Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 6 7 [8] 9 10 ... 18

Author Topic: WarBiz Arms Race // Victory Services Thread (Turn 5 Revision Phase)  (Read 16288 times)

Madman198237

  • Bay Watcher
    • View Profile
Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Design Phase)
« Reply #105 on: June 23, 2019, 01:10:08 pm »

High caliber pistols are not used in militaries, either. It's always 9mm handguns with extremely high magazine capacity. We logically don't want to try that, so we go for a different means of surviving close combat.

Yes, there are lots of variables, and it's distinctly possible that we'll need all three shots to kill heavier soldiers. But we can absolutely make this thing powerful enough to kill a regular light assault or medic in one hit, since I'm making a tradeoff or two for it. Three shots is sufficient if in three accurate shots you do as much damage or maybe even more damage than an entire magazine of substantially lighter shots.

We have MORE POWER in this magazine than a regular handgun would, since we're trading off recharge rate for increased capacity. I choose to dump it in about three shots because I want this to follow our side's mantra---one good shot to kill anything.

If you're using a handgun for suppressive fire you are terminally stupid. If you are double-tapping with a gun specifically designed to put people down in one hit and built around the idea of hitting the right spot the first time, you're terminally stupid. Heck, if you're double-tapping on a gun with no recoil, you're terminally stupid. If you're firing with your sidearm at somebody shielded and armored then you fire as many times as needed to kill him, and pray that there's not two or three or fifteen guys in that room. Not that anybody would ever enter a room, alone, with multiple hostile soldiers inside, in a war zone, with a handgun of all things, and expect to survive, anyway.


Quote from: Vote Box
General Design:
Sunspitter Pistol (0):
Kobold PDW (0):
Naufragium Shotpistol (1): Frostgiant
Staredown CDW: (1) Madman

Auxiliary Equipment Design:
PAYNE ERTCM (1): Frostgiant
« Last Edit: June 24, 2019, 09:58:12 pm by Madman198237 »
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Happerry

  • Bay Watcher
    • View Profile
Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Design Phase)
« Reply #106 on: June 24, 2019, 09:59:38 pm »

Deployable Spawn Station
The Deployable Spawn Station starts as a mere large, and admittedly bulky, backpack. When deployed this outer seeming will soon be proven false as the internal construction and excavation systems within said backpack (hopefully and ideally aided by local engineers using repair and construction tools) proceed to burrow into the ground beneath the deployed station to construct the needed nanite reserve tank, nanite construction loom, power core, and battery packs needed to allow for the spawn pad construction on the surface by the same construction system to actually allow new assets to spawn into the battlefield. While, admittedly, miniaturized as the system is to allow it to be transported, even with it constructing most needed infrastructure on site in the field when deployed, it has a very low spawn rate for a spawn point, only allowing one individual to spawn every other minute or so. But as a man portable spawn point system, this weakness is meant to be overcome by just deploying half a dozen of them to whatever strongpoint could use some additional reinforcements...


Quote from: Vote Box
Sunspitter Pistol (0):
Kobold PDW (0):
Naufragium Shotpistol (2): Frostgiant, Happerry
Staredown CDW: (1) Madman

PAYNE ERTCM (1): Frostgiant
Deployable Spawn Station (1): Happerry
« Last Edit: June 24, 2019, 10:01:36 pm by Happerry »
Logged
Forenia Forever!
GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Madman198237

  • Bay Watcher
    • View Profile
Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Design Phase)
« Reply #107 on: June 24, 2019, 10:12:02 pm »

Quote
Nanite Deconstruction System (Auxiliary Equipment)
Based on the badly mangled Nanite Deconstruction System, this second attempt incorporates experience from the Caduceus and the original project, to create an actually functioning product. A set of deployable spikes and a ring of powerful magnets around the aperture allow it to be attached to any surface, even a surface moving past you extremely quickly, so long as said surface is made of metal.

In order to fix the, ahem, "Self-Deleting" functionality of the Self-Deleting Tube, we have preprogrammed the Nanites to eat material in a pre-specified shape, with an origin point in the center of the tube's aperture. All available shapes (cones, cylinders, pyramids, spheres) can be scaled to different sizes by setting the tube to run the nanites for longer or shorter periods of time, but all are fixed in orientation relative to the tube. This allows the nanites to be properly programmed without needing a large computer module attached to the back of your deconstruction device.

The nanites are indiscriminate when eating away at things, as we did not want to overcomplicate the programming or attempt to program more into a nanoscale device than is necessary.

Quote from: Vote Box
General Design:
Sunspitter Pistol (0):
Kobold PDW (0):
Naufragium Shotpistol (2): Frostgiant, Happerry
Staredown CDW: (1) Madman

Auxiliary Equipment Design:
PAYNE ERTCM (1): Frostgiant
Deployable Spawn Station (1): Happerry
Nanite Deconstruction System: (1) Madman

I feel like we should actually make this do something other than delete itself---it's an extremely useful piece of kit.
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

frostgiant

  • Bay Watcher
    • View Profile
Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Design Phase)
« Reply #108 on: June 24, 2019, 11:19:14 pm »



Quote from: Vote Box
General Design:
Sunspitter Pistol (0):
Kobold PDW (0):
Naufragium Shotpistol (2): Frostgiant, Happerry
Staredown CDW: (1) Madman

Auxiliary Equipment Design:
PAYNE ERTCM (0):
Deployable Spawn Station (1): Happerry
Nanite Deconstruction System: (2) Madman, Frostgiant

Logged

Man of Paper

  • Bay Watcher
    • View Profile
WarBiz Arms Race // Victory Services Thread (Prewar 4 Revision Phase)
« Reply #109 on: July 04, 2019, 02:54:25 am »

Prewar 4 Design Phase


Proposal: "Naufragium" ShotPistol
Difficulty: Hard
Result: (3+2)-1=4, Poor

The Naufragium is a solid attempt at turning our protective equipment into a weapon. While the trigger is depressed hardlight "debris" are forged within the chamber while the weapon's compression cell pressurizes the air within. A red light on the gun switches over to green once the weapon is charged a second later, deactivating fail-safes preventing it from firing before it's capable of, well, doing anything. Releasing the trigger fires a blast of hardlight fragments most effective at a fairly Close Range. The burst of fragments is notably capable of overloading hardlight shields, however the damage caused to flesh and armor is limited to, at worst, severe burns and lacerations - enough to put down a relatively unarmored foe, but it rapidly loses effectiveness against heavier infantry. The microcompressors that work to pressurize the air chamber emit a low, very audible hum while working.

The Naufragium Shotpistol is a complex, but interesting, piece of weaponry. It's numerous minor flaws add up however, resulting in a deployment rate at (VERY EXPENSIVE), though it will be usable by All Classes.


Proposal: Nanite Deconstruction System
Difficulty: Very Hard
Results: (3+2)-2=3 (5+2)-2=5, Below Average

The NDS is, thankfully, an improvement on the Self-Deleting Tube. Not that that'd be hard to improve upon in the first place.

The tube's nanites have been thankfully programmed to weaken material in a circular shape with adjustable parameters on a small touch screen on the tube. The tube can dispense nanites to eat away at inorganic material up to 150cm in diameter and 10cm deep before nanites lose cohesion, though as the area gets larger the materials are less likely to be outright destroyed as opposed to weakened. Weakened materials can be hammered through with the butt of a gun relatively easily, so not all is lost. Notably, it is nearly impossible to identify a material affected by the NDS before it collapses on itself.

The magnets make the Nanite Deconstruction System adhere to metallic surfaces and the spikes secure it to soft ones, but surfaces like concrete require someone to hold the tube up to the wall in order to have the desired effect.

Creation with nanites is easy, at least compared to using them to destroy without losing some sort of control. They are currently usable by All Classes and are (VERY EXPENSIVE), making the Self-Deleting Tube [OBSOLETE]. It will likely be very difficult to improve their functionality without an increase in material costs, but it could happen.


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


As the, ah, competition for the military contract draws nearer business continues to swell. You have Two Revisions to use this Revision Phase. We also feel it's pertinent to remind you all that by the end of the next turn you will need to define the loadouts for each class as well as create an Outfit that fights for your company.

To reiterate and prevent the need to look through threads:
Loadouts are made up of a Primary Weapon, Secondary Weapon, Class-Defining Equipment, and up to Three Auxiliary Equipment slots. One Loadout is needed for every class, and cost of the items in the loadout affects how many of that class are deployed. Note that any equipment slot save for the Class-Defining one may be left empty.
Outfits need a Name, Favored Equipment, Methods of Engagement (Preferred Tactic and Strategies), and anything fluffy to further define the Outfit.


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

Madman198237

  • Bay Watcher
    • View Profile
Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Revision Phase)
« Reply #110 on: July 04, 2019, 03:33:04 pm »

Quote
Razor Personal Hardlight Projector
The Naufragium has a torturous name and a few flaws that really need to be fixed so it can be deployed amongst all our soldiers. First off, it takes too long to charge for close combat situations. This is rectified by having the weapon maintain a constant charge in the barrel whenever it's taken off of "Safe". The low damage and charge time are fixed by adding more energy to the firing chamber, which heats the air rapidly (increasing pressure) and also increases the energy in the hardlight projectiles. A reduced total number of projectiles likewise improves the power of each fragment making it more likely to do damage through lighter sections of armor.

Together, these improvements are hoped to improved the Naufragium's capabilities to make it available to every soldier. Even if it can't punch through armor, being able to threaten any exposed or underprotected areas with a barrage hardlight will definitely be good enough to keep enemy heads down while the soldier makes a tactical retreat or gets close enough to do real damage.

Now with an easily abbreviated name and some altered capabilities to make it much better and hopefully cheaper.


Quote
Rampage RUSH (Refit for Underprotected Suspension and Hull)
Note: Text copied from previously submitted request. Further failure will result in termination of certain engineering personnel contracts, immediate disciplinary execution, and summary reassignment to the Eastern Front combat units.

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.

I just want my tank to work, why won't my tank just work?
« Last Edit: July 04, 2019, 11:26:07 pm by Madman198237 »
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

frostgiant

  • Bay Watcher
    • View Profile
Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Revision Phase)
« Reply #111 on: July 04, 2019, 04:03:23 pm »

Here are two possible approaches for improving the Naufragium.
Quote
Naufragium Pyros

The Naufragium Pyros is an attempt to fix the underlying issues that currently undermine the use of this shot pistol.
The first area of improvement is the air compression mechanism; by improving the compressor we can cut down the 1 second charge time by a good margin, building up air pressure much quicker then the previous mechanism. With the addition of a mechanical safety and a series of compartmental chambers, The Naufragium Pyros gains the ability to pre-charge up to two air chambers, Giving it two shots before requiring it needs to “reload”.

The second modification for the Naufragium comes in the form of its hardlight generators. Normal hard light generators are designed to create stable material that is perfectly safe for a human to touch and handle, Tying into its origins as a defensive system.
In order to increase the amount of damage that the Naufragium can deal to heavier targets the hardlight debris created by the Hardlight generators are designed to be formed at temperatures that would normally be specifically culled by the safety programs. Instead The hard light debris is created at tempuratures that can be compared to molten metal.
The current Debris is capable of creating Severe burns in an unarmoured target as is because of the sheer speed that it moves at creating a large amount of friction in the air. It is estimated that the increased Heat of the debris will give it a much easier time impacting heavier armors.
Quote
Naufragium Gravis
The Naufragium Gravis is an attempt to fix the underlying issues that currently undermine the use of this shot pistol.
The first area of improvement is the air compression mechanism; by improving the compressor we can cut down the 1 second charge time by a good margin, building up air pressure much quicker then the previous mechanism.
In order to increase the Speed of the projectiles fired by the Naufragium, The compression chamber is expanded Igniting more air for a larger plasma detonation, further increasing the speeds the hard light construct is capable of reaching, as well as compensating for their increased mass.
An improved mechanical safety allow the compression chamber to remain compressed for long period of time without worry of premature detonation, this allows the Naufragium Gravis to Recharge a shot before combat begins.

in order to increase the damage output of the Naufragium, the Gravis project is designed to create a modified hard light debris, Impregnating the Hard light constructs with tiny quantities of highly heat tolerant metal flakes.
These flakes, barely more then 0.001 of a gram increase the weight of the hard light construct by a massive amount, while also attempting to keep the high speeds of the current hard light weaponry.
The increased mass of the hard light debris containing these infinitesimally small metal flakes allow them to impact heavily armored target much harder, giving it the mass required to penetrate these armored targets.

Logged

Happerry

  • Bay Watcher
    • View Profile
Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Revision Phase)
« Reply #112 on: July 04, 2019, 11:52:42 pm »

Well, discussion in discord seems fairly settled, so I'm putting up a votebox.

Quote from: Tank and Gun Votes
Razor "Personal Hardlight Projector" : (1) Happerry
Rampage RUSH (Refit for Underprotected Suspension and Hull) : (1) Happerry
Logged
Forenia Forever!
GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Madman198237

  • Bay Watcher
    • View Profile
Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Revision Phase)
« Reply #113 on: July 05, 2019, 12:25:29 am »

Quote
Peregrine Air Superiority Fighter
Based on the Einherjar but being faster and meant for only a single pilot, the Peregrine will protect our forces from air attack, and grant us the capability to strike from the skies ourselves.

The Peregrine is a VTOL-capable fighter using a massively powerful engine to reach much higher speeds than the Einherjar, speeds suited to a modern fighter, while still retaining the fantastic maneuverability that fully vectored thrust grants. Thrust is provided by Einherjar-based thrusters capable of being fully vectored (or gimballed, I don't know how they work in the Einherjar) for VTOL operation. The vehicle's combat computer is a sophisticated piece of hardware capable of flying the vehicle and also controlling the weapon mount, though it mostly is responsible for tracking targets and other points of interest and putting on the pilot's helmet-mounted HUD. The HUD is linked to a set of cameras to allow the pilot to see "through" the body of the aircraft through a sort of augmented reality (see modern fighter pilot helmets).

The main weapon is mounted in a carefully constructed gimbal at the front of the vehicle, capable of taking the Einherjar's 20mm cannon or the Illuminator laser turret's laser array (its tracking system and hardware are redundant), at present. This gimbal is linked directly to the combat computer, the pilot's HUD (for the purposes of target acquisition and tracking), and the flight controls---the turret knows what the fighter is going to do as soon as the pilot pushes the stick, and can thus preemptively begin correcting for it, allowing it to remain supernaturally steady when pointed at any target within its field of traverse.

The aircraft's body is unarmored and constructed as small and light as possible to save weight, increase speed, and decrease costs. It has space to mount additional hardware of various sorts or carry a mission load (bombs, missiles, sensors, etc.) in an internal weapons bay. This bay presently only holds a spare fuel tank which can be jettisoned when combat is entered. Its final trick is that the body is created according to stealth standards---the shape of every part of the fighter reflects radar waves, the thrusters are sunken into the hull to diminish IR signature, and the paint absorbs UV and radar waves and scatters them weakly in all directions. The Peregrine is hard to detect, hard to hit, and hard to dodge.

The Peregrine does of course carry a set of countermeasures---the pilot can dispense chaff or flares to confuse most conventional tracking methods, while the vehicle's abnormally high maneuverability allow the pilot a decent chance at outmaneuvering a missile if they're smart about it.

Quote from: Tank and Gun Votes
Razor "Personal Hardlight Projector" : (2) Happerry, Madman
Rampage RUSH (Refit for Underprotected Suspension and Hull) : (2) Happerry, Madman

In short: Use simple methods to fix the problems so that it actually works. Oh, and finally FIX THE BLASTED TANK.
« Last Edit: August 17, 2019, 09:39:58 pm by Madman198237 »
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

dgr11897

  • Bay Watcher
    • View Profile
Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Revision Phase)
« Reply #114 on: July 13, 2019, 12:56:10 pm »

Quote from: Tank and Gun Votes
Razor "Personal Hardlight Projector" : (3) Happerry, Madman, DGR
Rampage RUSH (Refit for Underprotected Suspension and Hull) : (3) Happerry, Madman, DGR
Quote from: Falcon multirole
The Falcon is a Multirole Light attack Vtol, designed to both contest the skies, and provide heavy fire support. Its designed with a minimal profile from all sides, looking like a helicopter without the rotor (think the mosquito without the mini wing things for mounting missiles. It is armed with an illuminator laser turret mounted under its nose. Whose lock on capabilities are especially useful when fighting enemy aircraft from extreme ranges, as the pilot merely has to mark the target, and the automated systems will handle the rest. The rest of the craft is built around speed, and maneuverability, it can't take many hits, but its one of the fastest Vtols we know of. In order to facilitate low to the ground flying at extreme speed, the craft will also be equipped with a laser mapping system and a computerized function to keep the craft from crashing as much as possible, maintaining a safe flying distance. It maps the terrain and then finds the path through it that won't crash into stuff.
In combat the Falcon acts as a sniper and skirmisher. Supporting our elite ground troops by providing precise but powerful fire to take out enemy armor and air support, letting us get into and out of the frey safely. The falcon can also act as close air support for our troops, swooping in at great speeds to take out key targets before withdrawing.
The Falcon is designed in response to our lack of anti air/air superiority, and our lack of anti armor units. Filling both roles and laying down a foundation for future efforts, the Falcon will be a key part of Victory Services' conventional military foundations for a good time to come. In addition, its advanced computer systems lay the groundwork for future innovations in that department.
« Last Edit: July 13, 2019, 01:20:56 pm by dgr11897 »
Logged
Quote from: evicted Saint on discord
Weaponizing Jesus isn't something you do turn 4
Quote from: Alice on a different discord, to iridium, kind of.
hold on, let me keep blowing kisses at him until he stops
My Power armor arms race

Man of Paper

  • Bay Watcher
    • View Profile
WarBiz Arms Race // Victory Services Thread (Prewar 5 Design Phase)
« Reply #115 on: August 02, 2019, 01:31:29 pm »

Prewar 4 Revision Phase


Proposal: VS Rampage RUSH
Difficulty: Hard
Result: (2+2)-1= Buggy Mess

The RUSH was, well, a rush-job.

The sensors for emergency shield deployment fire off randomly, expending energy at unnecessary times and unprecedented rates. The Illuminator changes in their current form have negatively impacted reactor performance, and the batter is drained too rapidly for efficient use past the Thaw setting.

But we've added skirts to the thing that protect from heavy fire for a time! As a result, said skirts are the only thing we've applied to the Rampage. It remains (VERY EXPENSIVE).


Proposal: Razor Personal Hardlight Projector
Difficulty: Normal
Result: (1+1)-0=2, Utter Failure

Some engineers blame the confusion with the name change for their failures. Others say the stress of the approaching contract war combined with long, grueling hours have led to extreme mental fatigue. Whatever the reason, the complainants have been replaced by people willing to apply themselves. Unfortunately, we were unable to do so with enough time to finish this relatively doable project.


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


It is now the fifth and final prewar Design Phase. You have two designs to create, and both will be rerolled as if they've received a research credit. By the end of the next turn you will need to define the loadouts for each class as well as create an Outfit that fights for your company.

To reiterate and prevent the need to look through threads:
Loadouts are made up of a Primary Weapon, Secondary Weapon, Class-Defining Equipment, and up to Three Auxiliary Equipment slots. One Loadout is needed for every class, and cost of the items in the loadout affects how many of that class are deployed. Note that any equipment slot save for the Class-Defining one may be left empty.
Outfits need a Name, Favored Equipment, Methods of Engagement (Preferred Tactic and Strategies), and anything fluffy to further define the Outfit.

Remember also that troop deployment on new maps is blind, and the first turn of combat will consist largely of small skirmishes as troops claim the free real estate territories.

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

frostgiant

  • Bay Watcher
    • View Profile
Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Design Phase)
« Reply #116 on: August 02, 2019, 11:45:23 pm »

“Mercy” Heavy Laser cannon.

The Mercy heavy laser cannon is designed to punch straight through armour, utilizing a heavy-duty Heatsink and a laser mechanism similar to the phantom and monolith, except being heavily increased in size. Estimated to deliver a punch comparable to a Kinetic Anti-armour gun rated for Tank hunting, The Mercy utilizes its high power in order to knock out priority targets from a distance and leaving the smaller targets to the Infantry wielding monoliths near it, allowing the decimation of an enemy armour column before they can begin to retaliate.

Will a simple mechanism, due to being similar to the Monolith and the phantom but Larger, The mercy is designed for deployment in three ways.

Option one is to be deployed as a static defense turret, protecting hard points from enemy counter-attacks before our mobile offensives can finish tearing apart the enemies logistics and reinforcements. Rather simple all things considered consisting solely of setting the gun down in a area that requires defending.

The second option for deployment is being hauled by a Desert rat, Heavy-duty shocks in addition to the protective casing are on the gun allow the guns to be towed around by mobile forces with only a minimal amount of repair required by the onsite engineers before its combat-ready again. This allows the Deployment of this Extreme/long-range weapon to be rapid, and for attacks to strike quickly before departing just as fast.

The final option for deployment is by replacing the Illuminator turret of the rampage, replacing the Small turret with a much more powerful laser, Hopefully, capable of destroying enemy targets more efficiently, albeit it will be less efficient against infantry targets.

As our current forces lack Punch, the engineers have decided that this gun will be the last form of mercy available to the enemy, thus the name.
Logged

Madman198237

  • Bay Watcher
    • View Profile
Re: WarBiz Arms Race // Victory Services Thread (Prewar 4 Revision Phase)
« Reply #117 on: August 03, 2019, 10:06:31 am »

Quote
Peregrine Air Superiority Fighter
Based on the Einherjar but being faster and meant for only a single pilot, the Peregrine will protect our forces from air attack, and grant us the capability to strike from the skies ourselves.

The Peregrine is a VTOL-capable fighter using a massively powerful engine to reach much higher speeds than the Einherjar, speeds suited to a modern fighter, while still retaining the fantastic maneuverability that fully vectored thrust grants. Thrust is provided by Einherjar-based thrusters capable of being fully vectored (or gimballed, I don't know how they work in the Einherjar) for VTOL operation. The vehicle's combat computer is a sophisticated piece of hardware capable of flying the vehicle and also controlling the weapon mount, though it mostly is responsible for tracking targets and other points of interest and putting on the pilot's helmet-mounted HUD. The HUD is linked to a set of cameras to allow the pilot to see "through" the body of the aircraft through a sort of augmented reality (see modern fighter pilot helmets).

The main weapon is mounted in a carefully constructed gimbal at the front of the vehicle, capable of taking the Einherjar's 20mm cannon or the Illuminator laser turret's laser array (its tracking system and hardware are redundant), at present. This gimbal is linked directly to the combat computer and the flight controls---the turret knows what the fighter is going to do as soon as the pilot pushes the stick, and can correct for it, allowing it to remain supernaturally steady when pointed at any target within its field of traverse.

The aircraft's body is mostly unarmored and constructed as small and light as possible to save weight, increase speed, and decrease costs. It has space to mount additional hardware of various sorts or carry a mission load (bombs, missiles, sensors, etc.) in an internal weapons bay. This bay presently only holds a spare fuel tank which can be jettisoned when combat is entered. Its final trick is that the body is created according to stealth standards---the shape of every part of the fighter reflects radar waves, the thrusters are sunken into the hull to diminish IR signature, and the paint absorbs UV and radar waves and scatters them weakly in all directions. The Peregrine is hard to detect, hard to hit, and hard to dodge.

The Peregrine does of course carry a set of countermeasures---the pilot can dispense chaff or flares to confuse most conventional tracking methods, while the vehicle's abnormally high maneuverability allow the pilot a decent chance at outmaneuvering a missile if they're smart about it.

And now for a non-sucky air dominance vehicle, and maybe in our first combat turn we'll attempt to revise or redesign the VTOL transport into some sort of helicopter-ish attacker.
Logged
We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Happerry

  • Bay Watcher
    • View Profile
Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Design Phase)
« Reply #118 on: August 03, 2019, 11:05:40 pm »

Automatic Ballistic Bombardment Attack Cannon
The Automatic Ballistic Bombardment Attack Cannon, or the ABBA Cannon for short, uses the experimentation in offensive deployment of shields to function, if more indirectly then the Razor's direct weaponization. The ABBA Cannon uses micronized shield generator modules to contain the pressurized plasma that is the ABBA Cannon's true payload, each shot being a double layered shield bubble full of pressurized plasma material. The shield generator module itself lies in the center of the weapon in a secondary shield bubble, while maintaining a larger outer shield bubble that contains the plasma between itself and the inner layer. This plasma is magnetized, and fired with traditional magnetic weaponry mechanics from the ABBA Cannon's... well, cannon, along with the shield generator itself, while the containing shields prevent the plasma from just dissipating into the air like it would like to do. Until the shield bubble hits the target, or reaches a point in which it is programed to deactivate, leaving a gout of high energy plasma to react to the sudden lacking of compression by covering everything nearby in a plume of raw elemental pain.

The ABBA Cannon includes wheels and a hitch point intended to allow it to be towed by a Desert Rat or Tormentor Light Buggy for purposes of mobilization.
Logged
Forenia Forever!
GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

frostgiant

  • Bay Watcher
    • View Profile
Re: WarBiz Arms Race // Victory Services Thread (Prewar 5 Design Phase)
« Reply #119 on: August 03, 2019, 11:23:00 pm »

Quote
"Tireless" Underarmour bodysuit.

Similar to existing bodysuits designed to be worn underneath our standard personal protection in order to prevent the soldier from overheating, the Tireless containers a series of Medical nanite "Hives" designed to produce and house similar medical nanites to the  caduceus. These hives are designed to spread the components out wide across the bodysuit instead of the compact version inside of the Caduceus. This wide design allows the bodysuit to be worn underneath our standard armour.

While the medical nanites produced by the Tireless Underarmour are not present in enough numbers to do more than damage control when the user is seriously injured, this helps to increase the chance of a soldier surviving long enough to be attended to by the combat medics present in our forces. However useful the damage control function is, it is not the primary function of the Tireless's nanites.
Instead, the tireless's nanites fulfill the purpose that gives it its name.
The medical nanites inserted into the wearer's body are programmed to remove the buildup of lactic acid that is created from muscle exertion as well as repair wear and tear created from heavy physical activities. By cutting off the sources of exhaustion at the base before they can manifest, the tireless is capable of extending the users ability to operate in battle.
Under medium levels of exertion, it is estimated that they will be capable of operation indefinitely, or at least until mental exhaustion catches up with them. at Heavy levels of physical exertion, the user is estimated to be able to operate for near double the amount of time before the acquired exhaustion outpaces the rate of the medical nanites.

To deal with heat, the nanites retreat back into the bodysuit, which is designed to keep the user cool even underneath their heavy equipment and armour, and is more than capable of cooling down the nanites before they get back to work.

Capable of Sprinting longer, Moving faster, without even the hint of exhaustion and rapidly healed back unto their feet by the medical applicator designed by VS it would be fair to assume that Victory Services soldiers are no longer human.
Logged
Pages: 1 ... 6 7 [8] 9 10 ... 18