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Author Topic: WarBiz Arms Race // Victory Services Thread (Turn 5 Revision Phase)  (Read 16749 times)

Naturegirl1999

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Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
« Reply #195 on: September 08, 2020, 01:57:09 pm »

Quote from: Votebox
Desert Shrew Logistics and Support Buggy: (1) Madman
'Spotlight' Illuminator Refit: (4) Madman, Happerry , Frostgiant, NG
"Shelter" VS Overshield Generator: (0)
Illuin Requirements Adaptation System: (1) NG
Pebble Anti-Infantry Explosive Mine: (2) Happerry, Frostgiant
« Last Edit: September 08, 2020, 02:05:02 pm by Naturegirl1999 »
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Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
« Reply #196 on: September 08, 2020, 01:59:22 pm »

...why is the maneuver-warfare-based faction voting for LANDMINES?
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frostgiant

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Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
« Reply #197 on: September 09, 2020, 12:03:27 pm »

Becasue the ability to drop mines in the enemy backlines, Slowing down any form of reaction or advance is something that would be useful? Espceailly for a faction that depends on out manauvery the enemy? Its almost like slowing down the enemy could be useful.

Not to mention that fact that we are on defense right now, and you can't really manuever when you need to defense a static position.
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Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
« Reply #198 on: September 09, 2020, 12:24:07 pm »

We were being pushed back, yes, but we'll be back on the offensive this turn either against the threat to our warp gate or against the government complex.
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frostgiant

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Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
« Reply #199 on: September 09, 2020, 03:31:12 pm »

We were being pushed back, yes, but we'll be back on the offensive this turn either against the threat to our warp gate or against the government complex.

Yes? And you see the ability to deploy Mines in the enemy's logistics lines, thus slowing down any attempt to Move reinforcements and armament to the front, let alone any attempt to retreat for defense in depth as useless?
Any attempt to manauver to meet our Fast movers, running into mines slowing them down?
Any attempt to encircle our offensives met with mines?
Any attempt to pursue a retreating strike met with mines?

You seem to have this idea that Mines are solely an Defensive weapon, given the pebbles abiity to be deployed by plane and cover large areas, That is not true.
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Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
« Reply #200 on: September 09, 2020, 03:46:32 pm »

IRL mines are solely a defensive implement because you have to know what and where you've mined things. They're a defensive asset because once you mine an area IT'S OFF LIMITS, unless you can sweep the whole area for them effectively. Air-dropped means no safe areas, meaning either additional mine complexity (secure remote deactivation system) or just outright no travel through mined areas.

Any attempt to maneuver meets our fast movers and because we're not IDIOTS said fast movers are armed with MISSILES so the enemy vehicles can't just go around the new minefield because they're all DEAD instead of inconvenienced, and our counterattacks don't need to go around a brand-new minefield.

Any attempt to encircle us again met with fast movers with MISSILES or revised Illuminators powered by Illuin buggies, and get blasted to bits before our more mobile force (with the advantage of superior scouting due to air power) gets there and kills them.

Pursue a retreat? Already meeting long-ranged fire from Illuminators, tanks, and all the missiles we just deployed.

Mines are fundamentally effective only against a mobile enemy, one who is moving through a minefield for one reason or another. They are maximally effective against forces who rely on outmaneuvering and other indirect tactics, since it's easy enough to artillery and then manually finish clearing yourself a single path through a minefield and then brute force your way in (which is EXACTLY what TR will be happy to do). It's much less easy to clear enough of a minefield to meaningfully perform maneuver warfare, which is exactly what WE want to do.

So, yes, mines are indeed SOLELY a DEFENSIVE weapon, because they rely on the enemy coming to *you* or at least to your minefield, wherever you've attempted to place it.

And planes carrying our awesome new missiles will be WAY better than planes carrying mines (if the mines even work), so, yeah, we won't exactly be placing huge numbers of mines behind enemy lines.

TL;DR, the mines as proposed are difficult, and mines in general would be much better as a weapon against us than a weapon aimed at any of the other factions.
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Happerry

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Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
« Reply #201 on: September 09, 2020, 10:56:04 pm »

I think that mines, especially air-droppable ones, will be more useful then Madman thinks, but I'm convinced to shift over to the logistics buggy for this revision because having lots of spare power around will probably work very well with the spotlight revision.

Quote from: Votebox
Desert Shrew Logistics and Support Buggy: (2) Madman, Happerry
'Spotlight' Illuminator Refit: (4) Madman, Happerry , Frostgiant, NG
"Shelter" VS Overshield Generator: (0)
Illuin Requirements Adaptation System: (1) NG
Pebble Anti-Infantry Explosive Mine: (1) Frostgiant
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dgr11897

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Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
« Reply #202 on: September 12, 2020, 01:12:33 pm »


Quote from: Votebox
Desert Shrew Logistics and Support Buggy: (3) Madman, Happerry, DGR
'Spotlight' Illuminator Refit: (5) Madman, Happerry , Frostgiant, NG, DGR
"Shelter" VS Overshield Generator: (0)
Illuin Requirements Adaptation System: (1) NG
Pebble Anti-Infantry Explosive Mine: (1) Frostgiant
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My Power armor arms race

Naturegirl1999

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Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Revision Phase)
« Reply #203 on: September 12, 2020, 01:20:14 pm »

Quote from: Votebox
Desert Shrew Logistics and Support Buggy: (4) Madman, Happerry, DGR, NG
'Spotlight' Illuminator Refit: (5) Madman, Happerry , Frostgiant, NG, DGR
"Shelter" VS Overshield Generator: (0)
Illuin Requirements Adaptation System: (0)
Pebble Anti-Infantry Explosive Mine: (1) Frostgiant
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Man of Paper

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WarBiz Arms Race // Victory Services Thread (Turn 3 Strategy Phase)
« Reply #204 on: January 26, 2021, 11:47:59 pm »

Turn 3 Revision Phase

Proposal: 'Desert Shrew' Logistics and Support Buggy
Difficulty: Hard
Result: (2+2)-1=3, Buggy Mess (hey we're back!)

The Desert Shrew is an absolute mess of a vehicle thanks entirely to the oversight of the fellas we had working on the project. For some reason, the signal booster and battery array are poorly secured, and severe enough jostling can unseat or damage parts and cause a short in the entire system. The Booster and Battery array has a failsafe that shuts down the entire system in case of a short to prevent unintentional rapid drain or overload of linked systems.

The gun on the Desert Rat is replaced by an oversized repair tool based on the Hephaestian and manned by one poor schmuck. The 'Vulcan' Repair Megatool is bulky, and can definitely repair vehicles at a much faster rate than a handheld tool, but poor cooling and containment systems leave the device hovering near overheating. The Repair Gunner responsible for operating the Vulcan can choose to feather the trigger and reduce the speed of repair to keep from overheating, but in do-or-die scenarios can run the Vulcan past safe parameters. The Vulcan performs self-repair as it overheats, so the real dangers are nanite chamber detonation and cooking the meat operating the device.

Plows are bolted onto the front of the Shrews to push debris aside, but aren't installed uniformly among the fleet, meaning some plows hang lower than others, potentially digging into the ground, or too high and jamming debris beneath them.

The 'Desert Shrew' Logistics and Support Buggy is a welcome but poorly executed concept. The Illuin system certainly helps when it works and shows promise. As such, enough people are still willing to use this vehicle to see it deployed at a (VERY EXPENSIVE) level.

----

Proposal: 'Spotlight' Illuminator Refit
Difficulty: Very Easy
Result: (6+6)+2=14, Unexpected Boon [:l]

So it was a fairly simple task, tying the Illuminator into the Illuin power network. Illuminators in all their forms are upgraded to the Spotlight, which no longer needs a half a minute to fire a second time and instead simply needs to combat heating so long as someone somewhere in the network has their powerpack set to Send. As a general rule of thumb, the Spotlight should be allowed to cool for an equivalent amount of time as it was fired for to ensure heat is properly dispersed. Testing shows it would require an entire 90 seconds of fire to cause critical failure of the system, and that should only be possible when the system has a near-infinite source of power. It is not recommended that one stand near the end of the weapon anyways, but even moreso now as there is an excessive amount of heat dumped forward.

Spotlights also act as Relays for the Illuin System, effectively turning them into weaker Signal Boosters, and have an auxiliary power supply added to help supplement the network should the Spotlight not require it.

Our forces have loved the Spotlight during tests, and we can expect it to be seen as often as possible at a (CHEAP) level.

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

It is now the Strategy Phase! If you don't remember, because it's been a while, and that's totally your fault, not mine, you are to adjust any Loadouts you wish to, choose a Hex to attack, and decide whether you set your Outfit to attack or defend!

Spoiler: VS Armory (click to show/hide)
Spoiler: Class Loadouts (click to show/hide)
Spoiler: Outfit (click to show/hide)
Spoiler: Control Map (click to show/hide)
Spoiler: Terrain Map (click to show/hide)
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Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Strategy Phase)
« Reply #205 on: January 27, 2021, 12:35:57 am »

Quote
Operation Go Kill Them All With Your Shiny New Toys
Loadouts:
Engineer takes Spotlight turret instead of Illuminator.

Attack:
Attempt to take Capital Sector C-4.

Outfit:
1-4-1 Vanguard is to assist the push for the Capital.

Quote from: VOTEBOX
Operation Go Kill Them All With Your Shiny New Toys: (1) Madman
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Happerry

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Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Strategy Phase)
« Reply #206 on: January 27, 2021, 12:47:00 am »


Quote from: VOTEBOX
Operation Go Kill Them All With Your Shiny New Toys: (2) Madman, Happerry
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frostgiant

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Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Strategy Phase)
« Reply #207 on: January 27, 2021, 01:11:06 am »



Quote from: VOTEBOX
Operation Go Kill Them All With Your Shiny New Toys: (3) Madman, Happerry,Frostgiant
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dgr11897

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Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Strategy Phase)
« Reply #208 on: January 27, 2021, 03:39:36 am »

Quote from: VOTEBOX
Operation Go Kill Them All With Your Shiny New Toys: (4) Madman, Happerry, Frostgiant, DGR
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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

Madman198237

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Re: WarBiz Arms Race // Victory Services Thread (Turn 3 Strategy Phase)
« Reply #209 on: January 28, 2021, 12:38:57 am »

So, yes, I did kind of write a really long writeup even though we have no idea when the BR will actually appear...but when we reach the scouting phase for the next thing I really, really am going to push for this because infantry less dead = infantry better.

Quote
'Hardcase' Integrated Combat Suit
Built on the lessons of "if you wear body armor, you're a lot harder to kill" provided in unhelpful fashion by the TR and the lesson of "KILL! MURDER! KIIILLLLLLLLLLLLLLLLLL!" provided somewhat less unhelpfully by the easier-to-get-rid-of NC, we have elected to take the middle path. This new standard of VS body armor is a helmet and a series of carbon-composite plates distributed on an underlayer composed of a ballistic fiber/metal fiber mesh capable of dispersing heat from energy weapons (preventing the heating of the armor from cooking the user until it gets really extreme) and slowing bullets or stopping fragments. The underlayers are rated to stop, on their own, approximately a normal ballistic pistol's output in kinetic or thermal energy. The carbon composite plates are thick enough to stop several volleys of rifle-caliber energy and ballistic fire when combined with the underlayer. The plates are distributed to protect key areas that can kill or incapacitate a soldier quickly. Many areas of the body are left unprotected as they simply can't kill soldiers fast enough to prevent medics from helping them, and the increased mobility is worth more than the tradeoffs. The forearms do have optional bracers, they just tend to get left off for certain forms of class equipment. Think Mandalorian armor for very rough coverage goals and, yes, maybe a little bit of style influence.

The helmet is the main thrust of the design, however. Taking inspiration from the Peregrine's electronics sweet and our hacking skills, we've engineered a really awesome integrated helmet electronics package. First up, the helmet itself is again made of carbon composites with layers of metal mesh to distribute heat and provide some more solidity to the helmet. The helmet is meant to survive half again the damage of the rest of the armor, since heads are the most often exposed element of a person. The helmet includes two external cameras, a visible-light camera and an infrared thermal camera. These two are integrated into the virtual-reality system that provides the user with a picture of the outside world. Typically, the user has a blast shield down over their lightweight transparent visor, letting the cameras feed them their view and leaving their face well protected against incoming fire. The virtual reality system also allows for units to share video feeds between soldiers and vehicles, see markers (like "objective" and "target" and "yikes that's a big tank run away") in 3-D space, and generally be better informed than the enemy, since we've hacked our enemies' similar equipment into near-uselessness.

Obviously the computer system needs power, and so the armor suit includes an Illuin battery mounted into the backplate, capable of powering the computer system and providing power to the rest of the user's equipment when necessary.
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