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Author Topic: Interplanetary Arms Race: Planetary Technate  (Read 29907 times)

TricMagic

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Re: Interplanetary Arms Race: Planetary Technate
« Reply #405 on: October 22, 2020, 07:27:50 am »

Right, so I should expect failure and low profits, got it.

Why in the world is there no discussion other than from mostly me? Do I need to post it here too?

Quote from: Discord
Madman19823706/16/2020
If you fix the StarFire in the course of a design for a Speed 3 engine (which is still not going to be easy) you'll get production points out of it for sure
The homeworld has diminishing returns on further infrastructure, though
So please do remember to do things on other planets
Madman19823706/19/2020
You would not need to redesign damaged infrastructure, simply retake orbital control (and control of the planet, if it was invaded)

This is the main push behind using one of the planets, rather than the overused homeworld. It being in space is just flavor, I doubt it would affect how much we would get.


As for Balor vs Bebop debate.

... Why exactly is the Bebop missing the CEASEFIRE systems? Those were specifically made last revision on the AC to be used on the Balor, or the new Bebop since it's size is closer. That system is not applied to all ships automatically, you have to use it.

Honestly.. Even if the Bebop works, it would be very poor to miss such a target-tracking system when it has so many freaking lasers.
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Madman198237

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Re: Interplanetary Arms Race: Planetary Technate
« Reply #406 on: October 30, 2020, 11:42:22 pm »

Turn 9 Design Phase: Planetary Technate

Zinariya's Harvest Mining Station
While there has been some impressive leaps in industrial capacity as the war has gone on, so far the Planetary Technate's Industry has mostly been centered around the planet it has colonized. However, we have control of other planets that have yet to be tapped. Enter the Harvest Mining Station, made in a pod and module style. From living quarters and water/air cleaning modules to the Evrasium power centers, cargo centers and spacepads along with mining stations, each piece of the puzzle needed can have the parts made, shipped, and assembled on site at H(henceforth named Zinariya) with additions being added as the project ramps up. Processing factories to pre-refine the gathered materials are a bit more difficult, but doable once the rest is set up. Our main goal is the collection of materials for spaceships, as with the war reaching a critical point, they are quite needed. And with this, we will have them.

Of course, we also need to look into protecting our assists. Fortifications, anti-air gun designs we have, and the PUMPs for personnel will all help with this. Ideally we'd also get an on-site Slaughterfield, but that is unlikely without funding from the rest of the GRID. Fortifications will mostly be done on an at-need basis as the complex expands, as well as Barracks/Security modules brought in for any military forces assigned to Zinariya. The HMS is designed to expand as needed, and serves as the start of our long-term base on the planet.

Quote
Zinariya's Harvest Mining Station
Difficulty: Hard
Roll: 1 + 4 - 1 = 4 Below Average

The airless surface of H has previously been home mostly to small colonies and extraction efforts meant to ship what valuables they can collect back to the homeworld for processing. The efforts have been haphazard but no doubt useful to the war effort, and it is definitely natural to try and expand this usefulness. We've attempted to deploy standardized prefabricated modules to H to allow rapid expansion of any valuable mining locations into small towns with factories, living quarters, hydroponics farms, everything. It has gone reasonably well, too, extracting 1 SPP from the planet, moving its total to 4 SPP. However, there is much room to grow. Many modules are poorly assembled and every single one has to have a fully functioning airlock because they can't be combined together, the factories suffer from being cramped with minimal space to utilize heavy machinery, and the airless nature of the world means every single action that might compromise the air in a factory module (Which are not internally subdivided) is heavy controlled to prevent loss of life. All together these, plus other teething pains, have limited the effectiveness of our first off-planet efforts. There is more to be gained, however, with perseverance.

Zinariya's Harvest Mining Station: An effort to provide the airless, cratered surface of Planet H with all the bits of settlement necessary to extract additional spacecraft-useful materials and process them for shipment to the homeworld. It is not a complete success but it is far from a failure and with more effort it could easily be expanded and improved to provide a serious bonus to our efforts.
Provides: 1 additional SPP to Planet H.


Bebop-Class Assault Cruiser
The Bebop Assault Cruiser is a direct response to the existence of the Peitho.
A little over twice the length of the Chord, and boasting 13 Oculus Laser cannons, the Bebop is exceptionally well armed even for it's size. we sadly still have to use the OKSPD, 4 of them to be precise, but the powerplant is actually a Starfire Reactor, thanks to economies of scale lessening some of it's problems and worsening some of the problems associated with the AER, though we've set up the structure to be able to relatively easily converted to our speed 3 drive. as for armor, it uses the same composite armor as the Chord, if substantially more of it due to it's raw size and added protection. As one would expect for such a heavily-armed vessel, the Bebop also implements CEASEFIRE technology to maximize damage.
All Bebop-Class vessels are named after famous Bebop musicians

Quote
Bebop-Class Assault Cruiser
Difficulty: Normal
Roll: 3 + 4 + 0 = 7 Superior Craftsmanship

The 'Bebop' assault cruiser has a thoroughly nonthreatening name and naming it after musicians is sure to inspire little fear amongst our enemies.




Luckily for us, the ship itself should be terrifying enough. Packed with more HELEX-upgraded Oculus lasers than you can shake a laser sword at, the Bebop might actually have enough firepower to accomplish its destructive goals in reasonable timeframes. They're linked together as best as can be done to maximize local heating and minimize enemy survival rates.

The armor is pretty substantial though given that enemy railguns already regularly punch through the Chord the Bebop's bulk is going to be its primary defense against incoming fire. For its size of vessel, though, the Bebop has roughly Light armor. Its structure is unusually tough, giving it much better survivability than might be expected from its Light armor. The four OKSPDs give it impressive maneuverability for its size since they were appropriately scaled up to match the increase in size of the assault cruiser compared to the Chord. Having four also allows the Bebop full 3-dimensional maneuvering without need for any fancy moves or chemical thruster backup propulsion.

The work with fusion in various forms has finally lead to a practical starship fusion engine, though not yet a direct fusion drive (which promise to provide more power than present Evrasium drives, or could be used to help improve the Evrasium drive. Whichever path we choose to follow.) The new Starfire built into the ship is more powerful compared to an AER of similar size and weight and thus saves massively on the costs involved in running a ship loaded down with so much Evrasium for its drive system already. The excess of power is a good sign for the possibility of augmenting the drive system to increase its strategic speed.

The Bebop should be a worthy opponent to the enemy's own new weapon, even though our lasers are still, individually, weaker than their primary weapons. It is not a cheap vessel, however, the Evrasium in the engines making for an unpleasantly expensive vessel compared to its other qualities. It costs a full 9 SPP per ship, but packs remarkable maneuverability and capabilities for that cost. It has also improved the Starfire reactor to the point of usefulness in the various ground roles we originally tried to use it in.

Bebop-Class Assault Cruiser: 13 HELEX/Oculus lasers. 4 oversized OKSPD engines. Light composite armor and reinforced structure. CEASEFIRE and FROGI integration. The Bebop is far more maneuverable than its size suggests it should be, and is even capable of outrunning Chords in a straight line. Maneuverability between the two is no contest, the Bebop being capable of turning on a dime or accelerating in a new direction almost instantly. It's durable, and has the firepower to melt the enemy's Logos warships and ITCs. Time will tell how it will do against the Peitho.
Cost: 9 SPP


----
Revision phase, two revisions, continuing on down this march of bad decisions and worse rolls.
----
 


Spoiler: Map (click to show/hide)


Spoiler: Credits (click to show/hide)
« Last Edit: January 04, 2021, 11:41:55 pm by Madman198237 »
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m1895

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Re: Interplanetary Arms Race: Planetary Technate
« Reply #407 on: October 31, 2020, 01:18:52 am »

Colony Standards Commission
Since the haphazard nature Zinariya's Harvest has greatly impeded development, our hand was forced. We had to create something that curdles the blood of any GRID-fearing Technatian: Industry Standards.
At it's most basic, the CSC ensures that any module produced for colonial export has pressurized bulkheads and standardized linkages which can be connected to any other module, but it also provides template modules, such as Starfire based reactor modules and Oculus type anti-air lasers, as well as standardized training and screening for colonists.
I shouldn't have to say this, but the vast majority of the new modules will be shipped to planet H, obviously.

Oculus Catalyst and other improvements
The Oculus is still lacking on the damage front when compared to the enemy's railguns, but it can still be made more powerful with some effort.
The first and most basic improvement we made is lining the reaction chamber with a catalytic agent, increasing reaction rate, and therefore the wattage of the laser. next we continue refinement of the lasing medium's formula and the quality of optical focuses.

Bebop Fusion drive
The Goal here is (relatively) simple, rip out at least two of the OKSPDs and place the Fusion drive in their place. This not only gives the Bebop Speed 3 in interplanetary travel and a higher straight line speed in combat, it also lowers the amount of Evrasium required to produce it, so it's actually cheaper to build.
« Last Edit: November 08, 2020, 08:43:03 pm by m1895 »
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TricMagic

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Re: Interplanetary Arms Race: Planetary Technate
« Reply #408 on: October 31, 2020, 07:24:59 am »

Evrasium Crystal Shielding

Through a modification of the feeds and new technology, we have developed a crystal form of Evrasium that has a much larger safe zone, and sufficient force over time to create shielding. How it works is much the same, a laser is shone on the flat crystal.

The composition requires Evrasium be placed in a solution with a high degree of electricity and conductive dust and compressed. The resulting crystal will then draw any electricity to power itself, rather than consuming the crystal itself. However long-term activity heats the crystal, which can cause it to meltdown if not given periods of rest. Changing the shielding crystal can solve this, but in the heat of combat that can be difficult. More reliable is the use of coolant to extend operation times.

Moving back, the light hits the crystal, it draws from the electrical grid, and converts to force in the direction of the shine. The safe zone extends well beyond the local area to the space outside, where the force begins to push and exert itself. The result is a shield that can be powered by any excess energy, and many can be integrated into the Bebop in key positions to protect it from physical weapons like railgun fire for a time. Of additional note, they can also be integrated into other ships like the AC, though smaller ships/ones with less power can likely only power one or two without upgrades and will be ignored for now to focus on the two with the excess power to run them. Advancements with CEASEFIRE will at least allow calculation for enemy movements in comparison to the ship and weapons trajectory predictions so the shields can be brought up when needed, which once more point to the Bebop and AC being the ones that would make best use of this upgrade with the amount of power they produce.



MM, this reaction work? Consume electricity while light is shining to produce force with a 'safe zone' that is very large. So you end up with plates of force as kinetic shields that take advantage of energy generation.


Given the Bebop is SPD 2, proper shielding against railguns will greatly improve it, even if the added materials may make it cost 10 SPP.


Starfire Direct Fusion Drive
Using the experience with the Balor, the Bebop's Starfire Engine is configured to release thrust through the back. The result is a SPD 3 ship that can maintain high maneuverability in combat, able to turn, slow/accelerate, and direct itself with relative ease. The added speed should mean that it can outrun any other ships the enemy can field, and with correct orbital paths be able to close or maintain distance, granting it control over when combat occurs. It's high cost, but it can make the escape if it's becomes badly damaged to return for repair, and maintain that distance.


Quote from: Votebox: End of Bugs
Colony Standards Commission(CSC): (1) TricMagic
Evrasium Crystal Shielding(ECS): ()
Starfire DFD: (1) TricMagic
« Last Edit: November 09, 2020, 12:07:37 pm by TricMagic »
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Happerry

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Re: Interplanetary Arms Race: Planetary Technate
« Reply #409 on: November 08, 2020, 01:22:09 pm »


Quote from: Votebox: End of Bugs
Colony Standards Commission(CSC): (2) TricMagic, Happerry
Evrasium Crystal Shielding(ECS): ()
Starfire DFD: (2) TricMagic, Happerry
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Shadowclaw777

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Re: Interplanetary Arms Race: Planetary Technate
« Reply #410 on: November 08, 2020, 06:28:09 pm »

Quote from: Votebox: End of Bugs
Colony Standards Commission(CSC): (3) TricMagic, Happerry, SC777
Evrasium Crystal Shielding(ECS): ()
Starfire DFD: (3) TricMagic, Happerry, SC777
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Madman198237

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Re: Interplanetary Arms Race: Planetary Technate
« Reply #411 on: November 24, 2020, 01:24:48 am »

Turn 9 Revision Phase: Planetary Technate

Colony Standards Commission
Since the haphazard nature Zinariya's Harvest has greatly impeded development, our hand was forced. We had to create something that curdles the blood of any GRID-fearing Technatian: Industry Standards.
At it's most basic, the CSC ensures that any module produced for colonial export has pressurized bulkheads and standardized linkages which can be connected to any other module, but it also provides template modules, such as Starfire based reactor modules and Oculus type anti-air lasers, as well as standardized training and screening for colonists.
I shouldn't have to say this, but the vast majority of the new modules will be shipped to planet H, obviously.

Quote
Colony Standards Commission
Difficulty: Hard
Roll: 2 + 4 - 1 = 5 Average

The extensive work on standardization, modularity, and basic functionality has made for a solid improvement to the Harvest Mining Station and its outputs. New modules that actually work together and can be deployed in bulk and without undue effort makes for a faster emplacement process. The improvements in connecting modules together have likewise massively decreased the early difficulties with risky factory processes and cramped spaces, though it's difficult to remove all of the issues with such fundamentally non-permanent mobile structures. The next logical step will, no doubt, be some form of more permanent sites, constructed on the planet without so much dependence on imported material. For now, though, we'll just have to content ourselves with doubling production in the factory sites.

Zinariya's Harvest Mining Station: An effort to provide the airless, cratered surface of Planet H with all the bits of settlement necessary to extract additional spacecraft-useful materials and process them for shipment to the homeworld. It is not a complete success but it is far from a failure and with more effort it could easily be expanded and improved to provide a serious bonus to our efforts. Improvements to the structures being deployed to the surface have doubled the productivity of the stations.
Provides: 2 additional SPP to Planet H.


Starfire Direct Fusion Drive
Using the experience with the Balor, the Bebop's Starfire Engine is configured to release thrust through the back. The result is a SPD 3 ship that can maintain high maneuverability in combat, able to turn, slow/accelerate, and direct itself with relative ease. The added speed should mean that it can outrun any other ships the enemy can field, and with correct orbital paths be able to close or maintain distance, granting it control over when combat occurs. It's high cost, but it can make the escape if it's becomes badly damaged to return for repair, and maintain that distance.

Quote
Starfire Direct Fusion Drive
Difficulty: Hard
Roll: 1 + 4 - 1 = 4 Below Average

Removing large sections of a warship and replacing them with a massive fusion drive nozzle and, y'know, an actual direct fusion drive system is...not exactly a simple task. Had even a little less success been achieved with the Bebop it would've been a laughable concept. Had so much effort not previously been invested into fusion and fusion drives, it would've likewise been ludicrous. However, we have achieved those levels of success, and put in the massive effort to achieve the goal. And even so, it was close. The system is far from perfect and is extremely expensive.

The conversion involved much more than originally planned, including the removal of almost half of the Bebop's armament when the rear half of the warship was extensively renovated both inside and out to allow for the direct fusion drive to actually operate. The reactor has been pushed out of what you might call the "comfort zone" and now constantly runs at a level just below the little red sections on the various relevant dials. However, it works. On interplanetary trips it can achieve Speed 3, and when maneuvering near a planet it is now even faster and more agile. It's probably not as agile as a Logos but it might just be able to run one down if it really wants to.

Starfire Direct Fusion Drive: A huge revamp to a Bebop cruiser that basically replaces the entire after section with a truly massive fusion drive assembly and even had to ramp up reactor power beyond previous limits in order to power it. Loses a full five Oculus lasers compared to a standard Bebop and is massively more expensive, but it is undeniably the fastest ship around.
Cost: 12 SPP


----
It is now the strategy phase.
----
 


Spoiler: Map (click to show/hide)


Spoiler: Credits (click to show/hide)
« Last Edit: January 04, 2021, 11:42:07 pm by Madman198237 »
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TricMagic

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Re: Interplanetary Arms Race: Planetary Technate
« Reply #412 on: November 24, 2020, 08:57:57 am »

Godspeed, you've served well Kaden.
ITC #2(Naming needed) collects Slaughterfield Squadron-3(Naming needed) from G. Ruby's Wisdom collects Elite Squads 2&3 from G. All head to F and deposit load on-planet, the SPP from it must be taken to reduce the enemy's numbers.

Production of new ITC #1(Name Really Needed) on Homeworld. 2 H-VOC sets produced and loaded onto new ITC for delivery to Squads 5&6. ITC #1 sent out to H-Zinariya to load Squads 5&6. ITC#1 then moves to G to deposit them on-planet. [Special Orders: If enemy has that new super-armed ship nearby and are landing troops, ITC #1 has permission for crashlanding if needed to prevent loss of it's shuttles and cargo. Unload in atmosphere.](If this occurs, ITC #1 may be used in a infrastructure at some point. GM approval pending.)

Chord and All Degrees return to Homeworld. Kaden's Bravery return to Homeworld. ITC#3 return to Homeworld.
14 points available from Homeworld Ships. SDFD-Bebop is approved for construction. All other ships deconstructed for project. Constructed SDFD-Bebop sent to F for combat.




Names! They are important.
Concorde's Folly for SDFD-Bebop. This thing is likely going to get fixed up at some point as right now it is costly. SPD 3 though. What better name for the sunk cost fallacy.

ITC#1: Topaz Cliff
ITC#2: Sapphire Drop

Slaughterfield Squadron-3: Dragon-slayer Squadron


Quote from: Votebox
Plans Vote
Godspeed: (1) TricMagic


Names Vote
SDFD-Bebop
Concorde's Folly: (1) TricMagic

ITC 1&2
Topaz Cliff: (1) TricMagic
Sapphire Drop: (1) TricMagic


Slaughterfield 3
Dragon-slayer Squadron: (1) TricMagic


Should we go for plan-set names or individual votes
« Last Edit: November 24, 2020, 09:01:10 am by TricMagic »
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m1895

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Re: Interplanetary Arms Race: Planetary Technate
« Reply #413 on: November 24, 2020, 04:19:01 pm »

Gee M, how come your plan let's you have two Bebops?
The first thing we do is send all Ships except ITC #2 (hereafter referred to as "Atlas Shrugged") to the Home System for scrapping. This gives us 21 SPP plus the 3 unassigned SPP, for a total of 24 SPP. We will then spend this SPP on two SDFD-Bebops, the "TSS Bud Powell" and the "TSS Navarro", which we will send to Planet F. Atlas Shrugged will pick up the Slaughterfield Squadron #3 and drop them off at F before returning back to G.

The Naval Combat orders
The Bebops will try to focus down the Peitho while Fairlight and Kingmaker harass the Logos and keep them from effectively supporting the Peitho.
As for Atlas Shrugged and it's slaughterfields, it largely depends on what time it arrives and if the enemy fleet feels like hunting it. If it arrives a substantial time before the Bebops but the enemy is wary, it will wait for the Bebops to arrive and send Slaughtefield Squadron #3 (hereafter referred to as "Dragon-slayer Squadron") to assist Fairlight and Kingmaker.
If it arrives early and the enemy acts aggressively, it will let the Dragon-slayer Squadron burn to the planet on their own while it bravely runs away. if it arrives at the same as the Bebops then it will send Dragon-slayer to support Fairlight and Kingmaker, same as the first option.

Yeah just send it all to the scrapyard
Ground Combat Orders
Probably should do this too, eh?
So when the Slaughterfields aren't supporting our spacecraft, they'll be "shining the light of God" on enemy command posts and surgically disrupting enemy logistics planet-side. the ground troops themselves will do their best to hold their ground against the enemy. given the mountainous nature of the Planet F and the complete inability of the faceless murderbots to tunnel into said mountainous terrain, It should be relatively easy to seek and destroy with surgical precision while holding the passes.

Now here's the why
-There is no way a single Bebop can meaningfully fight their entire combat fleet even if it's we just try to land, but two might be able to scare them off for a bit, or even cripple the Peitho.
-the attempted raid on D is doomed to just waste the GPP and SPP involved, we don't really have much in the way of island hopping capabilities and can't really effectively do much about that. Plus, the AC is a very large drain of resources.
-we can just send back a Bebop to be scrapped next turn if necessary.


Quote from: Votebox
Plans Vote
Godspeed: (1) TricMagic
Gee M: (1) m1895

Names Vote
SDFD-Bebops
Concorde's Folly: (1) TricMagic
M's names: (1) m1895

ITC 1&2
Topaz Cliff: (1) TricMagic
Sapphire Drop: (1) TricMagic
Atlas Shrugged: (1) m1895

Slaughterfield 3
Dragon-slayer Squadron: (2) TricMagic, m1895

« Last Edit: January 04, 2021, 11:13:05 pm by m1895 »
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TricMagic

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Re: Interplanetary Arms Race: Planetary Technate
« Reply #414 on: November 24, 2020, 04:43:20 pm »

An issue... How can we take land if we have No Boots On The Ground? As it stands, they have no idea we would push F, and the Bebop would prove a nasty surprise for any ships that move there. They will be forced to prioritize.

Also, what raid on D? For that matter, why would there be ships just sitting there at F? Most of their fleet was crippled on the assault of G. So was ours.

Also, the AC has the Landers, and will arrive before the Piethro, if it even moves at all. The many shuttles and it's own power ensure the landing. The ITC has the Slaughterfield, which can self-enter.

« Last Edit: November 24, 2020, 04:49:12 pm by TricMagic »
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TricMagic

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Re: Interplanetary Arms Race: Planetary Technate
« Reply #415 on: November 24, 2020, 05:01:36 pm »

Quote from: Votebox
Plans Vote
Gee M: (2) m1895, TricMagic

Names Vote
SDFD-Bebops
M's names: (2) m1895, TricMagic

ITC 1&2
Atlas Shrugged: (2) m1895, TricMagic

Slaughterfield 3
Dragon-slayer Squadron: (2) TricMagic, m1895
« Last Edit: December 30, 2020, 07:38:50 pm by TricMagic »
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Madman198237

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Re: Interplanetary Arms Race: Planetary Technate
« Reply #416 on: January 05, 2021, 12:26:49 am »

Turn 9 Strategy Phase: Planetary Technate

Military Report

After dramatically scrapping all of our space forces, we...didn't do all that much. But now, now we're prepared to do something, possibly several somethings, that are very impressive. Or, y'know, probably.

One more turn and we'll lose control of F's resources and we have no way of getting reinforcements in there to stem the tide...though we may be able to dislodge their naval forces with the available technology. Your military is desperate for a masterstroke to stem the reversals, or a breakthrough in technology that can finally give them the edge.

Additional surface capabilities are always welcome, a naval reversal would be really, really great...yeah basically keep doing what you do.

----
It is now the turn *10* design phase, since apparently just remembering to increment by 1 every time is too difficult.
----
 


Spoiler: Map (click to show/hide)


Spoiler: Credits (click to show/hide)
« Last Edit: January 05, 2021, 12:37:22 pm by Madman198237 »
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

TricMagic

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Re: Interplanetary Arms Race: Planetary Technate
« Reply #417 on: January 05, 2021, 01:17:05 pm »

Interstellar Transport Vessel

Otherwise known as the next generation of the ITC, the ITV makes use of the Starfire DFD as the basis of it's construction, followed by room for 4 cargo space. The Starfire is entombed in the back and surrounded by the rest of the craft. ITVs go fast and far, and their natural armor makes taking them down as difficult as any ITC. And in a straight race, an ITV can reach very high speeds.

Overall it should be a solid Speed 3 transport to turn the logistical tide of war.


Of note, the ITV does have OKSPD for maneuvering outside of it's preferred straight shot. But it can't make great turns, just curves thanks to it's focus on speed beyond anything else. The systems developed do allow decent plotting of enemy and ally courses though. It's isn't going to be making a 180 spin.
« Last Edit: January 06, 2021, 01:40:34 pm by TricMagic »
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Blood_Librarian

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Re: Interplanetary Arms Race: Planetary Technate
« Reply #418 on: January 06, 2021, 02:33:23 pm »

Quote from: Rocket Artillery Piece-2
The RAP-2 is a tracked vehicle with an oversized electric engine for its weight, minimal armor and its main armament, a massive box missile launcher designed to carry dozens of guided missiles with varying payloads, mostly focused on disabling enemy infantry with fragmentation payloads from dozens of kilometers away. the RAP-2 is equipped with electronics and systems to allow for the guidance of these warheads with a multitude of methods and a possibility of utilizing support from orbit.

Quote from: Armageddon Fusion Core
The Bepop class is separated into two classifications, F, and R.  F represents the craft that utilizes a red-lines and upscaled direct fusion drive with a much higher maintenance profile, while the R version has a miniaturized system with a much more economical price tag.  the Armageddon Fusion core is the name for the upscaled direct fusion reactor core variants, while the Star drive name schema si reserved for R variants.

The Bepop-R’s propulsive and reactor systems are replaced  with a miniaturized version of the previously made stardrive direct fusion drive assembly with a correspondingly lower maintenance profile. This core is scaled appropriately to approximate the equivalent volume of the old hot-reactionless OKSPD drives. This exercise in engineering is designed to allow a limitless amount of power to all other aspects of the vehicle with a robustly constructed artifice that represents the maturation of evrasium-boosted fusion systems with a evrasium life time dozens of times longer than the previous generation of power systems. With a simplification in the logistical support, the Bepop should be easier to produce and maintain, as well as opening the possibility of civilian uses for the cores that do not meet the specifications of the Bebop. Research facilities for the development of these engines are focused on H.

Quote from: Directed High Energy Particle Cannons
D-HEP guns are a modern take on the aging oculus laser systems. Requiring the next generation capabilities of evrasium fusion plants, DH-EP cannons are a higher tier of cannon that launch neutrally charged particles. The deadly versions of the behemoths that line our laboratories, these militant particle accelerators are massive multi-ton machines that run a bolt of hydrogen ions to incredibly high speeds, run through an electron emission field inside a barrel of electromagnets to neutralize their charge and then sent at the enemy at nearly the speed of light.
An equally sized DH-EP gun and chemical laser have four significant differences with a different operational capacity than lasers: D-HEP guns are shorter in effective range, as our high-energy science can make lase focusing systems that are always better pound-per pound in the long range department; D-HEP cannons are more devastating. Tests reveal that in addition to their higher energy output, the high energy particles emit a wash of electromagnetic radiation that surge, destroying unhardened or exposed electronics. DHE-P cannons have an optimal cyclic firing rate rated around half a second. It takes time for systems to reset, in comparison to lasers which can keep a steady stream or pulse dozens of times in a second. D-HEP guns require power, and cooling. Our familiarity with disposable cooling solutions will necessitate tanks of coolants that are ejected from the ship after use, a stopgap solution until more powerful radiative systems are made.
Modern laser systems will be relegated to long range point defense and harasser systems, while the arbitrarily dashed DHEP cannons will be the ship killers.
« Last Edit: January 06, 2021, 02:55:51 pm by Blood_Librarian »
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Blood_Librarian

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Re: Interplanetary Arms Race: Planetary Technate
« Reply #419 on: January 08, 2021, 12:40:32 am »

Quote from: Balor MkII

the second iteration of crafts under the Balor classification is a model that refines on the previous iteration of the craft. Built with a entirely new frame that is not aerodynamic in anyway, and can be charitably described as a collection of engineered parts fused together. The fusion drive is upsized in comparison to the magnetic nozzle as it is expected to provide electricity for directed energy weapons with a higher electrical input. the propellant feeds are directly integrated with heat exchangers that expels waste heat from weapons fire and ship operations, generating a neat solution that only marginally increases propellant consumption. next generation materials and smart engineering software are utilized in the engineering of internal structure of the vehicle allowing for a stronger frame per ton of material. Hardwired into the maneuver systems are a set of computational nodes that automatically engage high-G maneuvers in the absence of crew intervention to the best-parity routes to avoid detected fire, allowing the ship to react and dodge in the few milliseconds as shot probability fields evaporate into concrete arcs. to allow for these maneuvers to be effective, the primary  maneuvering thrustors consist of plasma siphons with plasma nozzles, and are fed by conduits of electromagnets that feed from the primary reactor.  The direct fusion drive runs hot and fast, and the running of these complex machines when engaged in combat require augmented staff to work in concert with smart software to keep the thousands of electromagnets and feeds from snuffing the sun shard out. Light armor is layered over the outer hull, mostly as a feeble attempt on reducing the radar signature of the craft instead of any real protective capabilities. the number of weapon mounts is kept equivalent to the previous generation Balor.

The MkII Balor is a speed 3 craft, a direct fusion drive as well as the capability of detecting enemy firepower, predicting its path, and moving out of the way through a hellish, high-G manuver that will absolutely be a better alternative then almost certain death by railgun. It's preferred engagement distance is the distance in which the enemies main armanant takes a full second from firing until impact.


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InterStellar Transport Vessel (0):
RAP-2 (0):
Armageddon Fusion Core (0):
DHEP Cannon (1): Blood_Librarian
Balor MKII(1): Blood_Librarian
« Last Edit: January 09, 2021, 01:07:39 am by Blood_Librarian »
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