, ungainly, and large ship that doesn't carry enough lasers for its size and power but isn't armored well enough to fight off hostile ships. The Amalogous is a merely a very rough middle ground between ITC and combat ship and while it's going to be very hard to kill its weapons are not protected by armor and no amount of armor can prevent all damage. It is not a true warship and it shows.

All is not terrible, as even TDC Logos are still vulnerable to weapons fire and our Chords are impressive at soaking up damage, and Degrees can always run away, particularly from the heavier, armored Logos ships. Their curious ability to regenerate is unfortunate, as well, but limited particularly when laser fire is the means of causing damage. They have vast numbers of ships but seem to have less transport capability, and our Slaughterfield fighter squadrons are begging to be let off the leash and sent after hostile spacecraft.

Finally, a huge number of resources (12 GPP) have just become available again after the relevant units and equipment were lost. Employ them well. And employ them quickly, because if we are pushed back any further on G we will lose the resources from it (i.e., don't go below 5 control, which will happen unless something changes next turn).


The Home Front
The demands of wartime have begun to calcify our upper levels of government much more than typical Grid control tends to go. People don't want to hinder the people making the decisions when it's necessary to make them, since the alternative is to see armies of robots landed on our planet. The problem is that this is giving ammunition to the TRC group that wants to see the entire Grid system replaced by meritocracy and no more chaotic backstabbing. People are increasingly starting to agree with them, and they're unbalancing the Grid's operations in certain sectors with their increased cyberwarfare and direct physical attacks. The military arm (that is, you) sees this as unnecessary distraction, while the ruling political faction is increasingly worried that they'll be toppled and be unable to rise again, since if the TRC takes control it won't be long before typical Grid means of gaining power would become useless.

The recent losses in the field are worrying the populace and increasingly weakening our stand against the TRC, who suggest that if we were meritocratic instead of power-grabbing we would be winning. This is absurd, of course, but it's harder to argue given the losses.

On the other front, the spacer groups are actually becoming weaker as former "dirtsiders" transfer to the space forces to replace the many losses suffered in spacecraft and crews during engagements.

----
It is now the design phase and as ever you have 2 designs, lots of GPP, and an urgent need to fix this situation in space and on the ground posthaste.
----
 


Spoiler: Map (click to show/hide)


Spoiler: Credits (click to show/hide)
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on July 09, 2020, 05:27:05 pm
Quote
Quill Light Laser Anti Armor Weapon
 
The Quill is designed as a direct-fire anti-armor weapon, directly inspired by old-world designs of a similar design once used by special forces to sink floating ships without planting explosives or utilizing torpedos due to the active sensors on their hulls. it is a man portable weapon designed to fire a series of nanosecond pulses of energy towards a target. The tightly focussed pulses some-what defeat laser defenses and is almost three times as lethal compared to traditional laser systems, at the expense of having 36 times less range than an equivalent laser weapon. The weapon fires its series of pulses such that the next beam will fire just when the plasma dispurses from the previous shot, blasting deeper and deeper into the target as the hole is made deeper by the material vaporizing into plasma.

Many sacrifices are made to make this weapon man-portable, but powerful enough to threaten enemy vehicles. The weapons cooling systems, laser generation medium, and batteries are engineered to be disposable, fired once before being recycled. The liquid medium that catches the heat during the laser generation is vented through the front and back of the weapon, such that the lens is not obscured during venting. this is similar to a recoilless rifles front and black blast. Two variants are made, a 5lb ultra-light anti-personnel variant and a 20lb anti-aircraft/vehicular system.

The laser fires at a frequency that is not harmful to the human eye.

Quote
High-Velocity Ordinance  Caseless Machine Gun (H-VOC Machine Gun
The H-VOC Machine gun is a belt-fed heavy machinegun designed for emplacement onto vehicles and fixed positions. It is technically man-portable, weighing in at just under 32 kilograms or 70 pounds: Best Practice is ot not issue it to infantry that is expected to assault a fixed position. The furniture, tri-pod, elements of the casing, and liquid-cooling shroud/radiator for the barrel are made out of modern composites and plastics to reduce weight. the Action is made out of ceramic materials that quickly wick heat off into the metal barrel and its cooling shroud, while the propellant of the rounds is made out of a non-crystalline powder with a higher ignition point to prevent premature detonation. the rounds are large but not as large as original proposal specs due to little-to-no expected enemy armor. It is designed to fight infantry, light vehicles and low flying aircraft.

To that end, it almost mimics the ballistic profile and energy of the .50 BMG of old earth, with a reduction of energy to 9,000 and 13,500 foot-pounds force (12200~ and 18300 J) from 10,000 and 15,000 foot-pounds force (14,000 and 20,000 J). It fires caseless telescoped munitions.

In atmospheric operations, the liquid cooling shroud can be replaced with an air-cooled barrel that is just as effective at radiating heat while reducing the system's base weight to 28 kilograms. While the weapon is not as light as it could be compared to a traditional cased weapon, The weight from replacing a brass cartridge with an outer layer of solidified propellant allows for twice as many rounds to be carried in 60% of the volume and 50% of the weight. Combined with its recoil-operated open-bolt (open bolt reduces accuracy but reduces heat concerns) feed system, it is able to fire 1000 rounds a minute.


Quote
Sheared Intelligent Light Knitted Geneginnered Fabric (SILK)
The next generation of body armor will be sheared off dinnerplate sized bugs. Thanks to the maturation of our genetic engineering research into a burgeoning field, we have been able to splice the DNA of earth-spiders into critters of our new home. The ProtoSpider, as it is called in the lab, survives mostly on carrion and fungi from the caves it makes its home in. With an equivalent substrate, they are mostly docile. While in the wild their genetic ancestors grow long hair-like barbs designed to dissuade local predators, genetic engineering has replaced these barbs with long, almost beautiful manes of silky threading that can grow to almost 2 feet long before it it has consequences for the animal's health.

Ballistic padding created from SILK is significantly more effective then petroleum-based kevlar and kevlar products in protecting from projectiles, while also being slightly resistant against flame. In addition to replacing the ballistic weaves of the combat spacesuit, it is weaved into plates that are encased in hard shell polymer cases and able to be used as body armor and in helmets, providing protection without requiring the incredible bulk of a spacesuit. The forces returning from tour always look so dull, maybe they would cheer up after receiving the best armor known to mankind.

Quote
150mm self-driven Assault Artillery "Ares"

ARES Artillery is a 150 millimeter designed to be assembled on aside. Despite the extreme weight sensitivity our people face in bringing the fight to the enemy, the Ares is an exception to some of the doctrine in lightening the burdens for our craft: The rifled barrel is ridiculously long for our shuttles that it must be shipped separately to the vehicle. It is a breechloader system that requires a crew of 2 to operate spotter, loader), though some compromises are made so that an electric autoloader could be mounted on each unit in the future. each one is issued a cybernetic interface that allows operators to fire non-guided projectiles accurately at long distances. pneumatic bolts stabilize the vehicle to the ground when it prepares to the fire, while also providing a handy way to get out of rough conditions by allowing selective lifting parts of the vehicle off the ground. The drive system is powered by a down-scaled kinetic storage drive and should be able to power all systems while allowing for a brisque 35 mph speed on Terran standard conditions. The vehicle is armored to resist low caliber small arms fire, which should reduce lethality to crew members in the event of hostilities. The barrel is locked to pointing at the front of the vehicle, but it is casemated to be able to point at almost 90 degrees upwards.  A pintle mount ready for a SIERRA is available in case of dire events. The vehicle can be sealed, and an airlock could be welded on to the side hatch to allow for space operations to be unimpeded.

the Artillery gun has three round types deployed, two of which can be used in space environments.
The first 150mm round developed is an high explosive weapon with a heavy casing designed to enhance the shrapnel effect that artillery is known for: it is an anti-personnel weapon. (Fragmentation)
The second 150mm round developed is designed to deliver a projectile that pierces light armor before detonating and sending shrapnel into whatever compartment it detonated in. (High Explosive Dual Purpose)
The third 150mm round developed is designed to deliver the most potent incendiary payload available to us and disperse it in a wide area When impacting near the base of a unsealed building, it can deplete the oxygen of the area and kill personnel inside the building through carbon monoxide poisoning. (Incendiary)



Technate entries in the contest written by me.

Quote from: Turing Reconstruction Concern
The Technates Technological Meritocracy is a system. Not a system that necessarily works, but it is better than the alternatives. Each day, a hundred thousand organizations spear each other over control of the network on any particular day. Base industries are only barely protected as the base level functions are not usually changed by the network controllers as they acclimatize themselves to the situation at hand before really enacting change or being replaced. In a sense, the ineffective higher organizational structure allows for a burgeoning middle-man infrastructure to bloom, and all things considered, it works well most of the time, or at least well enough to get guns to the infantry.

On the other hand, there has recently been an uptick in terrorist bombings, attacks on critical infrastructure, and assassinations. Rumors abound to their origin, up until a group purporting the dissolving the technocracy’s meritocratic elements in favor of a solidified republic esque structure underneath the/a council of eidolons be created, abolishing the cyclic nature of the meritocratic replacement of officials in our society.This groups name is the Turing Reconstruction Concern, more commonly referred to as the TRC. They believe that the loss of life and ruthlessness that is favored by the meritocracy must be removed at all costs, and have taken to extreme methods to doing so. However, their most striking claim to legitimacy is that our current government is not wholly sanctioned by the founders. That the ruthless on-the-wire Network where resources are efficiently allocated at the moment they are needed has lost the human element it should have had, and that some or maybe even all of the founders had envisioned something else when the landers had fallen.

They want to bring down the Network by regimenting and isolating sectors of the industry, economy, and other sections with physical hard mounts, thus limiting its influence politically. Understandably, quite a few sections of our society wish for this to not happen.


Quote from: A Spacers Angst
In the Technate, a spacer culture has come to be. We've always had a feeble presence among the stars throughout colonization,  men, and women who lived in the void their entire lives. Most of the dockyard workers who build ships are the descendants of these brave few. The satellites that spin across our world to keep the network up are ours. The little stations that criss-cross orbits, allowing interplanetary material to be processed on the ground and in orbit so as to form the backbone of an economy that can both fight the Network and provide the Technate with all the little luxuries exist because the Spacers worked to make it happen.

The Dirt Eaters take us for granted. Every single ship that flys out of our dockyards are crewed with our people, to be thrown into a stellar grinder that leaves broken hulks that our people will ultimately graveyard and cut up. Beyond that, the Dirt Eaters are crude and dirty. they have no appreciation for how serious it is to fly a ship into combat, thinking it is as easy as it is to march onto a ground the very same machine menace on the ground. It's not. They are far crueler in the void, especially in comparison to the dull systems that march upon soil.

Why should we listen to them?



Spacers are the people who are born in space, and typically spend their entire lives staying in space as much as they can, with the exception of the minimum period to develop without defects from microgravity. They abhor both people who live on the ground and those live there due to a variety of reasons, starting out from a perceived slight of dismissal and it grew from there.

Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on July 09, 2020, 06:06:06 pm
Right. Not going to propose anything this turn. Mostly cause I cannot handle anymore stress.

I'd ask what counts as ground equipment that will automatically be sent to the field. Can we upgrade our troops directly and the BMU will become the new troop? Can we create FROGI Power Armor and that will appear on the front lines?

Secondly, can the slaughterfields be reloaded, brought to G, then unloaded, all while combat occurs?
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on July 09, 2020, 06:46:17 pm
Alright, so, I see the problem and will work on fixing that shortly. I've got relatives over so it might take a few hours to do properly.

For future reference: For the love of goodness keep your movement orders with your movement orders section and not with your tactics section. Don't make interpreting the plan and making sure everything works harder than necessary.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on July 17, 2020, 11:13:19 am
Quote from: Vote Box
Quill LLAAW (0):
H-VOC (1):Blood_Librarian
SILK (0):
Ares (1):Blood_Librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: auzewasright on July 17, 2020, 12:27:37 pm
Quote from: Vote Box
Quill LLAAW (0):
H-VOC (1):Blood_Librarian, auzewasright
SILK (0):
Ares (1):Blood_Librarian, auzewasright
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on July 17, 2020, 01:12:28 pm
Looking at things, we should be able to deploy an AC by mothball/upgrading the homeworld one, as well as supply a Slaughterfield to cause some havoc. This may not be the best option compared to a new ship type.


Babel-class EWAR/Survey Ship

The Babel class is built with light armor and small size, resembling a octagonal tower, with only a single OKSPD engine. Overall, it's a very cheap spaceship meant for scouting, and very quick as well.

It's main role however, means that it's size does not equate to it's danger level. It uses the power generated by the engine for it's huge communications array and uses it to hack enemy ships and interface with allies. Through the use of FROGI's advancement, the system can be linked, controlled, and modified far more directly, allowing the best of our hackers to use the LOG(Linked Octagonal Grid). The LOG allows simultaneous actions to be done, and multiple operators to enter a type of virtual space representation of what they are linked to. Processing and action speed have never been higher. These hackers aboard the Babel can use this and work together to completely wreck enemy systems, and it's range is great enough to operate within whatever planetary system it's in while staying out of reach of all but the fastest ships. Multiple Babel can also link together to pool their abilities through that same broadcast. Other than the light armor and LOG, Babel also use LADAR to see ahead of them and around, which helps with LOG targeting and avoiding others. These ships are the EWAR masters, serve as a method to monitor planetary systems for a low cost, and can act to maintain a communication network.

Overall, for this project, the creation of the Wave-Broadcast and LOG are the main parts, followed by the electronics. Babel is also light enough to launch from a planet to orbit, and land on planet if needed. However, this last function is not how Babel was ever intended, going planetside should only be done if impossible to evade the enemy, as Babel can serve to communicate with the ground just fine from orbit.


Spoiler (click to show/hide)


'The Punch' Arty Cannon

Comprised of a Evrasium/iron/copper alloy plate, a laser, and a railed barrel, the Punch is deceptively simple in make. However, the  alloy allows an interesting interaction. When light hits the plate, force is applied to send the plate flying in the direction the laserlight is traveling. This effect caused said plate to get stuck in the wall during testing.

The Punch is comprised of the circular plate, the barrel having a lip to prevent the plate from flying out the end, and the ammo can be anything we need to send very far. Cheap, easy to assemble in the field, and effective at sending ammo far away in an arc, it's comes with bars and structures to create a easy to assemble and aim structure. Ammo comes in high explosive fragment, incendiary, and Evrasium shell based off the design of a RAKE warhead to trigger on impact with the ground, all 3 being 22 inches.


Basic Appraised Munitions, 2.0
Take an a orbic shell of steel, electronics/fuse, add Composition B explosives, and seal. There are definitely ways in which the original BAM can be improved upon, one should not take failure as a sign to give up.
BAM grenades were intended to be cheap and simple, a complement to the PUMP as standard armament for all forces. Sadly due supply chain issues and variable yields, they were but a whimper, and never shipped. The electronic fuse was supposed to be adjustable, and could be set to detonate immediately upon triggering, or up to several minutes later. These things never happened, and the design was left to sit.
However, the basic idea is still sound, and surely there are ways to focus on improving the BAM beyond it's lackluster start. The Tripwires could certainly be improved to be less visible, and the BAM more reliable. At the least, they would give more options than simply rushing to one's death in the face of railgun fire.


IDEALS- Implacable & Decisive Elusive Armed League of Soldiers

The IDEALS are the result of new methods of training our basic soldiers. Primers on battlefield tactics, guerrilla warfare and psychological attack, physical training to be fast and accurate, as well as exercises to increase their endurance, along with general strategy, planning, and critical thinking. You must be Implacable in your movements, Decisive when you make a decision, Elusive to your enemies, and above all never go in outgunned. More firepower is always a good thing. In cases you are at the disadvantage, make a plan of action where you don't have to fight directly. When you have the advantage, make sure the enemy can't turn the tide.

Overall, we expect the IDEALS to be a massive success, and a turning point for the war as a whole.



Quote from: Vote Box
Quill LLAAW (0):
H-VOC (1):Blood_Librarian, auzewasright
SILK (0):
Ares (1):Blood_Librarian, auzewasright
BAM 2.0: (1) TricMagic
IDEALS: (1) TricMagic

BAM gives us a trap that shouldn't cost space. IDEALS give us soldiers who can make use of what we have.



Just setting these up. Not having names is kinda sad.
Report is that Lunar Watch and Star Inviction were lost in the fight. A moment of calm for their deaths.

...

Quote from: Naming Vote
Degree Names:
Sky's Eye[#1], Lunar Watch[[Lost in Battle, #2], Star's Flight[#3]: (1) TricMagic
Names are based upon [Celestial Object | Word that fits a name] Example: Earth's Conviction, Solar Instinct, Nova's Flare

  FRF Rouge Baron[#1], FRF X-Ray Wraith[Lost in Battle, #2], FRF Turqoise Sword[#3]: (1) Blood_Librarian
FRF | [Name pattern [COLOR] | [OBJECT]]

ITC Names:
Ruby's Ascent[#1], Sapphire Drop[#2], Emerald Expanse[#3]: (1) TricMagic
Names are based upon [Gems | Word that fits a name]

Interplanetary Transport Craft Oberon[#1], Hygeia[#2], Mars-Trojan[#3] (purposely named after the trojan bodies of Mars.): (1) Blood_Librarian
ITC | Name Pattern [small celestial bodies of the Sol System


Chord Names:
Against All Odds[LOST in Battle, Chord #1], Gravekeeper[Lost in Battle, Chord #2], Waters' Embrace[Chord #3], Star Inviction[Lost in Battle, Chord #4]: (1) TricMagic
Names are based upon [Phrases]

Missile Corvette (MC) MC Unsinkable 2[LOST in Battle, Chord #1], MC Eye See You[Lost in Battle, Chord #2, MC Ranch Boondoggle[Chord #3], MC Fairlight Ambitions[Lost in Battle, Chord #4]: (1) Blood_Librarian
LF | [Name based upon Phrases]


Amalogus Carrier Name: Kaden's Bravery[AC #1, already named]
Named are based upon [A Person's Name | A quality of a person, Bravery, Intellect, Kindness, and such.]




Quote from: Madman on Discord
> " Upgrades to preexisting equipment (that doesn't change the cost) will be automagically deployed to ground troops. Same deal with Cheap equipment."
SIAERA and CEVAS are, IIRC, not Cheap
Therefore they must be shipped to the front

Nice as the equipment is... How do we ship it? Right now we have an ITC that will take most of the season to get there. An AC would have the same issue.

Training, while it seems boring, would be effective and free, and so effective immediately.. Same with anything revised that doesn't change cost. In Babel's Case, it gives us a Cost 1 SPP countermeasure to their electronics. If the Starfire gets fixed, we can make one and an AC and Slaughterfield. This would allow us to wreck the remaining forces in space, and then go to deal with the troops on the ground.

Or we can go the easy option with a BAM update, 0 size means they can be shipped with the Slaughterfield to ground forces.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on July 17, 2020, 03:51:13 pm
Quote
Cybernetic Overwatch Differential Electro-Optronics (CODEO)
Second Generation Electronic systems as well as the maturation of man-machine interfaces allow for the introduction of systemic changes to our modus operandi that allow for these systems to be fielded when they have logistical and combat applications on planetary operations.

Cybernetic prosthesis, addons, and interfaces are being designed for implantation into our forces. A standard set of internal hardware, designed to interface with an external computer interface with semi-explosive dead-bolts as well as manual disconnect systems to mitigate Electromagnetic pulses will be the most common implant, as it allows for interfacing with computer elements normally impossible outside of unique circumstances. Internal router hardware or the machinery that connects the human brain to external prostheses are electromagnetically hardened to prevent damage from electromagnetic discharges as well as unintended signal interference. The external computers are largely left unshielded outside of bulky external casings given when specially requested by fielded forces to lower overall mass sent up and out. The external computers are where the magic happens, outside of a few cases (replacements for natural body organs and limbs, usually), and are standardized with removable antennae (Hardening external computers is more difficult when an antenna is attached), communication software, and expansion module slots for managing external hardware. This also allows for our forces to communicate with one another on a tactical level.

All logistical facets of our military organization have been streamlined through the usage of best practice CODE systems. Medical technology has reached new heights with remote-controlled cybernetic surgeons and cybernetically augmented surgeon drone control systems. Our forces can recover from the loss of limbs and eyes through the usage of (basic) replacement prosthesis. in the field, these cybernetic systems allow for externally connected sensor suites, digital scopes, as well as communicate with command through encrypted radio waves.

Communications will evolve with these cybernetic systems:  increased range through digital encoding as well as increased cooperation between ground and orbital assets means that our forces can organize themselves from long distances, along with working together and planning with other units.

A re-organization from the B.M.U standard is required, such that an entirely new unit base is made. While the BMU does receive some of the less intensive improvements that went into the new unit template, Tier One Augmented Division (T.O.A.D), all the bells and whistles are organized into the new standard.


I think we should only produce 2 Slaughterfield units and then 2 units of artillery if we have them since it is gonna be expensive to keep ourselves combat effective in more than one world with 2-3 units per planet we have an active conflict in.

Note, I left my two votes on HVOC and ARES as im gonna change it depending on how votes come in shortly.
Quote
Quill LLAAW (0):
H-VOC (2): auzewasright, Blood_Librarian
SILK (0):
Ares (2): auzewasright, Blood_Librarian
BAM 2.0: (1) TricMagic
IDEALS: (1) TricMagic
CODEO: (1): Blood_Librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on July 17, 2020, 03:54:46 pm
Slaughtfields need 4 TC to carry. We would need to produce ITCs, but the forces at G means that there is no guarantee they would reach at the moment. G space needs an AC/SF infusion to finish off the forces there.

Apparently IDEALS isn't valid.



Starfire Part 3: The Great Firing

Fusion has been laden with difficulties in it's development cycle. No more! Through the use of a new discovery, Reactor parts using evrasium can now be manufactured to the proper tolerances. No more faulty parts, difficulty of manufacture, or subpar containment. What is this miracle you ask? Supriisingly it is through nickel in the manufacturing gear. Evrasium has a strange reaction to nickel in that the structure of material changes. Nickel plates and shapes when pressed against it will cause Evrasium to change, the structure shifting away from the nickel. This can leave the Evrasium structure the same as a larger piece even after being cut, or can be used to force specific reactions when triggered, such as shifting the structure further to one side, causing more of the force to be released on that end.

Another advancement is the magnetohydrodynamics actually working properly. These two together mean that the Starfire Reactors are now producing superior power to the old AER reactors.

Granted, this is good. But it was simply a matter of finding a way to machine the parts cheaply and have the power generation working properly. The main benefit is undoubtably the ease of changing  the reactor size at this point. Enough to make a Direct Fusion Drive in fact.

The Starfire DFD (https://en.wikipedia.org/wiki/Direct_Fusion_Drive) is something we do have scientists to explain. But as a simplification, fusion is acheived, fuel fused, and the superheated reaction mass is slung out the back, no electricity needed to produce thrust. We can also extract electricity from it as well, meaning that our ships are very well powered. And our work in shaping the charge means a  magnetic nozzle for it to act as an ion drive. We expect great results from this.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on July 17, 2020, 05:47:40 pm
Quote from: 4 TC Votebox Limit
Quill LLAAW (0):
H-VOC (2): auzewasright, Blood_Librarian
SILK (0):
Ares (2): auzewasright, Blood_Librarian
BAM 2.0: (1) TricMagic
IDEALS: ()
CODEO: (1): Blood_Librarian,
Starfire Part 3: (1) TricMagic
Babel: (1) TricMagic

I would suggest removing the BMO recieves some, and just focus entirely on the new unit.

Starfire and Babel. Starfire means we can get there halfway through the season(SPD3), and should give us at least 1 more SPP. Babel gives us EWAR ability for cheap, which means that auto-aim will be a thing of the past for our foes. Which means they need to try and hit our missiles normally. Not counting if their fire control of fire ability get hacked. Maybe mess with the engines? The AC/SF and Babel will come in, and then. Then it's time for their fall.

Prelim Plan: And so Babel fell upon them.
Mothball ITC#1, use points to build AC, Name: Ruby's Resolve(or another suitable name.)
Build Slaughterfield and any other items on the list if ITC #1 could be left.
Build Babel #1, Name: Code of Ruin.

All forces at G are to practice a mix of defense and offense. If possible, take out ITCs, if not, maintain a scattered orbit to prevent the enemy from attacking. Our ITCs are to also practice the evasion aspect of this if needed, including Kaden's Bravery.

Halfway into the season, Ruby's Resolve, Code of Ruin, and the SF will arrive. SF is to serve as an ITC hunter, focused around using Kaden's Bravery as it's shield. Code of Ruin is to initiate EWAR protocols and take out the healthier Logos ships auto-aim function, one by one. Once it has started, all battle ships, including the healthy Ruby's Resolve, are to initiate a purge of the planetary system. Wipe them all out.

SF is to take shots of opportunity if it sees it, otherwise if all enemy ITCs are dealt with, descend planet-side to help out ground forces, destroying enemy strongpoints.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on July 25, 2020, 04:51:56 pm
Starfire Part 3R

Fusion has been laden with difficulties in it's development cycle. No more! Through the use of a new discovery, Reactor parts using evrasium can now be manufactured to the proper tolerances. No more faulty parts, difficulty of manufacture, or subpar containment. What is this miracle you ask? Supriisingly it is through nickel in the manufacturing gear. Evrasium has a strange reaction to nickel in that the structure of material changes. Nickel plates and shapes when pressed against it will cause Evrasium to change, the structure shifting away from the nickel. This can leave the Evrasium structure the same as a larger piece even after being cut, or can be used to force specific reactions when triggered, such as shifting the structure further to one side, causing more of the force to be released on that end.

Another advancement is the magnetohydrodynamics actually working properly. These two together mean that the Starfire Reactors are now producing superior power to the old AER reactors.

Granted, this is good. But it was simply a matter of finding a way to machine the parts cheaply and have the power generation working properly. The main benefit is undoubtably the ease of changing  the reactor size at this point. Enough to make a Direct Fusion Drive in fact.

The Starfire DFD (https://en.wikipedia.org/wiki/Direct_Fusion_Drive) is something we do have scientists to explain. But as a simplification, fusion is acheived, fuel fused, and the superheated reaction mass is slung out the back, no electricity needed to produce thrust. We can also extract electricity from it as well, meaning that our ships are very well powered. And our work in shaping the charge means a  magnetic nozzle for it to act as an ion drive. We expect great results from this.


Granted, having solved the engine, what of the Ship? Well, for that we had 3 options to vote upon.

ITC Redesign: Analogous Interstellar Transport Craft(AITC)

The AITC is focused around two things, Cost reduction, and Integration of the Starfire DFD. Effectively, the question became, what if we split it into 2 ships. The AITC was designed to be a 2 TC Carrier, far smaller than the original. In exchange, it is also faster and has a smaller profile. One can buy 2 AITC instead of 1 ITC, meaning troops and gear now have a more diverse method of transport. And with the DFD in the back powering it, it can travel at Speed 3, finally giving us a way to deliver troops and gear straight to the mid line. Separating the transports also means they are less likely to all be destroyed as well, and can escape more easily. Another is the shuttles can carry 2 TC worth of gear, meaning troops and their gear can go down together, or just things like tanks and other 2 TC items. Overall, it greatly simplifies transport across the planets, and is fast enough to disengage.


Chord Redesign: Chord Note

Armor, structure, and size reduced, Starfire DFD added. Fast, swift, accurate, and hard to hit, size classification is Interceptor, as is it's purpose in hunting ships in combat. No modifications were made to the weapons load out of Lasers, though they are kept up to date.


Amalogus Carrier Redesign: Amalogus Carrier(No Name Change)

The back section of the Amalogus Carrier has been replaced with the Starfire DFD. Other than that, there hasn't been any changes to it. It's still heavily armored, though most of the lasers it has on it's body have been moved to protect the new engine from approach. Now more than ever it's a weak point, but the amount of lasers pointing at anything trying is certainly going to make it seem like it isn't.

The AER Reactors are still active, if at reduced capacity due to the new primary engine type. It is rather maneuverable for it's given size... Granted, it's still slower than anything else when it comes to maneuvering in comparison, but it won't have any trouble turning. The increased power output that resulted from the new engine means the lasers are stronger too, so that spot is safe from any attackers. The rest it's fleet can handle defending, there is certainly enough space across it's hull to do so. It is still advised that it does not enter combat without spaceships to defend it, but as a wall with which to fight above, it serves some purpose. Certainly, Railgun shots aren't going to do a thing to ships behind it.


Quote from: 4 TC Votebox Limit
Quill LLAAW (0):
H-VOC (2): auzewasright, Blood_Librarian
SILK (0):
Ares (2): auzewasright, Blood_Librarian
BAM 2.0: (1) TricMagic
IDEALS: ()
CODEO: (1): Blood_Librarian,
Babel: (1) TricMagic

Starfire Part 3R: (1) TricMagic
ITC Redesign: (1) TricMagic
Chord Redesign: ()
AC Redesign: ()


Three options for ships. ITC reduction means we can certainly move about better, with the AC(And original ITC) serving as the 4 TC craft. Chord is more difficult, but results in a cheaper and faster ship. AC is just sticking one on the back, and is the simplest, if largest.

I am partial to the first, but am fine with any.

Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on July 25, 2020, 04:54:16 pm
Quote
SID Starship Interceptor Destroyer Balor Prototyping
The Balor is a test bed with the explicit purpose of engineering Evrasium-based fusion systems into a functional system, and utilizing its power for ship-based propulsion. Half-finished chassis of Chords are lifted from their construction beds and into the research directorates clutches. All armor excepting structurally critical pieces are lifted from the chassis and replaced with miles of cable and infrastructure to support the beating heart of a star.

the ass-end of the Chord is ripped out and replaced with an Evrasium fusion reactor & a direct fusion drive. The pulsating beats of the Starfire Power Plant are the tempo at which gouts of plasma a half-mile long is ejected from the DVD. For power concerns, newly revised magnetoplasma drive turbines enable the drive reactor to be significantly more efficient than traditional evrasium systems to justify its cost. The Balors fusion reactor represents the maturity of design techniques and the implementation of evrasium fusion reactor.

With the systemic stripping of armor, the craft is much more maneuverable, with only a partial decrease in endurance: enemy projectiles over penetrated through Chords in traditional conflicts, thereby making armor worse than useless as it hampered ability to effectively dodge. To make up for a decrease in survival capability, drop tanks are added, designed to be disposed of after traversing to deployed systems allow for a safer system with a smaller chance likelihood of internal detonations from fighting in the field. a revision will be required to increase its manuverability through a augmented manuvering system and improve its EWAR capabilities so as to cement its role as a agile craft.

The result is a craft that is able to accelerate to speed three, dodge enemy fire with a much higher percentage of success while keeping the enemy where their railguns cannot do the most damage and return fire without being blown out of the sky.

Quote
Quill LLAAW (0):
H-VOC (2): auzewasright, Blood_Librarian
SILK (0):
Ares (2): auzewasright, Blood_Librarian
BAM 2.0: (1) TricMagic
IDEALS: ()
CODEO: (1):
Babel: (1) TricMagic

Starfire Part 3R: (1) TricMagic
ITC Redesign: (1) TricMagic
Chord Redesign: ()
AC Redesign: ()
SID Balor: (1) Blood_Librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on July 25, 2020, 05:16:27 pm

Quote
Quill LLAAW (0):
H-VOC (3): auzewasright, Blood_Librarian, TricMagic
SILK (0):
Ares (2): auzewasright, Blood_Librarian
BAM 2.0: (1) TricMagic
IDEALS: ()
CODEO: ():
Babel: ()

Starfire Part 3R: (1) TricMagic
ITC Redesign: (1) TricMagic
Chord Redesign: ()
AC Redesign: ()
SID Balor: (2) Blood_Librarian, TricMagic

Given that, I'd suggest BAM 2.0 for being 0 TC. They can be carried with a slaughter-field.

Though at this point, not particularly worried. I'd hope Balor does it's namesake.

I do want to try an AITC in revision phase though, if only for a 1 cost transport that does not reduce our ability to ship people and gear.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on July 26, 2020, 01:40:27 am
Quote
Quill LLAAW (0):
H-VOC (3): auzewasright, Blood_Librarian, TricMagic
SILK (0):
Ares (1): auzewasright
BAM 2.0: (1) TricMagic
IDEALS: ()
CODEO: ():
Babel: ()

Starfire Part 3R: (1) TricMagic
ITC Redesign: (1) TricMagic
Chord Redesign: ()
AC Redesign: ()
SID Balor: (2) Blood_Librarian, TricMagic
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on August 09, 2020, 11:48:43 pm
Turn 8 Design Phase: Planetary Technate

High-Velocity Ordinance  Caseless Machine Gun (H-VOC Machine Gun
The H-VOC Machine gun is a belt-fed heavy machinegun designed for emplacement onto vehicles and fixed positions. It is technically man-portable, weighing in at just under 32 kilograms or 70 pounds: Best Practice is ot not issue it to infantry that is expected to assault a fixed position. The furniture, tri-pod, elements of the casing, and liquid-cooling shroud/radiator for the barrel are made out of modern composites and plastics to reduce weight. the Action is made out of ceramic materials that quickly wick heat off into the metal barrel and its cooling shroud, while the propellant of the rounds is made out of a non-crystalline powder with a higher ignition point to prevent premature detonation. the rounds are large but not as large as original proposal specs due to little-to-no expected enemy armor. It is designed to fight infantry, light vehicles and low flying aircraft.

To that end, it almost mimics the ballistic profile and energy of the .50 BMG of old earth, with a reduction of energy to 9,000 and 13,500 foot-pounds force (12200~ and 18300 J) from 10,000 and 15,000 foot-pounds force (14,000 and 20,000 J). It fires caseless telescoped munitions.

In atmospheric operations, the liquid cooling shroud can be replaced with an air-cooled barrel that is just as effective at radiating heat while reducing the system's base weight to 28 kilograms. While the weapon is not as light as it could be compared to a traditional cased weapon, The weight from replacing a brass cartridge with an outer layer of solidified propellant allows for twice as many rounds to be carried in 60% of the volume and 50% of the weight. Combined with its recoil-operated open-bolt (open bolt reduces accuracy but reduces heat concerns) feed system, it is able to fire 1000 rounds a minute.

Quote
High-Velocity Ordinance Caseless Machine Gun
Difficulty: Easy
Roll: 3 + 1 + 1 = 5 Average

It's a .50 caliber machinegun. It uses fancy caseless rounds and it has slightly less energy and it's smaller and it's really just a .50 caliber machinegun that fires lightweight bullets giving reduced energy. It is perfectly serviceable as a weapon. The caseless ammunition gives it heating issues particularly in airless environments, but that problem can be dealt with by firing less when necessary.

High-Velocity Ordinance Caseless Machine Gun: It's a reasonably lightweight caseless .50 caliber machinegun that does lots of damage and shoots lots of bullets fast. Easy to ship as it's not that big.
Size: 0 TC
Cost: 2 GPP

SID Starship Interceptor Destroyer Balor Prototyping
The Balor is a test bed with the explicit purpose of engineering Evrasium-based fusion systems into a functional system, and utilizing its power for ship-based propulsion. Half-finished chassis of Chords are lifted from their construction beds and into the research directorates clutches. All armor excepting structurally critical pieces are lifted from the chassis and replaced with miles of cable and infrastructure to support the beating heart of a star.

the ass-end of the Chord is ripped out and replaced with an Evrasium fusion reactor & a direct fusion drive. The pulsating beats of the Starfire Power Plant are the tempo at which gouts of plasma a half-mile long is ejected from the DVD. For power concerns, newly revised magnetoplasma drive turbines enable the drive reactor to be significantly more efficient than traditional evrasium systems to justify its cost. The Balors fusion reactor represents the maturity of design techniques and the implementation of evrasium fusion reactor.

With the systemic stripping of armor, the craft is much more maneuverable, with only a partial decrease in endurance: enemy projectiles over penetrated through Chords in traditional conflicts, thereby making armor worse than useless as it hampered ability to effectively dodge. To make up for a decrease in survival capability, drop tanks are added, designed to be disposed of after traversing to deployed systems allow for a safer system with a smaller chance likelihood of internal detonations from fighting in the field. a revision will be required to increase its manuverability through a augmented manuvering system and improve its EWAR capabilities so as to cement its role as a agile craft.

The result is a craft that is able to accelerate to speed three, dodge enemy fire with a much higher percentage of success while keeping the enemy where their railguns cannot do the most damage and return fire without being blown out of the sky.

Quote
Starship Interceptor Destroyer (SID) Balor Prototyping
Difficulty: Very Hard
Roll: 4 + 1 - 2 = 3 Buggy Mess

Increasing speeds beyond what is presently attainable has resulted in a remarkable series of failures. It's doable, for sure, but at present it's not going so hot. The Balor attempts to convert a Chord into an engine assembly with a warship's emaciated front half bolted on, and it shows. Most of the ship works as expected...sort of. Drop fuel tanks for a more or less inert fuel, carried by a vessel in a vacuum, are illogical, but they still made it on and now with the single accidental press of a button in the bridge, all the ship's fuel tanks will separate, bouncing around behind the hull plates on their way out and causing damage while also leaving the ship with less than five minutes of combat endurance.

The main drive system tends to leak plasma, burning holes in the ship and limiting its maintenance lifetime to "constantly under maintenance", though it technically can be deployed. Sort of. Problems within the drive system, in addition to the plasma leaks, lead to serious chronic underperformance. The ship is theoretically capable of achieving Speed 3, but at present struggles to reach Speed 2 in most conditions.

The Chord's three lasers are all located around the widest portion of the vessel to give them the best firing arcs, and so are retained. Three lasers is actually a much more reasonable armament for a ship like this, optimized for speed instead of mass and armor. However, the ship's structure is loaded with weak points where too much was taken out in the process of lightening the ship, making it absolutely fragile in combat. Improvements to the structure will render it somewhat more durable, but the engine system is just too big and cannot take huge amounts of damage without failure, potentially catastrophic.

If reworked, the Balor stands to be a very competent combat ship with its immense thrust potential allowing it to outmaneuver enemies with ease while making a good railgun firing solution nearly impossible to acquire. Given more powerful lasers or other standoff weapons, it could become nearly immune to railguns by kiting enemies at extreme ranges where its constant course changes can dodge any number of railgun rounds.

For now, though, the Balor is an broken and expensive boondoggle.

Starship Interceptor Destroyer (SID) Balor: An attempt at a high-speed starship based on the Chord and a massive direct fusion drive. Riddled with faults and failures, it cannot attain its goal but promises to be a capable combatant, if much more expensive than a Chord.
Special: could attain +1 Speed over present engine tech (Speed 3 right now) if it worked. It doesn't work.
Cost: 5 SPP

----
Welcome to the revision phase. 2 revisions, urgent needs, etc.
----
 


Spoiler: Map (click to show/hide)


Spoiler: Credits (click to show/hide)
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on August 10, 2020, 06:45:56 am
Starfire Revision: Magneto-hydrodynamics
We are just going to work to get the Starfire power plants done, and improve containment as a side project, so at least this project will finally allow additional resources to be put to other things. Like ships that don't blow themselves apart. The Magneto-hydrodynamics generators were never actually completed, so the reactor's output isn't high enough to justify it's costs. And the Balor never fixed that, despite that part being key to Direct Fusion Drives. If you can't gather energy from the output, you can't manage containment in a Direct Fusion Drive, resulting in the ship constantly needing maintenance. Hopefully this run of bad luck ends.
Focus: SPP


Analogous Interstellar Transport Craft(AITC)
The AITC is focused around one thing, Cost reduction. Effectively, the question became, what if we split it into 2 ships. The AITC was designed to be a 2 TC Carrier, far smaller than the original. In exchange, it is also faster and has a smaller profile. One can buy 2 AITC instead of 1 ITC, meaning troops and gear now have a more diverse method of transport.  Separating the transports also means they are less likely to all be destroyed as well, and can escape more easily. Another is the shuttles can carry 2 TC worth of gear, meaning troops and their gear can go down together, or just things like tanks and other 2 TC items. Overall, it greatly simplifies transport across the planets, and is fast enough to disengage.


Calculation Engineered Advanced Shot Entrapment Fire Interception Ram Engine, otherwise known as CEASEFIRE

CEASEFIRE is a modification to the Amalogus Carrier's systems, involving FROGI and improved components able to model trajectories through the camera system, and determine the best way for it's lasers to track targets above it's hull, intercepting their flight paths before closing in and tearing said ships apart. As well as a lot of RAM(Random-access Memory) and code to make it's processing speed very quick. An improved network system and short range broadcast ability also incorporates the shuttles into this pattern and improves communication between shooters both operating onboard and nearby ships. Working together, an AC is no base target, for anything our enemy uses that battles above it's hull must deal with Bullet Hell. This also helps it with taking down other targets as well. At the least missiles are not going to be of any effect at all against it.

Quote from: Finish It Votebox
Starfire Revision: Magneto-hydrodynamics: (1) TricMagic
AITC: ()
CEASEFIRE: (1) TricMagic
Credit the CEASEFIRE: (1) TricMagic

No OVERAMBITIONS. Let's just get something working maybe?

Well, an AC is also needed as our best transport ship too. 0 TC items and a Slaughterfield. 10 GPP, which we have. And we can make one if we scrap the ITC. CEASEFIRE is likely to be used later on, but right now it's a focus on a ship that has plenty of resources.
The credit is to make the system change effective, and hopefully the experiance be used in future ship designs.



Plan: Finishing Blow
Building Orders
Decommission ITC #1.
Build AC # 2: [Name needed]
Build Slaughterfield Squadren-3.
2 H-VOC MGs commissioned.
1 CEVAS and 1 SIAERA commissioned.
SPP: 4+2-6 SPP=0 SPP.
GPP: 14-4-2-2-1-1=4 GPP.

[Additional Note if 2 SPP freed. 1 BMU produced, 1 CEVAS/SIAERA set produced. Cost 4 GPP, so everything becomes 0.]
...
AC#2 Loading/Delivery Orders
AC #2 loaded with Slaughterfield Squadren-3(4 TC) 2 H-VOC MG(0 TC), 1 CEVAS(0 TC), 1 SIAERA(0 TC). CEVAS/SIAERA/H-VOC MG set to be delivered as a Set to BMU-2 'Basic' via the 3TC shuttles. Other H-VOS MGs to be delivered to BMU-3 'Elite' when possible, but not priority.
Note: BMUs on Planet G to be Named 'Elite', with a loadout of CEVES/SIAERA/H-VOC-MG. All other BMUs using CEVES/SIAERA alone are to be renamed to Standard.

Note: Above is Productions, below is Combat/Movement Plans.
Degree #1 to retreat back to our Homeworld for repairs through I.
AC Kaden's Bravery to go into Orbit to hunt enemy ITCs and act as a defensive shield for other ships.
ITCs #2 and #3 to continue providing shuttle support to ground forces, as well as acting as shields for combat ships(Other than AC) as needed. They can take a hit more than the damaged ones, which make them valid options. Note that damage is irrelevant, all that matters is the destruction of enemy ships.
Chord #3, Degree # 3. Use AC and ITCs to hunt enemies in Orbit, with a focus on ITCs. Remain out of enemy range or near ACor ITCs. Damage to Enemy ships is the priority. Destroy if possible, cripple if not.

AC#2 will arrive at G through I late in the season. Slaughterfield-3 Squadron is to be unloaded and given free rein to hunt ITCs, Crippled Ships or assist ground forces. Equipment is to be deployed Planetside, then all remaining Non-Crippled ships are to band together to destroy any enemy ships remaining.

Important Notice
If Enemy Ships disengage, focus on the destruction of loaded ITCs, followed by unloaded. Do not pursue if they make it out of system, however if heading to I or H, all ships are to follow them. If the enemy splits between I and H, go through I's route.
 If AC#2 ends up encountering them en route, throw everything to enemy ITC's destruction included Slautherfield Squadron, with Crippling enemy ships as a secondary. After these tasks are completed, AC#2 is to continue to G to complete unloading.
If enemy ships disengaged, or moved to I or H and all enemy ITCs have been destroyed and other ships Crippled, Chords and Degrees are to return to Homeworld afterward for repairs.


Main focus for this Space Combat is the destruction of enemy ITCs, followed by Crippling enemy ships.

Ground Combat on G
BMU without equipment is to focus as support and ambush, rather than running in without the same gear as others. Stay fresh, for new gear is arriving.
BMU with equipment is to hold the line. Do not let them disrupt supply by taking over too much of the planet. Support is coming.

Focus on Defense this Ground Combat, BMUs. So long as we control most of the planet, we can simply kill them off after the new equipment and Slaughterfield arrives.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on August 18, 2020, 03:19:30 pm
Balor Finishing process

Continued development time puts finishing touches on the Balor, with a more conservative design goal: The engine thrust output is revamped so that its thrust is only marginally faster than equivalent engine systems rather than a full 50% in long term movements between planets. However, in combat conditions the output of engine matches original design specifications, our craft is expected to be able to keep the distance or pursue enemy aircraft with a large margin of speed in comparison to enemy craft.

The Reactor is hardened and restructured with the expected power output of a speed two craft. This massively reduces maintenance costs, combined with the relatively cheap fuel schema and reduced maintenance times, at the very least its power output-resource cost ratio should be on parity or better than a Chords reactor scheme.

Another attempt at armoring the Balor is attempted: With a down-powered engine, it might be marginally less prone to detonations.

Quote
Starfire Revision: Magneto-hydrodynamics: (1) TricMagic
AITC: ()
CEASEFIRE: (2) TricMagic, Blood_Librarian
Credit the CEASEFIRE: (2) TricMagic, Blood_Librarian
Balor Finishing Process: (1) Blood_Lirarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on August 18, 2020, 04:09:03 pm

Quote
Starfire Revision: Magneto-hydrodynamics: ()
AITC: ()
CEASEFIRE: (2) TricMagic, Blood_Librarian
Credit the CEASEFIRE: (2) TricMagic, Blood_Librarian
Balor Finishing Process: (2) Blood_Lirarian, TricMagic
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Happerry on August 18, 2020, 04:35:02 pm

Quote
Starfire Revision: Magneto-hydrodynamics: ()
AITC: ()
CEASEFIRE: (3) TricMagic, Blood_Librarian, Happerry
Credit the CEASEFIRE: (3) TricMagic, Blood_Librarian, Happerry
Balor Finishing Process: (3) Blood_Lirarian, TricMagic, Happerry
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on August 27, 2020, 09:56:08 pm
Turn 8 Revision Phase: Planetary Technate

Calculation Engineered Advanced Shot Entrapment Fire Interception Ram Engine, otherwise known as CEASEFIRE

CEASEFIRE is a modification to the Amalogus Carrier's systems, involving FROGI and improved components able to model trajectories through the camera system, and determine the best way for it's lasers to track targets above it's hull, intercepting their flight paths before closing in and tearing said ships apart. As well as a lot of RAM(Random-access Memory) and code to make it's processing speed very quick. An improved network system and short range broadcast ability also incorporates the shuttles into this pattern and improves communication between shooters both operating onboard and nearby ships. Working together, an AC is no base target, for anything our enemy uses that battles above it's hull must deal with Bullet Hell. This also helps it with taking down other targets as well. At the least missiles are not going to be of any effect at all against it.

Quote
Calculation Engineered Advanced Shot Entrapment Fire Interception Ram Engine, CEASEFIRE
Difficulty: Trivial
Roll: (3 + 2 + 2 = 7) 4 + 1 + 2 = 7 Superior Craftsmanship

CEASEFIRE is a terrible name for a fire control unit. It's also a horribly simple project, basically applying FROGI to a new platform and...making it shoot better? Unfortunately, nothing can be done about the size of the Amalogous or its very, very, very vulnerable shuttles. However, the new fire control system has adopted a superior approach borne out of luck and copious testing. The new computer/FROGI system is capable of holding the still very lame Oculus lasers on a target with much closer to pinpoint accuracy, and is capable of directing multiple lasers to accurately target the same small area. In short, a target can no longer rely on getting out of a particular turret's arc to cool down the hull that has been under fire, because more turrets will constantly be endeavoring to place the same area under fire once again, and they might even be successful at it.

Calculation Engineered Advanced Shot Entrapment Fire Interception Ram Engine: One of the absolutely WORST backronyms that this abused records-keeper has ever had the misfortune to lay his eyes on, CEASEFIRE is a serious upgrade to the Amalogous Carriers' targeting and target tracking abilities that allow them to direct seriously accurate, coordinated laser fire on specific portions of a given ship even as said ship escapes the arcs of individual turrets.
Cost: Free!


Balor Finishing process

Continued development time puts finishing touches on the Balor, with a more conservative design goal: The engine thrust output is revamped so that its thrust is only marginally faster than equivalent engine systems rather than a full 50% in long term movements between planets. However, in combat conditions the output of engine matches original design specifications, our craft is expected to be able to keep the distance or pursue enemy aircraft with a large margin of speed in comparison to enemy craft.

The Reactor is hardened and restructured with the expected power output of a speed two craft. This massively reduces maintenance costs, combined with the relatively cheap fuel schema and reduced maintenance times, at the very least its power output-resource cost ratio should be on parity or better than a Chords reactor scheme.

Another attempt at armoring the Balor is attempted: With a down-powered engine, it might be marginally less prone to detonations.

Quote
Balor Finishing process
Difficulty: Hard
Roll: 2 + 2 - 1 = 3 Buggy Mess

The engine does not match original design specs. It is now a somewhat faster fuel-tank-discarding self-immolating heap of malfunctioning machinery, though. In combat conditions it has just about enough reliability to not fall apart until it comes under fire, at which point the weak structure will probably cause a complete failure anyway. It reaches Speed 2 more or less comfortably, now, but is still the same overall speed during interplanetary travel.

More work was not finished, though several prototypes' fuel tanks did rain down into the planetary atmosphere and create brilliant plumes of only slightly dangerous plasma in the upper atmosphere.

Starship Interceptor Destroyer (SID) Balor: An attempt at a high-speed starship based on the Chord and a massive direct fusion drive. Riddled with faults and failures, it cannot attain its goal but promises to be a capable combatant, if much more expensive than a Chord.
Special: could attain +1 Speed over present engine tech (Speed 3 right now) if it worked. It doesn't work.
Cost: 5 SPP

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Strategy phase, do strategy, and I promise I will work to make this phase go faster.
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Spoiler: Credits (click to show/hide)
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on August 28, 2020, 07:15:07 am

Plan: Finishing Blow
Building Orders
Decommission ITC #1.
Build AC # 2: [Name needed]
Build Slaughterfield Squadren-3.
2 H-VOC MGs commissioned.
1 CEVAS and 1 SIAERA commissioned.
SPP: 4+2-6 SPP=0 SPP.
GPP: 14-4-2-2-1-1=4 GPP.

...
AC#2 Loading/Delivery Orders
AC #2 loaded with Slaughterfield Squadren-3(4 TC) 2 H-VOC MG(0 TC), 1 CEVAS(0 TC), 1 SIAERA(0 TC). CEVAS/SIAERA/H-VOC MG set to be delivered as a Set to BMU-2 'Basic' via the 3TC shuttles. Other H-VOS MGs to be delivered to BMU-3 'Elite' when possible, but not priority.
Note: BMUs on Planet G to be Named 'Elite', with a loadout of CEVES/SIAERA/H-VOC-MG. All other BMUs using CEVES/SIAERA alone are to be renamed to Standard.

Note: Above is Productions, below is Combat/Movement Plans.
Degree #1 to retreat back to our Homeworld for repairs through I.
AC Kaden's Bravery to go into Orbit to hunt enemy ITCs and act as a defensive shield for other ships.
ITCs #2 and #3 to continue providing shuttle support to ground forces, as well as acting as shields for combat ships(Other than AC) as needed. They can take a hit more than the damaged ones, which make them valid options. Note that damage is irrelevant, all that matters is the destruction of enemy ships.
Chord #3, Degree # 3. Use AC and ITCs to hunt enemies in Orbit, with a focus on ITCs. Remain out of enemy range or near ACor ITCs. Damage to Enemy ships is the priority. Destroy if possible, cripple if not.

AC#2 will arrive at G through I late in the season. Slaughterfield-3 Squadron is to be unloaded and given free rein to hunt ITCs, Crippled Ships or assist ground forces. Equipment is to be deployed Planetside, then all remaining Non-Crippled ships are to band together to destroy any enemy ships remaining.

Important Notice
If Enemy Ships disengage, focus on the destruction of loaded ITCs, followed by unloaded. Do not pursue if they make it out of system, however if heading to I or H, all ships are to follow them. If the enemy splits between I and H, go through I's route.
 If AC#2 ends up encountering them en route, throw everything to enemy ITC's destruction included Slautherfield Squadron, with Crippling enemy ships as a secondary. After these tasks are completed, AC#2 is to continue to G to complete unloading.
If enemy ships disengaged, or moved to I or H and all enemy ITCs have been destroyed and other ships Crippled, Chords and Degrees are to return to Homeworld afterward for repairs.


Main focus for this Space Combat is the destruction of enemy ITCs, followed by Crippling enemy ships.

Ground Combat on G
BMU without equipment is to focus as support and ambush, rather than running in without the same gear as others. Stay fresh, for new gear is arriving.
BMU with equipment is to hold the line. Do not let them disrupt supply by taking over too much of the planet. Support is coming.

Focus on Defense this Ground Combat, BMUs. So long as we control most of the planet, we can simply kill them off after the new equipment and Slaughterfield arrives.

The history of the Buggy Mess continues. How can so many 3s be rolled on fusion.
I kinda wonder if all we know not to do will actually help, cause that is another revision down for the count.


Anyway, Names!


Quote from: Votebox
Quote from: Votes
Plan Finishing Blow: (1) TricMagic

Quote from: Naming Vote
Degree Names:
Sky's Eye[#1], Lunar Watch[#2], Star's Flight[#3]: (1) TricMagic
Names are based upon [Celestial Object | Word that fits a name] Example: Earth's Conviction, Solar Instinct, Nova's Flare

  FRF Rouge Baron[#1], FRF X-Ray Wraith[#2], FRF Turqoise Sword[#3]: (1) Blood_Librarian
FRF | [Name pattern [COLOR] | [OBJECT]]

ITC Names:
Ruby's Ascent[#1]Decommissioned, Sapphire Drop[#2], Emerald Expanse[#3]: (1) TricMagic
Names are based upon [Gems | Word that fits a name]

Interplanetary Transport Craft Oberon[#1]Decommissioned, Hygeia[#2], Mars-Trojan[#3] (purposely named after the trojan bodies of Mars.): (1) Blood_Librarian
ITC | Name Pattern [small celestial bodies of the Sol System


Chord Names:
Against All Odds[LOST in Battle, Chord #1], Gravekeeper[Lost in Battle, Chord #2], Waters' Embrace[Chord #3], Star Inviction[Chord #4]: (1) TricMagic
Names are based upon [Phrases]

Missile Corvette (MC) MC Unsinkable 2[LOST in Battle, Chord #1], MC Eye See You[Lost in Battle, Chord #2, MC Ranch Boondoggle[Chord #3], MC Fairlight Ambitions: (1) Blood_Librarian
LF | [Name based upon Phrases]


Amalogus Carrier Name: Kaden's Bravery[AC #1, already named]
Named are based upon [A Person's Name | A quality of a person, Bravery, Intellect, Kindness, and such.]

AC #2 Name: Ruby's Wisdom: (1) TricMagic


Please vote for names guys? Also, yes, it is a plan with many reaction-style results based upon their actions in that sector and others. Hopefully it's lined up right for MM to understand.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Happerry on September 06, 2020, 09:40:44 pm

Quote from: Votebox
Quote from: Votes
Plan Finishing Blow: (2) TricMagic, Happerry

Quote from: Naming Vote
Tricmagic's Naming Scheme: (2) TricMagic, Happerry

Degree Names:
Sky's Eye[#1], Lunar Watch[#2], Star's Flight[#3]: (1) TricMagic
Names are based upon [Celestial Object | Word that fits a name] Example: Earth's Conviction, Solar Instinct, Nova's Flare

  FRF Rouge Baron[#1], FRF X-Ray Wraith[#2], FRF Turqoise Sword[#3]: (1) Blood_Librarian
FRF | [Name pattern [COLOR] | [OBJECT]]

ITC Names:
Ruby's Ascent[#1]Decommissioned, Sapphire Drop[#2], Emerald Expanse[#3]: (1) TricMagic
Names are based upon [Gems | Word that fits a name]

Interplanetary Transport Craft Oberon[#1]Decommissioned, Hygeia[#2], Mars-Trojan[#3] (purposely named after the trojan bodies of Mars.): (1) Blood_Librarian
ITC | Name Pattern [small celestial bodies of the Sol System


Chord Names:
Against All Odds[LOST in Battle, Chord #1], Gravekeeper[Lost in Battle, Chord #2], Waters' Embrace[Chord #3], Star Inviction[Chord #4]: (1) TricMagic
Names are based upon [Phrases]

Missile Corvette (MC) MC Unsinkable 2[LOST in Battle, Chord #1], MC Eye See You[Lost in Battle, Chord #2, MC Ranch Boondoggle[Chord #3], MC Fairlight Ambitions: (1) Blood_Librarian
LF | [Name based upon Phrases]


Amalogus Carrier Name: Kaden's Bravery[AC #1, already named]
Named are based upon [A Person's Name | A quality of a person, Bravery, Intellect, Kindness, and such.]

AC #2 Name: Ruby's Wisdom: (1) TricMagic

Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on September 09, 2020, 11:36:38 am
Quote from: Votebox
Quote from: Plan Votes
Plan Finishing Blow: (2) TricMagic, Happerry

Quote from: Ship Naming Vote
TricMagic's Naming Scheme: (2) TricMagic, Happerry
Blood Librarian's Naming Scheme: (1) Blood_Librarian
That better MM?
Kinda surprised BL never proposed a name for the new AC though.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: auzewasright on September 10, 2020, 05:52:59 pm

Quote from: Votebox
Quote from: Plan Votes
Plan Finishing Blow: (2) TricMagic, Happerry, auzewasright

Quote from: Ship Naming Vote
TricMagic's Naming Scheme: (2) TricMagic, Happerry
Blood Librarian's Naming Scheme: (1) Blood_Librarian, auzewasright
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Shadowclaw777 on September 10, 2020, 05:55:06 pm
Quote from: Votebox
Quote from: Plan Votes
Plan Finishing Blow: (4) TricMagic, Happerry, auzewasright, SC777

Quote from: Ship Naming Vote
TricMagic's Naming Scheme: (2) TricMagic, Happerry
Blood Librarian's Naming Scheme: (3) Blood_Librarian, auzewasright, SC777
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on September 11, 2020, 07:59:49 am
Quote from: Votebox
Quote from: Plan Votes
Plan Finishing Blow: (4) TricMagic, Happerry, auzewasright, SC777

Quote from: Ship Naming Vote
TricMagic's Naming Scheme: (2) TricMagic, Happerry
Blood Librarian's Naming Scheme: (3) Blood_Librarian, auzewasright, SC777

Quote from: AC #2 Name
Ruby's Knowledge: (2) Happerry,TricMagic
Levis's Levity: ()

Quote from: Warbidon Yesterday at 10:42 PM
but the AC never had one of those to begin with
we aparently only have 1 Amalogus Carrier, so that is fine.
Finishing blow makes a AC.
hmm.
@TricMagic  wanna reference some obscure baystation forum thread and be "Levis's Levity"?

All ships shall be named. BGest to get this one done before update, since Warbiddon hasn't proposed one till now.

[In case no one actually votes for an AC name, I'll leave it there for now./i]
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on October 03, 2020, 11:46:14 pm
Turn 8 Strategy Phase: Planetary Technate

Military Report
Planet G has been reclaimed, but now our control of Planet F is under threat. The enemy's massive new combat vessel is also a very large threat to our space forces, who still lack any truly good combat vessels. The Peitho class is far better suited to combat than an Amalogous, larger and more powerful than a Chord, and far and away superior to a Degree. Alternative possibilities must be investigated if we are to avoid crumbling before the new weapon the enemy has unveiled.

Home Front
With G retaken, the populace breathes a small sigh of relief, with some worry when the news of the assault on F reaches the public. For now, the military arm of the government has kept any reputable information on the enemy's new warship from the Grid, leaving only unsubstantiated rumors and unofficial reports of its existence. Fear is growing, and a response is necessary.

Your ship names votebox and "plans" are so convoluted and have so many errors that I am not willing to try and parse them now. I'm sort of sorry, but not very. Please just straighten that out and make it more intelligible (and your plan is still calling Chords "Missile Corvettes", BL).

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Ahahahahahahaha yeah that *might* have been longer than I wanted it to take. Oh well.
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Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on October 04, 2020, 10:11:34 am
SID Starship Interceptor Destroyer Balor Production Model

Prototyping the Balor has been shaky, but we now know what not to do. Plans are in development for a lightly armored structurally sound craft, with the various supports not breaking when subjected to the speeds expected and modeled. The evrasium-based Starfire Drive once more has been gone over by the team responsible for getting the Starfire Power Plants up and running, the Magnetohydrodynamic generator active and working, and the Balor Design Team has developed the Direct Fusion Drive to work as intended with their help.

Drop tanks noted to be useless, and so have been removed from the design, while augmented maneuvering software developed making use of the CEASEFIRE's advancements in target tracking has been added, as well as the CEASEFIRE itself, to make it's shooting very accurate even when moving at the speeds projected. EWAR capabilities remain off the design table. The three Oculus lasers are in optimal positions at the front, far more suited to the Balor than the Chord of the past. The Balor will undoubtedly replace the Chords of yesteryear as a Speed 3 Craft built off the prototypes of the previous Cycle.



Babel-class EWAR/Survey Ship

The Babel class is built with light armor and small size, resembling an octagonal tower, with only a single OKSPD engine. Overall, it's a very cheap spaceship meant for scouting, and very quick as well.

The primary role, however, means that it's size does not equate to its danger level. It uses the power generated by the engine for its huge communications array and uses it to hack enemy ships and interface with allies. Through the use of FROGI's advancement, as well as advances brought about by the success of CEASEFIRE in computing hardware, the system can be linked, controlled, and modified far more directly, allowing the best of our hackers to use the LOG(Linked Octagonal Grid). The LOG allows singular actions performed by multiple operators. They enter a type of virtual space while linked to the Linked Octagonal Grid, and can work on single targets together without getting in each other's way, as well as share data with other groups. Processing and action speed have never been higher. These hackers aboard the Babel can use this to wreck enemy systems with ease, and its range is wide enough to operate within whatever planetary system it's within while out of reach of all but the fastest ships. Multiple Babel can also link together to pool their abilities through that same broadcast. Other than the light armor and LOG, Babel also uses LADAR to see ahead of them and around, which helps with LOG targeting and avoiding others. The creation of CEASEFIRE also allows the addition of software towards ship trajectory predictions to help evade combat before it occurs. These ships are the EWAR masters, serve as a method to monitor planetary systems for a low cost, and can act to maintain a communication network.

Overall, for this project, the creation of the communications array and LOG are the main parts. Babel's capability to act far outside the enemy's ability to target while serving its role in the system it travels to as both a forward scout and EWAR ship is perfect for support to our information gathering and protecting other ships. It doesn't have any weapons, but the ability to hack and disrupt the enemy it's it's own type of warfare.



Quote from: Shipyard Votebox
Balor Production Model: (1) TricMagic
Babel EWAR/Survey Ship: (1) TricMagic

Time to bring our damaged ships in, and send the next generation out.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on October 06, 2020, 03:14:05 am
Strike Destroyer Marduk
The LD Marduk is a vessel line that utilizes the many lessons learned by the Chord to hopefully overthrow the "venerated" design schema and its outdated dirt-eater notions in favor of a variant adapt for the rigors of interplanetary combat. The craft is equipped with a fusion reactor with a more economical performance profile that can sustain speed 2 out of combat. it is lightly armored, designed with a focus on structural integrity required for intensive maneuvering burns. it is equipped with a  Hip'n'Hop™ Jump Thrusters designed to provide  split-second thrusts in any direction of the orbital theater once every few seconds to allow for the maneuvering mass/gas to exchange heat with the reactor. Most of its remaining mass is dedicated to the bulbous three laser system mounts out of its trilaterally symmetrical bow, which are gyrostabilized & afforded with extra armoring as to prevent a detonation from a glancing blow. Lessons learned from the Amalogous are put to use along with cybernetic-aided programs to generate a structure schema that required the absolute minimum of mass without compromising durability. 

The Marduks purpose is to harass the enemy, to harry at the enemy with a platform that is too fast to approach, to agile to hit, and to keep them tethered to their ITCs at the risk of losing the ground war. Although undergunned compared to the Chord, it favors a war of attrition, a death from a thousand cuts rather than a decisive strike.

The introduction of combat-ready solid-state lasers with no chemical compound requirement would easily compliment it's role with only a retrofit to remove chemical reserves to be replaced with heat-management systems and super capacitors to increase its combat capabilities.

Vessels of the Marduk are to be named after Storm gods (https://en.wikipedia.org/wiki/Weather_god), preferably ones who are also warriors in their mythos. Physically, its a three-sided wedge that tapers at the front and ends in a blunt point for emergency re-entry. in its three sides, towards the front, are bulbs that contain the admittedly vulnerable optics for the laser systems. on the wider end are the largest thrusters, there are also thrust systems which pinprick out throughout the entire ship. it is also a hellish vessel to crew, as its very nature requires high-G maneuvers, and a navigator with a sense of absolute direction or honed computers to run at its best. It is not a spacers game to pilot this craft, which makes it perfect for crews native to the soil who have strong bones to saddle up a silicon weave of computers for the best compromise in the face of mounting casualties.

Quote from: Shipyard Vote Box
Balor Production Model: (1) TricMagic
Babel EWAR/Survey Ship: (1) TricMagic
SD Marduk: (1) Blood_Librarian
Edit: removed the introduction of a point defense laser system to the design.

I plan to design some type of ship mounted cannon that uses evrasium to accelerate heavy slugs,"Kinetic Accelerator", as well as armor plating that uses evrasium to create.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Happerry on October 07, 2020, 10:49:53 pm
Discordance Combat Corvette
Based off the design of the venerable Chord, and also taking all the troubles the Chord has had in combat as a list of what not to do, the Discordance is much the same as the Chord on the surface. It is, however, smaller, taking in the lessons learned in the war to create a more properly sized combat craft for its weapon loadout, carrying the same three lasers as the Chord does on a noticeably less bulky hull as well as possessing a nose mounted RAKE launcher to give the enemy gunners more things to worry about and distract them in combat. After all, any railgun being used for point defense is one not shooting at a friendly ship. As well the Discordance is designed from the start with an eye towards defending against railgun attacks, presenting sloped surfaces that cause railgun shells to glance off instead of pitting them directly against the vessels armor. The designers are confident that a combination of superior design and less materials used will result in a vessel that is, at the bare minimum, as good at combat as the Chord while also being cheaper, and therefor should be a noticeable and effective step up in how good the space forces are.

Space Mining Station
While there has been some impressive leaps in industrial capacity as the war has gone on, so far the Planetary Technate's Industry has mostly been centered around the planet it has colonized. However, a star system has much more resources then a planet does, if only we could access them. The generically named Space Mining Station is an attempt to allow the Planetary Technate to access the resources of its home system and provide a base platform and valuable experience in space station design and construction for later growth into more at risk systems. The station itself looks like a big pod on top of a cluster of smaller pods on top of a stalk. The big pod is the primary living and working area of the station, holding living quarters, the needed infastructure to allow for long term inhabitance of the station (if with off station logistical support required), and a large cargo bay and smelter for storing and refining mined resources. The lower small pods are shuttle bays, either for mining shuttles, cargo shuttles, or gas giant atmospheric dipping shuttles that siphon useful gases from gas giants, or passenger shuttles, while the lower stalk is where larger, longer ranged ships dock, such as the cargo moving vessels that will resupply the station and take what resources it has harvested home for use in the war.

Quote from: Shipyard Votebox
Balor Production Model: (1) TricMagic
Babel EWAR/Survey Ship: (1) TricMagic
SD Marduk: (1) Blood_Librarian
Discordance Combat Corvette: (1) Happerry
Space Mining Station: (1) Happerry
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on October 08, 2020, 08:58:39 am
Mass Acceleration Drive Newton Eclipser Spatial Straight

MADNESS, based on the Mass Acceleration Drive. (The one responsible for this has been fined.) The idea was to make use of Evrasium's Force to create a railway between systems, a straight path through multiple rings which boost ships that pass through them, multiplying their velocity. This would greatly shorten time between systems.

How to do so though? Experiments with Evrasium tended to end badly before they got better. However one stumbled on a way. By breaking apart Evrasium through a supercold liquid, the resulting fragments could then be run through fusion to create a metal that has a weird effect when used together with other pieces. While extremely difficult to work, when made into a ring with proper spacing between pieces, a section of space took on the needed effect. Anything that went through it would have it's velocity multiplied, and without any strain to living organisms. This is due to the effect following liner progression, it simply moves matter to the state where it's velocity is at double the rate it passed through.

Of course, The Mass Acceleration Drive is a project that cannot be replicated without dedication. However we should be able to link our Homeworld and Planet G without issue, bypassing I and H and making the trip in the same time it would take to move between G and I/H. A straight shot at high speed that will let us reach out into the middle systems with current engine technology. However, it is extremely unlikely we can replicate MADNESS' feat again, as the requirement for open space between the two systems means it is not cost efficient to link any planets we can already travel to in that time. And there are obvious issues with linking C and their Homeworld in that we can't do the work when being harassed.

Part of MADNESS' rings happens to be good communication software and computing to stay on target, but commands can also be used to disable them by moving them out of alignment through their thrusters. This means the enemy can't actually use them to reach our Homeworld, but we can use the rings before the one at G to reach that planet quickly. A good safety, though one that will make using the system difficult if the enemy does eventually push us to our Homeworld. It should be noted that MADNESS can't use OKSPD due to an effect caused by interaction with the engine and ring setup.

Newton is probably crying in his grave by the way.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on October 09, 2020, 01:01:03 am
Archer Missile Launcher Systems (Archer MLS)
the Archer MLS is a series of ship-mounted missile platforms and launch systems, juxtaposing our capabilities in moving objects with evrasium as well as our evolving missile technology. Two seperate missile launch systems are developed, one for larger two-stage missiles, and smaller payloads delivery systems for "decoy" missiles. These missile systems are primarily intended to be installed into existing missile platforms. their fire-rate and loading capacity is increased compared to previous generation launch platforms.
The overall missile count is substantially increased: the amount of "primary" warheads that are put out are kept the same or increased slightly. these warheads are emplaced on a two-stage missile system, the first tage cruises towards the target until it gets into very close ranges, with a slower speed  for a overall less detectable thermal flare. Once the range is reached, the second stage is activated and  the semi-active homing systems engage: the target of the missile, already lit by a active radar sensor onboard the launcher craft, is subject to a cutting edge high-speed warhead guided by a passive radar sensor, which seeks the target which is painted by the launcher craft.

By differentiating our method of guidance( cutting down the active homing system to a semi-active system saves weight on the missile) as well as introducing a second stage should reduce or negate their point defense capabilities, especially in combination with the secondary missile launches.

the secondary missile launchers fire off a missile similaiar to the primary's, but much smaller. they are built to have equivalent acceleration and emission characteristics, and include basic ECM ECM systems such that targetting the missile volleys will be more difficult. The decoy missiles are not equipped with a evrasium warhead, but a very light, anemic HEAT warhead (more to balance out the mass to mimic the primary systems) so as to perform its job as a decoy missile effectively.

Quote
Balor Production Model: (1) TricMagic
Babel EWAR/Survey Ship: (1) TricMagic
SD Marduk: (1) Blood_Librarian
Discordance Combat Corvette: (1) Happerry
Space Mining Station: (2) Happerry, Blood_Librarian
MADNESSS: (0)
Archer MLS: (1) Blood_Librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on October 19, 2020, 06:57:45 pm
You guys still need to settle this five-way tie before I can move on.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on October 19, 2020, 07:16:27 pm
Zinariya's Harvest Mining Station
While there has been some impressive leaps in industrial capacity as the war has gone on, so far the Planetary Technate's Industry has mostly been centered around the planet it has colonized. However, we have control of other planets that have yet to be tapped. Enter the Harvest Mining Station, made in a pod and module style. From living quarters and water/air cleaning modules to the Evrasium power centers, cargo centers and spacepads along with mining stations, each piece of the puzzle needed can have the parts made, shipped, and assembled on site at H(henceforth named Zinariya) with additions being added as the project ramps up. Processing factories to pre-refine the gathered materials are a bit more difficult, but doable once the rest is set up. Our main goal is the collection of materials for spaceships, as with the war reaching a critical point, they are quite needed. And with this, we will have them.

Of course, we also need to look into protecting our assists. Fortifications, anti-air gun designs we have, and the PUMPs for personnel will all help with this. Ideally we'd also get an on-site Slaughterfield, but that is unlikely without funding from the rest of the GRID. Fortifications will mostly be done on an at-need basis as the complex expands, as well as Barracks/Security modules brought in for any military forces assigned to Zinariya. The HMS is designed to expand as needed, and serves as the start of our long-term base on the planet.


More to be had at an untapped planet than around a area already at it's limit. And having solid ground to mine is bound to return more than space rocks, while still allowing work in controlled vacuum conditions. And supplies are automagical, so the argument of distance, transport, and supply is not considered.

Also naming a planet(if the GM doesn't mind), though other suggestions are appreciated. Zinariya is Gold in Hausa, an African language starting with an H.

Quote from: Votebox Locks
Balor Production Model: (1) TricMagic
Babel EWAR/Survey Ship: (0)
SD Marduk: (1) Blood_Librarian
Discordance Combat Corvette: (1) Happerry
Space Mining Station: (2) Happerry, Blood_Librarian
MADNESSS: (0)
Archer MLS: (1) Blood_Librarian
Harvest Mining Station: (1) TricMagic

Still pushing SPD 3, and not helping with tiebreaking. An alternate to doing yet more stuff near our homeworld, which might want a name of it's own?(Unless I just forgot it.)
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: m1895 on October 19, 2020, 11:05:00 pm
Bebop-Class Assault Cruiser
The Bebop Assault Cruiser is a direct response to the existence of the Peitho.
A little over twice the length of the Chord, and boasting 13 Oculus Laser cannons, the Bebop is exceptionally well armed even for it's size. we sadly still have to use the OKSPD, 4 of them to be precise, but the powerplant is actually a Starfire Reactor, thanks to economies of scale lessening some of it's problems and worsening some of the problems associated with the AER, though we've set up the structure to be able to relatively easily converted to our speed 3 drive. as for armor, it uses the same composite armor as the Chord, if substantially more of it due to it's raw size and added protection. As one would expect for such a heavily-armed vessel, the Bebop also implements CEASEFIRE technology to maximize damage.
All Bebop-Class vessels are named after famous Bebop musicians
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on October 19, 2020, 11:57:32 pm
Quote
Balor Production Model: (2) TricMagic, Blood_Librarian
Babel EWAR/Survey Ship: (0)
SD Marduk: (0)
Discordance Combat Corvette: (1) Happerry
Space Mining Station: (1) Happerry
MADNESSS: (0)
Archer MLS: (1) Blood_Librarian
Harvest Mining Station: (1) TricMagic, Blood_Librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Happerry on October 20, 2020, 12:17:52 am

Quote
Balor Production Model: (2) TricMagic, Blood_Librarian
Babel EWAR/Survey Ship: (0)
SD Marduk: (0)
Discordance Combat Corvette: (1) Happerry
Space Mining Station: (1) Happerry
MADNESSS: (0)
Archer MLS: (1) Blood_Librarian
Harvest Mining Station: (1) TricMagic, Blood_Librarian
Bebop-Class Assault Cruiser: (1) Happerry
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: m1895 on October 20, 2020, 12:19:49 am
Quote
Balor Production Model: (2) TricMagic, Blood_Librarian
Babel EWAR/Survey Ship: (0)
SD Marduk: (0)
Discordance Combat Corvette: (1) Happerry
Space Mining Station: (2) Happerry, m1895
MADNESSS: (0)
Archer MLS: (1) Blood_Librarian
Harvest Mining Station: (1) TricMagic, Blood_Librarian
Bebop-Class Assault Cruiser: (2) Happerry, m1895
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on October 20, 2020, 08:05:36 am
Quote
Balor Production Model: (2) TricMagic, Blood_Librarian
Babel EWAR/Survey Ship: (0)
SD Marduk: (0)
Discordance Combat Corvette: (1) Happerry
Space Mining Station: (2) Happerry, m1895
MADNESSS: (0)
Archer MLS: (1) Blood_Librarian
Harvest Mining Station: (2) TricMagic, Blood_Librarian
Bebop-Class Assault Cruiser: (2) Happerry, m1895

Fixed the number...

I wake up to find the ties have been reduced to 4. I like the Bebop if only for the name, but expense comes with it. The Balor only costs so much cause it is a complete wreck of a design needing constant repair, therefore not worth making at all in the first place. A redesign from the ground up using the mstakes the first prototype went through to avoid sai mistakes makes plenty of sense. Failure leading to Success.

Also making a few edits to HMS for defense modules and fortifications, just so we don't lose control of the planet.. Need to ask MM about that.


I'd be worried if we built it on the middle planets, but... Do we even know what they have near theirs? For all we know they did these projects already, and no way we can interrupt them.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Shadowclaw777 on October 21, 2020, 08:25:18 pm
Quote
Balor Production Model: (2) TricMagic, Blood_Librarian
Babel EWAR/Survey Ship: (0)
SD Marduk: (0)
Discordance Combat Corvette: (1) Happerry
Space Mining Station: (2) Happerry, m1895
MADNESSS: (0)
Archer MLS: (1) Blood_Librarian
Harvest Mining Station: (3) TricMagic, Blood_Librarian, SC777
Bebop-Class Assault Cruiser: (3) Happerry, m1895, SC777
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on October 22, 2020, 07:27:50 am
Right, so I should expect failure and low profits, got it.

Why in the world is there no discussion other than from mostly me? Do I need to post it here too?

Quote from: Discord
Madman19823706/16/2020
If you fix the StarFire in the course of a design for a Speed 3 engine (which is still not going to be easy) you'll get production points out of it for sure
The homeworld has diminishing returns on further infrastructure, though
So please do remember to do things on other planets
Madman19823706/19/2020
You would not need to redesign damaged infrastructure, simply retake orbital control (and control of the planet, if it was invaded)

This is the main push behind using one of the planets, rather than the overused homeworld. It being in space is just flavor, I doubt it would affect how much we would get.


As for Balor vs Bebop debate.

... Why exactly is the Bebop missing the CEASEFIRE systems? Those were specifically made last revision on the AC to be used on the Balor, or the new Bebop since it's size is closer. That system is not applied to all ships automatically, you have to use it.

Honestly.. Even if the Bebop works, it would be very poor to miss such a target-tracking system when it has so many freaking lasers.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on October 30, 2020, 11:42:22 pm
Turn 9 Design Phase: Planetary Technate

Zinariya's Harvest Mining Station
While there has been some impressive leaps in industrial capacity as the war has gone on, so far the Planetary Technate's Industry has mostly been centered around the planet it has colonized. However, we have control of other planets that have yet to be tapped. Enter the Harvest Mining Station, made in a pod and module style. From living quarters and water/air cleaning modules to the Evrasium power centers, cargo centers and spacepads along with mining stations, each piece of the puzzle needed can have the parts made, shipped, and assembled on site at H(henceforth named Zinariya) with additions being added as the project ramps up. Processing factories to pre-refine the gathered materials are a bit more difficult, but doable once the rest is set up. Our main goal is the collection of materials for spaceships, as with the war reaching a critical point, they are quite needed. And with this, we will have them.

Of course, we also need to look into protecting our assists. Fortifications, anti-air gun designs we have, and the PUMPs for personnel will all help with this. Ideally we'd also get an on-site Slaughterfield, but that is unlikely without funding from the rest of the GRID. Fortifications will mostly be done on an at-need basis as the complex expands, as well as Barracks/Security modules brought in for any military forces assigned to Zinariya. The HMS is designed to expand as needed, and serves as the start of our long-term base on the planet.

Quote
Zinariya's Harvest Mining Station
Difficulty: Hard
Roll: 1 + 4 - 1 = 4 Below Average

The airless surface of H has previously been home mostly to small colonies and extraction efforts meant to ship what valuables they can collect back to the homeworld for processing. The efforts have been haphazard but no doubt useful to the war effort, and it is definitely natural to try and expand this usefulness. We've attempted to deploy standardized prefabricated modules to H to allow rapid expansion of any valuable mining locations into small towns with factories, living quarters, hydroponics farms, everything. It has gone reasonably well, too, extracting 1 SPP from the planet, moving its total to 4 SPP. However, there is much room to grow. Many modules are poorly assembled and every single one has to have a fully functioning airlock because they can't be combined together, the factories suffer from being cramped with minimal space to utilize heavy machinery, and the airless nature of the world means every single action that might compromise the air in a factory module (Which are not internally subdivided) is heavy controlled to prevent loss of life. All together these, plus other teething pains, have limited the effectiveness of our first off-planet efforts. There is more to be gained, however, with perseverance.

Zinariya's Harvest Mining Station: An effort to provide the airless, cratered surface of Planet H with all the bits of settlement necessary to extract additional spacecraft-useful materials and process them for shipment to the homeworld. It is not a complete success but it is far from a failure and with more effort it could easily be expanded and improved to provide a serious bonus to our efforts.
Provides: 1 additional SPP to Planet H.


Bebop-Class Assault Cruiser
The Bebop Assault Cruiser is a direct response to the existence of the Peitho.
A little over twice the length of the Chord, and boasting 13 Oculus Laser cannons, the Bebop is exceptionally well armed even for it's size. we sadly still have to use the OKSPD, 4 of them to be precise, but the powerplant is actually a Starfire Reactor, thanks to economies of scale lessening some of it's problems and worsening some of the problems associated with the AER, though we've set up the structure to be able to relatively easily converted to our speed 3 drive. as for armor, it uses the same composite armor as the Chord, if substantially more of it due to it's raw size and added protection. As one would expect for such a heavily-armed vessel, the Bebop also implements CEASEFIRE technology to maximize damage.
All Bebop-Class vessels are named after famous Bebop musicians

Quote
Bebop-Class Assault Cruiser
Difficulty: Normal
Roll: 3 + 4 + 0 = 7 Superior Craftsmanship

The 'Bebop' assault cruiser has a thoroughly nonthreatening name and naming it after musicians is sure to inspire little fear amongst our enemies.




Luckily for us, the ship itself should be terrifying enough. Packed with more HELEX-upgraded Oculus lasers than you can shake a laser sword at, the Bebop might actually have enough firepower to accomplish its destructive goals in reasonable timeframes. They're linked together as best as can be done to maximize local heating and minimize enemy survival rates.

The armor is pretty substantial though given that enemy railguns already regularly punch through the Chord the Bebop's bulk is going to be its primary defense against incoming fire. For its size of vessel, though, the Bebop has roughly Light armor. Its structure is unusually tough, giving it much better survivability than might be expected from its Light armor. The four OKSPDs give it impressive maneuverability for its size since they were appropriately scaled up to match the increase in size of the assault cruiser compared to the Chord. Having four also allows the Bebop full 3-dimensional maneuvering without need for any fancy moves or chemical thruster backup propulsion.

The work with fusion in various forms has finally lead to a practical starship fusion engine, though not yet a direct fusion drive (which promise to provide more power than present Evrasium drives, or could be used to help improve the Evrasium drive. Whichever path we choose to follow.) The new Starfire built into the ship is more powerful compared to an AER of similar size and weight and thus saves massively on the costs involved in running a ship loaded down with so much Evrasium for its drive system already. The excess of power is a good sign for the possibility of augmenting the drive system to increase its strategic speed.

The Bebop should be a worthy opponent to the enemy's own new weapon, even though our lasers are still, individually, weaker than their primary weapons. It is not a cheap vessel, however, the Evrasium in the engines making for an unpleasantly expensive vessel compared to its other qualities. It costs a full 9 SPP per ship, but packs remarkable maneuverability and capabilities for that cost. It has also improved the Starfire reactor to the point of usefulness in the various ground roles we originally tried to use it in.

Bebop-Class Assault Cruiser: 13 HELEX/Oculus lasers. 4 oversized OKSPD engines. Light composite armor and reinforced structure. CEASEFIRE and FROGI integration. The Bebop is far more maneuverable than its size suggests it should be, and is even capable of outrunning Chords in a straight line. Maneuverability between the two is no contest, the Bebop being capable of turning on a dime or accelerating in a new direction almost instantly. It's durable, and has the firepower to melt the enemy's Logos warships and ITCs. Time will tell how it will do against the Peitho.
Cost: 9 SPP


----
Revision phase, two revisions, continuing on down this march of bad decisions and worse rolls.
----
 


Spoiler: Map (click to show/hide)


Spoiler: Credits (click to show/hide)
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: m1895 on October 31, 2020, 01:18:52 am
Colony Standards Commission
Since the haphazard nature Zinariya's Harvest has greatly impeded development, our hand was forced. We had to create something that curdles the blood of any GRID-fearing Technatian: Industry Standards.
At it's most basic, the CSC ensures that any module produced for colonial export has pressurized bulkheads and standardized linkages which can be connected to any other module, but it also provides template modules, such as Starfire based reactor modules and Oculus type anti-air lasers, as well as standardized training and screening for colonists.
I shouldn't have to say this, but the vast majority of the new modules will be shipped to planet H, obviously.

Oculus Catalyst and other improvements
The Oculus is still lacking on the damage front when compared to the enemy's railguns, but it can still be made more powerful with some effort.
The first and most basic improvement we made is lining the reaction chamber with a catalytic agent, increasing reaction rate, and therefore the wattage of the laser. next we continue refinement of the lasing medium's formula and the quality of optical focuses.

Bebop Fusion drive
The Goal here is (relatively) simple, rip out at least two of the OKSPDs and place the Fusion drive in their place. This not only gives the Bebop Speed 3 in interplanetary travel and a higher straight line speed in combat, it also lowers the amount of Evrasium required to produce it, so it's actually cheaper to build.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on October 31, 2020, 07:24:59 am
Evrasium Crystal Shielding

Through a modification of the feeds and new technology, we have developed a crystal form of Evrasium that has a much larger safe zone, and sufficient force over time to create shielding. How it works is much the same, a laser is shone on the flat crystal.

The composition requires Evrasium be placed in a solution with a high degree of electricity and conductive dust and compressed. The resulting crystal will then draw any electricity to power itself, rather than consuming the crystal itself. However long-term activity heats the crystal, which can cause it to meltdown if not given periods of rest. Changing the shielding crystal can solve this, but in the heat of combat that can be difficult. More reliable is the use of coolant to extend operation times.

Moving back, the light hits the crystal, it draws from the electrical grid, and converts to force in the direction of the shine. The safe zone extends well beyond the local area to the space outside, where the force begins to push and exert itself. The result is a shield that can be powered by any excess energy, and many can be integrated into the Bebop in key positions to protect it from physical weapons like railgun fire for a time. Of additional note, they can also be integrated into other ships like the AC, though smaller ships/ones with less power can likely only power one or two without upgrades and will be ignored for now to focus on the two with the excess power to run them. Advancements with CEASEFIRE will at least allow calculation for enemy movements in comparison to the ship and weapons trajectory predictions so the shields can be brought up when needed, which once more point to the Bebop and AC being the ones that would make best use of this upgrade with the amount of power they produce.



MM, this reaction work? Consume electricity while light is shining to produce force with a 'safe zone' that is very large. So you end up with plates of force as kinetic shields that take advantage of energy generation.


Given the Bebop is SPD 2, proper shielding against railguns will greatly improve it, even if the added materials may make it cost 10 SPP.


Starfire Direct Fusion Drive
Using the experience with the Balor, the Bebop's Starfire Engine is configured to release thrust through the back. The result is a SPD 3 ship that can maintain high maneuverability in combat, able to turn, slow/accelerate, and direct itself with relative ease. The added speed should mean that it can outrun any other ships the enemy can field, and with correct orbital paths be able to close or maintain distance, granting it control over when combat occurs. It's high cost, but it can make the escape if it's becomes badly damaged to return for repair, and maintain that distance.


Quote from: Votebox: End of Bugs
Colony Standards Commission(CSC): (1) TricMagic
Evrasium Crystal Shielding(ECS): ()
Starfire DFD: (1) TricMagic
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Happerry on November 08, 2020, 01:22:09 pm

Quote from: Votebox: End of Bugs
Colony Standards Commission(CSC): (2) TricMagic, Happerry
Evrasium Crystal Shielding(ECS): ()
Starfire DFD: (2) TricMagic, Happerry
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Shadowclaw777 on November 08, 2020, 06:28:09 pm
Quote from: Votebox: End of Bugs
Colony Standards Commission(CSC): (3) TricMagic, Happerry, SC777
Evrasium Crystal Shielding(ECS): ()
Starfire DFD: (3) TricMagic, Happerry, SC777
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on November 24, 2020, 01:24:48 am
Turn 9 Revision Phase: Planetary Technate

Colony Standards Commission
Since the haphazard nature Zinariya's Harvest has greatly impeded development, our hand was forced. We had to create something that curdles the blood of any GRID-fearing Technatian: Industry Standards.
At it's most basic, the CSC ensures that any module produced for colonial export has pressurized bulkheads and standardized linkages which can be connected to any other module, but it also provides template modules, such as Starfire based reactor modules and Oculus type anti-air lasers, as well as standardized training and screening for colonists.
I shouldn't have to say this, but the vast majority of the new modules will be shipped to planet H, obviously.

Quote
Colony Standards Commission
Difficulty: Hard
Roll: 2 + 4 - 1 = 5 Average

The extensive work on standardization, modularity, and basic functionality has made for a solid improvement to the Harvest Mining Station and its outputs. New modules that actually work together and can be deployed in bulk and without undue effort makes for a faster emplacement process. The improvements in connecting modules together have likewise massively decreased the early difficulties with risky factory processes and cramped spaces, though it's difficult to remove all of the issues with such fundamentally non-permanent mobile structures. The next logical step will, no doubt, be some form of more permanent sites, constructed on the planet without so much dependence on imported material. For now, though, we'll just have to content ourselves with doubling production in the factory sites.

Zinariya's Harvest Mining Station: An effort to provide the airless, cratered surface of Planet H with all the bits of settlement necessary to extract additional spacecraft-useful materials and process them for shipment to the homeworld. It is not a complete success but it is far from a failure and with more effort it could easily be expanded and improved to provide a serious bonus to our efforts. Improvements to the structures being deployed to the surface have doubled the productivity of the stations.
Provides: 2 additional SPP to Planet H.


Starfire Direct Fusion Drive
Using the experience with the Balor, the Bebop's Starfire Engine is configured to release thrust through the back. The result is a SPD 3 ship that can maintain high maneuverability in combat, able to turn, slow/accelerate, and direct itself with relative ease. The added speed should mean that it can outrun any other ships the enemy can field, and with correct orbital paths be able to close or maintain distance, granting it control over when combat occurs. It's high cost, but it can make the escape if it's becomes badly damaged to return for repair, and maintain that distance.

Quote
Starfire Direct Fusion Drive
Difficulty: Hard
Roll: 1 + 4 - 1 = 4 Below Average

Removing large sections of a warship and replacing them with a massive fusion drive nozzle and, y'know, an actual direct fusion drive system is...not exactly a simple task. Had even a little less success been achieved with the Bebop it would've been a laughable concept. Had so much effort not previously been invested into fusion and fusion drives, it would've likewise been ludicrous. However, we have achieved those levels of success, and put in the massive effort to achieve the goal. And even so, it was close. The system is far from perfect and is extremely expensive.

The conversion involved much more than originally planned, including the removal of almost half of the Bebop's armament when the rear half of the warship was extensively renovated both inside and out to allow for the direct fusion drive to actually operate. The reactor has been pushed out of what you might call the "comfort zone" and now constantly runs at a level just below the little red sections on the various relevant dials. However, it works. On interplanetary trips it can achieve Speed 3, and when maneuvering near a planet it is now even faster and more agile. It's probably not as agile as a Logos but it might just be able to run one down if it really wants to.

Starfire Direct Fusion Drive: A huge revamp to a Bebop cruiser that basically replaces the entire after section with a truly massive fusion drive assembly and even had to ramp up reactor power beyond previous limits in order to power it. Loses a full five Oculus lasers compared to a standard Bebop and is massively more expensive, but it is undeniably the fastest ship around.
Cost: 12 SPP


----
It is now the strategy phase.
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Spoiler: Credits (click to show/hide)
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on November 24, 2020, 08:57:57 am
Godspeed, you've served well Kaden.
ITC #2(Naming needed) collects Slaughterfield Squadron-3(Naming needed) from G. Ruby's Wisdom collects Elite Squads 2&3 from G. All head to F and deposit load on-planet, the SPP from it must be taken to reduce the enemy's numbers.

Production of new ITC #1(Name Really Needed) on Homeworld. 2 H-VOC sets produced and loaded onto new ITC for delivery to Squads 5&6. ITC #1 sent out to H-Zinariya to load Squads 5&6. ITC#1 then moves to G to deposit them on-planet. [Special Orders: If enemy has that new super-armed ship nearby and are landing troops, ITC #1 has permission for crashlanding if needed to prevent loss of it's shuttles and cargo. Unload in atmosphere.](If this occurs, ITC #1 may be used in a infrastructure at some point. GM approval pending.)

Chord and All Degrees return to Homeworld. Kaden's Bravery return to Homeworld. ITC#3 return to Homeworld.
14 points available from Homeworld Ships. SDFD-Bebop is approved for construction. All other ships deconstructed for project. Constructed SDFD-Bebop sent to F for combat.




Names! They are important.
Concorde's Folly for SDFD-Bebop. This thing is likely going to get fixed up at some point as right now it is costly. SPD 3 though. What better name for the sunk cost fallacy.

ITC#1: Topaz Cliff
ITC#2: Sapphire Drop

Slaughterfield Squadron-3: Dragon-slayer Squadron


Quote from: Votebox
Plans Vote
Godspeed: (1) TricMagic


Names Vote
SDFD-Bebop
Concorde's Folly: (1) TricMagic

ITC 1&2
Topaz Cliff: (1) TricMagic
Sapphire Drop: (1) TricMagic


Slaughterfield 3
Dragon-slayer Squadron: (1) TricMagic


Should we go for plan-set names or individual votes
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: m1895 on November 24, 2020, 04:19:01 pm
Gee M, how come your plan let's you have two Bebops?
The first thing we do is send all Ships except ITC #2 (hereafter referred to as "Atlas Shrugged") to the Home System for scrapping. This gives us 21 SPP plus the 3 unassigned SPP, for a total of 24 SPP. We will then spend this SPP on two SDFD-Bebops, the "TSS Bud Powell" and the "TSS Navarro", which we will send to Planet F. Atlas Shrugged will pick up the Slaughterfield Squadron #3 and drop them off at F before returning back to G.

The Naval Combat orders
The Bebops will try to focus down the Peitho while Fairlight and Kingmaker harass the Logos and keep them from effectively supporting the Peitho.
As for Atlas Shrugged and it's slaughterfields, it largely depends on what time it arrives and if the enemy fleet feels like hunting it. If it arrives a substantial time before the Bebops but the enemy is wary, it will wait for the Bebops to arrive and send Slaughtefield Squadron #3 (hereafter referred to as "Dragon-slayer Squadron") to assist Fairlight and Kingmaker.
If it arrives early and the enemy acts aggressively, it will let the Dragon-slayer Squadron burn to the planet on their own while it bravely runs away. if it arrives at the same as the Bebops then it will send Dragon-slayer to support Fairlight and Kingmaker, same as the first option.

Yeah just send it all to the scrapyard
Ground Combat Orders
Probably should do this too, eh?
So when the Slaughterfields aren't supporting our spacecraft, they'll be "shining the light of God" on enemy command posts and surgically disrupting enemy logistics planet-side. the ground troops themselves will do their best to hold their ground against the enemy. given the mountainous nature of the Planet F and the complete inability of the faceless murderbots to tunnel into said mountainous terrain, It should be relatively easy to seek and destroy with surgical precision while holding the passes.

Now here's the why
-There is no way a single Bebop can meaningfully fight their entire combat fleet even if it's we just try to land, but two might be able to scare them off for a bit, or even cripple the Peitho.
-the attempted raid on D is doomed to just waste the GPP and SPP involved, we don't really have much in the way of island hopping capabilities and can't really effectively do much about that. Plus, the AC is a very large drain of resources.
-we can just send back a Bebop to be scrapped next turn if necessary.


Quote from: Votebox
Plans Vote
Godspeed: (1) TricMagic
Gee M: (1) m1895

Names Vote
SDFD-Bebops
Concorde's Folly: (1) TricMagic
M's names: (1) m1895

ITC 1&2
Topaz Cliff: (1) TricMagic
Sapphire Drop: (1) TricMagic
Atlas Shrugged: (1) m1895

Slaughterfield 3
Dragon-slayer Squadron: (2) TricMagic, m1895

Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on November 24, 2020, 04:43:20 pm
An issue... How can we take land if we have No Boots On The Ground? As it stands, they have no idea we would push F, and the Bebop would prove a nasty surprise for any ships that move there. They will be forced to prioritize.

Also, what raid on D? For that matter, why would there be ships just sitting there at F? Most of their fleet was crippled on the assault of G. So was ours.

Also, the AC has the Landers, and will arrive before the Piethro, if it even moves at all. The many shuttles and it's own power ensure the landing. The ITC has the Slaughterfield, which can self-enter.

Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on November 24, 2020, 05:01:36 pm
Quote from: Votebox
Plans Vote
Gee M: (2) m1895, TricMagic

Names Vote
SDFD-Bebops
M's names: (2) m1895, TricMagic

ITC 1&2
Atlas Shrugged: (2) m1895, TricMagic

Slaughterfield 3
Dragon-slayer Squadron: (2) TricMagic, m1895
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on January 05, 2021, 12:26:49 am
Turn 9 Strategy Phase: Planetary Technate

Military Report

After dramatically scrapping all of our space forces, we...didn't do all that much. But now, now we're prepared to do something, possibly several somethings, that are very impressive. Or, y'know, probably.

One more turn and we'll lose control of F's resources and we have no way of getting reinforcements in there to stem the tide...though we may be able to dislodge their naval forces with the available technology. Your military is desperate for a masterstroke to stem the reversals, or a breakthrough in technology that can finally give them the edge.

Additional surface capabilities are always welcome, a naval reversal would be really, really great...yeah basically keep doing what you do.

----
It is now the turn *10* design phase, since apparently just remembering to increment by 1 every time is too difficult.
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Spoiler: Credits (click to show/hide)
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on January 05, 2021, 01:17:05 pm
Interstellar Transport Vessel

Otherwise known as the next generation of the ITC, the ITV makes use of the Starfire DFD as the basis of it's construction, followed by room for 4 cargo space. The Starfire is entombed in the back and surrounded by the rest of the craft. ITVs go fast and far, and their natural armor makes taking them down as difficult as any ITC. And in a straight race, an ITV can reach very high speeds.

Overall it should be a solid Speed 3 transport to turn the logistical tide of war.

(https://media.discordapp.net/attachments/595810152809103361/796078546430590976/unknown.png)
Of note, the ITV does have OKSPD for maneuvering outside of it's preferred straight shot. But it can't make great turns, just curves thanks to it's focus on speed beyond anything else. The systems developed do allow decent plotting of enemy and ally courses though. It's isn't going to be making a 180 spin.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on January 06, 2021, 02:33:23 pm
Quote from: Rocket Artillery Piece-2
The RAP-2 is a tracked vehicle with an oversized electric engine for its weight, minimal armor and its main armament, a massive box missile launcher designed to carry dozens of guided missiles with varying payloads, mostly focused on disabling enemy infantry with fragmentation payloads from dozens of kilometers away. the RAP-2 is equipped with electronics and systems to allow for the guidance of these warheads with a multitude of methods and a possibility of utilizing support from orbit.

Quote from: Armageddon Fusion Core
The Bepop class is separated into two classifications, F, and R.  F represents the craft that utilizes a red-lines and upscaled direct fusion drive with a much higher maintenance profile, while the R version has a miniaturized system with a much more economical price tag.  the Armageddon Fusion core is the name for the upscaled direct fusion reactor core variants, while the Star drive name schema si reserved for R variants.

The Bepop-R’s propulsive and reactor systems are replaced  with a miniaturized version of the previously made stardrive direct fusion drive assembly with a correspondingly lower maintenance profile. This core is scaled appropriately to approximate the equivalent volume of the old hot-reactionless OKSPD drives. This exercise in engineering is designed to allow a limitless amount of power to all other aspects of the vehicle with a robustly constructed artifice that represents the maturation of evrasium-boosted fusion systems with a evrasium life time dozens of times longer than the previous generation of power systems. With a simplification in the logistical support, the Bepop should be easier to produce and maintain, as well as opening the possibility of civilian uses for the cores that do not meet the specifications of the Bebop. Research facilities for the development of these engines are focused on H.

Quote from: Directed High Energy Particle Cannons
D-HEP guns are a modern take on the aging oculus laser systems. Requiring the next generation capabilities of evrasium fusion plants, DH-EP cannons are a higher tier of cannon that launch neutrally charged particles. The deadly versions of the behemoths that line our laboratories, these militant particle accelerators are massive multi-ton machines that run a bolt of hydrogen ions to incredibly high speeds, run through an electron emission field inside a barrel of electromagnets to neutralize their charge and then sent at the enemy at nearly the speed of light.
An equally sized DH-EP gun and chemical laser have four significant differences with a different operational capacity than lasers: D-HEP guns are shorter in effective range, as our high-energy science can make lase focusing systems that are always better pound-per pound in the long range department; D-HEP cannons are more devastating. Tests reveal that in addition to their higher energy output, the high energy particles emit a wash of electromagnetic radiation that surge, destroying unhardened or exposed electronics. DHE-P cannons have an optimal cyclic firing rate rated around half a second. It takes time for systems to reset, in comparison to lasers which can keep a steady stream or pulse dozens of times in a second. D-HEP guns require power, and cooling. Our familiarity with disposable cooling solutions will necessitate tanks of coolants that are ejected from the ship after use, a stopgap solution until more powerful radiative systems are made.
Modern laser systems will be relegated to long range point defense and harasser systems, while the arbitrarily dashed DHEP cannons will be the ship killers.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on January 08, 2021, 12:40:32 am
Quote from: Balor MkII

the second iteration of crafts under the Balor classification is a model that refines on the previous iteration of the craft. Built with a entirely new frame that is not aerodynamic in anyway, and can be charitably described as a collection of engineered parts fused together. The fusion drive is upsized in comparison to the magnetic nozzle as it is expected to provide electricity for directed energy weapons with a higher electrical input. the propellant feeds are directly integrated with heat exchangers that expels waste heat from weapons fire and ship operations, generating a neat solution that only marginally increases propellant consumption. next generation materials and smart engineering software are utilized in the engineering of internal structure of the vehicle allowing for a stronger frame per ton of material. Hardwired into the maneuver systems are a set of computational nodes that automatically engage high-G maneuvers in the absence of crew intervention to the best-parity routes to avoid detected fire, allowing the ship to react and dodge in the few milliseconds as shot probability fields evaporate into concrete arcs. to allow for these maneuvers to be effective, the primary  maneuvering thrustors consist of plasma siphons with plasma nozzles, and are fed by conduits of electromagnets that feed from the primary reactor.  The direct fusion drive runs hot and fast, and the running of these complex machines when engaged in combat require augmented staff to work in concert with smart software to keep the thousands of electromagnets and feeds from snuffing the sun shard out. Light armor is layered over the outer hull, mostly as a feeble attempt on reducing the radar signature of the craft instead of any real protective capabilities. the number of weapon mounts is kept equivalent to the previous generation Balor.

The MkII Balor is a speed 3 craft, a direct fusion drive as well as the capability of detecting enemy firepower, predicting its path, and moving out of the way through a hellish, high-G manuver that will absolutely be a better alternative then almost certain death by railgun. It's preferred engagement distance is the distance in which the enemies main armanant takes a full second from firing until impact.


Quote
InterStellar Transport Vessel (0):
RAP-2 (0):
Armageddon Fusion Core (0):
DHEP Cannon (1): Blood_Librarian
Balor MKII(1): Blood_Librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on January 08, 2021, 08:54:04 am
Quote from: Shipbox
ITV: (1) TricMagic
RAP-2 (0):
Armageddon Fusion Core (0):
DHEP Cannon (1): Blood_Librarian
Balor MKII: (2) TricMagic, Blood_Librarian

Lot of next gen things, though the work did for CEASEFIRE is going to shine when it comes to prediction. And then there is the ITV, bout as simple as it gets. (Note BL making it so next gen may up it's price.)

Firepower doesn't mean much if we can't land people to take a planet. No way to apply pressure. Or relieve it in case of the other planet currently taking a beating.
One may think it a revision, I say Design because I do not want another bug. With the SPD 3 already made, the ITV should be low difficulty.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Happerry on January 11, 2021, 10:39:18 am
Quote from: Shipbox
ITV: (2) TricMagic, Happerry
RAP-2 (0):
Armageddon Fusion Core (0):
DHEP Cannon (1): Blood_Librarian
Balor MKII: (3) TricMagic, Blood_Librarian, Happerry

It feels weird, but for once I agree with Tric.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on January 13, 2021, 03:10:27 pm
Quote
ITV: (3) TricMagic, Happerry, Blood_Librarian
RAP-2 (0):
Armageddon Fusion Core (0):
DHEP Cannon (0):
Balor MKII: (3) TricMagic, Blood_Librarian, Happerry
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on February 06, 2021, 11:31:16 pm
Turn 10 Design Phase: Planetary Technate

Interstellar Transport Vessel

Otherwise known as the next generation of the ITC, the ITV makes use of the Starfire DFD as the basis of it's construction, followed by room for 4 cargo space. The Starfire is entombed in the back and surrounded by the rest of the craft. ITVs go fast and far, and their natural armor makes taking them down as difficult as any ITC. And in a straight race, an ITV can reach very high speeds.

Overall it should be a solid Speed 3 transport to turn the logistical tide of war.

Of note, the ITV does have OKSPD for maneuvering outside of it's preferred straight shot. But it can't make great turns, just curves thanks to it's focus on speed beyond anything else. The systems developed do allow decent plotting of enemy and ally courses though. It's isn't going to be making a 180 spin.

Quote
Interstellar Transport Vessel
Difficulty: Hard
Roll: 2 + 4 - 1 = 5 Average

The ITV is an ITC but faster. It goes Speed 3. It can outrun Chords, which is not that great of an achievement, except this ITC can do it while carrying an entire army group...minus vehicle support EVEN IF WE HAD ANY!, at least. It can't turn in a reasonable timeframe, though, so try not to get attacked. Thank the Grid that it doesn't have any more guns because those are pretty ineffective on an ITC. The designers were unclear about "natural armor" and "being as hard to take down as an ITC" since the only reason an ITC is hard to take down is its bulk and so even without armor the ITV would be the same...but a cursory attempt was made to armor the engine and crew blocks anyway. The cargo (including hypothetical passengers) get to ride it out without armor, though, so try to avoid getting shot anyway.

Interstellar Transport Vessel: An ITC but faster, an Amalogous but not terrible....wait no it has nothing in common with that. Anyway, the ITV is a Speed 3 transport craft that carries just as much as a basic ITC. Its fusion drive and light armor make it much more expensive than the ITC, but much more capable. Though it does use the basic ITC's rocket shuttles. For an additional cost (+2 SPP) it can instead take the armed 3TC shuttles from the AC.
Cost: 5 SPP (or 7 with fancier shuttles)
Capacity: 4 TC


Balor MkII
the second iteration of crafts under the Balor classification is a model that refines on the previous iteration of the craft. Built with a entirely new frame that is not aerodynamic in anyway, and can be charitably described as a collection of engineered parts fused together. The fusion drive is upsized in comparison to the magnetic nozzle as it is expected to provide electricity for directed energy weapons with a higher electrical input. the propellant feeds are directly integrated with heat exchangers that expels waste heat from weapons fire and ship operations, generating a neat solution that only marginally increases propellant consumption. next generation materials and smart engineering software are utilized in the engineering of internal structure of the vehicle allowing for a stronger frame per ton of material. Hardwired into the maneuver systems are a set of computational nodes that automatically engage high-G maneuvers in the absence of crew intervention to the best-parity routes to avoid detected fire, allowing the ship to react and dodge in the few milliseconds as shot probability fields evaporate into concrete arcs. to allow for these maneuvers to be effective, the primary  maneuvering thrustors consist of plasma siphons with plasma nozzles, and are fed by conduits of electromagnets that feed from the primary reactor.  The direct fusion drive runs hot and fast, and the running of these complex machines when engaged in combat require augmented staff to work in concert with smart software to keep the thousands of electromagnets and feeds from snuffing the sun shard out. Light armor is layered over the outer hull, mostly as a feeble attempt on reducing the radar signature of the craft instead of any real protective capabilities. the number of weapon mounts is kept equivalent to the previous generation Balor.

The MkII Balor is a speed 3 craft, a direct fusion drive as well as the capability of detecting enemy firepower, predicting its path, and moving out of the way through a hellish, high-G manuver that will absolutely be a better alternative then almost certain death by railgun. It's preferred engagement distance is the distance in which the enemies main armanant takes a full second from firing until impact.


Quote
Balor MkII
Difficulty: Normal
Roll: 1 + 2 - 0 = 3 Buggy Mess

Once again, the Balor line has gone wrong in a spectacular way. The Mark II Balor is, uh, well...it's fast. Its stripped-down nature makes it even faster than the standard Speed 3 craft we've developed. It accomplished this by being, well, the rag-tag remains of a starship held together with duct tape and spot welds. There's no armor or structural skin, just a series of components and a few large solid metal beams holding them together. Some work stations are actually not even pressurized, requiring the users to wear space suits in order to tend to them. The predictive algorithm has been implemented, partially, but the aggressive maneuvers tend to rip the ship into pieces. The plasma drive works, or at least the basic component we've already made does. The maneuvering thrusters are powerful but poorly placed and tend to aid in the ripping and tearing of the ship.

But it is fast, and agile, and were it fixed it would be a truly formidable combatant. The steady degradation of its structure during maneuvers makes it a risk to deploy and it would need frequent maintenance...and great luck....to survive combat, but surely this can be overcome?

Balor MkII: Carrying 3 lasers, no armor, almost no structure, not nearly as much pressurized volume as the crew would want, and serious "oops I broke my own structural integrity" problems, the Balor Mark II is not as bad as it could have been, or so the optimists assure us.
Cost: 5 SPP


----
Revision phase. Revise things.
----
 


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Spoiler: Credits (click to show/hide)
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on February 10, 2021, 06:27:10 pm
Structural Improvements

A total focus on the Balor MK II's structure to make it the best it can be. It's more theoretical work than anything else, but with it we can make our next attempt well informed and actually succeed. Of course if along the way we actually manage to fix the structural issues entirely that is fine too, as that is where most of the problems currently lay. As well, the thruster positions need adjustments so they aren't working against the ship.

In short, fix the structure so it can handle the manuvers without tearing apart from ordinary operations, and move the thrusters so they don't do that either. Parts being unpressurized is just something you need a suit for, and at least allows additional points to place sensors and get some really good footage of battles for later perusal.


Quote from: Fixed Box
Structural Improvements: (1) TricMagic
Bebop Upgrade v2(Name pending): (1) TricMagic

Don't give up everyone. From reading it, the structure is the horrible bit, and does seem like it can maybe be fixed with great luck. But in case of bad, exp will help later.

Also preemptively placing a vote on Bebop improvements.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: m1895 on February 10, 2021, 11:52:50 pm
Bebop Upgrade v2(Name pending)
The Bebop SDFD, in spite of its flaws, has the potential to be the single greatest ship in this star system, now onto actually getting to that point.
The first change is the stripping out of at least two OKSPDs and their Evrasium storage. This allows us to use that space to minorly expand the Starfire reactor itself to a point where it's not constantly redlining when powering the DFD. It also allows us to replace the lost oculus's, if not fully then at least in part. The last notable change is general reduction in cost thanks to using substantially less Evrasium, as well as simple streamlining efforts. While it likely won't be as cheap as the standard Bebop unless we get really luck somehow, it should be substantially cheaper than it is now.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on February 21, 2021, 04:24:17 am
Quote
Structural Improvements: (2) TricMagic, Blood_Librarian
Bebop Upgrade v2(Name pending): (2) TricMagic Blood_Librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Happerry on February 24, 2021, 07:04:48 pm

Quote
Structural Improvements: (3) TricMagic, Blood_Librarian, Happerry
Bebop Upgrade v2(Name pending): (3) TricMagic Blood_Librarian, Happerry
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on June 01, 2021, 08:46:56 pm
Turn 10 Revision Phase: Planetary Technate

Structural Improvements

A total focus on the Balor MK II's structure to make it the best it can be. It's more theoretical work than anything else, but with it we can make our next attempt well informed and actually succeed. Of course if along the way we actually manage to fix the structural issues entirely that is fine too, as that is where most of the problems currently lay. As well, the thruster positions need adjustments so they aren't working against the ship.

In short, fix the structure so it can handle the manuvers without tearing apart from ordinary operations, and move the thrusters so they don't do that either. Parts being unpressurized is just something you need a suit for, and at least allows additional points to place sensors and get some really good footage of battles for later perusal.

Quote
Structural Improvements
Difficulty: Normal
Roll: 1 + 2 - 0 = 3 Buggy Mess

We successfully made a Balor test article! It ripped itself apart even faster than the previous ones. We're not sure how. The new and improved version of the new and improved version of the Balor fixed the high-power maneuvering thrust placements but in doing so added some new branches to some coolant lines and...long story short the main drive gets a bit warmer than intended under full power. Or under half power. Or under any power at all if you're maneuvering.

Please don't try maneuvering, the structure is still fragile.

The Balor is now widely known as "the single most dangerous project to be assigned to work on since CLEARLY it's been cursed by an eldritch deity" and the department has reallocated most of the budget for the project to psychological warfare using this idea.

Balor (Mark III?): Now with additional engine heating problems, the Balor Mark II/Mark III? is capable of slightly more operation time before it falls apart of its own volition, so long as you only run the main drive in bursts so as not to melt it. The whole project could be charitably described as "going very badly".
Cost: 5 SPP
Speed: 3



Bebop Upgrade v2(Name pending)
The Bebop SDFD, in spite of its flaws, has the potential to be the single greatest ship in this star system, now onto actually getting to that point.
The first change is the stripping out of at least two OKSPDs and their Evrasium storage. This allows us to use that space to minorly expand the Starfire reactor itself to a point where it's not constantly redlining when powering the DFD. It also allows us to replace the lost oculus's, if not fully then at least in part. The last notable change is general reduction in cost thanks to using substantially less Evrasium, as well as simple streamlining efforts. While it likely won't be as cheap as the standard Bebop unless we get really luck somehow, it should be substantially cheaper than it is now.


Quote
Bebop Upgrade v2(Name pending)
Difficulty: Normal
Roll: 4 + 2 - 0 = 6 Above Average

Removing most of the OKSPDs and Evrasium from this ship is a good idea, a very good one in fact. Of course we couldn't get it all since they're so useful for omnidirectional maneuvering, but still. Between a bit of gimbal on the SDFD system and the two remaining subsize OKSPDs the Bebop retains solid maneuverability, and even higher speed thanks to the weight reduction and increase in fusion reactor size and therefore output efficiency. We've replaced all the laser weapons we initially lost which did bring the price back up, but the larger reactor is closer to being self-sustaining without Evrasium and so we scraped up some more savings there. Overall, costs came down pretty far. Removing further Evrasium is likely to greatly decrease the maneuverability of the ship or efficiency of the reactor, so further cost decreases will have to come from some alternative options.

Bebop Starfire Direct Fusion Drive: A huge revamp to a Bebop cruiser that basically replaces the entire after section with a truly massive fusion drive assembly. Removes two OKSPD engine assemblies and their associated costs, re-added lasers to have the full 13 lasers of the original Bebop.
Cost: 10 SPP


----
OK so update speed has obviously gotten worse and worse; I'm probably going to make surface combat progress much faster and space combat result in more damage in order to accelerate this.
----
 


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Spoiler: Credits (click to show/hide)
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: m1895 on June 01, 2021, 09:56:54 pm
Quote
Production Orders
-Bebop SFDFDx3
30 SPP

-ITVx1
4 SPP
Movement Orders
Bebop SFDFD-1-3 (hereafter christened as TSS Joe Pass, TSS Bud Powell, and TSS Navarro respectively) will burn straight to planet F, aggressively assaulting any Network forces in the area.
The ITV-1 "Sapphire Drop" meanwhile, will burn to G and pickup BMU-2 'elite' and BMU-3 'elite, then it will continue on to planet F, preferably after the fighting is finished.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on June 02, 2021, 07:55:02 am
Quote
Production Orders
-Bebop SFDFDx3
30 SPP

-ITVx1
4 SPP
Movement Orders
Bebop SFDFD-1-3 (hereafter christened as TSS Joe Pass, TSS Bud Powell, and TSS Navarro respectively) will burn straight to planet F, aggressively assaulting any Network forces in the area.
The ITV-1 "Sapphire Drop" meanwhile, will burn to G and pickup BMU-2 'elite' and BMU-3 'elite, then it will continue on to planet F, preferably after the fighting is finished.

Let us get this trainwreck going!

Quote from: Votebox of doom
M1895's Plan: TricMagic
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Happerry on June 02, 2021, 11:35:26 pm

Quote from: Votebox of doom
M1895's Plan: (2) TricMagic, Happerry
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on June 03, 2021, 04:51:02 pm

Quote from: Votebox of doom
M1895's Plan: (3) TricMagic, Happerry, Blood_librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: auzewasright on June 04, 2021, 08:53:19 pm
Quote from: Votebox of doom
M1895's Plan: (3) TricMagic, Happerry, Blood_librarian, auzewasright
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on June 26, 2021, 07:02:26 am
Itacen's Agricultural Revolution

Planet Itacen-Rai is full of vast fertile lands waiting to be developed into the breadbasket of the Planetary Technate, with an undoubtable number of fruits and plants waiting to be discovered and developed. A proposal has been made to turn the vast tracks of land to producing crops suited for consumption. With towns being built to support this vast farming revolution and people likely to flock to the frontier, it will free up our food production for the creation of the plastics our ground forces need. Not to mention put food on the table.

I Produces GPP


To note, Itacen-rai means 'The Tree of Life'. Itacen The Tree. Much as Zinariya means Gold. For a place so vibrant, it's a good name.


Zinariya's Overhaul Mining Initiatives

A serious of initiatives for the production of self-contained facilities and quality assurance of the prefab models. Followed by a vast expansion of the previous facilities to cover multiple spots determined by seismographs to have a large quantity of needed metals. Zinariya should in time become the premier facility for the extraction of rare ores, including gold, platinum, and gemstones. For now however, we feed the war effort with the far more common ores needed for spaceship production.

H Produces Additional SPP


Quote from: Full Speed on Production Votes
Itacen's Agricultural Revolution: (1) TricMagic
Zinariya's Overhaul Mining Initiatives: (1) TricMagic
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on June 27, 2021, 11:05:15 pm
Turn 10 Strategy Phase: Planetary Technate

We've lost control of F. Our enemy does, however, flee before the awesome power of the Speed 3 cruisers we're now deploying. Or at least they fled because of our numbers of big ships. Either way, success! Of course, the ground war is still badly against us on F but we've got some reinforcements ready so that might help.

----
Sorry for the delay here and the mistake in the BR. I'm honestly not even going to bother promising better for this because what with more work and less motivation for this update speed is probably going to remain uncomfortably slow.
----
 


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Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on June 28, 2021, 07:34:59 am
Such is life.

Due to losing those resources, we need GPP and SPP this turn so we don't get them decommissioned. Less so GPP, but we can't design anything without being able to pay for it. And sending another load of troops out is something we can try and do once our ITV returns.

Revisions are likely to be for old stuff that could use fixing, our fixing up one of the designs. Either way, this turns objective is clear, take back F.

Itacen's Agricultural Revolution

Planet Itacen-Rai is full of vast fertile lands waiting to be developed into the breadbasket of the Planetary Technate, with an undoubtable number of fruits and plants waiting to be discovered and developed. A proposal has been made to turn the vast tracks of land to producing crops suited for consumption. With towns being built to support this vast farming revolution and people likely to flock to the frontier, it will free up our food production for the creation of the plastics our ground forces need. Not to mention put food on the table.

I Produces GPP


To note, Itacen-rai means 'The Tree of Life'. Itacen The Tree. Much as Zinariya means Gold. For a place so vibrant, it's a good name.


Zinariya's Overhaul Mining Initiatives

A serious of initiatives for the production of self-contained facilities and quality assurance of the prefab models. Followed by a vast expansion of the previous facilities to cover multiple spots determined by seismographs to have a large quantity of needed metals. Zinariya should in time become the premier facility for the extraction of rare ores, including gold, platinum, and gemstones. For now however, we feed the war effort with the far more common ores needed for spaceship production.

H Produces Additional SPP


Quote from: Full Speed on Production Votes
Itacen's Agricultural Revolution: (1) TricMagic
Zinariya's Overhaul Mining Initiatives: (1) TricMagic
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on July 04, 2021, 07:33:27 pm
You require more minerals additional votes.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: m1895 on July 16, 2021, 01:47:52 pm
Coldsteel Limited's M1 Caseless Assault Rifle "Spatha"
Our ability to deal with the enemy at medium range is still somewhat lacking, forcing the development of a new weapon specifically for medium range combat.
Enter the Spatha, a bullpup assault rifle chambered in 6.8×49 mm High B/C, square-shaped, Telescoped, caseless "rounds" (some employees recommended calling them "Squounds", they no longer work at Coldsteel, or anywhere else), with a 50cm long barrel.
Extra attention has been paid to ensuring the caseless rounds are sturdy. Meaning one just has to rack open the slide to dump out dud rounds. The problem of overheating was dealt with by pumping coolant around the chamber and a disposable heatsink, with an easy refill system allowing it to be refilled in the field.
As for mag capacity, it comes with 30rnd mags and 60rnd extended mags, both doublestack.
Now all that sounds great, but you're probably thinking "what about the optic? Well we've teamed up with AG Industries to make a military-grade Low Power Variable Optic Sight in the 1-4x range, more than enough for medium range standoffs, and the backup iron sights aren't too shabby. Now as for the more miscellaneous attachments we have an under barrel launcher that fires a dumb HE SIAERA rocket (not included in base model), a bayonet (for morale purposes), and a flash supressor.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Shadowclaw777 on August 04, 2021, 10:16:34 am
Quote from: Full Speed on Production Votes
Itacen's Agricultural Revolution: (2) TricMagic, SC777
Zinariya's Overhaul Mining Initiatives: (2) TricMagic, SC777
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Happerry on August 04, 2021, 02:16:58 pm
Quote from: Full Speed on Production Votes
Itacen's Agricultural Revolution: (3) TricMagic, SC777, Happerry
Zinariya's Overhaul Mining Initiatives: (3) TricMagic, SC777, Happerry
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Madman198237 on October 11, 2021, 11:28:20 pm
Turn 11 Design Phase: Planetary Technate

Itacen's Agricultural Revolution
Planet Itacen-Rai is full of vast fertile lands waiting to be developed into the breadbasket of the Planetary Technate, with an undoubtable number of fruits and plants waiting to be discovered and developed. A proposal has been made to turn the vast tracks of land to producing crops suited for consumption. With towns being built to support this vast farming revolution and people likely to flock to the frontier, it will free up our food production for the creation of the plastics our ground forces need. Not to mention put food on the table.

I Produces GPP


To note, Itacen-rai means 'The Tree of Life'. Itacen The Tree. Much as Zinariya means Gold. For a place so vibrant, it's a good name.

Quote
Itacen's Agricultural Revolution
Difficulty: Normal
Roll: 3 + 4 - 0 = 7 Superior Quality Or Something I Can't Remember Since Nobody Rolls 7s

While grasslands are not the most...appealing of environments, they do actually make decent enough farmland for sturdy crops. While food crops have never been great at becoming plastics they are still a valuable thing to have since everybody must have food, including such people as your soldiers. The biodiversity of the planet is pretty lacking but as far as your scientists and farmers are concerned, that just means there's nothing here to ruin with massive bioengineering efforts! Huge tracts of grasslands have been plowed, irrigated, and fertilized to within an inch of their lives and are now full of plants very much not native to the planet. The few people who have complained are pretty irrelevant since they don't know what "there's half a million other square kilometers identical to this one that we want to use on this planet" means. Besides, our nation, our planet are at stake! Surely they can't expect us to not use whatever we must?

The immense food production on I have resulted in a first for us, a large self-sufficient colony on the surface of the planet. The farmland freed up on the homeworld, in addition to the labor force now present on I, have made possible large-scale efforts to produce a little bit more of everything, particularly stuff an army might need.

Anyway, the spots of color on the otherwise impressively monochromatic surface of I are noticeable even from orbit, and this beacon of progress attracts the attention of many who would wish to see us spread such wealth over all the planets of the system, preventing the despicable robots from covering it in metal or whatever their diabolical plan must be. It also attracts flies, apparently. Who authorized those for import?!

Itacen's Agricultural Revolution: An impressively capable farming effort on the surface of planet I that has produced remarkable returns. It feeds a colony on I's surface that helps produce many materials necessary for the war effort.
Produces: 2 GPP


Zinariya's Overhaul Mining Initiatives

A serious of initiatives for the production of self-contained facilities and quality assurance of the prefab models. Followed by a vast expansion of the previous facilities to cover multiple spots determined by seismographs to have a large quantity of needed metals. Zinariya should in time become the premier facility for the extraction of rare ores, including gold, platinum, and gemstones. For now however, we feed the war effort with the far more common ores needed for spaceship production.

H Produces Additional SPP

Quote
Zinariya's Overhaul Mining Initiatives
Difficulty: Hard
Roll: 4 + 2 - 1 = 5 Average

We're already wresting quite a large amount of general stuff from the surface of H. While there is some room to grow, it might be easier to start with the low-hanging fruit present on other worlds than to continue to chase ever more efficient and complicated processes here. Regardless, more prefab-factories and housing units, along with some higher-quality surveys from the established settlements, have been combined to make use of underexploited deposits on the surface of this rock. Completed spacecraft components leave the planet on a nearly daily basis and the materials shipped off-world fuel industry in orbit of the homeworld.

Zinariya's Harvest Mining Station: An effort to provide the airless, cratered surface of Planet H with all the bits of settlement necessary to extract additional spacecraft-useful materials and process them for shipment to the homeworld. Improvements to the structures being deployed to the surface have doubled the productivity of the stations. Ever more effort has pushed development on this airless rock ever further, but we may very well be reaching the end of what we can accomplish here in a short span of time in the middle of a war.
Provides: 3 additional SPP to Planet H.

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Well it's better than the previous update's time...
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Spoiler: Map (click to show/hide)


Spoiler: Credits (click to show/hide)
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on October 12, 2021, 08:54:53 am
Interstellar Cargo Vessel

The ICV is a small transport craft with capacity for 1 GPP worth of goods or troops. While not armored, it's speed makes it the best option for both trade use and quick delivery of troops. Based off of the ITV, though stripped down to have a cost comparable to 1/4 of it. 4 ICV do not equal 1 ITV however, the ITV is far better in combat conditions, while the ICV is very much not. It trades this for being cheap enough to be a viable transport option to cut costs. Does not have a fancy shuttle option. Or many of them for that matter.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on October 14, 2021, 11:06:46 pm
I don't think 1GPP of goods would be viable to carry around considering some of our most highest technology equipment has very large sizes. If anything, I think our next logistics ship should be avery large SSTO that utilize the fusion reactor and ram jets to get into and out of atmospheres.

Combined Operations Secure Engineering Command  (COSEC) Assault Demiurge
COSEC Assault Demiurges are high level tactical designations for troops that are modally equipped with specialized equipment for vacuum operations.  To that end, the are integrally equipped with customized combat EVA hardsuits as well as incorporating high level augmentations for command and control elements that allow for more effective tactical and strategic application of equipped systems in vacuum operations. Although in practice they are also effective on worlds that have trace and thin atmospheres like World C or G.

Fire-Eater Mortar Team Equipment
With the lessons learned from the SIAERA in the ballistic application of explosive ordinance, with the added bonus of utilizing the strategies already developed for the creation of ordinance for the Sierra. it is a heavy piece of kit, with a 80mm bore and large shells that are designed ot be portable by a three man team.

Type-2 "Harrier" Medium Tactical Vehicle
The heaviest, most durable truck was designed by the research teams deep inside our technocratic hellscape. thousands of tests, millions of Evrasium chips and more then a dozen people died in the pursuit of the perfect truck. It was then tossed into the trash, and a venerable pre earth design (https://en.wikipedia.org/wiki/Family_of_Medium_Tactical_Vehicles) whose origin was lost to the sands of time was fabricated, and a set of short barreled 130mm artillery pieces were developed and attached to said trucks to create a fire support vehicle for our infantry. These vehicles fire fin-stabilized and guided munitions that are designed to destroy enemy infantry, and the vehicle and weapon system has been designed from the ground up to do this.  The truck can only operate on worlds with oxygen in its atmosphere.
Quote from: Votebox
Interstellar Cargo Vessel(0):
Type-2 "Harrier" Medium Tactical Vehicle(1):Blood_Librarian
Fire-Eater Mortar Team Equipment(0):
(COSEC) Assault Demiurge(1):Blood_Librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on October 15, 2021, 08:24:23 am
These are good and all. But it's revision phase BL. We kinda need a Balor fix or comparable, cause one of our Bebops can't survive the decommissioning we have to do.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: m1895 on October 17, 2021, 12:37:07 pm
BAM: Stabilized Explosives
The current model of BAM is... well it exists, we may have forgotten it existed for a while, but it exists.
This latest version replaces the unreliable explosive with a more shock resistant type, saving a fortune in transport costs. Furthermore, usage of BITCOIN techniques has also cleared up many of the supply chain issues we originally had, reducing overhead further, and as a nice bonus, made the timers more standardized.

Sandhell colonization efforts
The next step in our planetary exploitation is planet G, now renamed Sandhell. We've mostly taken modules used on Zinariya's Harvest and sandproofed them with only a few unique modules, this naturally means that Sandhell will largely produce SPP.
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: TricMagic on October 17, 2021, 12:46:56 pm
Structural Improvements, Again

Take.. What number is it now, 5? Anyway, this time around we're focusing on the structure again, so it doesn't break apart during operation. And placing the pipes so they don't cause overheating, and making sure the coolant actually works for operation. And fixing the fact parts of it are open to air, which will hopefully help with cooling. Thankfully we know where to place the thrusters this time, just maybe add some heat vents. (Hopefully it will be combat ready, we need it operational.)

Quote from: Fixed Box
Structural Improvements, Again: (1) TricMagic
BAM: Stabilized Explosives: (1) TricMagic
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: m1895 on November 03, 2021, 05:23:30 pm
Quote from: Fixed Box
Structural Improvements, Again: (2) TricMagic, m1895
BAM: Stabilized Explosives: (2) TricMagic,  m1895
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: Blood_Librarian on November 10, 2021, 11:35:29 pm
Quote
Structural Improvements, Again: (3) TricMagic, m1895, Blood_Librarian
BAM: Stabilized Explosives: (3) TricMagic,  m1895, Blood_Librarian
COSEC Assault Demiurge: (1)Blood_Librarian
Title: Re: Interplanetary Arms Race: Planetary Technate
Post by: auzewasright on April 09, 2022, 05:33:00 pm
Quote
Structural Improvements, Again: (3) TricMagic, m1895, Blood_Librarian, auzewasright
BAM: Stabilized Explosives: (3) TricMagic,  m1895, Blood_Librarian, auzewasright
COSEC Assault Demiurge: (1)Blood_Librarian