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Author Topic: WarBiz Arms Race // Victory Services Thread (Turn 5 Revision Phase)  (Read 16293 times)

Happerry

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Revision Phase)
« Reply #90 on: June 12, 2019, 04:10:43 am »

Volt Spark Electrocarbine (Spark Revision)
Work on the Spark has, it must be admitted, gone less then well in the past. From a capacitor that can't hold it's load to someone adding a desire to make shots bend around cover when no one else was looking, the Electrocarbine is currently a piece of work, and not in a good way. The Volt Spark rework seeks to, instead of fighting the majority of the problems, use them. Or just drop them. Like the complete drop of the attempt to let it work as a wireless taser when desired. No, instead the decision was made that if the capacitors sought to unleash all their power every time the weapon was shot, why not go with that? And so instead of a rapid fire weapon, the new Volt Spark Model unleashes the full power of all selected capacitors whenever it is fired in a thundering strike that will see its targets fry. Ammo wise, the gun now has six individual capacitors built in, each independently charged as needed. The user can use a handy dandy dial to chance how many capacitors will be used for the shot, from one per shot for the weakest but most sustainable firing method, to all six at once for a lightshow of extreme power, if also an extreme time to recharge afterwards.

Bane Quality Control Rework (Bane Revision)
The Bane, right now, has plenty of issues. The good news is that these issues can be fixed. Many of said issues are caused by faulty engineering, not any specific problem with the weapon plan itself, and can (hopefully) be solved simply by... well, getting a group of engineers whom actually know what they are doing to do a thorough review and rework of the Bane. Thus, these experienced engineers can fix the faulty power pack that doesn't hold enough charge, fix the connections to the power pack that uses that power super inefficiently, a regulator will be added to the design to control how much power it draws from an attached exterior power source (like whatever vehicle it is mounted on, or any other source it gets attached to), the heatsinks are rationalized, and so are the cabling and ports which are simplified and changed to something people can actually manage to work with in the field. All in all, the Bane should hopefully be a Bane for the enemy, not the user, once this redesign finishes.
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Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Revision Phase)
« Reply #91 on: June 12, 2019, 09:01:38 am »

Quote
Rampage RUSH (Refit for Underprotected Suspension and Hull)
They said we couldn't do what has been done many times before, and make a MBT meant to be fast and long-ranged. Well, we already did. Yeah, the tracks are a bit vulnerable, but with the addition of a simple skirt plate sufficient for stopping smaller caliber rounds or laser bursts and preventing explosives from doing damage to the vulnerable suspension systems (track links are not known for being easily damaged, it's always the suspension and drive wheels that get wrecked), that can be fixed enough. After all, you're driving a more mobile vehicle. Why the heck is the enemy flanking you with a large gun and blowing off your tracks? Anyway, the added weight is fairly minimal, but the effective very large, especially on hypothetical enemy man-portable anti-armor weapons that rely on accurately hitting critical suspension components.

To provide further protection and aid the vehicle in its desire to remain un-destroyed and improve its capability to run away, the originally-planned web of sensors (a loop of wire with a current running through it and an ammeter connected to it would work---just activate the shield if two or three ammeters (we should have overlapping sensor coverage) stop reading current) is implemented to automatically activate the shield, since the crew could not really be expected to know where their armor is going to be breached unless damage is showing up inside the crew compartment...which would not be good.

Finally, the Illuminator issue. The Illuminator's own power system is removed and replaced with a battery system capable of double the firing time, but without the components that allow for self recharge. Power is instead drawn from the vehicle's main reactor, which is, if necessary, expanded to allow a 30 second full recharge of the doubled capacity when the vehicle is working at maximum acceleration, and thus a faster recharge when the vehicle is not moving as fast---for instance when the vehicle is stationary and sniping, we expect to have very good recharge rates on the primary weapon.

Together, these improvements are expected to make Rampages just survivable enough so that our investors will stop being chickens about it, and thus reduce the cost. It also renders the Rampage deadlier so that it works better as a sniping vehicle.

Substantially edited. I think that this won't be too difficult, it's all working with things we understand in ways to make the Rampage excel at its role.

And now, to stop MoP from feeling bad:
Quote from: IS VOTEBOX, PLEASE VOTE
Rampage RUSH: (1) Madman
Bane Quality Control Rework: (1) Madman
« Last Edit: June 15, 2019, 07:21:41 pm by Madman198237 »
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Happerry

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Revision Phase)
« Reply #92 on: June 15, 2019, 07:23:16 pm »

Quote from: IS VOTEBOX, PLEASE VOTE
Rampage RUSH: (2) Madman, Happerry
Bane Quality Control Rework: (2) Madman, Happerry
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Light forger

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Revision Phase)
« Reply #93 on: June 15, 2019, 09:38:08 pm »

Quote from: IS VOTEBOX, PLEASE VOTE
Rampage RUSH: (3) Madman, Happerry, Lightfoirger
Bane Quality Control Rework: (3) Madman, Happerry, Lightforger

I would prefer to work the on tank's gun but, I don't really care enough to throw up a revision. So unity it is.
« Last Edit: June 15, 2019, 09:43:49 pm by Light forger »
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Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 3 Revision Phase)
« Reply #94 on: June 15, 2019, 09:39:41 pm »

This revision does in fact alter the Rampage's weapon...unless you're talking about doing something else to it?
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Man of Paper

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WarBiz Arms Race // Victory Services Thread (Prewar 4 Design Phase)
« Reply #95 on: June 21, 2019, 07:26:37 pm »

Prewar 3 Revision Phase


Proposal: Rampage RUSH
Difficulty: Normal
Result: (1+1)+0=2, Utter Failure

Sometimes things just don't work out for whatever reason. None of the changes we aimed to make in order to improve the Rampage seemed all that out of reach. In fact, it's generally agreed upon that the changes weren't too difficult at all. Our people just...couldn't make things work. We can always try again, but we didn't really get much from this attempt. At least we didn't break anything!


Proposal: Bane Quality Control Rework
Difficulty: Hard
Result: (3+2)-1=4, Poor

We can't completely blame the lack of adequate progress on the engineers and technicians this time around. They had some seemingly simple fixes to make, but the foundation they were working off of was absolute trash. Out of everything we set out to do, adding a limiter to the Bane was the clearest success - and with no unexpected drawbacks! The weapon does not have the chance to kill it's attached vehicle any longer. Modified heat sinks have also moved the Bane from "fire only when wearing thermal protection" to "fire in short bursts with a moment's pause and you'll be fine". It's individual power supply is still lacking, but a twelve second recharge time for a 100-round supply isn't too bad.

It's still a bulky weapon, but some minor refinements make it usable by Heavy Assaults as a weapon that takes both the Primary and Secondary weapon slots. Since it's a functioning weapon it'll see deployment at (VERY EXPENSIVE).


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


It is now the Design Phase. You have one free design for whatever you wish and one auxiliary equipment design that will receive a research credit. As we approach the final two prewar turns remember that you will need to define class loadouts for each of your separate classes consisting of a Primary and Secondary Weapon, some form of their Class-defining equipment, and up to three Auxiliary Equipment. The number of each class you deploy will be largely based on the expense levels of their equipment.

Spoiler: VS Armory (click to show/hide)
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frostgiant

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Design Phase)
« Reply #96 on: June 21, 2019, 09:09:01 pm »

Spoiler: Kobold PDW (click to show/hide)

A secondary weapon, we need one for our loadouts. rapid fire, And is meant to be kinda simple so we don't run into and modifiers.
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Happerry

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Design Phase)
« Reply #97 on: June 21, 2019, 09:18:50 pm »

Reposting my pistol write up.

Sunspitter Pistol
The Sunspitter Pistol is a slow but steady weapon with greater firepower then many of its peers, even if each shot takes up a substantial amount of power from the hilt integrated power core. When fired, said power core generates an impressive amount of plasma and accelerates it down the acceleration rails built into the gun proper. At the end of the rails, the accelerating bolt of plasma finds a newly woven thin film of liquid plastic is created between the two 'spinnerets' located opposite each other which finds itself deformed into a orb by the impact of the plasma. This plastic contains the plasma, preventing it from dispersing into the air as it flies through the air like it normally would. Until, at least, it strikes something, whereupon the plastic, already melted away by the plasma it has within, will burst, resulting it whatever was impacted to find itself experiencing the unpleasent experience of being coated in exceedingly hot and painful plasma. Flesh and armor alike are melted through, rendering the target to be, at the very least, quite damaged.
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frostgiant

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Design Phase)
« Reply #98 on: June 21, 2019, 09:34:46 pm »

"Naufragium" ShotPistol

The Naufragium is a basically a heavy pistol sized Hardlight generator, designed to create packets of hardlight debris.
Projected hardlight is designed to stop small arms fire, and is hard enough to do this for a fair amount of time when anchored. The hardlight debris created by the Grinder lacks an anchor point, instead of being flash-forged and launched pushed out of the chamber via a small plasma detonation, created from a compact air chamber located near the back of the barrel being ignited while under high pressure.

This Detonation Quickly pushed the Hardlight debris out of the chamber very quickly, having been flashforged and then fired in the blink of an eye.
The Weightless hardlight shrapnel is propelled by this Plasma detonation at high enough speeds that one could almost mistake the hardened light for its normal photon counterpart.

While lacking in mass, its Almost none existent weight leans heavily on another end of the holy weapon formula, Creating hundreds of Razor sharp shards of light that a person has no hope of dodging after the trigger is pulled.
Heat monument and power are the only limitations on this weapon, with its primary accelerant pulled from the atmosphere and its ammunition forged from its own hard light components.
Unfortunately, lacking an Anchor and power source, the Naufragium’s range is limited even with its speed of light-esque projectiles, with the Hardlight debris quickly transforming back into regular photons past a limited distance.

Hardlight shotgun pistol, Packs a punch at close range.
Deadly inside of its range, and perfectly safe outside of it. Good for close range scenarios and can be used in urban environments safer then a kinetic counterpart.
« Last Edit: June 21, 2019, 09:48:08 pm by frostgiant »
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Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Design Phase)
« Reply #99 on: June 22, 2019, 10:02:24 am »

I'm thinking air dominance fighter for the next regular design, a secondary weapon would work fine for this one. I would like one with advanced targeting capabilities so that we are less likely to miss, perhaps integrated into the HUD somehow.

I'm not really feeling up to writing another design right now, so it's just a thought for now.
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frostgiant

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Design Phase)
« Reply #100 on: June 22, 2019, 11:14:45 am »


A cybernetic implant which can give our soldiers bullet time, anyone who's played a game like super hot or sniper elite should know how useful the ability to carefully aim, plan and react while your enemies are slower then you is. Useful at both long-range shooting and close range combat, I feel like its worth a roll of the dice trying to make this if we decide to try our luck at an offensive grenade during revision by combining the dissolving tube and our medical nanites.

Quote from: Vote Box
Sunspitter Pistol (0):
Kobold PDW (0):
Naufragium Shotpistol (1): Frostgiant

PAYNE ERTCM (1): Frostgiant
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Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Design Phase)
« Reply #101 on: June 22, 2019, 10:11:37 pm »

Quote
Staredown Close Defense Weapon
Based on our preference for high-powered laser weaponry, our soldiers should generally avoid getting up close and personal, since powerful weapons are not known for firing quickly, and rapid fire is extremely desirable in close quarters, because if you miss your first shot you may not have time for another if your weapon is slow. However, with the amazing power of modern technology, the limitations of powerful weaponry in close quarters can be reduced somewhat.

The Staredown is a powerful laser weapon, making use of a power supply customized for high power density at the expense of recharge time. The power supply is capable of firing three shots before being drained, each shot capable of putting down most soldiers in one hit. It then takes an extended amount of time to recharge, of course. Firing three rounds before running out of power is a great way to reduce the disadvantages of a powerful laser weapon, however that's not enough. You still only have three shots, after all.

In order to make the weapon truly amazing in close quarters, the Staredown packs a specialized miniaturized computer system built into the weapon and the user's own uniform/helmet and integrated with the user's HUD. This computer system is capable of identifying targets and has a reticle superimposed on it, representing where the handgun is pointing. The reticle changes color when the gun is pointed at something the computer has identified as a target. Most impressive, however, is the variable lensing array at the end of the laser weapon's barrel. The computer is capable of controlling the array to alter the path of a shot, allowing it to lock onto targets and make shots that the user would otherwise have missed.

How about this for a CQB weapon?
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frostgiant

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Design Phase)
« Reply #102 on: June 22, 2019, 10:40:53 pm »

Quote
Staredown Close Defense Weapon
Based on our preference for high-powered laser weaponry, our soldiers should generally avoid getting up close and personal, since powerful weapons are not known for firing quickly, and rapid fire is extremely desirable in close quarters, because if you miss your first shot you may not have time for another if your weapon is slow. However, with the amazing power of modern technology, the limitations of powerful weaponry in close quarters can be reduced somewhat.

The Staredown is a powerful laser weapon, making use of a power supply customized for high power density at the expense of recharge time. The power supply is capable of firing three shots before being drained, each shot capable of putting down most soldiers in one hit. It then takes an extended amount of time to recharge, of course. Firing three rounds before running out of power is a great way to reduce the disadvantages of a powerful laser weapon, however that's not enough. You still only have three shots, after all.

In order to make the weapon truly amazing in close quarters, the Staredown packs a specialized miniaturized computer system built into the weapon and the user's own uniform/helmet and integrated with the user's HUD. This computer system is capable of identifying targets and has a reticle superimposed on it, representing where the handgun is pointing. The reticle changes color when the gun is pointed at something the computer has identified as a target. Most impressive, however, is the variable lensing array at the end of the laser weapon's barrel. The computer is capable of controlling the array to alter the path of a shot, allowing it to lock onto targets and make shots that the user would otherwise have missed.

How about this for a CQB weapon?

Going to be honest, Three shots followed by a long recharge sounds kinda terrible. even IF, all shots land, and all shots are killing shots, that means that anyone using it would be completely open to Goon#4. # shots is even less than a revolver, and while the Aim bot may be fun, it runs into the problem of being attached to a bad weapon. 3 shots is absolutely nothing, you can't fire any kind of suppression and to even kill 3 guys the events would need to line up perfectly.
To be honest, rejiggered as a sniper rifle it would be pretty decent, as a pistol its terrible.
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Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Design Phase)
« Reply #103 on: June 23, 2019, 08:21:45 am »

Well it's a balance, of course. Number of shots per charge versus size of power supply versus rate of charge compared to capacity. This needs to be a rather easy-to-handle sidearm, thus it must have a sufficiently small power supply, while our preference for powerful and accurate weaponry means that we can't have too many shots between reloads. And this is only a "relatively" lengthy recharge, I have no idea how long it's going to be in seconds or whatever.

Yes, you'd be vulnerable to goon number 4, but there's always that point. With a weaker pistol firing six rounds, you double tap everybody to ensure a kill and are still vulnerable to goon number 4, but some of the other guys may not have been killed by the weaker blasts and now you're still in trouble.

Oh, and saying that having only three shots in close quarters won't be enough is patently ridiculous, provided you can't miss. If you're outnumbered more than two to one, even with the element of surprise you should be dead since the enemies are NOT going to sit nice and still as you rush into the room and aim slowly and carefully at all three of them. With this pistol, the user could conceivably kill ALL THREE with just three shots before they might react...maybe. Probably not, but they've got a better chance of beating the enemy's reaction times and accuracy than with a different gun.
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frostgiant

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Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Design Phase)
« Reply #104 on: June 23, 2019, 09:20:09 am »

Well it's a balance, of course. Number of shots per charge versus size of power supply versus rate of charge compared to capacity. This needs to be a rather easy-to-handle sidearm, thus it must have a sufficiently small power supply, while our preference for powerful and accurate weaponry means that we can't have too many shots between reloads. And this is only a "relatively" lengthy recharge, I have no idea how long it's going to be in seconds or whatever.

Yes, you'd be vulnerable to goon number 4, but there's always that point. With a weaker pistol firing six rounds, you double tap everybody to ensure a kill and are still vulnerable to goon number 4, but some of the other guys may not have been killed by the weaker blasts and now you're still in trouble.

Oh, and saying that having only three shots in close quarters won't be enough is patently ridiculous, provided you can't miss. If you're outnumbered more than two to one, even with the element of surprise you should be dead since the enemies are NOT going to sit nice and still as you rush into the room and aim slowly and carefully at all three of them. With this pistol, the user could conceivably kill ALL THREE with just three shots before they might react...maybe. Probably not, but they've got a better chance of beating the enemy's reaction times and accuracy than with a different gun.

Except most high caliber pistol's even today have more than even 6 shots, Even with the aim botting, I find it a highly unlikely that every shot will translate to a kill, just from the existence of things in our own arsenal like hardlight shields. even if the gun doesn't miss, their are so many variables provided at shooting enemies with shielding, cover and medical technology that I find it rather silly to claim that 3 shots is anywhere close to sufficient.

This pistol can't be used for suppressive fire, You don't have the shots necessary for double tap to ensure a kill, Becuase even if its a High power pistol we are still dealing with high tech shielding and armoring. When it comes to being a sniper rifle, it would be pretty good, but as a pistol its really not up to par for whats around even by today's standard on any metric except accuracy and power.
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