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Author Topic: WarBiz Arms Race // Nextgen Consortium Thread (Turn 5 Revision Phase)  (Read 13883 times)

Doubloon-Seven

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 4 Design Phase)
« Reply #75 on: June 22, 2019, 11:06:56 pm »

Doubloon cometh, with ideas. Artillery, especially. Dear god we need some indirect fire. Emphasis on fire. Or plasma, rather.


Spoiler: PlasMagCon Blade (click to show/hide)

Spoiler: Equalizer-2 PDW (click to show/hide)

Spoiler: Munitions Autogen (click to show/hide)

Thoughts?

EDIT: In lieu of thoughts, I guess, have a votebox.

Quote from: Votebox
Volley-1 Mobile Launch System (1): DoubloonSeven
PlasMagCon Blade (1): DoubloonSeven
Equalizer-2 PDW
Munitions Autogen
« Last Edit: June 23, 2019, 07:35:27 pm by Doubloon-Seven »
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Twinwolf

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 4 Design Phase)
« Reply #76 on: June 25, 2019, 09:21:09 am »

MBT1 Hephaestus

The Main Battle Tank Hephaestus is the newest experimental vehicle by the NextGen Consortium. While the Arachne is… beginning to approach functionality, even if the original had worked perfectly it was never meant to serve as our main armored vehicle. The Hephaestus, on the other hand, will be a main battle tank to lead the charge of progress.

The Hephaestus is a heavily armored beast. It will take time to make it to the fight, but once there it’s difficult to remove. The thick armor is designed to resist both energy and physical weaponry, as we don’t know what the enemy is fielding yet. It’s engine and energy cell compartments are even more heavily armored, making sure that a single lucky shot can’t render the tank unable to fight. In terms of armament, the main cannon is derived from the Hawk’s plasma cannon, scaled for ground combat. It also has a secondary turret containing a rapid fire pulse laser for dealing with infantry. The tank has a crew of four - the tank commander, the driver, the main cannon gunner, and the pulse laser gunner.

That’s it for the “normal” parts of the tank - now for the interesting part. The Hephaestus leads the charge - but it can only do that if there are other vehicles to lead, and if it is intact. To that end, the back of the tank includes a port for several drones. These drones are relatively simple - flying drones (via propellers) that carry a scaled down version of the engineer’s repair tools and a stock of nanites. When the mother-tank or any other tanks in range take damage, they will be directed by the tank commander to fly out and repair the damage, prioritizing keeping various vehicles in the fight. This should go a long way to increasing the longevity of the Hephaestus.
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Doubloon-Seven

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 4 Design Phase)
« Reply #77 on: June 25, 2019, 10:35:27 pm »

Apparently, Auxilliary Equipment is a thing. Here's an idea.
Spoiler: Amp-60 StimMod (click to show/hide)

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Volley-1 Mobile Launch System (1): DoubloonSeven
PlasMagCon Blade
Equalizer-2 PDW

Aux. Equipment
Munitions Autogen
Amp-60 StimMod (1): DoubloonSeven
« Last Edit: June 26, 2019, 11:38:51 am by Doubloon-Seven »
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Twinwolf

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 4 Design Phase)
« Reply #78 on: June 26, 2019, 12:31:58 pm »

Quote from: Votebox
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Volley-1 Mobile Launch System (1): DoubloonSeven
PlasMagCon Blade
Equalizer-2 PDW
MBT1 Hephaestus (1): Twinwolf

Aux. Equipment
Munitions Autogen
Amp-60 StimMod (2): DoubloonSeven, Twinwolf
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m1895

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 4 Design Phase)
« Reply #79 on: June 26, 2019, 03:24:01 pm »


Quote from: Votebox
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Volley-1 Mobile Launch System (1): DoubloonSeven
PlasMagCon Blade
Equalizer-2 PDW
MBT1 Hephaestus (2): Twinwolf, m1895

Aux. Equipment
Munitions Autogen
Amp-60 StimMod (3): DoubloonSeven, Twinwolf, m1895
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Powder Miner

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 4 Design Phase)
« Reply #80 on: June 26, 2019, 11:48:59 pm »

The Generation Three Module Pack

The failed attempt at the Clyde and the more successful Oswald were the first generation of modules for the Australia, the Bonnie was the second generation, but two modules is far from enough to sufficiently specialize the Australia. We need a next generation of modules if we're going to sufficiently show off our specialties on this planet, a third generation of modules!

UBM-Ruby: The UBM-Ruby module is designed to be used by our infiltrators in addition to the Oswald -- while it isn't really designed to increase stopping power, it IS designed to further increase range and the accuracy at range through, instead of altering the power supplies and the focusing lens of the gun, very carefully adjusting and regulating the internal alignment of the gun, shaping the generation environment of the beam to make it less prone to degrading and more precise in its alignment. It is usable by our Infiltrators.

UBM-Clyde-II: The Clyde-II is designed to essentially turn a gun into a shotgun -- into an automatic shotgun, when working with the Bonnie. A Clyde-II module gives a gun's particle beam generator more content to work with, but this also downgrades the cohesion of the beam rapidly, creating an expanding projectile which can bathe a large portion of a foe's body in close-range or maybe punch a large hole in a wall, but which reduces the effective range of the gun accordingly. It is usable by all classes but for Infiltrators, being that it isn't terribly conducive for keeping stealth.

UBM-Kaczynski: The Kaczynski is designed with the New Zealand in mind as much as the Australia -- it takes half of the approach of the Messier, trying simply to translate what it has to work with into the kind of expanding cloud of gas that the Hawk's warhead creates without trying the more complicated aspects of the cannon. It does so also depending on the material it's working with -- the particle beam of the Australia is compacted into a tighter pulse, which explodes slightly on contact with whatever it hits, and it tries to compact more material into whatever kind of grenade is actually designed to be launched out of the New Zealand, we'll, we'll get to that, that's a next gen after this next gen.

Quote from: Votebox
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Volley-1 Mobile Launch System (2): DoubloonSeven, Powder Miner
PlasMagCon Blade
Equalizer-2 PDW
MBT1 Hephaestus (2): Twinwolf, m1895

Aux. Equipment
Munitions Autogen
Amp-60 StimMod (3): DoubloonSeven, Twinwolf, m1895
3rd Gen Module Pack (1): Powder Miner
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Jilladilla

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 4 Design Phase)
« Reply #81 on: June 28, 2019, 07:21:28 am »

Now, I like rockets as much as the next guy... But we do kinda need a tank or similar armored vehicle.

Quote from: Votebox
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Volley-1 Mobile Launch System (2): DoubloonSeven, Powder Miner
PlasMagCon Blade
Equalizer-2 PDW
MBT1 Hephaestus (3): Twinwolf, m1895, Jilladilla

Aux. Equipment
Munitions Autogen
Amp-60 StimMod (3): DoubloonSeven, Twinwolf, m1895
3rd Gen Module Pack (2): Powder Miner, Jilladilla
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Twinwolf

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 4 Design Phase)
« Reply #82 on: June 28, 2019, 07:40:47 am »

We do have one more turn before combat - we could always do artillery next turn.

Powder made a point on discord - we have a module focus, but we have very few functional modules for our guns.

Quote from: Votebox
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Volley-1 Mobile Launch System (2): DoubloonSeven, Powder Miner
PlasMagCon Blade
Equalizer-2 PDW
MBT1 Hephaestus (3): Twinwolf, m1895, Jilladilla

Aux. Equipment
Munitions Autogen
Amp-60 StimMod (2): DoubloonSeven, m1895
3rd Gen Module Pack (3): Powder Miner, Jilladilla, Twinwolf
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Man of Paper

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WarBiz Arms Race // Nextgen Consortium Thread (Prewar 4 Revision Phase)
« Reply #83 on: July 04, 2019, 02:53:57 am »

Prewar 4 Design Phase


Proposal: MBT1 Hephaestus
Difficulty: Theoretical
Result: (6+2)-3=5, Below Average

The Hephaestus is a lumbering behemoth with a large main gun capable of firing devastating massed globules of plasma at targets to great effect. It can only reach a top speed of 50km/h thanks to 200mm armor all around (save for one specific location, mentioned below). The plasma cannon and turret are bulky and angular, making for an easy target with a low rate of deflection/refraction. The gun itself fires a ball of plasma equivalent to a 150mm cannon at 7RPM. An Alcor is also mounted in a turret in front of and below the main gun, capable of providing fire in a wide arc.

The "experimental" aspect of the tank included requiring the creation of repair drones and installing holding bays for them in the hull of the tank. Due to time and manpower restrictions we couldn't get a drone to fly reliably, and some often ignored IFF and repaired test vehicles marked as enemies. As a result a static Repair Drone is installed at the back of each Hephaestus, it's dome-shaped "head" the only thing visible outside of it's little socket. The repair drone draws power from the tank in order to forge repair nanites to be applied directly to the tank they're installed in and repairs at a rate equivalent to the Basic Repair Tool. The drone's head is very vulnerable to all sorts of fire, small arms included.

The Hephaestus is interesting, but currently uninspiring. As a result it sees deployment at (VERY EXPENSIVE).

[GM NOTE: The difficulty on that one hurt me to apply, but it ultimately tipped from VH to Theoretical due to designing both the tank and the drones at once. Experimental designs should not be translated as "thing, but better because another thing". Something different from what most people picture with mil. vehicles, like if the tank wasn't a tank but was some sort of drone mothervehicle instead. Combining two new things and slapping "experimental" on it is the quick road to Abbera.]


Proposal: 3rd Gen. Module Pack
Difficulty: Hard
Results: (3+2)-1=4 (6+6)-1=11, Masterwork

The 3rd Gen. Module Pack consists of three different modules designed for use with NC-designed modular weaponry. It's just a shame we spread ourselves a little thin by reaching across the board as much as we did. Some engineers complain of nearing a major breakthrough when deadlines swept everything out from under them.

The first module is the UBM-Ruby. A single Ruby installed into a weapon will shift internal components and overclock cooling as well as beam creation. Energy weapons equipped with Ruby see their maximum range shift one tier further as the concentrated, well-regulated beam is less affected by the atmospheric conditions that cause energy weapons to degrade in-flight. At the weapon's closest effective range it also sees a slight increase in armor penetration capabilities. Other modules that increase range will see no results, though other effects from the module will come into play. The UBM-Ruby has no effects that stack upon one another. The UBM-Ruby is usable by Infiltrators as Auxiliary Equipment and is considered (CHEAP). Two Ruby modules will still be included per Aux. slot as a class could have multiple pieces of modular equipment.   

The second module is the UBM-Clyde II. Focal lenses and the beam generator create a less cohesive beam which passes through a splitter lens before leaving the barrel. This creates a devastating close range blast of particles not unlike a shotgun. A weapon equipped with a Clyde II will see it's maximum range set to Close, and this overwrites all other range modifiers. Multiple Clyde IIs have no additional effects. The UBM-Clyde II is usable by Light Assaults, Heavy Assaults, Combat Medics, Engineers, and Warlords as Auxiliary Equipment and is considered (CHEAP). Two Clyde II modules are included per Aux. slot assigned.

The final module is the UBM-Kaczynski. This module causes an energy weapon to condense more particles in a single shot which maintains cohesion until impact. Power supply drains twice as fast with a Kaczynski but a beam modified by one such module will unleash a relatively small but effective burst of energy upon targets. Multiple Kaczynski modules will double the power drain again (1=2x, 2=4x, 3=8x, etc), however the destructive potential of each shot also greatly increases. The UBM-Kaczynski is usable by All Classes as Auxiliary Equipment and is considered (EXPENSIVE). Two modules are provided for each Aux. slot taken.


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


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: NC Armory (click to show/hide)
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Powder Miner

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Ruby-Oswald Linking
Inspired by one of our executives rapidly smashing a set of Ruby and Oswald modules together repeatedly and crying, this revision is intended to allow the Ruby module to truly fulfill its original purpose: linking together with the Oswald module to allow a weapon to reach a total of two additional range increments when one Ruby and one Oswald module are in the same gun. The mechanisms of each weapon were designed for this purpose, with one of the weapons primarily realigning focusing lenses and the other concentrating the beam, so the revision work itself primarily consisted of firmware and software work, tweaking the two modules to perform their functions in ways that don't interrupt the other, and are calibrated for each other. However, the sensitive and integrated nature of the programming and firmware does require them to be permanently installed into the gun.

Drone Tether Cannon
The drone built on the Hephaestus was a failure -- building the tank, we were not particularly able to make an independent drone capable of flying around to perform repairs. Perhaps, however, we can create a more unorthodox solution, so long as we are able to lock one particular executive in his office while he screams about "last gen" so he can't hurt us. This revision to the Hephaestus consists of a pneumatic rear cannon with a tether, and encasing the drone in a hard, adhesive exterior -- and basically the intent is to approach nearby damaged vehicles and fire the goddamned drone at them, at which point it uses the repair tool to repair the other vehicle. This tether is intended to be able to be retracted or severed if necessary.

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Ruby-Oswald Linking: (1) Powder Miner
Drone Tether Cannon: (1) Powder Miner
« Last Edit: July 13, 2019, 12:36:18 pm by Powder Miner »
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Twinwolf

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Quote from: Votebox
Ruby-Oswald Linking: (2) Powder Miner
Drone Tether Cannon: (2) Powder Miner
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m1895

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Quote from: Votebox
Ruby-Oswald Linking: (3) Powder Miner, Twinwolf, m1895
Drone Tether Cannon: (3) Powder Miner, Twinwolf, m1895
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Man of Paper

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WarBiz Arms Race // Nextgen Consortium Thread (Prewar 5 Design Phase)
« Reply #87 on: August 02, 2019, 01:31:46 pm »

Prewar 4 Revision Phase


Proposal: Ruby-Oswald Linking
Difficulty: Very Hard
Result: (4+2)-2=4, Poor

The R/O Link is less an augmentation of both modules (which it still is), and more a total overhaul of the base Australia Platform. The changes required to make the gun itself capable of performing as a Ruby/Oswald link would require meant significant cut-backs in the original were necessitated. The New Zealand is removed from the Australia R/O Long-Range Rifle and the third module slot is capped in order to prevent a third module from being installed and causing complications with the delicately reconfigured internal components of the weapon. The weapon can only fire ten times before needing to recharge - the five second charge time was thankfully undisturbed. The Australia R/O is most effective at Long Range, but can be utilized at Extreme ranges. It's bullpup design, no stabilizing equipment, and a lack of scope make firing at those ranges relatively unreliable, but it is at least a possibility. The Australia R/O Long-Range Rifle is considered (VERY EXPENSIVE) and is only usable by the Infiltrator Class.


Proposal: Drone Tether Cannon
Difficulty: Ludicrous
Result: (5+1)-4=2, Utter Failure

The Drone Tether Cannon is what happens when oversight isn't applied to the engineering department. This absolutely undeployable "upgrade" to the drone, which repairs based on the vehicle it is socketed and connected to, and also notably very vulnerable and fragile, should never have been attached to a tether meant to fling it at other vehicles. The hard outer casing means the broken inner components are easily retrieved, and the adhesive coating has allowed bored tankers to challenge one another to contests of "who can stick the droneball highest on the wall". The drone tether cannon, at present, serves as little more than a single-use flail, and as such will not be immediately applied to the Hephaestus.


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


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: NC Armory (click to show/hide)
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m1895

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 5 Design Phase)
« Reply #88 on: August 08, 2019, 01:44:39 am »

XXX5-NCA-IJP "Odysseus" improved jump pack

the Odysseus is an upgraded version of the venerable Basic Jump Pack. Firstly, we've modified the energy jets using our own proprietary energy generators, decreasing costs from royalty fees and improving boost time. Secondly, we've developed the Honk SystemTM after talking with our outfit about what they believed an effective addition to the Jump pack. made up of a modular speaker set, with the basic ones being quite loud and the heavy duty ones being near deafening, and an on/off switch under a flip-open cover on the user's arm.

Honk Hill's Heroes
"The Battle of Honk Hill" was the decisive ending to the Koleri Revolt, and these brave men and women are the only reason it was so decisive. the previous attempts to assault the hill had resulted in heavy losses, which wasn't a problem until the nearby Nanite Revificator was bombed into oblivion, forcing the assault troops to be respawned far away from the frontlines, and leaving only a handful of uncertified able to attack the hill, but what they lacked in numbers they made up for in ingenuity. By using propane tanks as makeshift jump packs they were able to get inside of the rebel defenses during the night. then they used the air horns they brought with them, causing the Koleri to blindly fire amongst themselves, leading to heavy casualties among they're ranks including their leader. The newly named Honk Hill's Heroes were quickly shuttled to us for this little wargame, and are mostly made up light assaults with a general emphasis on disrupting the enemy and being drunken assholes
« Last Edit: August 08, 2019, 10:26:08 am by m1895 »
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Powder Miner

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 5 Design Phase)
« Reply #89 on: August 11, 2019, 02:09:33 am »

Ball Lightning Company
Ball Lightning Company is named after, well, ball lightning (and, yes, several members of the company have had giggles about the name), and ball lightning captures the spirit of the group -- extremely sudden, extremely bizarre, extremely mobile, and extremely dangerous. Veterans of several mercenary conflicts (many of them rather shady in nature), the Ball Lightning Company is a core of people that are largely genuine friends, and also largely (to be blunt) massive assholes. The members of BLC specialize in being extremely disruptive to the actions of enemy outfits, through a combination of attacks, diversion, and surprisingly asymmetric warfare, something their nature as a bunch of dickheads helps them excel in. For these purposes, they tend to lean towards consisting primarily of Light Assaults and Infiltrators, making heavy use of the Australia R/O's nature as a lightweight sniper rifle and the plain Australia's highly adaptable form in order to create sudden and chaotic ambushes and attacks.

"Wellington" Programmable Grenade
The "Wellington" Programmable Grenade is a grenade designed explicitly for the New Zealand, so the thing can actually launch a god damned grenade. It's designed to be internally modifiable by the New Zealand much like the particle blasts of the Australia, but instead of particle beams the Wellington explodes in a blast of superheated but not directionally accelerated particles. What makes the grenade unique is that it is finned, these fins being programmed before the grenade is placed in the New Zealand so that the Wellington can take a pre-programmed flight path instead of simply being fired in an arc, allowing for the grenade to get into some very bizarre places.
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