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Finally... => Forum Games and Roleplaying => Topic started by: Blood_Librarian on November 06, 2019, 10:07:19 pm

Title: Desolation: Arms Race Against Extinction - Phoziris R&D 0.75 Design Phase
Post by: Blood_Librarian on November 06, 2019, 10:07:19 pm
Core thread (http://www.bay12forums.com/smf/index.php?topic=174996.msg8051999#msg8051999)
See the core Thread for more information. If you are participating on the other team, please od not peek further than the OP.

Just under District 6’s collapsed metropolis is a series of bunkers, the last remaining hope for the Yaerian race-- the home of the Phoziris Shard. In the largest of the bunkers is it’s freshly assembled Research team, located in some of the top-most spaces of all the bunkers It is also closest to the airlocks, which are almost always open to the now-breathable air outside--unless a dust storm moves in. Freshly built-- the rooms that your design team inhabit are empty and ready to be filled with the burdens of industry and advancement.

Crates of salvaged equipment--- mostly broken, damaged artifacts of a bygone era-- are yours for the picking. No conclusive technology can be gleaned from any one bit, but together, the possibilities are endless.

Your team, the first and only Phoziris Militarized R&D Team has been given a very serious task, to create a military arms industrial complex from the cloth. There is no previous system to rely upon, no model or experts to gain inspiration from, and it all must run perfectly or our entire military will crumble before foreign legions.

We are in Cycle -1.25 of this as of yet unnamed conflict, around the star of Cadar, on the world Niria. Analysts predict that the first conflict against the Elorious Dynast will begin at Cycle 0, Giving us 5 turns to assemble anything and everything we need to fight a war.

We have 1 Mineral, 2 Energy.

Starter Designs
Spoiler: Phoziris Designs (click to show/hide)


Spoiler: Map (click to show/hide)
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D:(Beginning)
Post by: TricMagic on November 07, 2019, 07:46:05 am
Thor Machine Cannon

The TMC is a railgun-type machine gun. Most of the gun furniture is nonmagnetic, with the barrel being 3 rails, and a type of electromagnetic covering. The rails are powered by ProtoBatteries, whcih can be placed and removed from an outer covering, and charge the rails magnetically. The Thor Machine Cannon is 50 Caliber.

For Ammo, we use packs of 100 shots, which have a pressurized air canister at the end to force the shots down into the barrel, through the rails, and then the rails shoot them out with great speed. So long as the trigger is held and the rails have been magnetized, the door is open, and the shots can empty at at least 1 shot per second, and often more. This Ammo Pack can be unscrewed from it's position to replace it with another. The ammo itself are simply iron/nickle/cobalt. All three of these metals make for a good magnetic bullet, so we don't have to be very picky, as iron is very plentiful.


Now for the downsides. First, and most important, is that currently we need to use multiple ProtoBatteries over the course of deployment. This will be fixed once we actually have proper ones. Second is the fact that we need the fabricator to work with us for now. Once we have a proper fabricator, making them will likely be easier.
 Well, the second and first factor will be seen through testing, so maybe we can end up with a stroke of luck. We'd need the Licenses for them though.

These TMG require two hands to wield, due to their bulk. They are also fairly long, though near the end, the barrel is all that's there. Most of the tech is near the middle and back, giving grips for the user to hold and aim it. It's also near recoiless, due to making use of magnetism.



Hello everyone, have a machine gun design working off of railguns.



Loki's Bow

A bow that makes full use of electromagnetics to fire an arrow at high speeds.

Put into perspective, the bow is made up of both non-conductive materials, and conductive ones. The Conductive materials are within the bow, and unlike ordinary bows, this bow has a split down the center, with metal extending outward. The Arrow is placed in this center by hand, and is launched forward at extremely high speeds.

The bow has a trigger to initiate the launch of the arrow, and makes use of two ProtoBatteries, one on each end, that can be switched out easily enough. It is extremely powerful against any target, easily breaking the sound barrier.

For the arrow, Tungsten tip for armor penetration, and iron/nickel/cobalt mixes for maximum stress limits. The addition of Cobalt in small doses helps greatly with the arrow's ability to be affected by the bow, allowing it to magnetize almost instantly. The arrowhead is blunted, but flat, and the ends have four half-circular protrusions so the arrow flies straight and true, and helps with gripping the arrow.

Users are issued rubber gloves as standard for operation, and a quiver withning Riflea hundred of these arrows of death. One shot, one kill.


Spoiler: Basic Image (click to show/hide)




Of the two, the bow is very simple, compared to the TMG. But it does work with railgun mechanics for handheld usage.




Gungnir, The Lightning Trident

For Close Range and Short, there can be nothing better than Gungnir. A polearm made up of wood and nonmagnetic metals for reinforcement, containing a power source near the head, and a launch-able and retractable cable, it's connected to the tri-pronged head made up of rare magnetic metals and titanium.

What makes it powerful is it's four options. The first is that it's capable of discharging a huge lightning bolt in the direction it is pointed or swung in on a trigger press. This is due to the middle prong being able to work with the other two to produce this effect.
the second option is the magnetic rail that launches the head at a target at very high speeds, piercing a target and capable of going through buildings and objects if it's fired point blank. It can then be retracted, with the aid of sending an electrostatic charge which melts and destroys that which it touches down the cable.

Third is to activate it's charge to render the prongs capable of shocking and burning through anything it touches.

The last option is to throw it. Once activated, Gungnir can be thrown, making use of it's magnetism to pierce anything in a wave of electric destruction, before overcharging in an explosion. Due to it's nature, it moves forward at ridiculous speeds, able to hit at mid range.

As a two-handed weapon, it requires a lot of training to make use of it properly, but in close quarters, it is extremely powerful.



3 for 3. Gungnir is a close range weapon of immense power. And that's all three NORSE-themed items.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D:(Beginning)
Post by: m1895 on November 07, 2019, 02:23:28 pm
PS-1 Omnipurpose Infantry Weapon System
Our complete lack of standardized weaponry has been the death of several bean counters, so we've begun work on a weapon adequate for nearly every environment and circumstance a soldier could possibly get stuck in.

90 cm long and 2.6 Kgs fully loaded, the PS-1 is light enough for the average soldier to carry it comfortably, and it's detachable box magazine filled with 20 6.5mm rounds allows it to be used relatively effectively at short, medium, and long range. Sadly, we've had to make it semi auto rather than select-fire, to keep the mechanical complexity down, and of the several attachment we've designed it to eventually use, only the humble bayonet is simple enough for us to actually mass produce for now.

Just a design for a more "normal" weapon
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D:(Beginning)
Post by: TricMagic on November 07, 2019, 02:44:38 pm
I'll note.

Of the three, the bow is most likely to work in getting us railgun-type experience. With a design for far better batteries, we'll have a weapon that can kill in one hit. Tungsten has long been used for ammo piercing, and these arrows will have a lot of velocity boosting the damage they deal.

Arrows can also be produced in quantity, meaning only the Railgun~bow will need production.

Railgun exp will also help if we want to make a ship with a very effective cannon. Which will help us in fighting over the areas attached to them. Railgun Cannon bombardment.


For that matter, I'd accept any railgun design. We have 5 turns of designs and revisions, and being able to bombard the enemy from the sea will be a very good advantage.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D:(Beginning)
Post by: TricMagic on November 07, 2019, 03:38:39 pm
Magnetics Alloyed Batteries

These battries are something we managed to create from the various bits and pieces found in all this ancient stuff. They are effectively a hyper-efficient battery, capable of storing 1 Kilowatt, but only the size of an adult's hand in box form.

From what we know, this is due to using magnetic materials to store and trap large amounts of electricity inside itself. The material it's made up of naturally soaks up electricity. the only issue is getting it out of it safely, and insulating it. This problem is mostly fixed through Neoprene Rubber around them, leaving only the outlets exposed. This is in turn placed in a plastic casing.

They can be linked up to provide a lot of power to a vehicle, or trimmed down to more normal sizes for far less storage in exchange for less weight. It's mostly this alloy that allows for such an insane energy storage.



Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D:(Beginning)
Post by: Rockeater on November 07, 2019, 04:15:59 pm
ptw
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D:(Beginning)
Post by: Doomblade187 on November 07, 2019, 06:08:24 pm
We here!
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D:(Beginning)
Post by: frostgiant on November 07, 2019, 06:23:52 pm
"Hunter" Standardized Shotgun

With the sheer amount of tight tunnels and corridors that make up the arcology and Metro, the decision to simplify our logistics to the most easily made form was a simple one. A shotgun in the tight, claustrophobic corridors proves to be a rather deadly weapon. The chances of being able to actually recreate something of more power then a chemical accelerator, let alone the sheer expense that the weapon would entail, means that for now, The R&D team has determined that a Chemical Weapon system for the Hunter was much more effective.

The ability to create shells from almost any form of metal that can be melted down, Broken Glass and Even Gravel if the need to produce shells in the field comes up, Makes a Shotgun a weapon that is not only effective in the tight quarters but Logistically simple. This will allow us to Stretch our supply lines on a simple concept before we try something more strenuous. Additionally, Chemical weapons do not require power, Meaning that they will not require the use of protobatteries.
The hunter Shotgun is Semi-automatic, 12 gauge.  Firing its Shells from a magazine loaded from the bottom.
A chemical Shotgun is believed to be a good balance of logistic ease, Mechanical Simplicity and effectiveness within the CQB of the hallways and tunnels that it will be an effective firearm.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D:(Beginning)
Post by: TricMagic on November 07, 2019, 06:31:01 pm
Is there nay reason why better battery tech won't be useful? Or are we just going to go straight real-life tech?
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D:(Beginning)
Post by: Man of Paper on November 08, 2019, 11:21:55 am
We’re gonna go things that make sense to actually get a gauge of difficulty my dude
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D:(Beginning)
Post by: Doomblade187 on November 08, 2019, 11:58:47 am
Shot Master

The Shot Master (SM) us a box-fed Semiautomatic gas blowback shotgun weapon, firing 10 gauge shells, with a variety of ammunition types. The ammunition available cones in several varieties:
Round shot
Slug
Discarding sabot tungsten penetrator with fins
White Phosphorus Flares
Smoke Grenades
HE slugs
Discarding sabot long range steel dart (arrow-point)
Cable bolas
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D:(Beginning)
Post by: m1895 on November 11, 2019, 02:11:46 pm
Quote
PS-1 OIWS (1): m1895
Hunter Shotgun ():
Shot Master ():
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D:(Beginning)
Post by: Doomblade187 on November 11, 2019, 02:25:12 pm
Quote
PS-1 OIWS (1): m1895
Hunter Shotgun ():
Shot Master (1): Doomblade
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D:(Beginning)
Post by: frostgiant on November 11, 2019, 02:27:31 pm

Quote
PS-1 OIWS (1): m1895
Hunter Shotgun ():
Shot Master (2): Doomblade, Frostgiant
[/quote]
Shotgun master race!
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D:(Beginning)
Post by: TricMagic on November 11, 2019, 03:25:55 pm
Quote
Magnetics Alloyed Batteries (1) TricMagic
PS-1 OIWS (1): m1895
Hunter Shotgun ():
Shot Master (2): Doomblade, Frostgiant

You say that, but I like my energy weapons. Also, we can likely fix the MagLev Station with better power supply in play. Not sure what that would do other than better transport, but it is something. Maybe we can make a MagLev Tank that doesn't have to deal with obstacles like walls and gravity.



these are for after.

MagLev APC Unit

Using the methods of the MagLev and refining them, these APCs are powered by Magnetics Alloyed Batteries, and are capable of moving across any sort of iron or magnetic metal. It works by spreading out a sort of float shaped magnetic field to push itself off of any debris. Moreover, Iron can be buried in about 10 meter gaps to form a road for a MagLev APC to travel with great speed. So long as there is iron around, it can move forward and around, though without it, it can't go anywhere. To help with this, it also comes with a more wide ranged Magentic Detector, with it's own screen able to detect Magnetic Concentrations, and show if a path is viable. This is recorded and eventually stored at home to create maps of areas, and help with burying iron to bridge the gaps.


Mag-Lev Board

Using the same methods as the MagLev APC, this board contains circuitry to help detect magnet reading, a electro-magnetized plate for someone with boots to use to stay attached, and a place for a full sized MAB. As well as the magnetic lifts shrunk down to work for the board. And computer parts with a signal connecting to the controller.

It's purpose is pretty simple. Where there is Iron(or other magnetic materials, but mostly Iron), there is a road to travel. The user uses their body to direct it's forward movement, and any other movement. It has the unique advantage of a combination of velocity and magnetic strength to go up a building, or along it. Comes with a control gauntlet, with a touchscreen with buttons on the sides, for turning on and off, as well as displaying magnetic strength, though the board does come with sensors at the front to show magnetic strength according to the light. So long as there is even a bit of iron in the area, this board will fly.



2 things, the second is an idea from a book I read in my life. Which is where the first comes from.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D:(Beginning)
Post by: m1895 on November 14, 2019, 04:56:24 pm

Quote
Magnetics Alloyed Batteries (2): TricMagic, m1895
PS-1 OIWS ():
Hunter Shotgun ():
Shot Master (2): Doomblade, Frostgiant
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D:(Beginning)
Post by: Doomblade187 on November 14, 2019, 04:59:20 pm
Quote
Magnetics Alloyed Batteries (3): TricMagic, m1895, Doomblade
PS-1 OIWS ():
Hunter Shotgun ():
Shot Master (1): Frostgiant
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D: -1.25 Revison Phase
Post by: Blood_Librarian on November 15, 2019, 03:45:44 pm
Quote
Magnetics Alloyed Batteries

These batteries are something we managed to create from the various bits and pieces found in all this ancient stuff. They are effectively a hyper-efficient battery, capable of storing 1 Kilowatt, but only the size of an adult's hand in box form.

From what we know, this is due to using magnetic materials to store and trap large amounts of electricity inside itself. The material it's made up of naturally soaks up the electricity. the only issue is getting it out of it safely, and insulating it. This problem is mostly fixed through Neoprene Rubber around them, leaving only the outlets exposed. This is in turn placed in a plastic casing.

They can be linked up to provide a lot of power to a vehicle, or trimmed down to more normal sizes for far less storage in exchange for less weight. It's mostly this alloy that allows for such insane energy storage.

Difficulty: Hard
Result: 4,3 -1 → 6

These batteries are powered by a unique electromagnetic configuration quite dissimilar from the standard capacitors that allow for a statistically significant increase in electrical storage while still retaining discharge deliveries required to be utilized in high-yield personal energy weapons or a low enough watt discharge to be used in logistical movements. Compared to the protobatteries, they have a systemic advantage over standard batteries in every possible field with a large advantage in raw electrical storage. It is not as good as a capacitive system in terms of sheer raw discharge speed, however.

This also allows for the logistical movement of electricity on a large scale.
+1 Energy, requires one Transport Capacity

Spoiler: Phoziris Designs (click to show/hide)

It is now the Revision Phase.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -1.25 Revision Phase
Post by: TricMagic on November 15, 2019, 03:58:13 pm
Mag-Lev Station Overhaul

The Station and tracks we have is important. However, the jury-rigging we have to do to keep it running is an issue. This is dedicated to solving that issue. During the work creating MAB, one failure was discarded. Put simply, certain combinations of naturally magnetic material causes an energy surge when electricity ran through it. Further testing on finding something for the Mag-Lev based on MAB led to this being visited. This particular combination causes the material to burn and warp, before crumbling, breaking down. However, mixing iron into the mixture created an alloy that generated a magnetic field when electricity ran through it, solving that issue. It is both an excellent conductor, and a powerful electromagnet. Using this, coined as EIA-Electromagnetic Iron Alloy, we sought to use it for the Mag-Lev's lift and propulsion.

The MagLev trail is comprised of railings and iron points at the center of the track. This railing has bars that extend all around the track to form a type of tube, with the upper sections being negative, and the lower sections negative. Overall, it looks to be a polygon. The bottom of the train has the EMA wrapped around the edges of the bottom, giving it it's levitation against the positive rails. Likewise, this also appears at the top of the train to prevent crashes against the track way at speed.

At the back and front also exists the EIA. At the top and bottom exists the Plates of EIA that when powered, provides the push forward. This can be adjusted for making turns onto other tracks that are connected to the tube. And at the front is the window for seeing out of the train, where the driver(s) sit. There is also a nose at the front, where the actual batteries go for powering the train's magnetic lift. This train can in fact move outside a trackway if there is a metal railing, so putting them in and taking them out of the trackway for any repairs would be simple, as where as depositing cargo.

Last is the existence of cargo attachments. A simple connector sits at the back of the Train which can connect to any Mag-Lev Cargo. Cargo containers have the same layout as the regular trains, though the power for them is located inside their box frame. The Connector tells the main train how much power is in the Lev systems.

This is important as showing we can fix the old station with parts we can create will mean the city will be willing to offer more stations to use. Likewise, it will give us the ability to transport materials and supplies, as well as troops, more regularly. The only other difficulty will be the computer we have to refurbish, and coding. It's definitely a project, but it will prove useful in transporting materials and gear, as well as troops.


Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -1.25 Revision Phase
Post by: m1895 on November 16, 2019, 04:19:04 am
scrappers guild
We're barely scraping by when it comes to mineral, so we've set up a guild to control scrapping operations and hopefully increase or mineral income.
To do this we've given them several powers. Firstly, we've allowed them to give out "luxury goods", such as simulacra food or or recordings of old holoshows, to scrappers that have achieved a certain rank within the guild, and Secondly we've set up a proper recycling system to ensure scrap is used effectively. Thirdly, we've sent out military patrols to potential high scrap areas.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -1.25 Revision Phase
Post by: TricMagic on November 19, 2019, 02:58:40 pm
Quote from: Votebox, now with added Magnetic Lift!
Mag-Lev Station Overhaul: (1) TricMagic
Scrapper's Guild: ()
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -1.25 Revision Phase
Post by: m1895 on November 19, 2019, 08:46:22 pm

Quote from: Votebox, now with added Magnetic Lift!
Mag-Lev Station Overhaul: (2) TricMagic
Scrapper's Guild: ()
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -1.25 Revision Phase
Post by: Blood_Librarian on November 20, 2019, 02:13:35 pm
Mag-Lev Station Overhaul

The Station and tracks we have is important. However, the jury-rigging we have to do to keep it running is an issue. This is dedicated to solving that issue. During the work creating MAB, one failure was discarded. Put simply, certain combinations of naturally magnetic material causes an energy surge when electricity ran through it. Further testing on finding something for the Mag-Lev based on MAB led to this being visited. This particular combination causes the material to burn and warp, before crumbling, breaking down. However, mixing iron into the mixture created an alloy that generated a magnetic field when electricity ran through it, solving that issue. It is both an excellent conductor, and a powerful electromagnet. Using this, coined as EIA-Electromagnetic Iron Alloy, we sought to use it for the Mag-Lev's lift and propulsion.

The MagLev trail is comprised of railings and iron points at the center of the track. This railing has bars that extend all around the track to form a type of tube, with the upper sections being negative, and the lower sections negative. Overall, it looks to be a polygon. The bottom of the train has the EMA wrapped around the edges of the bottom, giving it it's levitation against the positive rails. Likewise, this also appears at the top of the train to prevent crashes against the trackway at speed.

At the back and front also exists the EIA. At the top and bottom exists the Plates of EIA that when powered, provides the push forward. This can be adjusted for making turns onto other tracks that are connected to the tube. And at the front is the window for seeing out of the train, where the driver(s) sit. There is also a nose at the front, where the actual batteries go for powering the train's magnetic lift. This train can, in fact, move outside a trackway if there is a metal railing, so putting them in and taking them out of the trackway for any repairs would be simple, as whereas depositing cargo.

Last is the existence of cargo attachments. A simple connector sits at the back of the Train which can connect to any Mag-Lev Cargo. Cargo containers have the same layout as the regular trains, though the power for them is located inside their box frame. The Connector tells the main train how much power is in the Lev systems.

This is important as showing we can fix the old station with parts we can create will mean the city will be willing to offer more stations to use. Likewise, it will give us the ability to transport materials and supplies, as well as troops, more regularly. The only other difficulty will be the computer we have to refurbish, and coding. It's definitely a project, but it will prove useful in transporting materials and gear, as well as troops.

Difficulty: Medium
Result: [3+1] → 4 Below average

The Mag-Lev Overhaul is a success. Mostly. The most expensive part of the railways, the supercooled magnetic tracks that were a pain to maintain has all been replaced with a solid-state magnetic alloy that does the job in an equivalent manner with a far lower maintenance profile. While the track can no longer support the incredibly high-speed bullet trains that we don't have access to anyhow, they are much, much simpler to maintain in terms of machinery. One particular issue is how unstable the trains are. Consistent, tiny deformations in both the track placement and the propellant magnetic systems cause the trains to wobble while it is in movement. Two separate de-railings preclude the possibility of direct-combat deployment for now. While the possibility of gliding on railings was thought of, the train actively requires a framework to stay stable, and will not be done outside of specialized circumstances which require engineering beforehand.

A refitting doctrine has been made to convert old stations that we find in the battlefield to the standard, as long as the tunnels in the immediate area are not active combat zones, the trains can run. In addition, an additional Mag-Lev has been brought out of mothballing, and we will no longer have to fight civilian authorities for military infrastructure. Additional trains are currently being refitted, and are expected to be put to service by the beginning of the war.

 Transportation Capacity: 1 (UNDERGROUND) (note that UNDERGROUND TC is different from LAND TC, which represents traditional land vehicles.)

Spoiler: Phoziris Designs (click to show/hide)

It is now the Design of Cycle -1.00. Next phase will be Revision.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -1.25 Revision Phase
Post by: TricMagic on November 20, 2019, 03:42:00 pm
Thunderer Revolver

The Thunderer is a Revolver. Why such an antiquated design, you ask? Well, that is fairly simple. The revolving chamber can be made up of EIA, separated by nonconducting metal, and around the barrel, further EIA work to create a magnetic field when the revolver aligns with the barrel. One shot smoothly moves to the next, and filling it with bullets is simple enough.

In the handle is a container for a downsized MAB battery. While it doesn't have the same storage level of it's full sized form, the difference is linear, and it is easy to open the handle's bottom to replace it when it runs low. One particular note of an interaction between MAB and EIA is the fact that a MAB battery has a far higher max discharge into EIA. When the firing pin is pressed down on by the trigger, the connection is completed, as the bullet goes off. And so the EIA creates a powerful concentrated magnetic discharge forward at the same time, massively boosting the speed of the bullet, riding that wave. This also effectively rotates the barrel to the next bullet in the process, allowing 6 shots in 7 seconds.(Due to a minor electromagnetic clasp that turns off for that  time)

The bullets themselves have a tungsten point, making them very effective at piercing armor, while the rest of the bullet is steel with nickle plate. They are [9.1 x 26mm], or .38 Long caliber. As for the barrel, it is rifled, with the EIA surrounding the magnetic barrel.

Overall, the Thunderer is a deadly weapon at most ranges, though at short range, it is almost impossible to miss what you aim at, making it ideal for close quarters. The addition of the magnetic field also means that it has burst damage against any electronics that aren't properly shielded, so it can even take down heavy weapon and vehicles if they use any form of electronics, beyond it's own piercing power. This is mostly cause the pulse travels in a straight line to a bit below mid range in the path of the bullet,, which means such tactics would need to be close to mid range as well, where the Thunderer excels at.



Due to lack of other designs, and me thinking m1895 says okay, a votebox.

Quote from: Vote
Thunderer Revolver: (1) TricMagic
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -1.00 Design Phase
Post by: m1895 on November 24, 2019, 03:47:45 pm
nanowave gun "Oppenheimer"
Nanowave technology was mainly used in the old empire to heat food up very quickly, but we're in quite dire straits, and have been forced to use it as a weapon. A thought that wouldn't have ever crossed the minds of our forebears, what with their far more powerful energy weapons.

The Oppenheimer is a fairly squat, somewhat bulky weapon, able to fit relatively well in the hands of our troops. It uses a nanowave emitter salvaged from nanowave ovens with an alloy designed to reflect nanowaves, also salvaged from nanowave ovens, focusing it though the barrel, similar in operation to a flashlight. It is fully capable of cooking enemy soldiers with a direct hit.

Quote from: Vote
Thunderer Revolver: (2) TricMagic, m18951
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -1.00 Revision Phase
Post by: Blood_Librarian on December 06, 2019, 06:12:09 pm
Thunderer Revolver

The Thunderer is a Revolver. Why such an antiquated design, you ask? Well, that is fairly simple. The revolving chamber can be made up of EIA, separated by non-conducting metal, and around the barrel, further EIA work to create a magnetic field when the revolver aligns with the barrel. One shot smoothly moves to the next, and filling it with bullets is simple enough.

The handle is a container for a downsized MAB battery. While it doesn't have the same storage level of its full-sized form, the difference is linear, and it is easy to open the handle's bottom to replace it when it runs low. One particular note of interaction between MAB and EIA is the fact that a MAB battery has a far higher max discharge into EIA. When the firing pin is pressed down on by the trigger, the connection is completed, as the bullet goes off. And so the EIA creates a powerful concentrated magnetic discharge forward at the same time, massively boosting the speed of the bullet, riding that wave. This also effectively rotates the barrel to the next bullet in the process, allowing 6 shots in 7 seconds.(Due to a minor electromagnetic clasp that turns off for that  time)

The bullets themselves have a tungsten point, making them very effective at piercing armor, while the rest of the bullet is steel with nickle plate. They are [9.1 x 26mm], or .38 Long caliber. As for the barrel, it is rifled, with the EIA surrounding the magnetic barrel.

Overall, the Thunderer is a deadly weapon at most ranges, though at short range, it is almost impossible to miss what you aim at, making it ideal for close quarters. The addition of the magnetic field also means that it has burst damage against any electronics that aren't properly shielded, so it can even take down heavy weapon and vehicles if they use any form of electronics, beyond it's own piercing power. This mostly causes the pulse travels in a straight line to a bit below mid range in the path of the bullet,, which means such tactics would need to be close to mid range as well, where the Thunderer excels at.

Thunderer
Difficulty: Very Hard
Result: [3+4] -2 → 5 Average
The Thunder is not a diminutive weapon.

Yaerians are a diminutive people. There was complications in creating a high-yield magnetic revolver weapon, with roughly enough power to menace heavy armor. a lot of concessions were made to make a functional weapon. We do not have the capability of making small mag-weapon packages that are effective in combat situations, so the weapon was upscaled to be a two-handed weapon, with a compact bull-pup design and a cylinder that can be popped out and reloaded.  Although the battery systems are sufficient, Capacitive delivery systems increase the size of the weapon as well. Batteries to hold over for a firefight will take up almost as much weight as the weapon itself. EIA receives electricity discharged from the capacitors, and create a magnetic field that launches the projectile when specially shaped, it is neither a railgun or a coilgun, but a completely new magnetic delivery platform.

It fires six shots before it needs to be reloaded, and the batter replaced. Soldiers will typically be deployed with 10-speed loaders, 9  spare batteries, and around 750 slugs if it is their primary weapon. They will require frequent recharges after each firefight, though simple magnetic slugs are produced in wide enough numbers that the real issue is the weapon production in terms of sheer production.

The gun produces a un-chained magnetic field around the projectile, which chaotically pushes the bullet, usually generally forward, but it becomes a useless past medium and is unreliable in short ranges, but its impact is unarguably dangerous. At Medium range, it is the fastest it is going to be, and the most lethal.

It produces a small electromagnetic pulse, and unshielded electronics within a foot of the detonation are usually destroyed. It also makes a loud pop like an electrical transformer exploding. The recoil is quoted as “Terrifying” to many soldiers, often having a kick to the left or the right due to a side effect of the magnetic discharge, and green personnel will often drop the weapon after firing.

[Expensive, 3 Minerals, 3 Energy]


Spoiler: Phoziris Designs (click to show/hide)

It is now the Revision of Cycle -1.00. The next phase will be Design. Event is going to happen on the next Design Phase.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -1.00 Revision Phase
Post by: m1895 on December 07, 2019, 03:40:07 am
Thunderer Reliability improvement Projects
The Thunderer has a lot of potential, but it also has a lot of problems. The aim of THRIPs is to fix most of the more notable problems with the weapon system.
Firstly, we're experimenting with the shaping of the EIA "rails" to create a less chaotic mag-bubble and therefore improving accuracy and decreasing recoil. Secondly, we've added some basic EM shielding, stopping the Thunderer from bricking the user's electronics. Thirdly, we've worked on more efficient capacitive systems, noticeably cutting down weight and cost.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -1.00 Revision Phase
Post by: TricMagic on December 07, 2019, 08:41:26 am
Thunderer Reliability improvement Projects
The Thunderer has a lot of potential, but it also has a lot of problems. The aim of THRIPs is to fix most of the more notable problems with the weapon system.
Firstly, we've added some basic EM shielding, this directs the EMP forward as a blast, increasing range to 5 meters and allowing it brick lightly hardened electronics. Secondly, we're experimenting with the shaping of the EIA "rails" to create a less chaotic mag-bubble and therefore improving accuracy. Thirdly, we've worked on more efficient capacitive systems, noticeably cutting down weight and cost.

Very much what I was thinking.

I would still like to ask why our resource spoiler seems incorrect. Not a huge issue, but still.

Quote from: The Thunder, Thrip, and Lightning
Thunderer Reliability improvement Projects: (1) TricMagic
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -1.00 Revision Phase
Post by: m1895 on December 07, 2019, 06:29:23 pm
Quote from: The Thunder, Thrip, and Lightning
Thunderer Reliability improvement Projects: (2) TricMagic, m1895
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -1.00 Revision Phase
Post by: TricMagic on December 07, 2019, 07:30:20 pm
Thunderer Reliability improvement Projects
The Thunderer has a lot of potential, but it also has a lot of problems. The aim of THRIPs is to fix most of the more notable problems with the weapon system.
Firstly, we're experimenting with the shaping of the EIA "rails" to create a less chaotic mag-bubble and therefore improving accuracy and decreasing recoil. Secondly, we've fiddled with the revolving cylinder, allowing 2 bullets to be stacked in a single chamber, doubling mag capacity. Thirdly, we've worked on more efficient capacitive systems, noticeably cutting down weight and cost.

Thunderer Refinement
The Thunderer is good, however, it did come up from a smaller form, so some tweaks can be made. Most of our time is in refining the EIA shaping. The rest is just creating a hardcover that can block the magnetic field generated. This focuses all of the EM force forward, improving accuracy and reducing energy use to the point each battery can fire 18 times before needing to be replaced, as well as solving it taking out any non-hardened user equipment.


Quote from: The Thunderer, Thrip, and Lightning
Thunderer Reliability improvement Projects: (1) m1895
Thunderer Refinement: (1)  TricMagic
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -0.75 Design Phase
Post by: Blood_Librarian on December 21, 2019, 12:54:45 am

Thunderer Refinement
The Thunderer is good, however, it did come up from a smaller form, so some tweaks can be made. Most of our time is in refining the EIA shaping. The rest is just creating a hardcover that can block the magnetic field generated. This focuses all of the EM force forward, improving accuracy and reducing energy use to the point each battery can fire 18 times before needing to be replaced, as well as solving it taking out any non-hardened user equipment.



Thunderer Refinement
Difficulty: Normal
Result: [1+4]  → 5 Average
The V2 Thunderer is a lean, mean killing machine. A hardcover of several diamagnetic materials along with a modification of the Electromagnetic fields have fully “Chained” the projection of electromagnetic energy to the projectile. This chained EM projection detonated upon deformation of the slug, causing a detonation and EMP, which can take down electronics, most of the time. Compared to the original system, it is more effective, but it is a far cry from a military-grade EMP weapon of old. The reduction of inefficiencies in the design has resulted in far more munitions being able to sent down-range. This weapon is combat effective for exactly three speed-loads of physical projectiles before its battery is drained, without a noticeable decrease in penetrative power.

Spoiler: Phoziris Designs (click to show/hide)


Event: Machines of the Ancients


In the depths of the Arcology, there are only two constants.

They are silent, varied in purpose and always merciless.

Sometimes, they take on the form of a massive, byzantine war-machine, with counter-measure after countermeasure on top of a mountain of guns and armor, which walks the land and burns anything that dares to stir.

Other times, they are the knives that gleam in the darkness.

Regardless, Their presence often signals the beginning and end of combat.

Your respective hierarchies have politely, firmly requested that the development of equipment that subvert this, and too keep combat going regardless of the presence of these horrific machines.



You are given one [1] additional design to create something to battle the Battle-Frames influence on the battle-field.  There are quite a few types of BattleFrames, from gigantic killing machines, flying drones of both RECON and lethal varieties, “Infantry” units, automated turrets, as well as other more obscure systems.

Hacking of any form will not work. Disabling a Battle-Frame usually results in reinforcements being called. In a few cases, there has been the deployment of either over-the-horizon munitions or orbital weapons being deployed. They usually patrol the same routes, although they sometimes dynamically route around obstacles or call in for engineering support if it requires it. The Metro Authority has its own brand of battle-frames which it uses to keep its slice of pie in the city running.

Sometimes, they sing a curious little melody on tinny speakers, with words entirely of the old language.

The winner, the best design for avoiding these machines will get a design credit for [Exosuits & Robots]. Both designs will be deployed to military and "civilian" personnel, and as such will be revealed to the respective enemy through observation with reconnaissance forces, unless such a design is made for purely military operations, then it will have a disadvantage in completing the requisites required to get the research credit. Winners will be decided by the beginning of the next Design Phase, The Design that is with the most votes will be entered.




It is now the Design of Cycle -.75. Next phase will be Revision.


Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -1.00 Revision Phase
Post by: m1895 on December 21, 2019, 06:30:39 am
Survivalist Uniform Mk. II
Modifying our uniform seems to be the easiest way to keep our soldiers and civvies out of harm's way  alike.
Using modified comm beads and AR goggles, we've setup a system to track the standard routes of battle-frames, with a basic interface to mark "rogue" enemies as threat level 1-5 Battle-frame, Elorius, or bandit. Secondly, we've added camouflage to the uniform, as well as basic anti-thermal fibers and small pieces of EIA to disrupt their bioelectric profile at longer distances, giving our troops a decent chance of spotting battle-frames before the battle-frames spot them

Mag-Grapple
The Mag-Grapple was made to address our lacking ability to circumvent blockages by utilizing the 3-d nature of the arcology to our advantage.
Consisting of a metal gauntlet and spike, it operates by using a magnetic field to propel the spike into an object, similar to the Thunderer. Unlike the Thunderer, the Mag-Grapple uses a chained magnetic field, allowing it to pull back on the spike, usually pulling the operator towards the the object, allowing them to grapple around. With a MAB, it has a battery life of 12 minutes continuous use.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -1.00 Revision Phase
Post by: TricMagic on December 21, 2019, 10:00:42 am
3D Maneuver Gear

The 3D Maneuver Gear. It's made up of a combination of titanium-EIA alloy and carbonweave fibers, attached to vibration blades. These are powered by a small pack with MAB, and by sending a current down the cable, the vibration blades will slip out or into objects with quite some ease. Used properly, this allows movement in Three Dimensions. The blades themselves are also titanium, with diamond tooling and a serrated edge that sticks into a target. They also double as a weapon that when activated, can go through stone, iron, and steel to a degree.

The main movement is launching one of the four blades with your hand, with the cable extending. The vibrating blade sticks into the target, and then the cables can be retracted. Sending another current down the blade and retracting it further brings the blade out of the target. Control of these four weapons are down with the harness, with certain movements triggering different blades and cables.

3D Maneuver Gear is complex, but with buildings all around it makes for a devastating movement option able to outpace and lead Battleframes into enemy lines, or escape them. Though do to the training involved, those who can use them is also limited. It's also an option to lead Battleframes away entirely before retreating beyond their ability to follow. Needless to say, it also comes with titanium light plate armor with carbonweave vests and pants, though helmets are not included since it is necessary to be able to see around you.



Spoiler: old (click to show/hide)

Skyship Aéria

The Skyship is pretty old. Rather, it is more taking old knowledge that we used to have, and rediscovering old methods. In this case, it is the carbon-weave of the envelope which is filled with helium. This type of balloon is made up of the carbon-weave envelope being stretched over a frame of titanium. This effectively makes it mostly immune to bullets, since any holes won't rip a long hole in the fabric, and can be repaired.

Other than that, lightweight materials make up the ship part of the skyship. The hull is thin, and supports built as walls in the central area. Enough that it won't collapse under it's own weight at least. The balloon is attached to the ship directly to the frame, and a turbofan placed in the back for propulsion. The sides of the bow have 4 Thunderer cannons attached to the ships energy grid, which can be fed for defense or flanking maneuvers to disable enemy electronics. Other than that, cameras, along with radar and radio.

The turbofan takes in air through inlets along the backsides of the ship, before using it to provide plenty of thrust forward, and the balloon has a cap on the front to cut the wind. The overall size is 70 feet long and 26 wide, with the middle of the ships side being capable of sliding open to a cargo bay and allowing entry through a long ladder, or an extended bridge. These areas are a bit more armored due to this, since the sliding sides click into place, or can be opened by hand through handles on the inside.

Overall, it's a fairly good approximation as to the Skyships of old. In addition, we've made parachutes to allow deployment overland as well, though in most cases we will simply be deploying through the sea route since it is safer. All of our electronics are also hardened, since losing them would be a bit bad, though diamagnetic materials were already used so the Thunderer Cannons won't blow up in our faces.




Quote from: Votebox To the Sky
Event Design
Survivalist Uniform Mk. II: ()
3D Maneuver Gear: (1) TricMagic


Regular Design
Mag-Grapple: ()
Skyship Aéria: (1) TricMagic

Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -1.00 Revision Phase
Post by: m1895 on December 29, 2019, 07:01:53 pm
AR Goggles map network
We've been able to salvage enough communicators with Joorai Maps software largely intact to begin work on our AR Goggles project.
Pre-Fall AR goggles were naturally designed to connect with communicators, displaying a 3-d map vital when navigating The Arcology even then, so hardwiring the ones we've scavenged into what communicators we've scavenged isn't too much of a challenge. Unfortunately, The Arcology has changed a lot since Joorai Maps was still being updated, so we've had to set aside some of our 3D Maneuver gear users and some other poor schlubs into a "Survey Corps" to update the maps using what editing privileges we've been able to nab. Aside from that, we've added very basic encryption
Quote from: Votebox To the Sky
Event Design
Survivalist Uniform Mk. II: ()
3D Maneuver Gear: (2) TricMagic, m1895


Regular Design
Mag-Grapple: ()
Skyship Aéria: (1) TricMagic
AR Goggles Map Network: (1) m1895
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -1.00 Revision Phase
Post by: TricMagic on December 29, 2019, 07:10:53 pm

Quote from: Votebox To the Sky
Event Design
Survivalist Uniform Mk. II: ()
3D Maneuver Gear: (2) TricMagic, m1895


Regular Design
Mag-Grapple: ()
Skyship Aéria: ()
AR Goggles Map Network: (2) m1895, TricMagic
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -0.75 Revision Phase
Post by: Blood_Librarian on December 30, 2019, 04:28:51 pm
AR Goggles map network

We've been able to salvage enough communicators with Joorai Maps software largely intact to begin work on our AR Goggles project.
Pre-Fall AR goggles were naturally designed to connect with communicators, displaying a 3-d map vital when navigating The Arcology even then, so hardwiring the ones we've scavenged into what communicators we've scavenged isn't too much of a challenge. Unfortunately, The Arcology has changed a lot since Joorai Maps was still being updated, so we've had to set aside some of our 3D Maneuver gear users and some other poor schlubs into a "Survey Corps" to update the maps using what editing privileges we've been able to nab. Aside from that, we've added very basic encryption



AR Goggles Map Network
Difficulty: Easy
Result: [2+1] + 1  → 4 Below Average

As it turns out,  the civilian grade AR systems we have access too are not sufficient for our dream of a military grade Augmentative system.  They are not the heavy, durable goggles we wanted, but light and soft “glasses” that require external power from battery packs for endurance, and are excessively power-hungry for such small devices. They require a delicate touch, and must be either handled carefully or frequently replaced due to their fragile nature. The Goggles have had their transceivers disabled, as broadcasting our positions to anyone with a functional antenna and the Battle-Frames (who sometimes locate and destroy radio sources) is an incredibly bad idea. it is a hard sell for our forces to utilize the system, but there are edge cases where it is incredibly helpful.

There is no one standard AR goggle system either, and quality varies severely.

In short, we’ve created a system where civilian hardware is repurposed and integrated into a one-way transmission system, and information can sometimes be distributed to forces in the field. Maps and reconnaissance systems, especially in the tram-line networks below the city are being functionally recreated from pre-collapse databases and our own intrepid exploration.

Casualties against Battle-Frame Operations have already plunged by a significant margin as forces are able to react based on intel given from Central Command as they react to battle field events.

[Cheap, 1 Minerals, 2 Energy]


Spoiler: Phoziris Designs (click to show/hide)

It is now the Revision of Cycle -.75. Next phase will be Design. Remember to finalize your vote for the Event.


Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -0.75 Revision Phase
Post by: TricMagic on December 30, 2019, 04:51:41 pm
Quality Joogle AR Revamp

Due to a few miscommunications among messengers, it seems that the Map Network wasn't completed.

Simple enough fix though. First is Polycarbonate, which has numerous advantages over cheaper glass alternatives. Using this for the lenses and proper carbon-plastics with rubberized outer casing will make it fairly light. The new AR Glasses also come with a basic battery pack capable of 12 hours of operation.

The second is a bt obvious. We've managed to get Joogle Servers up and running again, and re-purposed them. Now we can send our "Survey Corps" to remap all the areas, which will help a lot with movement spotting and movement ourselves. The use of the 3D Manuvuer Gear is sure to be helpful for mapping everything and stitching it into a single whole on the servers.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -0.75 Revision Phase
Post by: m1895 on December 30, 2019, 05:08:07 pm
Quote from: votebox
Quality Joogle AR Revamp (1): m1895
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -0.75 Revision Phase
Post by: TricMagic on December 30, 2019, 05:09:30 pm
Quote from: votebox
Event Design
3D Maneuver Gear: (2) TricMagic, m1895

Revision
Quality Joogle AR Revamp (2): m1895, TricMagic
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -0.75 Revision Phase
Post by: Blood_Librarian on January 09, 2020, 11:30:52 pm
Quality Joogle AR Revamp

Due to a few miscommunications among messengers, it seems that the Map Network wasn't completed.

Simple enough fix though. First is Polycarbonate, which has numerous advantages over cheaper glass alternatives. Using this for the lenses and proper carbon-plastics with rubberized outer casing will make it fairly light. The new AR Glasses also come with a basic battery pack capable of 12 hours of operation.

The second is a bt obvious. We've managed to get Joogle Servers up and running again, and re-purposed them. Now we can send our "Survey Corps" to remap all the areas, which will help a lot with movement spotting and movement ourselves. The use of the 3D Maneuver Gear is sure to be helpful for mapping everything and stitching it into a single whole on the servers.


Quality Joogle AR Revamp
Difficulty: Normal
Result: [2+1]  → 3 Buggy mess

We’ve had a nightmare of a time recovering the data from the Directorates old mapping servers and ultimately ended up unearthing some sort of arcane technohazardous virus that rotted hardware from the inside out. The good news is, that the old files we had found were recovered, and they are horrendously out of date. The bad news is that our previously recovered data was almost completely wiped out. We are going to have to rebuild the network again, including the data we had carefully harvested for mapping.
As for the...goggles themselves, we have upgeared our efforts into producing the goggles entirely from the cloth. We’ve succeeded in creating a fully functional polycarbonate lensed systems that can endure the soldier's abuse for most of the time with functionally equivalent power supplies from previously provided Universal Power Supplies..
Logistics have been extremely complicated in finding a dozen different components that make these things work however. And these new systems are not easy to make.
They have become complex.
Do note that the salvaged variants are still being produced, it's just our new variant is not very easily distributed to the masses. Where they are deployed,  information capacity is completely superior to our enemy forces, when the ghost of the virus is not haunting us. Expect the enemy to have a temporary advantage in out-of-the-way places that are not completely vertical in nature, such as the metro, as they have not lost the decades of explorative data that is prepared before a conflict.

.

[Very Expensive, 2 Minerals, 2 Energy, Complex]
Event Design

3D Maneuver Gear

The 3D Maneuver Gear. It's made up of a combination of titanium-EIA alloy and carbonweave fibers, attached to vibration blades. These are powered by a small pack with MAB, and by sending a current down the cable, the vibration blades will slip out or into objects with quite some ease. Used properly, this allows movement in Three Dimensions. The blades themselves are also titanium, with diamond tooling and a serrated edge that sticks into a target. They also double as a weapon that when activated, can go through stone, iron, and steel to a degree.

The main movement is launching one of the four blades with your hand, with the cable extending. The vibrating blade sticks into the target, and then the cables can be retracted. Sending another current down the blade and retracting it further brings the blade out of the target. Control of these four weapons are down with the harness, with certain movements triggering different blades and cables.

3D Maneuver Gear is complex, but with buildings all around it makes for a devastating movement option able to outpace and lead Battleframes into enemy lines, or escape them. Though do to the training involved, those who can use them is also limited. It's also an option to lead Battleframes away entirely before retreating beyond their ability to follow. Needless to say, it also comes with titanium light plate armor with carbonweave vests and pants, though helmets are not included since it is necessary to be able to see around you.
3D Maneuver Gear
Difficulty: Normal
Result: [1+3  → 4 Above average

A very light maneuvering package, the 3D Maneuver gear works as advertised, with equipped soldiers who are trained in the package able to quickly maneuver around urban environments by allowing a user to almost instantly place climbing hook into any solid surface and retract themselves to it, our forces are able to maneuver incredibly fast and do stunts that most personnel would find impossible. Combined with our burgeoning network, this means that our forces have an immense superiority in outmaneuvering all ground forces barring few exceptions. While the systems are not very complicated in the end, the industrial processes that make them are energy-intensive to produce, and some of the materials are hard to source, making it Expensive. Special training means that only special forces are able to equip these systems., but the possibility of lesser troops equipping these systems is still possible:Light incursions into Black Zones are possible, as most threats are on the ground.
[Very Expensive, 3 Minerals, 3 Energy, Complex]

Spoiler: Phoziris Designs (click to show/hide)

It is now the Design of Cycle -0.5 Next phase will be Revision. Final results for the Event will be posted on the Core Thread.


Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -0.75 Revision Phase
Post by: m1895 on January 10, 2020, 02:22:50 am
AR Goggles attempt 3
Our repeated failures at making the AR goggles work have become quite... aggravating, but if we can get these to work, then we'll be much better off than before we got into this whole mess.
Firstly, we've begun mass-production of our own model of AR goggles, with full-scale scavenging programs to salvage the necessary components (or the machinery needed to produce them, if possible.) to make the damn things.
Next, we've catalogued several "natural" radio phenomena that BFs will ignore rather than investigate. Copies of these phenomena encrypted with information packets can now be used by AR goggles to communicate. The first use of this is of course realtime mapping and inter/intra-platoon comms, but we've also included the ability for squad leaders to mark targets for their individual squad.
Quote from: votebox
AR goggles attempt 3 (1): m1895
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -0.75 Revision Phase
Post by: TricMagic on January 10, 2020, 08:04:29 am
AR Goggles attempt 3
Our repeated failures at making the AR goggles work have become quite... aggravating, but if we can get these to work, then we'll be much better off than before we got into this whole mess.
Firstly, we've begun mass-production of our own model of AR goggles, with full-scale scavenging programs to salvage the necessary components (or the machinery needed to produce them, if possible.) to make the damn things.
Next, we've catalogued several "natural" radio phenomena that BFs will ignore rather than investigate. Copies of these phenomena encrypted with information packets can now be used by AR goggles to communicate. The first use of this is of course realtime mapping and inter/intra-platoon comms, but we've also included the ability for squad leaders to mark targets for their individual squad.
Quote from: votebox
AR goggles attempt 3 (2): m1895

Mostly thanks to the Survey Corps Such low rolls. But the 3D MG is ready at least. And hopefully as advertised, though it's cost is a bit much. It works though.



Spoiler: Not possible (click to show/hide)

Revision: Lightning Striker Sniper Rifle

The Lightning Striker takes from our Thunderer experience. It has a long barrel, and is reloaded through a simple open, slot, and close system. And it is fully proofed so that all the concentrated energy goes down that barrel.

As for power, it uses 1 standard MAB. The entire thing. EIA is used in the gun with multiple contact points, so the weapon is rather heavy and unwieldy. This means it's best condition is when the unfoldable tripod on it's underside is used as a sniper rifle it was designed as. A single MAB can fire up to six shots before needing to be switched out, however in most cases where a Lightning Striker would be deployed, 6 shots are all that can reliably be fired before the sniper needs to move(with 1 or two being more common, and further shots beyond 3 having less power), so it's not really an issue. To help with this, the Lightning Striker comes with it's own holder so it can be left on the back when moving. It's meant to be used by 3D Maneuver Gear users, primarily, as they can easily scale buildings.

As for the shot itself, a pure tungsten carbide bullet. With low electrical resistivity and extreme hardness along with decent weight, it makes for a terrifying bullet. And when propelled by the Lightning Striker's immense magnetic warp field, the resulting shot can go straight through a sheet of titanium, as well as straight through walls with little to no speed/force reduction, and more normal armoring. This is mostly due to the combination of the Lightning Striker's force, which is akin to the strength of a railgun by now, and the chosen ammo type. As Lightning Strikers are expected to be used with information advantage, a well placed shot can absolutely cripple enemy vehicles. What makes this even worse for them is the fact that the chained EMP follows through the hole, and is powerful enough to wreck the electronics.(Though it's focus means that it will only affect near where the bullet flies.)

Overall, as a weapon, it is expected to serve the role of sniper, taking information and using it to place shots from above or at places enemy vehicles and armor are, before moving with the help of 3D before a follow-up can occur. Though there will most certainly be times where it's penetrative power will prove useful in more dragged out fights involving cover, big targets, or long lanes. Just remember that trying to fire this monster while not prone is likely to miss entirely due to it's unwieldiness and weight. And bring a few spare MAB packs with you if you are planning to stick around for a longer fight than 6 sniper shots.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -0.50 Design phase
Post by: m1895 on January 15, 2020, 11:37:40 am
Lightninger AT "Rifle"
Our lack of an anti-vehicle weapon has been noticed by the design team, and not wanting to by caught completely flatfooted we hastily began work on the "lightninger".
The Lighninger is heavily based upon the the Thunderer. In fact its action is almost entirely the same, just upscaled for the 25mm round and single shot. Aside from the size difference, The most notable differences are A: that the Lightninger is mounted atop the shoulder, similar to "rocket propelled grenade launchers" used long ago by our people, and B: it can be connected to the AR goggles, projecting a targeting reticle through them. As for the more internal bits, we've further refined the EIA barrel design to "shape" the mag-bubble, causing it to both slightly increase projectile velocity and act as a "shaped charge" of sorts, directing most of the EM blast forward.


New version
Lightninger AT Rifle
The Lightninger is our first attempt at revising a weapon to defeat enemy armor.
Greatly resembling it's predecessor, the Lightninger is 15cm longer,  has a bipod and replaces the revolving cylinder with a single 15mm tube. Now, the increased caliber may give some people the impression that it would have equally increased recoil, but thanks to further refinement of our mag-bubble focusing it only has a relatively mild increase in recoil, though firing with the bipod is recommended. Notably, it has a relatively basic reflex sight made from an AR goggle lense. It's miniMAB gives it a 12 hour battery life. Another important thing to note is that, while the bullets are noticeably larger than Thunderer's, it has proportionally fewer bullets, meaning it doesn't increase ore cost that way.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -0.50 Design phase
Post by: TricMagic on January 15, 2020, 07:40:00 pm



EM Warp Mine

The Warp Mine, as it is called, is made up of a single MAB cell, with an EIA plate connected to the top. It is also proofed on the bottom to help direct the EM Waves upward from it's top, rather than travel downward and lose power.

On the bottom,between the MAB and proof layer is, lies all the electronics it might need. Mostly, it includes a sensor that reads for the wavelengths active electronics give off, as well as their distance. Once one gets close enough, it goes off. It also includes a remote detonator that can be sent a signal from a pair of AR Goggles to go off instead.
Last is a sort of linked trigger. Mines that have had their Linked trigger set up will go off upon the wavelength sensor sensing an EM Warp, which is extremely chaotic and easy to read due to the massive waves it makes. Needless to say, these will likely have their detonation trigger for electronics turned off to create a minefield capable of taking out larger zones. As a side note, they can have their trigger when sensing electronics turned off, as well as be turned off and on through AR Goggles. Somewhat obviously, these are also used to activate them safely after being planted.


EM Warp Mines can be buried, or left underneath rubble. There is also Duct-tape that can be used to attach them to walls and ceilings, should that ever be needed. On trigger, the MAB discharges to the EIA in an instant, all of it, creating a massive EM Warp in the area around and from the top of the mine which can fry lightly proofed electronics. As well as anything that uses circuits. Used well, they will be extremely useful for taking out both transports and radios. And if we ever manage to plant enough in some enemy camp, they will likely cripple them until they can get replacements for the electronics we fried.




As an aside, placing a EM Warp Mine directly against something with the top allows it to bypass heavy protection and fry those electronics.(As well as likely conducting to a degree, perhaps to the point something melts) Also, EM warps can and will go through buildings, so...

It should also go without saying that multiple going off in a small area is dangerous for humans too. Or simply being near one when it goes off, as seen in the article.  https://en.m.wikipedia.org/wiki/Pulsed_energy_projectile
 Make sure the coding is up to standard so they don't actually turn on easily. A simple triple activation prompt for priming them.



Going over the actual knowledge basis behind the mine.

We know that when not proofed, the MAB discharging into EIA causes a pop, and generates plenty of apparent force. And it fries the electronics within a foot of the gun. This is with a MAB set up to act as an energy source, and is smaller than a full cell.(I think. At the least, it holds less than the full cell, and a lot of it was focused on firing a bullet in the first place)

Passive Sensors (https://internetofthingsagenda.techtarget.com/definition/passive-sensor) are in fact a thing. (This comes from the hopeful work on the AR Goggles)  They won't be detected by battleframes, making them useful. With the proper coding, they can receive specific signals to trigger. Once again, this is mostly reliant on the AR Goggles working out, since they will be working with them.

Last, the proof on the bottom is meant to direct all that energy up rather than down. It won't fully negate it, but it will prevent it from traveling downward. This proof protects nothing, and is simply the casing, like a cannon barrel directing the force of an explosion to propel the projectile.

Only complicated bits here are the passive sensor(s). And the coding needed for it's job. The Mine can be recycled, as the MAB and EIA are intact, even if the rest of the finicky bits need replacement.


An example of the Mine structure would be...

A casing that can snap together firmly into four walls and a bottom, and the electronics secured snugly into place. Say a circuit board with the bottom of the case having places to snap it in. The rest of that space is empty. And then you snap a top on as well, with all the connectors attached properly to be ready to send the signal to the MAB.
 After that, place the MAB Cell on top, as well as the EIA discharge plate. Perhaps wrap the entire thing in some Ductape like a present. And you're done. Once it's been used, just snap the bottom and the four sides off, then replace the electronics with a new one, as well as charge the MAB Cell. And then it can be used again.

Prettily Simple. Only complicated bits are literally the electronics used. Looks like a flat square box. Can also be painted to look like a rock if you like.(Sarcasm) With a design, you could probably make it more advanced. But they are disposable mines, that just so happen to be recyclable due to the main component not being damaged. Their damage comes from basic physics. EM Warps WILL fry electronics. Being in the middle of a massively powerful EM Warp will cause extreme pain.(apparently. May also cause nerve damage.) And EM Waves can go through solid objects like walls. So for ambushes, they are dangerous, and when deployed normally they will destroy the enemy electronics, including radios.

This has been me writing down some thoughts, signing off.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -0.50 Revision phase
Post by: Blood_Librarian on January 20, 2020, 04:41:20 pm
AR Goggles attempt 3
Our repeated failures at making the AR goggles work have become quite... aggravating, but if we can get these to work, then we'll be much better off than before we got into this whole mess.
Firstly, we've begun mass-production of our own model of AR goggles, with full-scale scavenging programs to salvage the necessary components (or the machinery needed to produce them, if possible.) to make the damn things.
Next, we've catalogued several "natural" radio phenomena that BFs will ignore rather than investigate. Copies of these phenomena encrypted with information packets can now be used by AR goggles to communicate. The first use of this is, of course, realtime mapping and inter/intra-platoon comms, but we've also included the ability for squad leaders to mark targets for their individual squad.



AR Goggles attempt 3
Difficulty: Easy
Result: [2+3] + 1 → 6 Above Average

Perhaps the final iteration of a long series of failures and setbacks, the Augmented Reality Mark-3 Goggles is finally what we had pursued for the past cycle of development: The notoriously fickle and makeshift pre-collapse laser grids have been fully recreated and being produced en masse.  Streamlining of support equipment into one rather large microprocessing kit instead of several circuit boards stacked upon one another means that part acquisition is less of an issue, though we are running into a few shortfalls in resource acquisition to give to every soldier on the field. The possibility of full VR goggles that seamlessly record the environment and beam it into our eyes via laser grid is still out of our reach, however. VR Goggles would be the next viable step, as AR goggles reduce a soldier's peripheral vision by a marginal amount.

While there are “natural” radio phenomena in the form of dying spurt emissions as the power grid briefly powers on wireless devices,  ordering soldiers to set up repeater stations with junk code emissions allows us to created “ignored” bands of emissions that allow our soldiers to make brief communications with high command, but the Battle-Frames present are still homing in on any emission they find suspicious, so personnel are advised to be brief.

Onboard data-processing allows for a radar and sound-based mapping software to create three dimensional, functional maps of the world around us, and are accurate to the inch, but they do require a couple of seconds, about thirty or so, to adjust to new changes in the environment: they are not good enough for targeting acquisition, nor will they likely be without a much, much larger processing substrate. Manual target setting by squad leaders in the form of signal markers is still possible by the use of an integrated data signal that uses advanced trigonometry to figure out the location of where the squad leader intends to have marked.

All in all, a functional piece of technology whose common roll out is restricted by the lack of a greater industrial base.
.

[Expensive, 2 Minerals, 2 Energy]


Spoiler: Phoziris Designs (click to show/hide)

It is now the Revision of Cycle -0.5 Next phase will be Design.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -0.50 Design phase
Post by: TricMagic on January 20, 2020, 04:52:06 pm
EM Warp Mine

The Warp Mine, as it is called, is made up of a single MAB cell, with an EIA plate connected to the top. It is also proofed on the bottom to help direct the EM Waves upward from it's top, rather than travel downward and lose power.

On the bottom,between the MAB and proof layer is, lies all the electronics it might need. Mostly, it includes a sensor that reads for the wavelengths active electronics give off, as well as their distance. Once one gets close enough, it goes off. It also includes a remote detonator that can be sent a signal from a pair of AR Goggles to go off instead.
Last is a sort of linked trigger. Mines that have had their Linked trigger set up will go off upon the wavelength sensor sensing an EM Warp, which is extremely chaotic and easy to read due to the massive waves it makes. Needless to say, these will likely have their detonation trigger for electronics turned off to create a minefield capable of taking out larger zones. As a side note, they can have their trigger when sensing electronics turned off, as well as be turned off and on through AR Goggles. Somewhat obviously, these are also used to activate them safely after being planted.


EM Warp Mines can be buried, or left underneath rubble. There is also Duct-tape that can be used to attach them to walls and ceilings, should that ever be needed. On trigger, the MAB discharges to the EIA in an instant, all of it, creating a massive EM Warp in the area around and from the top of the mine which can fry lightly proofed electronics. As well as anything that uses circuits. Used well, they will be extremely useful for taking out both transports and radios. And if we ever manage to plant enough in some enemy camp, they will likely cripple them until they can get replacements for the electronics we fried.

Further testing has shown that the power of the EM Warp released is enough to cause pain and muscle spasms in those within the area of effect, rendering those within helpless while active.(Though given this ranges from 3 to 5 seconds, it isn't long) Even after the effect ends, movements of the affected is sluggish and random, and some passing out from the pain.(Note this was an accident when one person was too close, followed by animal testing on animals set to become food.) While the effect was recorded with the Revolver's first iteration, that was minor compared to this one.



Quote from: Mine the Streets, Elorius, it's dangerous out there.
EM Warp Mine: (1) TricMagic
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -0.50 Revision phase
Post by: m1895 on January 24, 2020, 12:29:38 pm

Quote from: Mine the Streets, Elorius, it's dangerous out there.
EM Warp Mine: (2) TricMagic, m1895
[/quote]
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -0.50 Revision phase
Post by: Blood_Librarian on January 26, 2020, 03:51:28 am




EM Warp Mine
Difficulty: Hard
Result: [3+2] - 1 → 4 Above Average

The EM Warp Mine is an attempt to create a weaponized EMP weapon by utilizing a high-discharge rate MIB cell connected to a coiled antenna system inside a thin plastic casing. originally intended to be packaging for garden shears. The bottom of the device is reinforced with inert materials to prevent a ground close to the device is established and causing a fault. Initial tests had attempted to make a reusable system that only needed the battery to be replaced, however a combination of factors (including the coiled antennae violently exploding after discharge means that such platitudes are impossible. The attempt on a discharge plate would’ve been far too difficult to design rather than stripping a thousand microwaves of their electronics and creating makeshift bombs. The antenna system is more or less an Explosively Pumped Flux Compression Generator. ( a single loop antenna charged by the power cell which then creates a magnetic field that pulses out and effects electronics in the area by simple virtue of explosive power.)

It’s power as an EMP weapon is powerful enough to cause pain to those nearby, but not enough to immobilize personnel, the explosion is more likely to do that. Electronic systems of anyone caught in the blast radius are almost assuredly damaged (3 meters), while up to 6 meters systems can be compromised if they are exposed or otherwise vulnerable. Compared to a full-on explosive weapon of equivalent size, it is not nearly as lethal.

It’s crude, and most are set to go off either by radio transceivers connected to AR communication systems or EM sensors that may or may not work 100% of the time, but it gets the job done. Its only issue is the difficulty in manufacturing explosive chemicals for it, making it difficult to produce in large numbers until we garner a stable chemical refinery system. It’s also large and heavy, weighing in at around 6-10 pounds depending on the variant of microwave coil used.

[Expensive, 1 Minerals, 4 Energy]


Spoiler: Phoziris Designs (click to show/hide)

It is now the Design of Cycle -0.25 Next phase will be Revision. BattleReport will be written at the end of turn 0.00.


Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -0.25 Design phase
Post by: TricMagic on January 26, 2020, 08:55:01 am
Electric Natural Magnetic Array: A Comprehensive Acquisition of Ore from the Shining Sea

ENMA. Best described as a type of active/passive sensor. By sending out a controlled magnetic wave which turns back onto the emitter, it's possible to scan the Underground, Sea, and Sky for ferromagnetic materials. Put simply, when this wave passes over these materials, the returning signal notes a blip on the screens of the system console.

By combining them into a full array, we could have a 24/7 sensor, if we decided to. It does have it's issues, being extremely clear to Battleframes nearby, so it isn't very useful in the field right now.

However, the Shining Sea is one place Battleframes simply don't go. By building a ship to go with ENMA, we can scan the sea floor. Then, through scuba gear, lift these pieces to the surface. For this, we have canisters filled with pressurized air that will fill bags attached via metal ropes. Also a pressure apparatus that can be let down from the ship to blow away sand and silt.

The ship is a simple electric model. 60 feet long, 30 wide. It has an electrically powered motor, electrically powered claws with electromagnets for lifting our spoils out of the water once they are up. ENMA acts as both it's beacon and it's radar, barring unique ships that have absolutely no metal equipment on them.

Scuba Gear runs off of an air mix and an EM shield. This is effectively a beacon for ENMA too, though this model simply pushes EM out from the suit, protecting it from any leftover radiation, if any is around. It also has lights, grappling hook(taking form the inspiration from the 3D Maneuver Gear's launchers, though easier use due to the nature of floating), and 120 minutes of use on a full air & MAB pack.

In this case, it's based off a diving suit. Reinforced glass for the helmet, a combination of metal plate and extremely stiff pressurized fabric. Movement is a bit stiff, but it gets the job done. Communication is done through a line linked to the ship above.


It should be noted this project has been approved by the Council. We will spare no effort in collecting useful Ore for the days ahead. As such, it has been deemed needed Infrastructure, so we have plenty of funding and materials.

It is noted that should the enemy mange to completely dominate our side of the sea, we will likely no longer be able to make use of this. On the other hand,BZD greater control of the Shining Sea could net some benefits as we can range further afield..




Pictures I'd like to use, hopefully.
Spoiler (click to show/hide)

The actual thing is likely to have a bit more bulk on the back... Still. *shrugs*
May we roll well.





I would mostly want to salvage the sea because it is safe. And it does give a basic for building big craft, which can be applied net turn.
Though in the same manner, could try going the other way. Either way we go though, the other is also something that would be created.

Special Ops Mission: Black Zone Dive, Beacon Zoning Distraction
Collecting the Carbon Conversion Process, repairing the Ancient CCP Foundry.

BZD is the code name given for a mission to extract a certain technology that rests with the Battleframes, the Carbon Conversion Process. They primarily use these machines to create new steel for themselves. though the amount of bugs they have accumulated have led to some facilites being misplaced.

Put simply, the Carbon Conversion Process allows the extraction and implementation of carbon from life forms. It can turn anything living into a carbon base. This can be used to create oil, steel, and carbon-grade steel. The last of which is a standard metal for Battleframes, it doesn't really rust easily, though wear and tear in machines does require replacements occasionally, not to mention battles.

The job is to go in, acquire the blueprints and coding, as well as ring back any parts that are needed from them to study. We can then use those to repair the ancient foundry located in our territory that once used this long ago. The Spires near us themselves were made with this technology, so we may be able to repair and build off them too.

Though, having the Carbon Conversion Process means we can farm kelp for oil and the carbon needed to make steel and other items. Oil can in turn not only power our generators, but be used to create plastics. Perhaps most important though to the coming war, this Carbon Conversion will allow us to make the blades that the 3D Maneuver Gear relies on reliably, in addition to a new method of acquiring important minerals.


To help with this, we have developed a new item, the Beacon. Beacons can be set on a timer, and placed by 3D-MG users. Planned properly, we can draw large numbers of battleframe to that area. This in turn will weaken their presence in other areas. They are designed to emit a massive signal for an hour, in a chaotic manner to obscure their position. Placing multiple in an area will only amplify this confusion, as they all emit the same frequency. Unlike the EM-Warp Mine, they emit it over time, but have about the same cost. They don't actually injure anyone directly though, since it is low power for long active times. Nor do they have any sensors.

These Beacons will be key to the operation. And after it, they can be used in the battlefield to mess with communications in an area while they are active, drawing Battleframes in droves. And hopefully mess with the enemies radio signals. Somewhat obviously, they need to be placed behind enemy lines, so their deployment is limited by the number of those who can deploy them safely. At this time, only the 3D-MG users can.



The Plan. Place Beacons in Black Zone Territory. Set their timers for different times. This will let us open a hole, with some going off first in the sequence, and later nearby ones going off, forcing them to follow their programming to shut it off. (Primarily, we will be looking at what signals they can't ignore and trying to make it believable.)
This will reduce the number in the areas we need to get to. The teams will enter, with the Primary teams searching, and the Decoy Teams heading out to the surrounding areas with more specialized beacons, meant to activate from a AR Google signal instead of a set timer.
Get the data along with parts from the area we've located, then get out, setting off the Decoy Beacons to make escaping back to our Territory easier on them.



Quote from: Vote Carbon!
Special Ops Mission: BZD, Repairing the Ancient CCP Foundry: (1) TricMagic

Short Explanation of CCP Foundry

A CCP Foundry uses both heat, cold, and energy to extract pure carbon from a carbon-based lifeform. The rest forms a mineral-rich sludge which can later be refined into separate parts. This sludge can also become carious oils with the right processes.

The Carbon itself is later used in that foundry to create specific types of it. Carbon good for mixing into solid structures, hexagonal carbon diamond, as well as pure carbon-layers.

The main issue is that over time, most of the gear and programming that regulated the process, has degraded. As such an operation to gather data from working CCP foundries in the Black Zone has been put together with what data we've collected. The main goal is to get examples of how it's supposed to work, both code and mechanisms. Once we have that, we can repair our own.

We don't really have time to try and puzzle out how it's supposed to work, which could take years if we are unlucky. So working examples will greatly improve our success rate in repairing the Foundry to at least be able to extract carbon into the proper forms we need.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -0.25 Revision phase
Post by: Blood_Librarian on February 08, 2020, 04:13:03 pm
Special Ops Mission: Black Zone Dive, Beacon Zoning Distraction
Collecting the Carbon Conversion Process, repairing the Ancient CCP Foundry.

BZD is the code name given for a mission to extract a certain technology that rests with the Battleframes, the Carbon Conversion Process. They primarily use these machines to create new steel for themselves. though the amount of bugs they have accumulated have led to some facilites being misplaced.

Put simply, the Carbon Conversion Process allows the extraction and implementation of carbon from life forms. It can turn anything living into a carbon base. This can be used to create oil, steel, and carbon-grade steel. The last of which is a standard metal for Battleframes, it doesn't really rust easily, though wear and tear in machines does require replacements occasionally, not to mention battles.

The job is to go in, acquire the blueprints and coding, as well as ring back any parts that are needed from them to study. We can then use those to repair the ancient foundry located in our territory that once used this long ago. The Spires near us themselves were made with this technology, so we may be able to repair and build off them too.

Though, having the Carbon Conversion Process means we can farm kelp for oil and the carbon needed to make steel and other items. Oil can in turn not only power our generators, but be used to create plastics. Perhaps most important though to the coming war, this Carbon Conversion will allow us to make the blades that the 3D Maneuver Gear relies on reliably, in addition to a new method of acquiring important minerals.


To help with this, we have developed a new item, the Beacon. Beacons can be set on a timer, and placed by 3D-MG users. Planned properly, we can draw large numbers of battleframe to that area. This in turn will weaken their presence in other areas. They are designed to emit a massive signal for an hour, in a chaotic manner to obscure their position. Placing multiple in an area will only amplify this confusion, as they all emit the same frequency. Unlike the EM-Warp Mine, they emit it over time, but have about the same cost. They don't actually injure anyone directly though, since it is low power for long active times. Nor do they have any sensors.

These Beacons will be key to the operation. And after it, they can be used in the battlefield to mess with communications in an area while they are active, drawing Battleframes in droves. And hopefully mess with the enemies radio signals. Somewhat obviously, they need to be placed behind enemy lines, so their deployment is limited by the number of those who can deploy them safely. At this time, only the 3D-MG users can.



The Plan. Place Beacons in Black Zone Territory. Set their timers for different times. This will let us open a hole, with some going off first in the sequence, and later nearby ones going off, forcing them to follow their programming to shut it off. (Primarily, we will be looking at what signals they can't ignore and trying to make it believable.)
This will reduce the number in the areas we need to get to. The teams will enter, with the Primary teams searching, and the Decoy Teams heading out to the surrounding areas with more specialized beacons, meant to activate from an AR Google signal instead of a set timer.
Get the data along with parts from the area we've located, then get out, setting off the Decoy Beacons to make escaping back to our Territory easier on them.



Quote from: Vote Carbon!
Special Ops Mission: BZD, Repairing the Ancient CCP Foundry: (1) TricMagic

Short Explanation of CCP Foundry

A CCP Foundry uses both heat, cold, and energy to extract pure carbon from a carbon-based lifeform. The rest forms a mineral-rich sludge which can later be refined into separate parts. This sludge can also become carious oils with the right processes.

The Carbon itself is later used in that foundry to create specific types of it. Carbon is good for mixing into solid structures, hexagonal carbon diamond, as well as pure carbon-layers.

The main issue is that over time, most of the gear and programming that regulated the process, has degraded. As such an operation to gather data from working CCP foundries in the Black Zone has been put together with what data we've collected. The main goal is to get examples of how it's supposed to work, both code and mechanisms. Once we have that, we can repair our own.

We don't really have time to try and puzzle out how it's supposed to work, which could take years if we are unlucky. So working examples will greatly improve our success rate in repairing the Foundry to at least be able to extract carbon into the proper forms we need.
[/quote]

Black Zone Distraction
Difficulty: Normal
Result: [1+4]  → 5 Average

Designers are a little disgusted at what is essentially looting from a trashcan and calling it ours, but just this one time, it happened. Don’t expect such an operation to work again without a mutiny by the lower-level design staff.

The operation was successful. The casualties that we sustained was acceptable. Most were caused by the fact that they started using artillery to break beacons. The end result was only a little bit underwhelming..

Battle-Frames use a combination of NZt-36 Ceramic-Alloy and over a dozen different polycarbonate, multi-phase plastics set into one big matrix as their armor main battle plate. Supposedly. We’re not sure, as we don't exactly have a manual on the damn things. There might also be weaves of carbon-nanotube fibers sandwiched in between the hard ablative plates in some varieties, but we know that one of the materials they use is Carbon. Carbon is required to create the basics of their ceramic alloy, as well as the theoretical carbon nano-weave.

The resources we have acquired have let us repair the foundry to produce just enough feedstock for the production of specialist materials and open up further options that use supermaterials that require carbon in their production. Flawed sets of carbon nanotube fabrics and systems are possibly produced in limited quantities from our slowly burgeoning kelp farms. this is the largest factory we have reproduced in recent history, and our relative inexperience shows.

We are limited by our geo-thermal systems on how much energy we can dedicate to this. Billion Kilopascal compressors supposedly required for economical carbon-nanotube production as well as the dozen other high-intensity machines are way beyound our reach for the time being.

Further development will result in the classification of Carbon as a special resource, as you are able to further refine carbon based materials into specialized materials..


Spoiler: Phoziris Designs (click to show/hide)



It is now the Revision Phase of Cycle -0.25 Next phase will be Combat.




Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -0.25 Revision phase
Post by: TricMagic on February 08, 2020, 04:35:43 pm
3D Maneuver Gear Production tweaks

With the CCP active, we can now use it to produce the artificial diamond grains. Flawed, true, but they only need to be to be used to create diamond tooling such that our 3D Maneuver Gear uses in their blades. One diamond grain is as good as the other no matter their quality.

This will effectively reduce the mineral cost, as we can produce our own carbon diamonds for their creation.

As well, we will be looking over the carbon-weave production in the threads connecting them. Either way, this should allow more sets to be produced.

So, the diamond grains for the diamond tooling, and the carbon-weave. Diamond grains are at least simple enough, simply being hexagonal stacks bunched together. And carbon-weave produced through carbonization. Being able to make more of them will help with getting our troops training with them, since it is no longer so difficult to source Diamond Grains for the blades.



Design? Polycrystalline Diamond Composite Tools

With the CCP Foundry running, we are now officially producing Diamond Grains. This means we are now producing Diamond Tools. Not much more needs to be said.

What does need to be said is the method. In this case Polycrystalline Diamond Composite, using another product, Carbide, with the diamond Grains. This allows us to create drills and high-efficiency saws, both powered with Energy.

Other than the obvious civilian use, this also allows us to more easily extract larger pieces of metal, as their cutting and drilling ability can let us break down large pieces of metal, along with using a basic torch. By breaking them down, we can then bring them back quickly and easily. There are many large pieces of metal that cannot not be taken without first processing them, and these help tremendously.



Polycrystalline Diamond Composite EM Focus

One of our first goals with the new material is testing it with the MAB, EIA, and others. Specifily, the Mag-Lev.

By fusing Diamond Grit into a single crystal, using MAB materials as the catalyst, we create a focus. This effectively acts as a guide rail for the Mag-Lev, with turns turning the Focus, steering the vehicle.

Cutting it into a long rectangle, and using two, we can control the Mag-Lev Trains turns. Not only that, but it stabilizes the ride and smooths it, allowing for higher speed along a track. These Focuses will likely have other uses for directing magnetic fields as well.

It should be noted it shows an ability to direct magnetic fields based upon it's shaping, along with how much electricity is sent through it. Unlike MAB, it doesn't actually store it though, simply shaping the Electromagnetic Fields.

It's hoped this will improve our Underground TC, with the problems solved allowing us to deploy them to battlefields.


Quote from: Votebox
3D Maneuver Gear Production tweaks: (1) TricMagic

We can now produce Diamond Grains. Though they are flawed, breaking them down still produces a diamond structure for Diamond Tools. Likewise, carbonweave which is used in the cables.

Both are fairly simple, diamond grains more than carbonweave. As those grains are still fine for making the edge.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D -0.25 Combat phase
Post by: Blood_Librarian on February 19, 2020, 12:03:21 am
3D Maneuver Gear Production tweaks

With the CCP active, we can now use it to produce the artificial diamond grains. Flawed, true, but they only need to be used to create diamond tooling such that our 3D Maneuver Gear uses in their blades. One diamond grain is as good as the other no matter their quality.

This will effectively reduce the mineral cost, as we can produce our own carbon diamonds for their creation.

As well, we will be looking over the carbon-weave production in the threads connecting them. Either way, this should allow more sets to be produced.

So, the diamond grains for the diamond tooling, and the carbon-weave. Diamond grains are at least simple enough, simply being hexagonal stacks bunched together. And carbon-weave produced through carbonization. Being able to make more of them will help with getting our troops training with them, since it is no longer so difficult to source Diamond Grains for the blades.


3D Maneuver Gear Production tweaks
Difficulty: Normal
Result: [4+3]  → 7 Superior craftsmanship

3D Manuvering gear is a complex piece of equipment with a multiplier in force capabilities, it requires absolutely gigantic stress tolerances that used to necessitate the rapid replacement of hooks and blades and ropes lest it fail with often lethal results.

Diamond grains only millimeters in width are now embedded into each blade, falling out as the atomic diamondine lattice that keeps the material strong degrades with stress, but their virtue is in keeping the vibrating blades stable and strong for comparably long periods of time. The cutting edge is second to none save ancient artifacts.

The carbon weaved rope is a different matter. Out of every batch of Carbon fiber we make, roughly 17% is defective or faulty.  Manufacturing has to compensate for this, keeping manufacturing complex, but still manageable with reducing the intensity by which industrial processes eat at our ability to supply materials. The logistical supply chain has been simplified enough to reduce Mineral cost by one.

The relatively thin windings and incredibly strong blades mean that more weight can be saved and put towards batteries and motors: Trained forces can move building to building, with ease. In addition, force multiplying martial arts have started to develop due to the ubiquity of the equipment and the ease of use, mostly around imbalancing the enemy by firing a cable at them before either stabbing them with a cutting blade or shooting them with a rifle in close ranges. It's a brutal art, but an art nonetheless.


Spoiler: Phoziris Designs (click to show/hide)


It is now the Combat Phase of Cycle -0.25 Next phase will be Design.



From the shattered, forgotten and cramped Bunkers of dirt, Soldiers of Phoziris march forward. Are they terrified of the enemy? Do they pity them? The Armies are not led by just Generals that play at being the demiurges of Fire that the Directors of the last era held. Describe onto me how your legions are organized.

Records are slim and few, but Directorate standard was simple: There was no doctrinal army standard. Each army was organized according to the preference of the Auxiliaries patterning as long as it fit into the battle plans of the Navarchs who plotted from the stars.

All the Navarchs are long dead, their fleets shattered into dust in their finest hour far away from here, so feel free to create your army to your people's strengths, People of Forgotten Bunkers.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.00 Design phase
Post by: Blood_Librarian on February 23, 2020, 03:36:52 pm
Combat Report (http://www.bay12forums.com/smf/index.php?topic=174996.msg8095636#msg8095636)

We’re holding the line. Get to the work Design team, we need to push them back.


Spoiler: Phoziris Designs (click to show/hide)


It is now the Combat Phase of Cycle -0.25 Next phase will be Design.



From the shattered, forgotten and cramped Bunkers of dirt, Soldiers of Phoziris march forward. Are they terrified of the enemy? Do they pity them? The Armies are not led by just Generals that play at being the demiurges of Fire that the Directors of the last era held. Describe onto me how your legions are organized.

Records are slim and few, but Directorate standard was simple: There was no doctrinal army standard. Each army was organized according to the preference of the Auxiliaries patterning as long as it fit into the battle plans of the Navarchs who plotted from the stars.

All the Navarchs are long dead, their fleets shattered into dust in their finest hour far away from here, so feel free to create your army to your people's strengths, People of Forgotten Bunkers.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.00 Combat phase
Post by: TricMagic on February 23, 2020, 04:12:45 pm
Carbon-weave-ceramic Armor (CWC Armor)

The first major innovation, making use of the newly repaired carbon-weave layered and a carbon-rich gel applied to it, after which, it is carbonized further in high heat and pressure. Sturdy and pliable, it's effectively sections of plate which discharge kinetic energy along it's frame, and preventing shots from actually going through. Covers the torso, shoulders and arms, and front of the legs with these plates connected into a suit through the carbon-weave.

We mostly need minerals and carbon, along with energy. One advantage of refining the carbon-weave process should also be to finally make 3D Maneuver Gear Cheap, if needing 1 Carbon instead of 1 Mineral. We will need to come up with a training program for it though. But they will enjoy the new armor immensely since it will make melee combat much more viable.



Just a vote. Is there anyone else here?

Quote from: Lonely Votebox
CWC Armor: (1) TricMagic

Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.00 Combat phase
Post by: m1895 on February 26, 2020, 12:02:45 am
Refinery Refinements
Our basic Refineries simply can't keep up with our material needs, and the CCP Refinery sadly failed to generate extra minerals, so we've set about upgrading our normal ones to provide the minerals we so desperately need.
Most importantly, We've setup powerlines to connect the Refineries, this allows them to run continuously instead of whenever a courier can get to 'em, with this we can also expand our Refineries to produce more Minerals.

M1 EM Grenade "Vela"
Our EM warp mines are truly great tech, but they can only be used by drawing the enemy into our territory, so we've developed a new EM weapon.
The Vela builds off of the warp mines as well as our experience with EIA shaping to create a larger EMB more efficiently, as well as spreading it's nervous effect to the Autonomic nervous system, this gives it a substantial kill radius of 25-meters (and the capability to penetrate basic EM shielding at 3-meters). Combined with a purely mechanical variable timer, you have a completely reusable weapon system that should hopefully be cheap (we're willing to cut 25% off the kill radius to do that.)
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.00 Revision phase
Post by: Blood_Librarian on March 13, 2020, 10:09:14 pm
Carbon-weave-ceramic Armor (CWC Armor)

The first major innovation, making use of the newly repaired carbon-weave layered and a carbon-rich gel applied to it, after which, it is carbonized further in high heat and pressure. Sturdy and pliable, it's effectively sections of plate which discharge kinetic energy along it's frame, and preventing shots from actually going through. Covers the torso, shoulders and arms, and front of the legs with these plates connected into a suit through the carbon-weave.

We mostly need minerals and carbon, along with energy. One advantage of refining the carbon-weave process should also be to finally make 3D Maneuver Gear Cheap, if needing 1 Carbon instead of 1 Mineral. We will need to come up with a training program for it though. But they will enjoy the new armor immensely since it will make melee combat much more viable.



Difficulty: Average
Result: [3+ 2] →  5 Average

Our industry advances, one bold, if shaky, step at a time. We are no longer beholden to infantile materials scavenged from the last era, an era of decay and scavengers fighting to take from the weak. Broad-scale production of carbon nano-scale threading into layers of material, packed between a specialized gel that does not leak out of the cloth, but hardens in response to trauma and evaporates from exposure to high heat rather than scalding the surrounding tissue layers, and finally “packaged” in a very primitive plastic casing a tenth of an inch thick. When punctured, it bleeds black softly sparkling gel, reminiscent of the night sky.

Compared to traditional ballistic weave plates, it is vastly more effective in preventing casualties, it suffers in scenarios where high-heat in a concentrated burst would vaporize the threading rather than disperse it fast enough. The whole body protection is significant, our soldiers who don this are very, very well covered by this material. It is heavy enough to notably encumber our soldiers.

But our kelp farms, still in their infancy, cannot keep up due to the frailty of the plants: they cannot cope with the environment they are raised in due to the chemical toxins present in the water as well as a few other major factors. The carbon threading requires Thermal centrifuges as well as hyper-dynamic self-adjusting equipment to fabricate, such equipment is beyond our power for more than a few moments as our industrial base is on the back step from the thermal wells already built. In layman's terms, it required 5 Energy to fabricate. Instead of being stop-gapped by our logistical train in moving energy to the field, we are withheld from greatness by our energy demands. It is estimated that either a new power generation schema or a way of concentrating power into a higher density would increase this.

A battlefield deployable set of CWC Battle-Plates is now available for the troops, manufactured in just enough numbers that of our special forces and some of our senior-most forces are equipped with it.

Carbon is now a resource. Expansions in production of Carbon as a resource means that the 3D Maneuver Gear should be easier to cheapen in the future. Costing 2 Carbon instead of  2 Minerals

[Very Expensive, 1 Minerals, 5 Energy, 4 Carbon]

Spoiler: Phoziris Designs (click to show/hide)


It is now the Revision Phase of Cycle -0.25 Next phase will be Combat.



From the shattered, forgotten and cramped Bunkers of dirt, Soldiers of Phoziris march forward. Are they terrified of the enemy? Do they pity them? The Armies are not led by just Generals that play at being the demiurges of Fire that the Directors of the last era held. Describe to me how your legions are organized.

Records are slim and few, but the Directorate standard was simple: There was no doctrinal army standard. Each army was organized according to the preference of the Auxiliaries patterning as long as it fit into the battle plans of the Navarchs who plotted from the stars.

All the Navarchs are long dead, their fleets shattered into dust in their finest hour far away from here, so feel free to create your army to your people's strengths, People of Forgotten Bunkers.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.00 Revision phase
Post by: m1895 on March 24, 2020, 09:28:41 pm
CWC Vest
The CWC Vest is simply the chestpiece from the CWC being produced on it's own, this greatly cheapens cost and decreases weight, allowing more of our soldiers to be equipped with it.
Quote from: votebox
CWC Vest (1): m1895
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.00 Revision phase
Post by: TricMagic on March 25, 2020, 07:43:20 am
I was thinking we'd maybe need lore..

MAB-Boost Train

The MAB-Boost System makes use of multiple magnetic fields to levitate and push an object. Contained in a single vehicle, they can hold Around 12 people for deployment each, not including the two people driving it. Likewise, it can carry cargo.

The MAB-boost's most important part is the crystal, made up of a specific MAB-derivative mixed with crystal grains, then cut into shape to shape the fields when a charge is passed into them. 

Due to using magnetic fields, it uses metal armor and structure to achieve movement. The MAB-Boost may also have applications in the Mag-Lev system which only require they stay on track. However, the MAB-Boost Train is expected to be able to transverse where ordinary ground vehicles can't, acting as a sort of hover-craft. It can't quite fly through the sky, needing to at least stay near the ground for the fields to work, but it is damned impressive nonetheless.


CS Vest

The CS Vest, is made up of a mix of carbon and steel, mixed together to give great protection for a cheap cost, and backed by kevlar for cushioning. The result is something much cheaper and lighter that can be worn by anyone. Well, at least when we improve Carbon Production anyways, it still uses a good amount of carbon.

Other than that, we also offer leg-guards an arm-guards of similar make, though they add a bit extra and can only be used in reduced numbers, while the Vests can be deployed more cheaply and easily. The Leg and Arm guards meanwhile are expected to go to our 3D Maneuver Gear users to prevent the enemy from just shooting them while maintaining their maneuverability.

Quote from: votebox
CWC Vest :(1) m1895, TricMagic
MAB-Boost Train: ()
CS Vest: ()
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.00 Revision phase
Post by: Blood_Librarian on March 28, 2020, 08:35:21 pm
CWC Vest
The CWC Vest is simply the chestpiece from the CWC being produced on it's own, this greatly cheapens cost and decreases weight, allowing more of our soldiers to be equipped with it.


Difficulty: Easy
Result: [3 + 1] + 1 →  5 Average

While it is not “just” taking the production pattern of the vest from the CWC set and putting it as it’s own example, production engineers have been tasked with allowing these vests to be produced in far excess numbers than the other sets of equipment without clinching the specialty set.

They have succeeded.

Each vest is to roughly to the same specifications as the specialty vest, if streamlined with a wider specification of sizes for our forces to be better equipped.

Surprisingly, this mass production requires equipment we don't have. Shortages of minerals means we are unable to equip every soldier in the field with them, but expanded efforts in mienral acquirement should be trivial.

[Expensive, 2 Minerals, 3 Energy, 1 Carbon]

Spoiler: Phoziris Designs (click to show/hide)


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


Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.00 Combat phase
Post by: m1895 on March 28, 2020, 10:22:41 pm
Phoziri Army rank structure
The Phoziri Expeditionary Legion is fairly standard in Rank and structure (roughly equivalent to the US army IRL, with one exception being that a squad is composed of 4 3-man fireteams and larger units being adjusted accordingly.) However one difference is the existence of a commissary, or political officers corp, who's main job is to improve morale amongst the meatshields and keep the officers in check.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.00 Combat phase
Post by: TricMagic on March 29, 2020, 10:34:02 am
Cycle 0.24- PS Census.
Written by Xam, of the Axis Clan

The Shining Spires
X-Command

X-Command is the center of the Phoziris Military. Here is where the various data from the areas is shifted, stored, and taken into account. They've taken over some of the Spires to better communicate at range.

Mostly, the people here are focused on making sure everyone has the gear and training needed, and that food supplies and water is sent where it needs to go. If you need info on an area, you can find it in the Information Spire.

One thing of note is that cables have been scavenged to create an intranet allowing messages and data to be accessed. This was mostly done after the Virus wiped out a good portion of various parts of the network that had been set up previously.

Scouting Corps
A recent setup, areas have been allotted towards training people in the use of the 3D Maneuver Gear. I'm noting it here since parts of the military are talking about setting up a proper martial art in it's usage. Regardless, this Spire acts as the base for the Scouting Corps. Time will tell what will come of it, but current results suggest yes.
A Squad is made up of 4 Maneuver Gear users, with a Brigade having 10 Squads. Their tactics are rapid movement and teamwork, working together and with other such Squads as needed, and all doing their part. It is likely that in the future, they will become more numerous still as the specialists which get jobs done behind enemy lines. At the least, a Squad will be expected to pierce enemy defenses with their blades in a theoretical martial art, making them effective against some Battleframes and the like.

Navy
Pretty bare at the moment, it's mostly a series of designs by the R&D Team, and notes on just about anything sea and sky related. The most complete design by far is the airship design, and the associated air-docks that would go with it.

Infantry
Standard Infantry Squads goes in groups of 10, with a Brigade having 5 of such groups. These Brigades work together to create kill boxes, overseen by higher officers. The groups then go up to a Contingent, which is made up of 4 Brigades.
Put a bit simpler, groups of 200 Infantry is the standard by which such forces are organized and sent out. Battalions are also on Record, being made of 5 Contingents, but such forces are almost never deployed due to our rapid relocation and communication making smaller groups more efficient and more stealthy, so Battalions if they ever are deployed are usually made up when needed out of Contingents.
Unlike the above, the Infantry corps don't currently use a Spire since rapid deployment is key. They do have one as part of the Military though where Records are kept.


The Council

The Council is the Governing Body of Phoziris Shard, made up of the various heads of the departments both Military and Civilian. Needless to say, Military has long held a weak roll, often serving as Police and Investigators. Only recently with the war has their say had more sway.

Ph.S Division
Responsible for maintaining safe water drinking and the production of food. They are the ones who make sure Phoziris Shard has what is needed to keep it running, and decide upon rations based upon gathered data. They are also responsible for most of the Environmental Control Systems, being made up of mostly engineers specialized in repair, and monitoring the climate. They date back to when we had to leave the world behind to survive, and a very respected for keeping us alive over the years.

Power Division
A Group that has often done everything they can in keeping power going where it needs to. Recent activities have led to an increased demand for power, and their demands have been heard by the R&D Team. Plans are currently in the works for a Generator, though what type is still being theorized. They will likely end up working quite closely with the Team to provide Phoziris Shard the power it needs for the new CCP Foundry.

Civilian Production and Housing Division
Effectively the ones who oversee the production of civilian goods, and lately the scavengers for mineral collection. There has been argument from them to form a Scrapper's Guild to meet recent demand and be allowed to forage farther afield, with the needed support from the military to do so.

While there is more to it, these four have made up the current council, spreading across most of Phoziris Shard's Operations. Another Group that exist are the Sciences and Astrology Division, however they work very closely with most groups, and are more a Guild than anything. Their Astrology Focus is more old Records and a department that was folded into them.


Phoziris Shard Philosophy
Phoziris Shard has long focus on survival and well-being. However, your standard military member mostly fights to protect themselves and their family. Our Pride leads them to march forward, confident that those above will do their best to keep everyone alive. Because at the end of the centuries and days, Phoziris is a Family made up of many, all working together in their own way. They may argue, but they always look out for each other. It is this Unity that has defined us, made us who we are. And our Dreams which push us forward to the future.

Xem Axis of Phoziris Shard



Quote from: Lore
Cycle 0.24- PS Census.
Yes: (1) TricMagic
No: ()

Phoziri Army rank structure
Yes: ()
No: (1) TricMagic

I'll note I am not a fan of meatshields. I recognize something like Warhammer in that.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.00 Combat phase
Post by: H4zardZ1 on April 02, 2020, 02:44:17 am
Quote
Cycle 0.24- PS Census.
Yes: (2) TricMagic, H4zardZ1
No: ()

Phoziri Army rank structure
Yes: ()
No: (1) TricMagic
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.25 Design Phase
Post by: Blood_Librarian on April 12, 2020, 09:05:05 pm
Design Phase

Morale has increased substantially as armor is delivered to the troops, and while the generals and commanders are appalled by the state of how effective enemy powered armor is, they are hopeful that next-generation technology will turn the tide of the war. Higher command is requesting something be done about the effectiveness of enemy powered armor and makeshift vehicles.


Spoiler: Phoziris Designs (click to show/hide)
Spoiler: Map (click to show/hide)
It is now the Deisgn Phase of Cycle 0.25 Next phase will be Revision.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.25 Design Phase
Post by: TricMagic on April 13, 2020, 07:30:41 am
Lightning Rod Sniper Rifle

Made using a new carbon crystal mixed with MAB and EIA, this .50 caliber sniper rifle is capable of out-speeding normal sniper rifle rounds easily.. The introduction of the crystal does something to the warp field used greatly increasing the power in them. This in turn means a more concentrated warp behind the bullet, and more ease of piercing hardened electronics in the nearby area when it hits. While the bullet size and hardness means the bullets will tear straight through into armored vehicles and the exosuits, with the EMP following the trajectory.

While a bit bulky to carry due to being hardened like the Thunderer, it does come with a sling for support. There is also enough force behind the shot to send you flying if you aren't grounded, which typically means it will go to 3D MG users who can take advantage of rapid relocation. Though some will also be used for defending tunnels in the Metro for being able to go through cover.

This weapon is very much meant to take advantage of our resources to offer something deadly. We also hope to see the paralysis the mines show on targets as well thanks to the dense Warp it has, which is what makes it so deadly fast in the first place. It only has 6 shots in a MAB Battery though, and is single-load at a time, which is fine since it is an armor killer.



Quote from: Armor Killing Votebox
Lightning Rod: (1) TricMagic

Denser Warp= Faster Shot & Longer Range. And more power behind each shot. Since it doesn't have the revolver material of the Thunderer, it could likely be on the edge of VE, though might change to E with another Mineral/Carbon.

The crystal is meant to be a new idea which could be used to power up the Mag-Lev, hopefully clearing it for running in combat lanes like the Metro.

[edit] For an explanation of diamagnetism, the crystal focuses the Warp Field, compressing it. Also what grants the Warp greater push, since it is being pushed by said field out of the gun barrel. Granted, once the bullet leading it hits an object, the entire thing unravels and that compression is now an expansion of the Warp Field to normal levels. Which given it was compressed in the first place is very much like getting hit by one of our mines for those in the immediate area.
That compression granting the fields greater force is the key behind the idea. Also Sci-Fi Materials, as the discord explanation from you, GM..[/s] While the energy use may or be higher, depending on how the crystal alloy turns out from a roll, the cost/benifit is rather great, since it just needs higher base energy cost to run, but can keep it at that level.(Which will be shown in the Mag-Lev Revision if it doesn't fail. Here's hoping.) Though even with that, it was accounted for in this design, so it can't fire as many as the Thunderer. Then again, it is single load rather than revolver so mineral cost should be down slightly too.
Long extra, but eh. Wanted to write some stuff. More simply, the combination is meant to cause compression of the field as it is fired, as well as push the field, while the compressed magnetic field holds it's state through attraction. A compressed field offering greater focus of Warp on the object being fired. Granted, mostly my thoughts on how it is working. This type of weapon is very different to explain from coil and railguns, since those already have explanations. Kinda neat/interesting to see how we can push this forward in the future.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.25 Design Phase
Post by: m1895 on April 19, 2020, 05:41:39 pm
Scrappers Guild
We desperately need minerals to stand a chance in this war, so we've setup a scrappers guild to maximize our mineral output.
Firstly, the guild provides a solid rank structure for our scrappers and scrapping operations, ensuring no scrapper is given a task too hard for them. Secondly, this allows us to equip the best scrappers with the best tools, enabling them to work far more effectively, and finally it allows them to call on assistance from the Phoziri Home Legion, who fortunately haven't had to do much so far, to deal with bandits and the like

The Lightning Rod is a good concept, and definitely something we should do soon, but a single ore brings the AR Goggles, CWC Vest, and the 3DMG down to cheap, all of which were stated to have a notable effect individually if they got cheap, so the three of them being brought down to cheap together should have a strong effect.

Quote from: Everything Cheapening Votebox
Lightning Rod: (1)TricMagic
Scrappers Guild: (1) m1895
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.25 Design Phase
Post by: TricMagic on April 19, 2020, 05:57:41 pm
Note we are almost being pushed out of the central lane, so additional firepower for dealing with the new robots would be appreciated. If not, the thunderers and scavenged weapons can't really keep up. The fact that one robot could just walk through somewhat open areas when they should get shot irks me.

That, and the Lightning Rod also opening up an option to make the Mag-Lev combat lane operational. What can a stronger field be used for? I've got an idea to allow off-rails movement for some of them, which will open up more transportation.

Another thing to pay attention to is our Transportation Capacity, which is 1 Underground TC, currently in use for Energy Transport.
Apparently no longer an issue, barring bad rolls. Time to brainstorm Carbon.



Aquaculture Cleanup Initiative

It is noted by the Ph.S Division that the chemical poisoning of the waters is having a horrible effect on the growth of kelp (http://www.bay12forums.com/smf/index.php?topic=174994.msg8105930#msg8105930) and other plant life. Granted, we've migrated this where we could over time, but the simple fact is that it's not enough, never enough.

However, there is a cure for this, Carbon. Normally limited in cleaning use due to a lack of production, the reactivation of the CCP Foundry allows us at the Research Team to create a cure for the chemicals in the water. Through rigorous work with the Ph.S Division, we've come up with a Carbon Filter (https://en.wikipedia.org/wiki/Carbon_filtering) that collects all the chemicals and pollutants and traps them in the carbon substrate.

Activated Carbon, given the proper chemical treatments (https://en.wikipedia.org/wiki/Activated_carbon#Production), and used in Water-Filtering Facilities (https://en.wikipedia.org/wiki/Activated_carbon#Environmental_applications) to give us fresh clean water for the first time in ages. And then sent to newly built Aquaculture Facilities, including facilities for the growth of large amounts of Kelp to be turned into yet more carbon. Which is then made to create even more purified water to make more facilities. A delicious cycle only limited by the energy needed for the CCP and the time to re-purpose/repair buildings. And Activated Carbon is a lot easier to make, simply being carbon treated in a specific way most of the time, with a number of other uses for the future.

Meanwhile the stuff trapped in the carbon substrate is dealt with carefully to prevent reintroduction into the world, hopefully helping the environment over time. We really don't want to worsen the situation by just dumping it into the sea again to sink to the bottom.


This is all very good and all, but now to the war effort, for the military side of things. First things first, the extra carbon means we can switch over to producing more 3D-Maneuver Gear. Bit backlogged this one (http://www.bay12forums.com/smf/index.php?topic=174994.msg8105930#msg8105930), but now the only thing holding back deployment of the 3D-MG is training.
Second, the CWC Vest. The CWC Battle-Plates happen to cost 1 Mineral Unit while the Vest costs 2 Mineral Units. We'll hand that over to Engineering now that we can produce more Carbon.
Third, this one is from a while back. Polycarbonates, and plastics in general, can be made from carbon, along with other items. This effectively means we can produce polycarbonate for the lenses in the AR Googles without having to scavenge as much. Small, but it should help out deployment. Granted, it might not actually be enough to get them out to everyone, as they are quite the bit of hardware. Once again, we may be shackled by a lack of energy production methods. Had we that, plastics would not be much issue at all to make. Be a nice surprise if they could be sent out to more people though.
Still, the fact we have clean water is likely to be celebrated by everyone.



Quote from: Everything Cheapening Votebox, Now with added Fresh Water
Lightning Rod: ()
Scrappers Guild: (1) m1895
Aquaculture Cleanup Initiative: (1) TricMagic

Fun, as this is perfectly normal to use carbon for. This also helps to bring our carbon production up for when we do something like the Lightning Rod.


Revision: Bolt Rifle

The Bolt Rifle uses millimeters of a specialized Carbon-ceramic layer applied to the base wood stock and barrel meant to contain(and focus down the barrel) the EM Warp used for the gun. Rather than the expensive configuration for the revolver, the Bolt Rifle focuses on strength, with a place to load a clip containing 6 bullets which get moved into the gun via the same electromagnetic clasp method as debuted in the Thunderer. Granted, the Carbon-ceramic plates the ammo case's outer area too, which prevents EM Leakage and allows the ammo to be switched out quickly. The same applies to the MAG Battery cover used, quick to switch out for a new one.

The EIA configuration is focused entirely on force of arms, going down the whole barrel of the rifle to maximize Warp, enough to pierce armor with ease. 6 Shots per battery, and an even more powerful Warp than the Thunderer thanks to that concentration. And enough range to double as a sniper rifle, though at the farthest distances, the less effective the EMP, according to analysts. It's range and power make it perfect for dealing with robot armor, though there are thoughts it could be improved later on to be able to pierce Battleframe-level Armor. For now though, it will be perfect for giving our forces another edge to start pushing back.

Please make sure to return ammo cases after use if possible. It will bring down the cost of making new ones as they can just be refilled.
For ease of production the Bolt uses the same caliber as the Thunderer.
Warning: the Bolt has a greater kick to it than the Thunderer. Make sure to practice to get used to it. However, it does not fire as quickly either, so is more manageable with practice.



Carbon-ceramic is kinda based on a faraday cage. Though it's more a crystalline lattice that just bounces EM Waves back, not allowing passage.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.25 Design Phase
Post by: TricMagic on April 20, 2020, 06:52:58 am
Scrappers Guild
We desperately need minerals to stand a chance in this war, so we've setup a scrappers guild to maximize our mineral output.
Firstly, the guild provides a solid rank structure for our scrappers and scrapping operations, ensuring no scrapper is given a task too hard for them. Secondly, this allows us to equip the best scrappers with the best tools, enabling them to work far more effectively, and finally it allows them to call on assistance from the Phoziri Home Legion, who fortunately haven't had to do much so far, to deal with bandits and the like


For this, what is the Home Legion supposed to be?

For the best tools, that would be things like mobile cranes, vehicles, and the ubiquitous diamond tool electric saw. Hammers and picks as well for breaking up stone.

Hazard, do you want Carbon or Mineral.
Mineral refers to scavenging parts mostly, and ores/metals.
Energy is mostly production and energy costs.
Carbon is the special resource, and can be used in a lot of innovative ways, this being somewhat sci-fi. Be it armor, weaponry, or projects that can make use of it.

The Thunderer the mineral would cheapen doesn't have enough power to pierce the robots they field, which is now pushing us back slowly, with them having the advantage. In order to advance, we'd need something to deal with them.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.25 Design Phase
Post by: H4zardZ1 on April 20, 2020, 10:56:21 am
Quote from: Everything Cheapening Votebox, Now with added Fresh Water
Lightning Rod: ()
Scrappers Guild: (1) m1895
Aquaculture Cleanup Initiative: (2) TricMagic, H4zardZ1
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.25 Design Phase
Post by: TricMagic on April 20, 2020, 12:02:53 pm
I kinda hope the answer is we don't need to spend another revision on it, since by this point we have two items that have had quite a few.

Still, might as well write the other while I'm at it.

Quote from: Dual-written design.
Scrappers Guild
We desperately need minerals to stand a chance in this war, so we've setup a scrappers guild to maximize our mineral output.
Firstly, the guild provides a solid rank structure for our scrappers and scrapping operations, ensuring no scrapper is given a task too hard for them. Secondly, this allows us to equip the best scrappers with the best tools, enabling them to work far more effectively, and finally it allows them to call on assistance from the Phoziri Home Legion, who fortunately haven't had to do much so far, to deal with bandits and the like

Add on report from CPHD

The Best Tools in this case happen to be various electric saws. Diamond Grain and Carbide versions, straight from the CCP, all powered by MAB Batteries. Along with large hammers, jacks, shovels, and old fashioned picks for stubborn debris. And the miscellaneous stuff.
Some broken down electric trucks are getting fixed with the help of the Power Division as well. That will help a ton in getting stuff around. And once we start bringing in more material, we might be able to repair more.
We've also got the Survey Corps out in force, watching our backs and patrolling around to protect us, so we should be fine.

Quote from: Everything Cheapening Votebox, Now with added Fresh Water
Lightning Rod: ()
Scrappers Guild: (1) m1895
Scrapper's Guild + CPHD Add-on Report: (1) TricMagic
Aquaculture Cleanup Initiative: (1) H4zardZ1

Am now kinda concerned that Warbidden, kinda dropped off, which I take to mean depends on the roll Given that one I thought would be automatic, not reassuring.
Um, have an add-on report on what The Best Tools consist of.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.25 Design Phase
Post by: m1895 on April 20, 2020, 05:50:57 pm
Phoziris Home Legion Explanation
After several readers wrote in about the Phoziris Home Legion and their connection with the Survey Corps, we've decided to explain what exactly the Phoziri Home Legion is and does, focusing on their division of the Survey Corp.
Now first we must explain what a legion is: the sum total of all troops with the same broad objective. For example, the Phoziri Expeditionary Legion is every soldier sent out to fight the Elorius, and Phoziri Home Legion is every soldier who protects our civilian population more directly (fending off mutated wildlife, bandits, and very, very rarely, BFs.) Their Survey Corps has a much smaller pool of 3DMG Users than the PEL's, and tracks BF activity and mutated wildlife, providing "forecasts" for civilian caravans so they can avoid bumping into anything particularly deadly, but this new allowance of active scouting given to the scrappers allows them early warning should a BF deviate from its projected path towards them, as well as alerting them if BFs have wandered away from an usually inaccessible scrap pile.
The other Corps they have are:
The Warden Corps, who man guard posts, take on bandits, and most commonly deal with gutter bugs, a catch-all term for too big creepy crawlies, earning them the affectionate nickname "bugzappers" (notably the only group who use Battalions currently, if rarely, to deal with large scale gutterbug infestations)
The BF Corps, thankfully deployed extremely rarely, they try to distract BFs who are heading towards large population centers, or if necessary/possible they will gun it down in a hail of Thunderer fire.
Quote from: Everything Cheapening Votebox, Now with added Fresh Water
Lightning Rod: ()
Scrappers Guild: ()
Scrapper's Guild + CPHD Add-on Report and PHLE: (2) TricMagic, m1895
Aquaculture Cleanup Initiative: (1) H4zardZ1
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.25 Design Phase
Post by: H4zardZ1 on April 20, 2020, 10:53:09 pm
Quote from: Votebox
Lightning Rod: ()
Scrappers Guild: ()
Scrapper's Guild + CPHD Add-on Report and PHLE: (3) TricMagic, m1895, H4zardZ1
Aquaculture Cleanup Initiative: ()
[/quote]
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.25 Design Phase
Post by: Blood_Librarian on May 10, 2020, 02:31:31 pm
Quote from: Dual-written design.
Scrappers Guild
We desperately need minerals to stand a chance in this war, so we've setup a scrappers guild to maximize our mineral output.
Firstly, the guild provides a solid rank structure for our scrappers and scrapping operations, ensuring no scrapper is given a task too hard for them. Secondly, this allows us to equip the best scrappers with the best tools, enabling them to work far more effectively, and finally it allows them to call on assistance from the Phoziri Home Legion, who fortunately haven't had to do much so far, to deal with bandits and the like

Add on report from CPHD

The Best Tools in this case happen to be various electric saws. Diamond Grain and Carbide versions, straight from the CCP, all powered by MAB Batteries. Along with large hammers, jacks, shovels, and old fashioned picks for stubborn debris. And the miscellaneous stuff.
Some broken down electric trucks are getting fixed with the help of the Power Division as well. That will help a ton in getting stuff around. And once we start bringing in more material, we might be able to repair more.
We've also got the Survey Corps out in force, watching our backs and patrolling around to protect us, so we should be fine.


Difficulty: Normal
Result: [3 + 2] →  5 Average

Salvaging has become an industry all by itself, the Scrappers guild is its primary function. Over two or three dozen tools have been designed by R&D alone for them, in addition to sprawling industrial systems that turn the detritus of the last era into something usable. There isn't much else to say other than our resource starved armies are catching up a bit to Elorius.

Electric vehicles running off of electric engines and refurbished batteries are available for designs.

Adds 1 Mineral to our reserves.


As a side note: you now have a communication advantage as every single one of our soldiers is now equipped with visors. Roughly half of your forces are now equipped with Thunderers. If you spot any inconsistencies in the designs tab, let me know.
Spoiler: Phoziris Designs (click to show/hide)


It is now the Revision Phase of Cycle -0.25 Next phase will be Combat.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.25 Design Phase
Post by: TricMagic on May 10, 2020, 03:13:23 pm

Revision: Bolt Rifle

The Bolt Rifle uses millimetres of a specialized Carbon-ceramic layer applied to the base wood stock and barrel meant to contain(and focus down the barrel) the EM Warp used for the gun. Rather than the expensive configuration for the revolver, the Bolt Rifle focuses on strength, with a place to load a clip containing 6 bullets which get moved into the gun via the same electromagnetic clasp method as debuted in the Thunderer. Granted, the Carbon-ceramic plates the ammo case's outer area too, which prevents EM Leakage and allows the ammo to be switched out quickly. The same applies to the MAG Battery cover used, quick to switch out for a new one.

The EIA configuration is focused entirely on force of arms, going down the whole barrel of the rifle to maximize Warp, enough to pierce armor with ease. 6 Shots per battery, and an even more powerful Warp than the Thunderer thanks to that concentration. And enough range to double as a sniper rifle, though at the farthest distances, the less effective the EMP, according to analysts. It's range and power make it perfect for dealing with robot armor, though there are thoughts it could be improved later on to be able to pierce Battleframe-level Armor. For now though, it will be perfect for giving our forces another edge to start pushing back.

Please make sure to return ammo cases after use if possible. It will bring down the cost of making new ones as they can just be refilled.
For ease of production the Bolt uses the same caliber as the Thunderer.
Warning: the Bolt has a greater kick to it than the Thunderer. Make sure to practice to get used to it. However, it does not fire as quickly either, so is more manageable with practice.



Carbon-ceramic is kinda based on a faraday cage. Though it's more a crystalline lattice that just bounces EM Waves back, not allowing passage.


Mangacarbon Alloy Sparrow

Through a specialized diamagnetic Carbon mixed into mangalloy during forging, is created a material that seems to float naturally. In reality, this material actually floats around based upon the planet's own EM Fields, but this material is not only extremely tough in makeup, but also very light thanks to the fact it does in fact float aided by EM Waves. And it can also be pushed around by them. This material effectively allows us to make a vehicle that actually flies under it's own power, using MAB/EIA to control a flight path.

The first in the line of the future is the Sparrow, which uses the new alloy to create a box-like vehicle with nub-like wings extending on the sides. It is, to most observers, something that looks like the MAG-Lev Train's front compartment with another directly fused to it, which it actually is. Other than being able to carry passengers and cargo along and above the ruined roads, the Sparrow can also be used to carry freight along the MAG-Lev lines due to being able to mostly propel itself through EM Waves acting upon it.

The Sparrow will undoubtedly be limited in deployment due to Carbon Costs, not to mention the use of Mangalloy as the base, which while possibly to make, does add a Ore cost. Thankfully, for that we have the Scrapper's Guild in operation now, and the Sparrow is small. It offers a transport uncaring of rubble that can fly above the roads, as well as tow freight into active combat zones that have basic lines set up. It is also somewhat tough thanks to the basic of it's makeup, though does require anchors when shut-down to prevent it from floating off due to wind and it's own inherent float. It also has a rather somewhat high energy cost too, but that is something we have enough of to run it.

A Sparrow in operation seats 4 people, plus two operators. Primarily used to bring a 3D-MG Squad behind enemy lines, or to fly along the Shining Sea's shore to go through that route.  As well as anything else that needs to bring groups to an area. Makes use of a Faraday Cage on the inner walls to prevent bleeding of EM Waves into the vehicle, helping it be pushed along. Entered and exited through the door in the back.



The Sparrow is effectively a train made out of the new alloy, with a Faraday Cage built in. If the alloy is made, one can make something out of it.



CY Alloy AM Bullet

CY, otherwise known as the Carbon-Yttrium Alloy(or 'See Ya' by testers), is a unique alloy created through testing to create an anti-material bullet that worked with the Warp Field. CY can channel huge amounts of power in it's crystal structure, far far more than anything else we've created. When used to create a bullet for the Thunderer, with it as the core around a steel jacket, the result pierced through the thick metal plate, as well as several walls only stopped once it ran into a spire wall.
The core channels the Warp, focusing it entirely into the bullet, and it's make-up renders it as hard as diamond, with enough toughness to survive going through stone and metal unhindered. It undoubtedly magnifies the effects of the warp's EM Waves through itself, granted it speed above a sniper shot. This however, in the bullet state, causes the EM Wave upon impact to be non-existent, it simply keeps pulling the Warp into itself to continue forward movement.

As a bullet, a steel jacket surrounding the CY Core. There is undoubtedly something else we can do with this discovery, but these bullets will go through anything so long as the jacket is on. Without the jacket, the core would just completely break the warp apart, causing it to spin in a wild inaccurate way as the energy dissipates. As an anti-materials round, it gets full marks, and is available in Thunderer Caliber for use. It should have no problem dealing with the suits our enemy has deployed, so long as we aim to kill the pilot. Note that normal rounds are still available for the EM effect, and we also produce steel jacket AP rounds without a CY Core due to production restraints.

As a note, See Ya is a reference to the fact the CY Core Bullets fly ridiculously far if there is nothing in their way. One test showed it disappearing from sight into the horizon. We have no clue what happened to that one.



Quote from: Votebox
CY Alloy AM Bullet: ()
Thunderer Refinement 2: Electric Boogaloo: (1) TricMagic
Magnetic Carbon Alloy Battery: ()

Quote from: Lore Vote
Cycle 0.24- PS Census.
Yes: (2) TricMagic, H4zardZ1
No: ()

Phoziri Army rank structure
Yes: ()
No: (1) TricMagic
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.25 Revision Phase
Post by: m1895 on May 10, 2020, 04:41:31 pm
Thunderer Refinement 2: Electric Boogaloo
The Thunderer has had a... troubled development cycle, we've put a lot of work into. Now we may finallyhave got it into the hands of the common soldier.
The first of this latest round of improvements is the replacement of the large metal capacitive system with a significantly smaller carbon-based supercapacitor. This significantly decreases mineral costs. Along with that, we've streamlined the entire production process, lowering overall mineral cost.

TL;DR: trade 1 mineral for 1 carbon and remove 1 mineral outright.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.25 Revision Phase
Post by: TricMagic on May 10, 2020, 04:56:48 pm
MAB is a solid-state battery, and it and EIA is what makes the warp work. Without the sudden discharge, the mechanics of the gun fall apart.

Magnetic Carbon Alloy Battery

MCAB is the next evolution of MAB. Boasting a higher energy and power density in a more compact form, mineral costs are reduced. Carbon graphene is used in an interconnected network within a derivative of MAB construction, ultimately leading to a higher-performance solid state supercapacitor far beyond the original MAB itself. A reworking/streamlining of the Thunderer to use them makes it cheaper than before while maintaining it's function with no loss in power. If anything, the higher energy+power density improves it's overall effectiveness. The new Thunderer-2EB is likely to completely turn the tide against armored foes.


Also TL;DR: Trade 2 Mineral for 1 Energy and 1 Carbon.
I also note the Thunderer costs 4 Mineral, so a reduction of 1 does not cheapen it. Might be better to just make a new gun.

Went back and made some science edits.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.25 Revision Phase
Post by: m1895 on May 10, 2020, 10:52:17 pm
Quote from: Votebox
CY Alloy AM Bullet: ()
Thunderer Refinement 2: Electric Boogaloo: (2) TricMagic, m1895
Magnetic Carbon Alloy Battery: ()

Quote from: Lore Vote
Cycle 0.24- PS Census.
Yes: (3) TricMagic, H4zardZ1, m1895
No: ()

Phoziri Army rank structure
Yes: ()
No: (1) TricMagic

Phoziris Home Legion Explanation
Yes: (1) m1895
no: ()
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.25 Revision Phase
Post by: TricMagic on May 11, 2020, 07:28:20 am
Quote from: Votebox
CY Alloy AM Bullet: ()
Thunderer Refinement 2: Electric Boogaloo: (2) TricMagic, m1895
Magnetic Carbon Alloy Battery: ()

Quote from: Lore Vote
Cycle 0.24- PS Census.
Yes: (3) TricMagic, H4zardZ1, m1895
No: ()

Phoziri Army rank structure
Yes: ()
No: (1) TricMagic

Phoziris Home Legion Explanation
Yes: (2) m1895, TricMagic
no: ()
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.25 Revision Phase
Post by: H4zardZ1 on May 15, 2020, 01:00:07 am
Quote from: Votebox
CY Alloy AM Bullet: ()
Thunderer Refinement 2: Electric Boogaloo: (3) TricMagic, m1895, H4zardZ1
Magnetic Carbon Alloy Battery: ()
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.25 Combat Phase
Post by: Blood_Librarian on May 22, 2020, 11:51:16 pm
Thunderer Refinement 2: Electric Boogaloo
The Thunderer has had a... troubled development cycle, we've put a lot of work into. Now we may finallyhave got it into the hands of the common soldier.
The first of this latest round of improvements is the replacement of the large metal capacitive system with a significantly smaller carbon-based supercapacitor. This significantly decreases mineral costs. Along with that, we've streamlined the entire production process, lowering overall mineral cost.



Difficulty: Easy
Result: [3 + 2] + 1 →   Above Average

Down scaling resource intensive operations with the expectation that components utilizing high-quality carbon sources has not spectacularly back fired. With the incredibly exhaustive process of finding enough rare earths for the various supercapacitors required for our machine to work finished, we can now produce the Thunderer in large enough numbers to  outfit every soldier with one. While the EMP effect inherent with the novel method of E-MAG propulsion is very hard to upscale with our requirement of outfitting out forces with it, the blast of microwave emissions that causes the EMP effect has been made slightly more efficient in conductance.

In layman's terms, Production of the Thunderer has been upscaled to an industrial scale, and as a result it’s pulse effect is more effective.

A large part of this improvement was due to the maturity of our electronics and computers. Carbon based ultra-fast switches & other electronic equipment has allowed our industrial equipment to finish these tasks in record time. We firmly believe that although in terms of raw industrial output, we cannot compete with the Elorius, if we leverage the advantages of our super materials we can gain an advantage in the battlefield.

[Cheap, 3 Minerals, 2 Energy 1 Carbon]

Spoiler: Phoziris Designs (click to show/hide)


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



I am going to belay the contest until such time I feel like more enough turns have passed since the last contest, as it feels a bit premature for when I did it.
Also: in retrospect I realized that the CRC Armor was far to expensive, so I replaced its carbon cost with 2 Carbon and slapped a "complex" on it. Still very expensive, but far more approachable. I also fixed the designs tab so its consistent.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.25 Design Phase
Post by: Blood_Librarian on May 28, 2020, 06:54:03 pm
High Command is pleased with the turn around in the Metro, although analysts predict that the lack of diversity in our equipment compared to the Elorius will cause us issues in the immediate future.

Spoiler: Phoziris Designs (click to show/hide)


It is now the Design Phase of Cycle 0.50 Next phase will be Revision.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.50 Design Phase
Post by: TricMagic on May 28, 2020, 08:51:29 pm
Infrastructure- Full Dive: Virtual Reality 3D Maneuver Gear Training Simulations

A step using ultra-fast carbon switches and other computer components, special data-links using Photonic-crystal fibers, and neurotransmitters/receivers based around a Neuralink to the spine with those PCF to create the first true VR. The stated goal is the creation of a standard pod that one can use to train in various situations to gain experience at home, to do better on the battlefield.

As for programming, the AR Goggles and a special programming code meant for virtual reality allows the create of very realistic environs. The primary purpose of these pods other than training is well, training. Specifically in the use of the 3D Maneuver Gear. In VR, one can't truly die, and the pain setting is lowered, allowing one to train in the use of the 3D Maneuver Gear without worrying about cost or practicality. This means that a fighting style can be developed using the vibration of the blades to pierce armor and slice through limbs and wires, along with practice moving around, all safely with only energy cost to worry about. And since they are set up at home and not meant to move, we should have enough, and not have to worry about space.

Of course, most of our VR Focus is on this particular training program, so as of right now, there are no other training programs one can choose. Of course, this will make the 3D Maneuver Gear accessible to anyone in theory, and push the boundaries of our technology.



A design leading from AR to VR. And using that VR to remove that pesky Complex Tag, making the 3D-MG available to all for use and transport around.




shrugs
Quote from: Votebox to VR
Full Dive: Virtual Reality 3D Maneuver Gear Training Simulations: (1) TricMagic

May all those programming issues be worth it. And the maturity of our electronics and computers noted last revision. We have that going for us.

Though being honest, removing the complex tag from such great gear will be just as sweet, since all that holds it back is training with it.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.50 Design Phase
Post by: H4zardZ1 on June 05, 2020, 08:30:47 pm
Quote from: Votebox
Full Dive: Virtual Reality 3D Maneuver Gear Training Simulations: (2) TricMagic, H4zardZ1
[/quote]
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.50 Revision Phase
Post by: Blood_Librarian on June 17, 2020, 11:28:35 pm
Infrastructure- Full Dive: Virtual Reality 3D Maneuver Gear Training Simulations

A step using ultra-fast carbon switches and other computer components, special data-links using Photonic-crystal fibers, and neurotransmitters/receivers based around a Neuralink to the spine with those PCF to create the first true VR. The stated goal is the creation of a standard pod that one can use to train in various situations to gain experience at home, to do better on the battlefield.

As for programming, the AR Goggles and a special programming code meant for virtual reality allows the create of very realistic environs. The primary purpose of these pods other than training is well, training. Specifically in the use of the 3D Maneuver Gear. In VR, one can't truly die, and the pain setting is lowered, allowing one to train in the use of the 3D Maneuver Gear without worrying about cost or practicality. This means that a fighting style can be developed using the vibration of the blades to pierce armor and slice through limbs and wires, along with practice moving around, all safely with only energy cost to worry about. And since they are set up at home and not meant to move, we should have enough, and not have to worry about space.

Of course, most of our VR Focus is on this particular training program, so as of right now, there are no other training programs one can choose. Of course, this will make the 3D Maneuver Gear accessible to anyone in theory, and push the boundaries of our technology.

Difficulty: Medium
Result: [3 + 3] →   Above Average

Effective broad-scale augmentations are difficult without the industry of medical equipment behind it, but with the objective of the program in mind, limited procedures can be completed on a massive scale.   The augmentation that was designed only requires a few incisions and no opening through the skull, and is thus limited in only assisting non-invasive methods of up-down brainwave monitoring and communications, it is essentially a series of electrodes and wiring designed so that when combined with a sensor skull-net, it can allow limited two-way interaction between Yaerian and a digital system. It crudely mimics the cranial jacks of the Yaerian Directorate, but it requires no special genetic compatibility, as such it can be given to all forces associated with the training program.

The training pod itself utilizes the limited augmentations it has to manipulate the frontal cortex o the Yaerian and supports all the tertiary functions to make a simulacrum pod much easier to run. It still requires a small battery of pharmaceuticals to properly put a Yaerian into a trance and learn, but it is far past expectations in terms of cost.

3D Maneuver gear are now Cheap

As a note: Scavenged examples of Cranial Jack systems and their implantation procedures means that we have a head-start on identifying compatible individuals. The design team dedicated to the implant used their surplus resources to design a framework for a design on a Cranial jack we can produce with the resources at hand. Though it is undeniably crude, it can suffice for any vehicle we may deploy into the field: any vehicles we deploy will require less crew to man them.

Full Dive: Virtual Reality 3D Maneuver Gear Training Simulations
A facility that facilitates the implantation of non-invasive implants for the training of Phoziris forces in 3D Maneuvering through the utilization of simulacrum pods.

Spoiler: Phoziris Designs (click to show/hide)


It is now the Revision Phase of Cycle 0.50 Next phase will be Combat.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.50 Revision Phase
Post by: TricMagic on June 18, 2020, 08:53:51 am
Semi-autonomous Turrets

Through the use of new lightweight links, Turrets firing a electromagnetic warp can be set up, powered, and controlled via someone using a Cranial Jack.

This also comes with the Mobile Pod, a device that has cameras, wheels, and an electric motor, with the Pod being armored. Having the program to allow multiple turrets to be connected and overseen, the turrets only need a basic targeting software, allowing much of the computing needed to be replaced by an operator. The EM Warp these turrets fire is enough to shut down the body entirely, and leave them helpless while their position is communicated by the operator.

While it does require the Mobile Pod to be brought in, and the links set up to the turrets, they are a good way to oversee a lot of area and deny movement. The focus of the EM Warp is also projected to bypass traditional hardening through the use of a Photonic-crystal to intensify it's effect. Turrets tend to be set up in batches to cover an area, and placed where they either can't be seen before the ambush is sprung, or where they can cover a long pathway. The Mobile Pods themselves can be linked to each other to allow multiple operators to share the burden.

Their major weakness is of course the fact that they are defensive, if the cable is cut, while they will know where it was cut, the turret won't have power for more than a shot afterward, not that they are programmed to fire on their own. This is mostly for safety, as our side has constant communication to allow for them to be set up and pass by. Still, these are best used for defense alone. The new turret technology is bound to be useful in later designs however.



Mobile Barricade

The MB is a electric vehicle with round wheels meant for rough terrain. The use of LCD screens, Jack, and cameras is used to pilot it from a central plate-armored command point, while the shape of it is hexagonal, with wheels capable of turning to drive in any direction. What really sticks out is the armored walls that make up it's edges. The center of the sides can be let down inward or outward through a pneumatic system to allow cargo to be brought on. It's a combination of transport and wall. This wall makes a great point for firefights, as we can easily fire over it as needed while they have to climb over it since the MB is somewhat high off the ground.

The MB is only 10 feet across, but it does have another trick in being able to line up with other MBs. Perfect for creating a barricade in the Metro. Either 2 across, or 3 in a triangle, once they're locked in place the enemy won't be passing by without tearing through it first.  On the other hand, a MB is perfectly capable of just rolling over someone that tries that, or retreating. It is rather slow however, only being capable of around 20 mph on flat terrain. Then again that is what you get when you make a moving wall for mobile barricades. This thing is not moving once it's stopped and locked, unless it decides to.

Note they are designed for operation through Jacks, with a specific code that gets switched up. This is mostly to prevent our enemies from being able to move it or mess with the loading area if they overtake one, forcing them to either use another route, turn it to scrap, or climb over it. Given the command point is shaped like a spike and there isn't that much space for mechs, in the Metro they truly will be Barricades that greatly impede them. They can also be crudely operated through a remote signal, which make them rather useless for the enemy if they take them.



VR Training Simulations: Battle Testing

Through VR, and some programming and gathered data on the enemy suits, a training program is developed against simulated opponents. Other than fighting against the basic AI, the Mech-suits will allow our soldiers to get a clear look at the weaknesses of enemy equipment, and how to exploit it in battle.

VR Training Simulations: Virtual Combat Training

The first in the use of VR in simulated environments, this training pits teams against each other in live combat, within the simulation. A live game to improve our soldiers ability to fight with each other, against certain situations where they may be outnumbered, or facing something like a battleframe(programmed in to serve as practice against a greatly superior opponent), as well as granting combat experience to new soldiers.

This will see our veterans grow stronger, and new soldiers to have a certain level of ability before seeing actual combat. We even have programmed in an approximation of enemy weaponry to train against and learn about, though such only mimics it according to code, like all things in VR.

Needless to say, it will be updated as we learn more about weapons and gear others deploy, and according to our own weaponry advancements. No plans are in place to add vehicles to the simulation yet. But that will occur at some point in the future when we have more time and more resources for the computing needed.

Another Note is that this will supplement training, soldiers still need to train their bodies as well. This just allows training of their reflexes, planning, coordination, and other aspects that require experience.




EMP Grenade

The EMP Grenade makes use of Photonic Amplifier Crystal to greatly improve the intesity and range of the EM Warp Mine. This effectively means less energy is needed to achieve the same effect, which as a byproduct allows cheaper EMP Mines at the cost of the carbon needed for the PAC.

This is all in light of the creation of the EMP Grenade. A small orb that is easy to grip and throw, goes off in 3 seconds base-time, and that time can be adjusted with AR Goggles. Those caught in it's range will go down, any electronics they have fried. It is very useful for disabling opponents, though let it be known it's range isn't even close to the EM Warp Mine, maxing out at 20 feet, with a 12 foot effectiveness in disabling enemies.(This is based on the max range where the effect will work. If an enemy gets a limb caught in it but not their body, only that limb will be fully affected, while the rest of the body suffers spasms. Results may vary.)

One major advantage? A close range(1-3 feet) EMP Grenade can go straight through hardened electronics. And they are certainly easy enough to use, just press the depressed button for it to pop out, and it is live.(depressing the button will not deactivate it, simply make it go off immediately in the hand. Only really useful if you are going after an enemy mech with a team and want to take it out of action at a cost of being useless for quite a while, and ruining all electronics on you. Or an enemy idiot thinking depressing the button will turn it off.)[Note that the depressed state is caused by pressing the button the first time, which primes to grenade to actually trigger. Pressing it again is what starts the countdown. To actually de-prime it requires a computer link to a port in the grenade itself where it's programming is first installed.]

Overall, a fairly impressive advancement for close quarters. Please note that we may not actually get the time to install a PAC into EM Warp Mines, in which case we spent a little too much time on the grenade itself.



Quote from: Votebox, the Emptiness
VR Training Simulations: Virtual Combat Training: (1) TricMagic
Quote from: Lore Vote, the Third
Cycle 0.24- PS Census.
Yes: (3) TricMagic, H4zardZ1, m1895
No: ()

Phoziri Army rank structure
Yes: ()
No: (1) TricMagic

Phoziris Home Legion Explanation
Yes: (2) m1895, TricMagic
no: ()
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.50 Combat Phase
Post by: Blood_Librarian on August 11, 2020, 01:53:48 pm
VR Training Simulations: Virtual Combat Training

The first in the use of VR in simulated environments, this training pits teams against each other in live combat, within the simulation. A live game to improve our soldiers ability to fight with each other, against certain situations where they may be outnumbered, or facing something like a battleframe(programmed in to serve as practice against a greatly superior opponent), as well as granting combat experience to new soldiers.

This will see our veterans grow stronger, and new soldiers to have a certain level of ability before seeing actual combat. We even have programmed in an approximation of enemy weaponry to train against and learn about, though such only mimics it according to code, like all things in VR.

Needless to say, it will be updated as we learn more about weapons and gear others deploy, and according to our own weaponry advancements. No plans are in place to add vehicles to the simulation yet. But that will occur at some point in the future when we have more time and more resources for the computing needed.

Another note is that this will supplement training, soldiers still need to train their bodies as well. This just allows training of their reflexes, planning, coordination, and other aspects that require experience.


Difficulty: Normal
Result: [2 + 2] →   Below Average

Most of our armed forces consist of those already on the brink: People who were scavengers, frontiersmen or vagabonds who know the dangers of the world around us. Despite all the precautions, we cannot safely draft any more of this personnel without endangering our resource production: The people brought in outside of these professions have not been exposed to the tons and tons of war-torn debris and chemical pollutants that saturate the warzone, and do not know how to safely navigate these environments, requiring additional learning on the job.

 Our computer implants are designed to tap into the frontal lobe, where higher thought processing occurs. Tapping into the place that really matters for training reaction times and muscle acuity would require a cortex jack, but the simulations still have a purpose in our construction. It is used with the massive computational assets we have to create authentically realistic facsimile generations of the habitation blocks with all its perils, especially with the placement of its more insidious hazards.

Generating these environments allows for soldiers to be trained in handling these environments and fighting in it. Effectively, our forces can organize marginally better: there are less wounded to tend too, and they will try to prevent their exposure to deleterious chemical compounds. Training together, a new comradery is fostered where units are trained together by veteran instructors matched with simulation architects.

Virtual Combat Training
Our forces are trained by virtual reality simulations that enable green forces to handle the rigors of fighting in a decimated environment, one in which no life grows even long after an apocalyptic war. Unit cohesion and organization are marginally increased.
[Cheap]

Spoiler: Phoziris Designs (click to show/hide)


It is now the Combat Phase of Cycle 0.50 Next phase will be Design.


Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.75 Design Phase
Post by: Blood_Librarian on August 23, 2020, 12:03:17 pm
As some of you may have noticed, the security installed within this department is part of a series of improvements through out the entire Phoziris Shard. Continue the work and resources will continue rolling in. Two designs are available for research now.

Army staff members put in quite a few requests for new equipment, everything from reproductions of enemy exoskeletons, anti-tank weaponry, heavy machineguns or even mechanized infantry fighting vehicles or tanks.


Spoiler: Phoziris Designs (click to show/hide)


It is now the Design Phase of Cycle 0.75 Next phase will be Revision.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.75 Design Phase
Post by: TricMagic on August 23, 2020, 12:56:44 pm
CY-AP Bullet

CY, otherwise known as the Carbon-Yttrium Alloy(or 'See Ya' by testers), is a unique alloy created through testing to create an anti-material bullet that worked with the Warp Field. CY can channel huge amounts of power in it's crystal structure, far far more than anything else we've created. When used to create a bullet for the Thunderer, with it as the core around a steel jacket, the result pierced through the thick metal plate, as well as several walls only stopped once it ran into a spire wall.
The core channels the Warp, focusing it entirely into the bullet, and it's make-up renders it as hard as diamond, with enough toughness to survive going through stone and metal unhindered. It undoubtedly magnifies the effects of the warp's EM Waves through itself, granted it speed above a sniper shot. This however, in the bullet state, causes the EM Wave upon impact to be non-existent, it simply keeps pulling the Warp into itself to continue forward movement.

As a bullet, a steel jacket surrounding the CY alloyed core. There is undoubtedly something else we can do with this discovery, but these bullets will go through anything so long as the jacket is on. Without the jacket, the core would just completely break the warp apart, causing it to spin in a wild inaccurate way as the energy dissipates. As an anti-materials round, it gets full marks, and is available in Thunderer Caliber for use. It should have no problem dealing with the suits our enemy has deployed, so long as we aim to kill the pilot. Note that normal rounds are still available for the EM effect, and we also produce steel AP rounds without a CY Core due to production restraints.

As a note, See Ya is a reference to the fact the CY-AP Bullets fly ridiculously far if there is nothing in their way for them to expend energy to pierce. One test showed it disappearing from sight into the horizon. We have no clue what happened to that one.


EMP Grenade

The EMP Grenade makes use of Photonic Amplifier Crystal to greatly improve the intensity and range of the EM Warp Mine. This effectively means less energy is needed to achieve the same effect, which as a byproduct allows cheaper EMP Mines at the cost of the carbon needed for the PAC.

This is all in light of the creation of the EMP Grenade. A small orb that is easy to grip and throw, goes off in 3 seconds base-time, and that time can be adjusted with AR Goggles. Those caught in it's range will go down, any electronics they have fried. It is very useful for disabling opponents, though let it be known it's range isn't even close to the EM Warp Mine, maxing out at 20 feet, with a 12 foot effectiveness in disabling enemies.(This is based on the max range where the effect will work. If an enemy gets a limb caught in it but not their body, only that limb will be fully affected, while the rest of the body suffers spasms. Results may vary.)

One major advantage? A close range(1-3 feet) EMP Grenade can go straight through hardened electronics. And they are certainly easy enough to use, just press the depressed button for it to pop out, and it is live.(depressing the button will not deactivate it, simply make it go off immediately in the hand. Only really useful if you are going after an enemy mech with a team and want to take it out of action at a cost of being useless for quite a while, and ruining all electronics on you. Or an enemy idiot thinking depressing the button will turn it off.)[Note that the depressed state is caused by pressing the button the first time, which primes to grenade to actually trigger. Pressing it again is what starts the countdown. To actually de-prime it requires a computer link to a port in the grenade itself where it's programming is first installed.]

Overall, a fairly impressive advancement for close quarters. Please note that we may not actually get the time to install a PAC into EM Warp Mines, in which case we spent a little too much time on the grenade itself.


One weapon for standard forces to use behind enemy lines, and one for going through anything armored.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.75 Design Phase
Post by: Naturegirl1999 on August 23, 2020, 01:00:13 pm
I’d like to join
Quote from: Votebox
CY Alloy AM Bullet: (1) NG
EMP Grenade: (0)
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.75 Design Phase
Post by: TricMagic on August 23, 2020, 01:01:14 pm

Quote from: Votebox
CY-AP Bullet: (2) NG, TricMagic
EMP Grenade: (1) TricMagic

I kinda wonder why I had named it AM, other than Alloyed Magnetic Bullet? CY-AP Bullets may be the condensed term for them.
Title: Re: Desolation: Arms Race Against Extinction - Phoziris R&D 0.75 Design Phase
Post by: Blood_Librarian on August 23, 2020, 01:20:58 pm
The discord linked in the core thread has discussion on design proposals, if you are interested in being active on there.