Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 5 6 [7] 8 9 ... 28

Author Topic: WarBiz Arms Race // Terrestrial Reserve Thread (Turn 5 Revision Phase)  (Read 27126 times)

Maxim_inc

  • Bay Watcher
    • View Profile

How many things you trying to design in one proposal? That submission would begin and end at exoskeleton with attachment points.

Edited, see post above ^
Logged

Elvish Miner

  • Bay Watcher
    • View Profile

I suggest we go with the original TR Neurohelmet, as making it more complex will increase the difficulty.

More complex? It's more detail than the original proposal, including how the info is sent to the vehicle. Attachable Cable is better than wireless. And if we are already using thought commands, having a HUD in the helmet that the pilot can use to gain data on what the vehicle is doing/it's status is, that's a bit more useful than just this helmet let's you make commands mentally.

I mean, you answered your own question with your justification. The camera stuff can be added as a revision. Explaining that you hook up by wire is very good though; PnP is better than waiting to pair your helmet to the vehicle you jump into.

Should we emphasis that the technology is in the helmet, meaning non-pilots can still drive them, as well as allowing pilots to hook up to any vehicle?
Logged

TricMagic

  • Bay Watcher
    • View Profile

Man of Paper said it was the same but more words...
Logged

Man of Paper

  • Bay Watcher
    • View Profile

Just because everyone seemed to miss this in Taricus' original proposal:

Quote
the system is based on brainwave sensors and processors based in the helmet which hook into the vehicle's computers
Logged

TricMagic

  • Bay Watcher
    • View Profile

Quote from: Votebox
Special Class Design
TR Special Class - Pilots: (4) TricMagic, Elvish Miner, Taricus, NUKE9.13
  TR Neurohelmet (Pilot Class Item): (4?) TricMagic, Elvish Miner, Taricus, NUKE9.13

Regular Design
"Hail" Artillery Piece: (3) Elvish Miner, Taricus, NUKE9.13, TricMagic
Bullhead VTOL Bomber/Assault Craft: (0)
Logged

Maxim_inc

  • Bay Watcher
    • View Profile

Wait, why is my specialist design not in the votebox? MoP never stated it was illegal, just that it was too complicated for a simple design.
Logged

TricMagic

  • Bay Watcher
    • View Profile

Mostly cause they were never put in there in the first place. I just Copied it from the most recent one.
Logged

Failbird105

  • Bay Watcher
    • View Profile

I have to say, my one complaint about the Pilot class and design is; where do we go from there? Like what else can we make in terms of class specific stuff for pilots?
Logged

TricMagic

  • Bay Watcher
    • View Profile

Mechs, Heavy-duty Aircraft Fighters. Mostly Mech Pilots though. I got a revision for this turn too. The Hail incorparated into the Renderer/Teamster, creating a ridiculously quick ground artillery support unit.
Logged

Maxim_inc

  • Bay Watcher
    • View Profile

Mechs, Heavy-duty Aircraft Fighters. Mostly Mech Pilots though. I got a revision for this turn too. The Hail incorparated into the Renderer/Teamster, creating a ridiculously quick ground artillery support unit.
Mechs are ineffective in modern combat, tanks are better.
Logged

Maxim_inc

  • Bay Watcher
    • View Profile

Quote from: Votebox
Special Class Design
TR Special Class - Pilots: (4) TricMagic, Elvish Miner, Taricus, NUKE9.13
 TR Neurohelmet (Pilot Class Item): (4?) TricMagic, Elvish Miner, Taricus, NUKE9.13
 TR Special Class- Advanced Combat Suit: (1) Maxim_inc
Regular Design
"Hail" Artillery Piece: (3) Elvish Miner, Taricus, NUKE9.13, TricMagic
Bullhead VTOL Bomber/Assault Craft: (0)
Logged

Doomblade187

  • Bay Watcher
  • Requires music to get through the working day.
    • View Profile

Quote from: Votebox
Special Class Design
TR Special Class - Pilots: (5) TricMagic, Elvish Miner, Taricus, NUKE9.13, Doomblade
 TR Neurohelmet (Pilot Class Item): (4?) TricMagic, Elvish Miner, Taricus, NUKE9.13
 TR Special Class- Advanced Combat Suit: (1) Maxim_inc
Regular Design
"Hail" Artillery Piece: (3) Elvish Miner, Taricus, NUKE9.13, TricMagic
Spearhead HA Scattergun: (1) Doomblade
Bullhead VTOL Bomber/Assault Craft: (0)

"Spearhead" TR Magnetogun [Heavy Assault]

The Spearhead is a miniaturized railgun fed by a block of specialized nanites. Meant for operation by our Heavy Assault troopers, the nanite ammo block can form a burst of flechettes , an armor piercing sabot, or an HE grenade round.

Edit: I demand walking fortresses.
« Last Edit: May 25, 2019, 07:36:47 pm by Doomblade187 »
Logged
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.

Failbird105

  • Bay Watcher
    • View Profile

Quote from: Votebox
Special Class Design
TR Special Class - Pilots: (6) TricMagic, Elvish Miner, Taricus, NUKE9.13, Doomblade, Failbird
 TR Neurohelmet (Pilot Class Item): (5?) TricMagic, Elvish Miner, Taricus, NUKE9.13, Failbird
 TR Special Class- Advanced Combat Suit: (1) Maxim_inc
Regular Design
"Hail" Artillery Piece: (4) Elvish Miner, Taricus, NUKE9.13, TricMagic, Failbird
Spearhead HA Scattergun: (1) Doomblade
Bullhead VTOL Bomber/Assault Craft: (0)

Edit: I demand walking fortresses.
I mean, can't we make them on treads instead? I'm okay with any sort of moving fortress since that's exactly what I want too but I feel like legs on machines generally aren't reliable.
Logged

Man of Paper

  • Bay Watcher
    • View Profile
WarBiz Arms Race // Terrestrial Reserve Thread (Prewar 2 Revision Phase)
« Reply #103 on: May 27, 2019, 06:59:57 pm »

Prewar 2 Design Phase


Proposal: "Hail" Artillery Piece
Difficulty: Hard
Result: (4+3)-1=6, Average

The "Hail" Artillery Piece is a 105mm gun capable of accurate indirect fire on targets at Extreme Range and further with a sustained fire rate of 4 rounds/minute - any faster and the barrel will begin to overheat at some point. While the "Hail" could be used for more direct fire on closer than Extreme Range targets chances are we'll want to avoid the guns being within range of small-arms fire. The gun is placed on a carriage to allow it to be towed by a Teamster, though this would mean the vehicle has to pass up on towing an ammo fabricator. We can load up the Teamsters with both HE and HE/AP rounds to take on infantry and armored targets, though we were unable to develop our own flak shells this time around.

The "Hail" Artillery Piece is currently considered (VERY EXPENSIVE).


Proposal: Pilot Class (+ TR Neurohelmet)
Difficulty: Very Hard
Results: (2+1)-2=1 (6+6)-2=10, Superior


Terrestrial Pilots are soldiers who've received specialized training in utilizing various TR vehicles to their fullest extent. While it's unlikely, at least for now, that we'll be able to man every vehicle with a Pilot, Terrestrial Reserve vehicles will be manned by Pilots up to their Expense Level, while all others will be operated by standard personnel. (For example, a (CHEAP) vehicle and (VERY EXPENSIVE) Pilots will mean a small number of said vehicle are run by Pilots while the majority see use by normal individuals. Having twenty (CHEAP) vehicles and (VERY EXPENSIVE) Pilots will mean each type of vehicle gets a number of Pilots equivalent to the (VERY EXPENSIVE) expense level.)

Training can only do so much, and so we set ourselves to creating a neural interface that would allow a consistent and immediate flow of information between the Pilot and vehicle. A complex series of scanners and processors within the Basic TR Neurohelmet facilitate the process and, most importantly, provide a limit on feedback. While steering wheels and flight sticks are still used to control vehicle orientation, most other processes - acceleration, deceleration, and weapons control, for example - are manipulated by a Pilot's thought processes.

The largest drawback top the Basic TR Neurohelmet is the time required for the device to interface with the Pilot. The booting process can take up to five minutes - not bad for a computer linking up to a brain, but not too great for responding to an enemy attack.

The Basic TR Neurohelmet is considered (VERY EXPENSIVE) and is the Class-Defining Equipment for the Pilot Class.


----------------


IT IS NOW THE REVISION PHASE. You have TWO REVISIONS to utilize as you see fit.


Spoiler: TR Armory (click to show/hide)
Logged

Failbird105

  • Bay Watcher
    • View Profile

Wasp Defense/Offense Improvement:
The Wasp is, quite simply, not particularly fit for service as is. Yes it's fast, but not really fast enough that the typical fighter method of 'minimize damage by not getting hit' is viable, and so it needs armor. We've chosen to take the more conservative estimate, and so are increasing its armor to 15mm all around. Particularly important areas however, such as the engines, and cockpit, will be given a full 20mm of armor. In addition to the
added armor, we've also elected to equip the Wasp with a pair of rocket pods like the Osprey, one on each wing.

Bringing last turns Wasp revision proposal up to the front since now we have the dedicated vehicle drivers, and so I think it would be really good for our fighters to be worth using.
Logged
Pages: 1 ... 5 6 [7] 8 9 ... 28