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Author Topic: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 5 Revision Phase)  (Read 27461 times)

TricMagic

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Basic Jump Pack: A backpack utilizing jet boosters to provide upward thrust in order to reach high ground or reduce speed when descending. The boost can be sustained for five seconds before needing to recharge for twenty seconds. Light Assault Class Item (VERY EXPENSIVE)

Basic Jump Set: Jet Boots

While having a pack dedicated to movement vertical and falling is nice, we know we can do a bit better. The first step is to remove the strain on the pack itself.

We've come up with these jet boots that have their own minor jets in the heels. The Jump Pack can now use the user's own movements and these Jet Boots to assist in jumping off the ground, both reducing the strain on the Pack itself, and allowing for greater vertical speed. This reduced strain means the pack and boots can keep going for about 20 seconds before recharge, and will recharge when not in use. We can also remove some of the excess material, since the load is shared.


Renderer Armored Troop Support

Taking what we've learned from the Teamster, we figure we can manage to trim the weight a little. The makes use of Missile pods on the front of the roof, with their own arm to raise them up for when they are needed. 6 Banks of them in fact, each with 6 missiles with a radar lock on via Pilot Interface. The Turret is moved to the back and it's base is set deeper into the vehicle to maintain balance and make room, though it still maintains it's height.

It doesn't actually sacrifice any room for carrying people, other than the gunners area. That's controlled by our top class Pilot.. Has an intergrated computer bank at the front for the Pilot's Neurohelmet to connect, with the systems for smoothly operating the weapons while driving. Missiles have their own section 1 through 6.


« Last Edit: May 27, 2019, 10:17:02 pm by TricMagic »
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Taricus

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Thunderer Self-Propelled Artillery:
Using the Renderer/Teamster hull as the base, the Thunderer is TR's attempt at giving artillery a startling degree of mobility. By up-sizing the turret to capably mount the Hail, and mounting it to the rear of the vehicle, the Thunderer is capable of effectively shooting and scooting, providing our troops with indirect fire support as they advance. Furthermore, if possible, the Thunderer also has the Teamster's towing capability, enabling it to tow an ammo fabricator to greatly improve the logistics of an artillery battery.

Quote from: Votebox
Wasp Defense/Offense Improvement (1): Taricus
Basic Jump Set: Jet Boots (0):
Renderer Armored Troop Support (0):
Thunderer Self-Propelled Artillery (1): Taricus
« Last Edit: May 27, 2019, 11:17:18 pm by Taricus »
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We sided with the holocaust for a fucking +1 roll

Maxim_inc

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Quote from: Votebox
Wasp Defense/Offense Improvement (1): Taricus
Basic Jump Set: Jet Boots (0):
Renderer Armored Troop Support (0):
Thunderer Self-Propelled Artillery (2): Taricus, Maxim_inc
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NUKE9.13

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Quote from: Votebox
Wasp Defense/Offense Improvement (1): Taricus, NUKE9.13
Basic Jump Set: Jet Boots (0):
Renderer Armored Troop Support (0):
Thunderer Self-Propelled Artillery (2): Taricus, Maxim_inc, NUKE9.13
I had been thinking about doing a full redesign of the Wasp, but I've come around to thinking that a revision will probably suffice for now.
I was very surprised by how hard the Hail was. But simply making a self-propelled version shouldn't be too challenging.
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Long Live United Forenia!

Failbird105

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Quote from: Votebox
Wasp Defense/Offense Improvement (3): Taricus, NUKE9.13, Failbird
Basic Jump Set: Jet Boots (0):
Renderer Armored Troop Support (0):
Thunderer Self-Propelled Artillery (3): Taricus, Maxim_inc, NUKE9.13
Apparently there's another idea coming that's supposedly 'competing' with the Thunderer(so presumably it fills the same role?), so I'm holding off on using my second vote until it's posted.
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TricMagic

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I'd rather see the redesign. Like the Thunderer though

Pilot Class: Lightning Storm Self-Propelled Anti-Aircraft Gun


The Teamster and Renderer are used as the base for this design. Taking out all the carrying capacity for enough room for 2 Crew and the Pilot, and lengthening the vehicle by about 4 meters. Armor is focused on the sides and front of the vehicle, and an ammo-replicator is placed in the vehicle itself along the walls for making it's ammo. On top of the vehicle, we have 3 sets of Anti-Aircraft Guns, designed to fire into the sky and shred enemy aircraft. They can be reloaded inside the vehicle by placing new ammo boxes in the guns through slots through the roof. The Guns can be adjusted by the pilot, though our Pilots have an easier time of driving and gunning.  The guns have a slight ability to rotate their bases 20 Degrees, and the front gun can actually go fully flat, for when you're even height, or for basic ant-infantry. Essentially, the Lightning Storm is capable of going anywhere there is land, and keeping up a devastating rate of fire into the sky.

It also has a Gunner's seat at the back of the vehicle, since the middle lane of the vehicle's inside is open for the crew to reload the guns. It only has a single door set at the back that you need to maneuver around the gunner's seat to enter. This Form is mostly meant to be driven by Pilot's alone(with reloading crew wearing helmets) though, as they can make the most use out of drive and gun tactics, though it can also serve a stationary position in defense.


Nin. Believe he meant the Rocket carrying version of the Renderer. Also, this might go better in a design phase...

Needs work...

Quote from: Votebox
Wasp Defense/Offense Improvement (3): Taricus, NUKE9.13, Failbird
Basic Jump Set: Jet Boots (0):
Renderer Armored Troop Support (0):
Thunderer Self-Propelled Artillery (4): Taricus, Maxim_inc, NUKE9.13, TricMagic
« Last Edit: May 28, 2019, 09:53:00 am by TricMagic »
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Maxim_inc

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Renderer-Firestorm Pattern Edit-1 Edit-2

The "Firestorm" takes the basic Renderer design and removes the 30mm gun in favor of mounting a set of rocket pods on its rotational gearing. There is a total of 12 90mm rockets per turret guided by a designation laser imbedded in the turret. To defend itself in close proximity to enemy troops the turret comes equipped with a pair of Bulldog LMG's mounted under each arm fed from a small nano-fabricator mounted in the hull. While the Firestorm does posses a fabricator to make more rockets in the former troop compartment, the crew has to manually reload the rocket pods exposing them to danger.

I'm using the same picture as Tric because it looks to good to not use in this revision

« Last Edit: May 28, 2019, 09:20:08 pm by Maxim_inc »
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TricMagic

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Quote from: Votebox
Wasp Defense/Offense Improvement (3): Taricus, NUKE9.13, Failbird
Basic Jump Set: Jet Boots (0):
Renderer Armored Troop Support (0):
Thunderer Self-Propelled Artillery (4): Taricus, Maxim_inc, NUKE9.13, TricMagic
Renderer-Firestorm Pattern(1) TricMagic

A Wasp upgrade would do better with a design. And actual have a new shield generator too.

MOAR RENDERING OF RENDERER'S VARIANTS~~~~
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Maxim_inc

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Quote from: Votebox
Wasp Defense/Offense Improvement (3): Taricus, NUKE9.13, Failbird
Basic Jump Set: Jet Boots (0):
Renderer Armored Troop Support (0):
Thunderer Self-Propelled Artillery (4): Taricus, Maxim_inc, NUKE9.13, TricMagic
Renderer-Firestorm Pattern(2) TricMagic, Maxim_inc
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Doomblade187

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Quote from: Votebox
Wasp Defense/Offense Improvement (3): Taricus, NUKE9.13, Failbird
Basic Jump Set: Jet Boots (0):
Renderer Armored Troop Support (0):
Thunderer Self-Propelled Artillery (5): Taricus, Maxim_inc, NUKE9.13, TricMagic, Doomblade
Renderer-Firestorm Pattern(2) TricMagic, Maxim_inc
Night-Fight Lenses (1) Doomblade

Rev proposal soon.

Night-Fight Lenses

Current technology for night vision isn't as widespread in our forces as it should be. By using miniaturized light amplifiers, we can integrate these night-fighting systems into the standard infantry helmets of the TR. Toggle switches for the activation are integrated into the armor controls, and the lenses can be removed for maintenance, as they are seperate fom the standard view lense.

Controller Combat Shotgun:

Working off the hyper-reliable overseer rifle, we will further develop our forces' CQC capabilities. The Controller is a beefy gun, with two magazines in the infeed. Using a standard 20mm  shell, we will have either a slug and an anti-armor flechette magazine, or two of one. The gun is semiautomatic, and is optimized for reliability and stopping power.
« Last Edit: May 28, 2019, 05:29:40 pm by Doomblade187 »
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

TricMagic

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Quote from: Votebox
Wasp Defense/Offense Improvement (3): Taricus, NUKE9.13, Failbird
Basic Jump Set: Jet Boots (0):
Renderer Armored Troop Support (0):
Thunderer Self-Propelled Artillery (5): Taricus, Maxim_inc, NUKE9.13, TricMagic, Doomblade
Renderer-Firestorm Pattern(1) Maxim_inc
Night-Fight Lenses (2) Doomblade, TricMagic
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Failbird105

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Quote from: Votebox
Wasp Defense/Offense Improvement (2): Taricus, NUKE9.13
Basic Jump Set: Jet Boots (0):
Renderer Armored Troop Support (0):
Thunderer Self-Propelled Artillery (6): Taricus, Maxim_inc, NUKE9.13, TricMagic, Doomblade, Failbird
Renderer-Firestorm Pattern(1) Maxim_inc
Night-Fight Lenses (3) Doomblade, TricMagic, Failbird

Putting my second vote into nightvision. If anyone can give me a good enough reason to switch from the Wasp upgrade to the Thunderer or Firestorm then I could be convinced to do so.

Edit: was convinced
« Last Edit: May 28, 2019, 04:55:55 pm by Failbird105 »
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TricMagic

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The Wasp shouldn't be expected to take direct hits, and Ablative Armor might be good for it. Something that breaks and scratches to remover any energy upon it, while the under-layers of it are still fine?

Either way, it would likely be a design, and we can use a revision to give some of our own mens armor that effect if they are expected to go against energy weapons.

Maybe a nano-coat that when applied will change into it for us. So we just layer it on.
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Doomblade187

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Edited thermal vision out of night-fight lenses, to reduce complexity.
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

Elvish Miner

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Teamster/Renderer: Phalanx Suite

The TRs response to an ever-changing front line, the Phalanx Suite is a starboard mounted overlapped plating that can be expanded beyond the front and rear of the vehicle and lowered into the ground, locking the vehicle in and providing coverage for troops. The plating is thickest at the center, gradually thinning out towards the sides, though still strong enough to absorb small arms fire. Horizontal embrasures are built in allowing for troops to return fire. A common tactic is for multiple Teamster/Renderers to park next to each other, creating a rudimentary shield wall. If a suite is not included portside, a counterweight is installed. Note: A Teamster with this upgrade cannot carry a trailer due to the risk of the shield getting 'stuck.'

Teamster: Medbay Suite
Mounted portside, the Medbay Suite provides nanitr healing for soldiers, provided they enter, or are carried into, one of four medbays. When on the move, the medbay is pulled into the side of the Teamster, taking up the room normally used for troop transport, and closes behind light armor plating.
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