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Messages - Jerick

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376
Jerick, according to the GM it needs to include engines, which'd give it the 5th, unless we want a mothballed fleet. Which I mean doesn't sound like a bad way to get a bunch of half-designs to work on, but I'd rather not.
Ah yes you are correct, in my defense the system is a little confusing.

377
Unfortunately my proposal is completely invalid, as I didn't include costs for systems, like, say, the A-10s laser receiver, nav systems, gps, fire control computers and ejector seats, which would come up to at least 10 points extra, not including being doubled for the Large size.
Unless I'm misunderstanding the rules it isn't invalid. Large is determined by subsystem count and looks to be more about complexity than size and subsystems that are not mentioned are not included in the variant we get. It's perfectly valid to get an A10 that's stripped down to the bare essentials it requires to fly and a GAU but it may not be the most effective.

I do not know much about old military equipment but still I have a suggestion; We could replace either the hind or the A10 with a MiG19?
It'd be
Since there is less than 5 subsystems it does not count as large and does not get doubled and costs a total of 5 points for a supersonic jet (we could get it for less if we import). Admittedly it is an old cold war era jet but just the same it should give us something to build off of.

378
Seems interesting let's go with MoP's proposal. Also what's our main export going to be?

379
Quote
Plan C: Iron In my bones, Ice in my veins and fire on my Enemy (2): frostgiant, Jerick

380
I'll join the VS then since it seems the NC and TR already have recruits.

381
Here's a list of slots in our armoury that I think we need filled
Something that can deal with aircraft (if they come at us with fliers and we haven't prepared we're screwed)
A standard issue rifle.
A machine gun.
A sniper rifle. (could probably be good at taking down atypical threats)
An anti tank weapon.
Squad portable fire support
Grenades
A tank
An APC
Artillery
A ship (probably need to be civilian but it'd give us something to build off)
An aircraft (preferably a jet some of the older ones might be pretty cheap)

So if I understand the system correctly an Ak47 should cost 1 point. Solid, effective, reliable and yet very cheap I think it could serve excellently as our standard issue assault rifle.

For the machine gun the M60 should work and also be 1 point.

The Sniper rifle I'd go with the Dragunov Sniper rifle should be 2 points.

I may return with more suggestions when I have more time to do some research but alas it is growing late for me.


382
Quote from: Signatories
Abbera:

Doomblade187
Jerick

383
Quote from: Plan Juliet Front
Organic and Production

Black Market:
Take those two offer on all they have:
- WTS: 5000 Organics | 1 Metal per unit
- WTB: 10,000 Metals | 1 Organic per 1 unit
Offer:
- WTB: 15,000 Organic | 9 Metals per 10 unit

Construction
Production points:
1 Undying
1 Undying (partial 7054pp)

TOMES
Hotel( HEP 5, Mining 2, Synthesis 5)
Foxtrot(HEP 5, Agri 2, Mining 1, Synthesis 5)
(Jeric's plan for reference)



Fleet Orders

Spoiler (click to show/hide)




Tactics

Spoiler: Cover retreat (click to show/hide)


Pretty much a carbon copy of rockeaters plan but with the Juliet forces staying where they are and the pp is spent on a partial undying.

EDIT:
Quote from: votebox
Rockeater Plan ():
Plan Juliet Front (1): Jerick

384
Quote
Val'den general update:(3) Rockeater, Doomblade, Frostgiant
Project Sheet music; Doom arrangement:(4) Rockeater, Doomblade, Jerick, Frostgiant
Hold one dice for next turn:(1)Jerick
Doesn't really change anything but what the hell.

385
Quote
Val'den general update:(2) Rockeater, Doomblade
Project Sheet music; Doom arrangement:(3) Rockeater, Doomblade, Jerick
Mind Jammer focusing upgrade:(1)Jerick
I've said it before but I think attempting to armour up the corvettes is the wrong path. They'll be in battle against ships with larger weapon mounts than them. They'll always be outgunned. No matter how much we armour them up we'll still be losing some in every battle we send them into. Losing them is fine so long as the effect they have on the battle is worth it. Thorium glow reactors, boredrives and all that other stuff just so we can bring four more evil eyes into the battle? Currently they're not worth it. Giving them more amour isn't going to change that. My vote is too either abandon corvettes altogether or drastically rethink our doctrine regarding our corvettes.

386
Quote from: Mind Jammer focusing upgrade
The current version of the mind jammer is at best a mild annoyance to psionic foes and may potentially be ineffective against the gaians. It needs a major overhaul in order to fulfill it's function. Firstly we need to increase it's output and it's potency, for this lessons can be learned from the spine launcher rounds. Pouring similar quantities of emotion into the minds of our enemies may be very effective. We should modify the mind jammer to besiege the enemy with hostile emotions of such intensity that all other thoughts are eclipsed. Further more the mind jammer would likely be more effective if it was concentrated on a single area. Its current wide area of effect diffuses its effectiveness somewhat. So by limiting the area and focusing it's effects we can increase its effects. Instead of a wide area we will project its effect in a narrow cone towards the enemy.

387
Quote
Design
Maelstrom launcher [3 dice] (3): Frostgiant, Doomblade, Rockeater
Spore Field[3 dice](1): Jerick

Progress allocation
1 dice to Void piercer (0):
2 Dice to void piercer (0):
1 dice (Rush) to void piercer (4): Frostgiant, Doomblade, Rockeater, Jerick
2 Dice (1 rush) to void piercer (0):

Black market Tech:
Rune stones (1):Frostgiant
Anti-Entropy Generator (1): Doomblade
Atomomancy (1): Jerick

Initial Bid:
10,000 Production points (2): Frostgiant, Jerick
Wait for now (1): Rockeater
I'm not too hot on the Maelstrom launcher as it's a large mount weapon that's primarily aimed at PD. I much prefer the spore field design as it shouldn't take up any new mounts being alternate ammo for the spine launcher and appendage. It should have the deployment range of the spine launcher which should be more than enough for our purposes. Secondly I think we should save our large mounts for weapons that can deal considerable damage to the larger ships. In fact it's something I think we should work on soon.

For the Runestones I feel that they don't do anything we can't do already. If we want psionic lightning there's nothing stopping us. I don't see what they give us that can't be done in a normal design.

I submitted the Anti-Entropy Generator but due to clarifications from Draig I'm not sure it fits the contest rules. Being that it's an application of unknown tech rather than the tech making it possible.

Which means I'm going with atomomancy for now but I am not fully sold on it.

388
Quote
Resource
Promethium to Snow-capped Mountains (1): m1895
K-wool to Snow-capped Mountains (1): Jerick

Fortify
Fortify North peaks (2): m1895, Jerick
Fortify Plains ():

Attack
Double push Savanna (2): m1895, Jerick

Espionage
save the credit ():
steal FMJ/G (1): m1895
steal the Charybdis (1): Jerick
I think air superiority will have a bigger impact than the FMJ/G rounds

389
I've been thinking about our corvettes and how we lost a whole bunch of them now we've several options we can do to fix things.

1)
We could abandon corvette class ships altogether and field more cruisers. This allows us to bring a lot of firepower to the battlefield but I worry that this approach would need improved PD capabilities or our cruisers will just be done in by waves upon waves of nuclear torps.

2)
We could attempt to armour up our corvettes and make them more survivable that way. I actually don't think this is such a good idea because the cube-square law means that it'll always be better to have big armoured ships with lots of guns than several smaller ships. Except there is one aspect that smaller ships will always have over larger ships, which brings me to the last option;

3)
We could attempt to make our corvettes faster and more manoeuvrable. We should be aiming for doginess not tankiness. Now I proposed something a long time ago that'd give things precognition, I'm going to bring that back and propose a slightly updated version. As for speed we've already got decent tech for that, our Sublight Drive Organs have low acceleration but they do the unusual property that having more of them increases the effectiveness of the other SDOs. In other words the more SDOs we have on a ship the more thrust each one gives. If we strip out the boredrive we can shove another three SDOs on. Add precognition to the mix and you've got something that turns the Val'den's aversion to pain into a strength.


Regular Proposals
Spoiler: Wraith Generator (click to show/hide)
We lack a long-range weapon or a large weapon for that matter so I knocked this crazy thing together. I can hopefully make use of our excellent detection ranges and engage the enemy silently before we're even close enough for them to detect us.

Spoiler: Precognition Organ (click to show/hide)

A little interception design that should help deal with those fighters and missiles.


Black Market Event Proposals

Spoiler: Anti-Entropy generator (click to show/hide)

390
Forum Games and Roleplaying / Re: Dark Matters: A Cultist Game
« on: April 26, 2019, 12:27:57 pm »
Bump?

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