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Author Topic: Interplanetary Arms Race: Planetary Technate  (Read 29901 times)

TricMagic

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Re: Interplanetary Arms Race: Planetary Technate
« Reply #420 on: January 08, 2021, 08:54:04 am »

Quote from: Shipbox
ITV: (1) TricMagic
RAP-2 (0):
Armageddon Fusion Core (0):
DHEP Cannon (1): Blood_Librarian
Balor MKII: (2) TricMagic, Blood_Librarian

Lot of next gen things, though the work did for CEASEFIRE is going to shine when it comes to prediction. And then there is the ITV, bout as simple as it gets. (Note BL making it so next gen may up it's price.)

Firepower doesn't mean much if we can't land people to take a planet. No way to apply pressure. Or relieve it in case of the other planet currently taking a beating.
One may think it a revision, I say Design because I do not want another bug. With the SPD 3 already made, the ITV should be low difficulty.
« Last Edit: January 10, 2021, 04:58:48 pm by TricMagic »
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Happerry

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Re: Interplanetary Arms Race: Planetary Technate
« Reply #421 on: January 11, 2021, 10:39:18 am »

Quote from: Shipbox
ITV: (2) TricMagic, Happerry
RAP-2 (0):
Armageddon Fusion Core (0):
DHEP Cannon (1): Blood_Librarian
Balor MKII: (3) TricMagic, Blood_Librarian, Happerry

It feels weird, but for once I agree with Tric.
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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.

Blood_Librarian

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Re: Interplanetary Arms Race: Planetary Technate
« Reply #422 on: January 13, 2021, 03:10:27 pm »

Quote
ITV: (3) TricMagic, Happerry, Blood_Librarian
RAP-2 (0):
Armageddon Fusion Core (0):
DHEP Cannon (0):
Balor MKII: (3) TricMagic, Blood_Librarian, Happerry
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if you want something wacky
Quote from: ChiefWaffles, MAR Discord
I continue to be puzzled by BL's attempts to make Aratam blatantly evil

Madman198237

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Re: Interplanetary Arms Race: Planetary Technate
« Reply #423 on: February 06, 2021, 11:31:16 pm »

Turn 10 Design Phase: Planetary Technate

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.

Quote
Interstellar Transport Vessel
Difficulty: Hard
Roll: 2 + 4 - 1 = 5 Average

The ITV is an ITC but faster. It goes Speed 3. It can outrun Chords, which is not that great of an achievement, except this ITC can do it while carrying an entire army group...minus vehicle support EVEN IF WE HAD ANY!, at least. It can't turn in a reasonable timeframe, though, so try not to get attacked. Thank the Grid that it doesn't have any more guns because those are pretty ineffective on an ITC. The designers were unclear about "natural armor" and "being as hard to take down as an ITC" since the only reason an ITC is hard to take down is its bulk and so even without armor the ITV would be the same...but a cursory attempt was made to armor the engine and crew blocks anyway. The cargo (including hypothetical passengers) get to ride it out without armor, though, so try to avoid getting shot anyway.

Interstellar Transport Vessel: An ITC but faster, an Amalogous but not terrible....wait no it has nothing in common with that. Anyway, the ITV is a Speed 3 transport craft that carries just as much as a basic ITC. Its fusion drive and light armor make it much more expensive than the ITC, but much more capable. Though it does use the basic ITC's rocket shuttles. For an additional cost (+2 SPP) it can instead take the armed 3TC shuttles from the AC.
Cost: 5 SPP (or 7 with fancier shuttles)
Capacity: 4 TC


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.


Quote
Balor MkII
Difficulty: Normal
Roll: 1 + 2 - 0 = 3 Buggy Mess

Once again, the Balor line has gone wrong in a spectacular way. The Mark II Balor is, uh, well...it's fast. Its stripped-down nature makes it even faster than the standard Speed 3 craft we've developed. It accomplished this by being, well, the rag-tag remains of a starship held together with duct tape and spot welds. There's no armor or structural skin, just a series of components and a few large solid metal beams holding them together. Some work stations are actually not even pressurized, requiring the users to wear space suits in order to tend to them. The predictive algorithm has been implemented, partially, but the aggressive maneuvers tend to rip the ship into pieces. The plasma drive works, or at least the basic component we've already made does. The maneuvering thrusters are powerful but poorly placed and tend to aid in the ripping and tearing of the ship.

But it is fast, and agile, and were it fixed it would be a truly formidable combatant. The steady degradation of its structure during maneuvers makes it a risk to deploy and it would need frequent maintenance...and great luck....to survive combat, but surely this can be overcome?

Balor MkII: Carrying 3 lasers, no armor, almost no structure, not nearly as much pressurized volume as the crew would want, and serious "oops I broke my own structural integrity" problems, the Balor Mark II is not as bad as it could have been, or so the optimists assure us.
Cost: 5 SPP


----
Revision phase. Revise things.
----
 


Spoiler: Map (click to show/hide)


Spoiler: Credits (click to show/hide)
« Last Edit: February 07, 2021, 12:34:32 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 #424 on: February 10, 2021, 06:27:10 pm »

Structural Improvements

A total focus on the Balor MK II's structure to make it the best it can be. It's more theoretical work than anything else, but with it we can make our next attempt well informed and actually succeed. Of course if along the way we actually manage to fix the structural issues entirely that is fine too, as that is where most of the problems currently lay. As well, the thruster positions need adjustments so they aren't working against the ship.

In short, fix the structure so it can handle the manuvers without tearing apart from ordinary operations, and move the thrusters so they don't do that either. Parts being unpressurized is just something you need a suit for, and at least allows additional points to place sensors and get some really good footage of battles for later perusal.


Quote from: Fixed Box
Structural Improvements: (1) TricMagic
Bebop Upgrade v2(Name pending): (1) TricMagic

Don't give up everyone. From reading it, the structure is the horrible bit, and does seem like it can maybe be fixed with great luck. But in case of bad, exp will help later.

Also preemptively placing a vote on Bebop improvements.
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m1895

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Re: Interplanetary Arms Race: Planetary Technate
« Reply #425 on: February 10, 2021, 11:52:50 pm »

Bebop Upgrade v2(Name pending)
The Bebop SDFD, in spite of its flaws, has the potential to be the single greatest ship in this star system, now onto actually getting to that point.
The first change is the stripping out of at least two OKSPDs and their Evrasium storage. This allows us to use that space to minorly expand the Starfire reactor itself to a point where it's not constantly redlining when powering the DFD. It also allows us to replace the lost oculus's, if not fully then at least in part. The last notable change is general reduction in cost thanks to using substantially less Evrasium, as well as simple streamlining efforts. While it likely won't be as cheap as the standard Bebop unless we get really luck somehow, it should be substantially cheaper than it is now.
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Blood_Librarian

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Re: Interplanetary Arms Race: Planetary Technate
« Reply #426 on: February 21, 2021, 04:24:17 am »

Quote
Structural Improvements: (2) TricMagic, Blood_Librarian
Bebop Upgrade v2(Name pending): (2) TricMagic Blood_Librarian
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Quote from: ChiefWaffles, MAR Discord
I continue to be puzzled by BL's attempts to make Aratam blatantly evil

Happerry

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Re: Interplanetary Arms Race: Planetary Technate
« Reply #427 on: February 24, 2021, 07:04:48 pm »


Quote
Structural Improvements: (3) TricMagic, Blood_Librarian, Happerry
Bebop Upgrade v2(Name pending): (3) TricMagic Blood_Librarian, Happerry
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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

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Re: Interplanetary Arms Race: Planetary Technate
« Reply #428 on: June 01, 2021, 08:46:56 pm »

Turn 10 Revision Phase: Planetary Technate

Structural Improvements

A total focus on the Balor MK II's structure to make it the best it can be. It's more theoretical work than anything else, but with it we can make our next attempt well informed and actually succeed. Of course if along the way we actually manage to fix the structural issues entirely that is fine too, as that is where most of the problems currently lay. As well, the thruster positions need adjustments so they aren't working against the ship.

In short, fix the structure so it can handle the manuvers without tearing apart from ordinary operations, and move the thrusters so they don't do that either. Parts being unpressurized is just something you need a suit for, and at least allows additional points to place sensors and get some really good footage of battles for later perusal.

Quote
Structural Improvements
Difficulty: Normal
Roll: 1 + 2 - 0 = 3 Buggy Mess

We successfully made a Balor test article! It ripped itself apart even faster than the previous ones. We're not sure how. The new and improved version of the new and improved version of the Balor fixed the high-power maneuvering thrust placements but in doing so added some new branches to some coolant lines and...long story short the main drive gets a bit warmer than intended under full power. Or under half power. Or under any power at all if you're maneuvering.

Please don't try maneuvering, the structure is still fragile.

The Balor is now widely known as "the single most dangerous project to be assigned to work on since CLEARLY it's been cursed by an eldritch deity" and the department has reallocated most of the budget for the project to psychological warfare using this idea.

Balor (Mark III?): Now with additional engine heating problems, the Balor Mark II/Mark III? is capable of slightly more operation time before it falls apart of its own volition, so long as you only run the main drive in bursts so as not to melt it. The whole project could be charitably described as "going very badly".
Cost: 5 SPP
Speed: 3



Bebop Upgrade v2(Name pending)
The Bebop SDFD, in spite of its flaws, has the potential to be the single greatest ship in this star system, now onto actually getting to that point.
The first change is the stripping out of at least two OKSPDs and their Evrasium storage. This allows us to use that space to minorly expand the Starfire reactor itself to a point where it's not constantly redlining when powering the DFD. It also allows us to replace the lost oculus's, if not fully then at least in part. The last notable change is general reduction in cost thanks to using substantially less Evrasium, as well as simple streamlining efforts. While it likely won't be as cheap as the standard Bebop unless we get really luck somehow, it should be substantially cheaper than it is now.


Quote
Bebop Upgrade v2(Name pending)
Difficulty: Normal
Roll: 4 + 2 - 0 = 6 Above Average

Removing most of the OKSPDs and Evrasium from this ship is a good idea, a very good one in fact. Of course we couldn't get it all since they're so useful for omnidirectional maneuvering, but still. Between a bit of gimbal on the SDFD system and the two remaining subsize OKSPDs the Bebop retains solid maneuverability, and even higher speed thanks to the weight reduction and increase in fusion reactor size and therefore output efficiency. We've replaced all the laser weapons we initially lost which did bring the price back up, but the larger reactor is closer to being self-sustaining without Evrasium and so we scraped up some more savings there. Overall, costs came down pretty far. Removing further Evrasium is likely to greatly decrease the maneuverability of the ship or efficiency of the reactor, so further cost decreases will have to come from some alternative options.

Bebop 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. Removes two OKSPD engine assemblies and their associated costs, re-added lasers to have the full 13 lasers of the original Bebop.
Cost: 10 SPP


----
OK so update speed has obviously gotten worse and worse; I'm probably going to make surface combat progress much faster and space combat result in more damage in order to accelerate this.
----
 


Spoiler: Map (click to show/hide)


Spoiler: Credits (click to show/hide)
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

m1895

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Re: Interplanetary Arms Race: Planetary Technate
« Reply #429 on: June 01, 2021, 09:56:54 pm »

Quote
Production Orders
-Bebop SFDFDx3
30 SPP

-ITVx1
4 SPP
Movement Orders
Bebop SFDFD-1-3 (hereafter christened as TSS Joe Pass, TSS Bud Powell, and TSS Navarro respectively) will burn straight to planet F, aggressively assaulting any Network forces in the area.
The ITV-1 "Sapphire Drop" meanwhile, will burn to G and pickup BMU-2 'elite' and BMU-3 'elite, then it will continue on to planet F, preferably after the fighting is finished.
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TricMagic

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Re: Interplanetary Arms Race: Planetary Technate
« Reply #430 on: June 02, 2021, 07:55:02 am »

Quote
Production Orders
-Bebop SFDFDx3
30 SPP

-ITVx1
4 SPP
Movement Orders
Bebop SFDFD-1-3 (hereafter christened as TSS Joe Pass, TSS Bud Powell, and TSS Navarro respectively) will burn straight to planet F, aggressively assaulting any Network forces in the area.
The ITV-1 "Sapphire Drop" meanwhile, will burn to G and pickup BMU-2 'elite' and BMU-3 'elite, then it will continue on to planet F, preferably after the fighting is finished.

Let us get this trainwreck going!

Quote from: Votebox of doom
M1895's Plan: TricMagic
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Happerry

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Re: Interplanetary Arms Race: Planetary Technate
« Reply #431 on: June 02, 2021, 11:35:26 pm »


Quote from: Votebox of doom
M1895's Plan: (2) TricMagic, Happerry
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GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Blood_Librarian

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Re: Interplanetary Arms Race: Planetary Technate
« Reply #432 on: June 03, 2021, 04:51:02 pm »


Quote from: Votebox of doom
M1895's Plan: (3) TricMagic, Happerry, Blood_librarian
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if you want something wacky
Quote from: ChiefWaffles, MAR Discord
I continue to be puzzled by BL's attempts to make Aratam blatantly evil

auzewasright

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Re: Interplanetary Arms Race: Planetary Technate
« Reply #433 on: June 04, 2021, 08:53:19 pm »

Quote from: Votebox of doom
M1895's Plan: (3) TricMagic, Happerry, Blood_librarian, auzewasright
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On a fun note, all of the beds just starting disintegrating
By the way, it (my name) is pronounced "ah-zee".

TricMagic

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Re: Interplanetary Arms Race: Planetary Technate
« Reply #434 on: June 26, 2021, 07:02:26 am »

Itacen's Agricultural Revolution

Planet Itacen-Rai is full of vast fertile lands waiting to be developed into the breadbasket of the Planetary Technate, with an undoubtable number of fruits and plants waiting to be discovered and developed. A proposal has been made to turn the vast tracks of land to producing crops suited for consumption. With towns being built to support this vast farming revolution and people likely to flock to the frontier, it will free up our food production for the creation of the plastics our ground forces need. Not to mention put food on the table.

I Produces GPP


To note, Itacen-rai means 'The Tree of Life'. Itacen The Tree. Much as Zinariya means Gold. For a place so vibrant, it's a good name.


Zinariya's Overhaul Mining Initiatives

A serious of initiatives for the production of self-contained facilities and quality assurance of the prefab models. Followed by a vast expansion of the previous facilities to cover multiple spots determined by seismographs to have a large quantity of needed metals. Zinariya should in time become the premier facility for the extraction of rare ores, including gold, platinum, and gemstones. For now however, we feed the war effort with the far more common ores needed for spaceship production.

H Produces Additional SPP


Quote from: Full Speed on Production Votes
Itacen's Agricultural Revolution: (1) TricMagic
Zinariya's Overhaul Mining Initiatives: (1) TricMagic
« Last Edit: June 26, 2021, 07:49:32 am by TricMagic »
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