Finally... > Forum Games and Roleplaying
Mad Arms Race - Aratam Design Bureau (Fall 1965 - Final Design Phase)
Chiefwaffles:
Core Thread
See the Core Thread for rules and cross-nation discussion. If you're actively participating in the other team, please don't look any further than the OP.
The Bureau is an interesting place. Located next to Aratam's capitol, it takes the form of a skyscraper and the Lead Designers - you - inhabit a luxurious suite encompassing nearly the entire top floor. The wall is covered with, or more accurately, composed of windows allowing people to peer over the city and over the canopy of the rainforest. Expensive wood panelling covers the interior walls, giving the suite a luxurious yet homely atmosphere.
Being brought into the room are stacks upon stacks of top secret Forenian and Cannalan documents. None of the documents in these stacks provide any conclusive technology, theory, design, or any tangible thing. But in them is knowledge that will allow you to do wondrous things. Eventually, everyone is situated in their chairs in the sun-lit conference room, ready to begin designing.
The Design Bureau has also been tasked with a very important task. While Forenia and Cannala have already sent your nation (and those damn Merethans, most likely) the material vital to start your operation, Aratam still has to secure an official relationship with either Forenia or Cannala by the end of this year. This is vital for aid in resources and other avenues over the course of the coming war, but you will also be able to access the designs of your "Sponsor" - designs far better than those currently held by Aratam. Both Forenia and Cannala have expressed a willingless to give away some of their older designs - from Autumn 1942 or before.
After picking a Sponsor at the end of this year, Aratam will be able to choose one of that Sponsor's designs [from ICAR, at/before Autumn 1942] at the end of each year until - not including - 1960 to add to its own designs. That's 5 designs in total.
If Mereth also attempts to court the same nation as us, then we will likely both have to send over our design from this year to attempt to prove our natural ingenuity.
The year is 1954. A missive from the capitol informs you that the first offensive will begin at the start of 1960, meaning you have six years to make your preparations.
The Design Phase of 1954 has begun. Vote on a single design to submit.
Spoiler: Starter Designs (click to show/hide)Transport Capacity: 0
Resources: 2 Ore, 1 Oil
Weapons
* "Pursuit" Rifle: An automatic rifle with mediocre accuracy at Medium range (and useless accuracy further).
1 Ore
* "Machete" Pistol: A 6-round semiautomatic pistol semi-accurate up to Short range. Reliable.
1 Ore
Other
* Standard Uniform: A plain red featureless uniform. The red's mild enough that it doesn't really stick out.
Spoiler: Map (click to show/hide)
[M: 2/2; A: 0/2] Mereth: The majority of Mereth's population live in this area in the Tundra, surrounded by a plethora of natural resources making the climate much easier to bear.
2 Ore 1 Oil
[M: 4/4; A: 0/4] Tundra: A frozen landscape with few features. The more northern land starts to be more populated with features facilitating human life, allowing the development of a bustling civilization.
[M: 4/4; A: 0/4] Taiga: A large snowy forest. Cold, but full of life.
[M: 4/4; A: 0/4] Plains: Largely flat terrain full of grass and the occasional hill.
[M: 2/4; A: 2/4] Sea: Relatively shallow water with beaches next to the Plains and Swamp perfect for ports. Control over this region allows ship-based support (not cargo or troop landing) to be rendered to your forces everywhere but the Taiga and Desert.
1 Oil
[M: 2/4; A: 2/4] Mountains: Treacherous (and often narrow) mountain paths with extreme height differences, the coldest weather on the continent, and only the rare passage viable for anything above small-scale movements.
1 Ore
[M: 0/4; A: 4/4] Desert: Desert terrain facing little rain and fairly hot temperatures.
[M: 0/4; A: 4/4] Swamp: A swamp, filled with large stretches of shallow still water, lots of bugs, and lots of swamp-y plants and fauna.
[M: 0/4; A: 4/4] Jungle: A hot and humid jungle (and rainforest) filled with trees obscuring the sky from the ground. The northern land begins seeing a few clearings, perfect for human habitation.
[M: 0/2; A: 2/2] Aratam: Cities surrounded by jungle with plenty of natural resources and conditions fit for relatively comfortable living.
2 Ore 1 Oil
tntey:
If we want to win any war against the merethian pigs, we must first create some form of transport for carrying guns and soldiers to the front lines. That is why I propose the Aratam Carrying Car
--- Quote from: A.C.C ---A six wheeled truck with four seats and a truck bed capable of holding about four people or 800 pounds of cargo. The truck's windows and body is fortified allowing it to undergo medium fire from guns without breaking down.
--- End quote ---
Blood_Librarian:
--- Quote from: Vute Vux ---A,C,C ; (2) ; Blood Librarian, Tntey
--- End quote ---
Talion:
I'm not sure a truck with extra wheels is sufficiently mad. Additionally, both sponsors have access to troop transports that we could gain access to. With that in mind:
Compound 42b ‘Spice’
This neon yellow complex chemical compound enhances reflexes, aiding with eye movement and motor planning. Those it has been tested on, make claims that they can see into the future, making reference to the term bullet time. It also binds to melanin in the body, most noticeably in the eyes causing the brown eyes of our people to flash yellow. The suspected mechanism is neuromelanin found within the brain with animal subjects showing a slight increase in metals in those areas. No doubt this increases the firing speed of the affected neurons, causing data to processed more swiftly.
tntey:
How are smart soldiers going to fight if they can’t even make it to the front lines
Navigation
[0] Message Index
[#] Next page
Go to full version