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Author Topic: Mechanized Warfare: Inithar Thread / Final Phase, 1941 Cold Season  (Read 36648 times)

Doomblade187

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Re: Mechanized Warfare: Inithar Thread / 4th Prelim Revision Phase
« Reply #150 on: October 11, 2019, 12:54:18 pm »

Why not a doubled engine then?

And the current issue is them using stagger tactics to make us run out of time. If we could stop the coilengine and rewind it midflight, as well as activate it if enemies appear on the horizon, it would give us the abilty to adapt. At least it would end their stagger tactics, and allow longer flights.
Adding another coil would increase cost, sadly, and rewinding in flight will probably take too long.
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Re: Mechanized Warfare: Inithar Thread / 4th Prelim Revision Phase
« Reply #151 on: October 11, 2019, 04:56:01 pm »

Why not a doubled engine then?

And the current issue is them using stagger tactics to make us run out of time. If we could stop the coilengine and rewind it midflight, as well as activate it if enemies appear on the horizon, it would give us the abilty to adapt. At least it would end their stagger tactics, and allow longer flights.
There are a few reasons to want to take the lever that switches battery contact from always off to always on and vice versa

The reason they can use stagger tactics to easily run us out of time currently is both that our battery is not very large and that the current contact method charges the coil every time it hits a certain point of rotation. While it moves fast enough that the engine isn't constantly switching between the speeds it achieves when the battery is on and when it's off, this means nonetheless that both the coil and the battery are being expended at the same time. This means the battery can't have a longer duration than the coil -- once the coil is fully expended, further charge just turns it into a rod of death waiting to shoot through the front of the plane and kill the pilot. Furthermore, as there's no control over when the battery is expended, early periods of flight expend a lot of useful supercharge time that the battery would give us, and pilots have to be safe going back and miss out on flight time.

What the contact change does is ensures that A: when the battery is applied, it is FULLY applied, meaning that the coil is not being applied, and only the battery is being discharged. B: It allows us to choose when we're using the battery, instead allowing pilots to just expend coil time when outside of combat and when they have the coil time to spare.

The upshot of this is as follows: Firstly, because the battery is pretty much guaranteed to run out before the coil as long as it's in full-contact with the coil engine, the battery can be much larger and our supercharge time can be much longer -- we don't need to worry about charging an inert rod of refocyte until it explodes. Secondly, because we can now choose WHEN the battery is in use, we can save the slower and less effective coil-only time for before combat, allowing us to use the supercharge time entirely on combat.

We can also give our pilots much finer control over their flight time by just adding a timer to each end of the lever -- and that should be VERY easy, considering you could even just fudge it together; all you would need to do is put a stopwatch on each end of the lever and have the button for the stopwatch be pushed when the lever is moved over.

The contact change is a fairly simple mechanical change, the timers should be pretty much trivial, and a larger battery shouldn't even be much of a matter of difficulty considering that it's literally just a larger refocyte block needed, so this should be normal if MoP decides to be tough on difficulty, and less than normal if he does not. That difficulty combined with increased supercharge time and increased supercharge control for all our future vehicles, considering the universality of the coilengine mechanism, is quite worth it.
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Doomblade187

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Re: Mechanized Warfare: Inithar Thread / 4th Prelim Revision Phase
« Reply #152 on: October 12, 2019, 11:08:28 pm »

Wartime Contacts

The Refocyte supercharger adds much needed flight time to the 'Iwa, but we still need further air time. The proposed improvements, developed by the aviation wing of the Refocyte fellowship. The traditional mount of the coil is to be modified, with a conducting nickel contact embedded in the coil end mount. This contact is connected by a nickel wire to a round contact embedded in the coil base. The contact is to be activated and deactivated by a lever moving a matching round contact into position with the coil side. The lever is accessible by the pilot, and topped with a smooth wooden knob.

For longer range missions, a variant of the 'Iwa is to be developed with two coils, of the same purity as the one coil version.
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Re: Mechanized Warfare: Inithar Thread / 4th Prelim Revision Phase
« Reply #153 on: October 12, 2019, 11:19:18 pm »

Wartime Contacts, Powder pref. version

The Refocyte supercharger adds much needed flight time to the 'Iwa, but we still need further air time. The proposed improvements, developed by the aviation wing of the Refocyte fellowship. The traditional mount of the coil is to be modified, with a conducting nickel contact embedded in the coil end mount. This contact is connected by a nickel wire to a round contact embedded in the coil base. The contact is to be activated and deactivated by a lever moving a matching round contact into position with the coil side. The lever is accessible by the pilot, and topped with a smooth wooden knob.

Each end of the lever has a simple stopwatch timer on it the one on each end activated by the presence of the lever on that end. This results each end effectively measuring one of two durations: the duration of the coil remaining (on the end of the lever that pulls the contact from the refocyte), and the duration of the energy remaining (on the end of the lever that places the contact against the refocyte). While mechanically extremely simple to implement, this should allow our pilots to have fairly fine knowledge of their flight time.

Additionally, as the safety measures that required small batteries would be removed by this revision, a significantly larger battery has been installed in the plane.
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Twinwolf

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Re: Mechanized Warfare: Inithar Thread / 4th Prelim Revision Phase
« Reply #154 on: October 13, 2019, 12:06:49 pm »

Quote from: Boxvote
Wartime Contacts, Doomblade ver.
Wartime Contacts, Powder ver. (1): Twinwolf

Let's get the voting going, maybe we can get the next phase soon
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m1895

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Re: Mechanized Warfare: Inithar Thread / 4th Prelim Revision Phase
« Reply #155 on: October 13, 2019, 12:07:44 pm »

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TricMagic

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Re: Mechanized Warfare: Inithar Thread / 4th Prelim Revision Phase
« Reply #157 on: October 13, 2019, 02:22:31 pm »

Quote from: Boxvote
Wartime Contacts, Doomblade ver.
Wartime Contacts, Powder ver. (4): Twinwolf, m1895, TricMagic, Powder Miner
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Man of Paper

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Mechanized Warfare: Inithar Thread / 5th Prelim Design Phase
« Reply #158 on: October 15, 2019, 03:22:05 pm »

Initharian Defining Tech: The Air War Revision

Proposal: Wartime Contacts, Powder pref. version
Quote
The Refocyte supercharger adds much needed flight time to the 'Iwa, but we still need further air time. The proposed improvements, developed by the aviation wing of the Refocyte fellowship. The traditional mount of the coil is to be modified, with a conducting nickel contact embedded in the coil end mount. This contact is connected by a nickel wire to a round contact embedded in the coil base. The contact is to be activated and deactivated by a lever moving a matching round contact into position with the coil side. The lever is accessible by the pilot, and topped with a smooth wooden knob.

Each end of the lever has a simple stopwatch timer on it the one on each end activated by the presence of the lever on that end. This results each end effectively measuring one of two durations: the duration of the coil remaining (on the end of the lever that pulls the contact from the refocyte), and the duration of the energy remaining (on the end of the lever that places the contact against the refocyte). While mechanically extremely simple to implement, this should allow our pilots to have fairly fine knowledge of their flight time.

Additionally, as the safety measures that required small batteries would be removed by this revision, a significantly larger battery has been installed in the plane.

Difficulty: Easy
Result: (5+5)+1=11, Masterwork

The Wartime Contact overhaul of our Coilengine provided much-needed stability in our ability to provide the extra oomph our pilots needed when outnumbered in the skies, at times, 10-to-1. The Supercharger Assembly is moved to the rear of the engine. This assembly lined up with the housing of the refocyte coil and could be connected at will by the pilot with the simple pull of a lever in the cockpit. The nickle thread protruding from the battery is replaced with a disc pushed against the coil upon activation. The rebalancing of weight on the engine also provided a small bit of improved control over the aircraft.

While the upgrade wasn't immediately applied across the Initharian Armed Forces, the extremely reliable Supercharger Coilengine in the Iwa turned the forgettable aircraft into an infuriating opponent. Colorful aircraft boasting strikes across their fuselage became a welcome, and not too rare, sight over Initharian fleets and islands - if only because they could swoop in for a quick kill or two before scooting back to base.


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


The Final Endeavor

Unfortunately, the campaign of island hopping had begun in earnest. Things were looking grim as the seemingly untouchable Initharian islands fell to The Great Powers' seemingly endless stream of blood and steel. It didn't matter how many heroes we had in the land, sea, and air, Initharian forces were outnumbered on all fronts. Our search for an ally was fruitless as the rest of the continent seemed embroiled in another one-sided conflict as great powers swallowed smaller ones before their own inevitable confrontation.

During the course of the war a series of odd flying ships appeared over the horizon. These people spoke languages similar but much different to those we knew of, so translation took a surprisingly short time. These people claimed to be refugees of yet another Great War in the New World, and were the first contact anyone had had with them since the original colony fleets left 1934 years prior. That area of the world had relatively recently seen some sort of massive invasion, and most of the stories of "interdimensional beings" were translated as being wars of religion. The facts that could be proven were those of the strange, interesting materials and armaments they had with them, and their source, Harren Island. Giant Iron Men, massive guns, and the strange flying ships of both a disc and more typical boatlike shapes were loaded with wondermaterials that could swing the war in our favor - if only we could get our hands on them in time.

We were warned off, told that the island was nothing but a deathtrap - that if the weather didn't kill you that the natives would. Those dangers had never scared the Initharians from an opportunity before, and the future of their homes relied on something drastic to change the war. The refugee convoy was allowed passage through Initharian lands, and leaders immediately put together a plan of action.

All military resources not necessary to hold critical islands were diverted to the formation of the Grand Fleet. This force, larger than any previously mustered at once for a single objective, was to land on this "Harren Island" and take what they could of these wondermaterials for use back home. [Remember that there may be more benefits to taking Pact locations than just acquiring a resource.]


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

It is the final Design Phase. The Grand Fleet needs a flagship. This design will always be a National Effort, and will automatically upgrade compatible equipment without revisions. This ship will have reduced difficulty than a standard design and will be treated as though a Research Credit was applied. You have a second design to be used on your standard infantry uniform. You've heard rumors of how bad the weather is on Harren, so prepare for it.

Spoiler: Preliminary Proposals (click to show/hide)
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flabort

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Re: Mechanized Warfare: Inithar Thread / 5th Prelim Design Phase
« Reply #159 on: October 16, 2019, 01:36:24 pm »

The Lightning Wave
To get to this rumored Harren Island first, Inithar would create a vehicle of unsurpassed speed; one large enough to fit a contingent of coil boats and Iwas on board so that the slower crafts could be deployed when the Lightning Wave reached it's destination. The Wave would be a carrier ship, flat and wide on top with space for hangars and an air control tower, and docks along the edges for smaller ships to carry it's crew and cargo to shore. It would be a mobile fortress. But it's real advantage would be the supercharged coil engines of unparalleled size - We used enough refocyte creating the multiple engines to power different props to have powered the war effort at home for several dozen years. This blatant disregard for our own sustainability was in order to achieve speeds unmatched by any other water-born vessel yet in all the world.

To combat other water vessels, the Lightning Wave needs no guns, no armament; it's own refocyte armor, it's mass, and it's speed turn it into a deadly weapon in it's own right, and with it's prow angled to push anything that bumps into it's front down, such unlucky ships are guaranteed to be submerged instantly, thrown forcefully into the ocean's floor. At least it's effective against any floating ship smaller than itself, which unless pit against a flagship as large and fast as itself, is going to be every ship. Though, and keeping in mind we scoff at the idea of any ship with this ability, some of our engineers were worried about ships that could survive or even move about while completely submerged - some sort of airtight vessel. To deal with this sort of theorized submersible vessel, or a ship able to match it in size, the Thunder Wave does have a Refocyte-tipped "torpedo" bay. The torpedoes are basically just spears with explosives and a small cheaply made coil engine to launch it straight forwards, where the refocyte tip will puncture through the enemy hull, and then the explosives will detonate. But while the torpedoes are impressive, most aquatic threats that the Lightning Wave isn't capable of capsizing can be dealt with using deployed coilboats or aircraft.

The ship also has batteries of simple refocyte anti-aircraft flak guns; the bullets may lack the penetration power of most weapons, but they are more of a deployment medium for small explosives to cause turbulence, to throw aircraft off course, to blind pilots with the dense black smoke, and to choke up any sort of air intake an aircraft may have. And on a direct hit, the explosives should be able to tear into armor quite effectively. It's expected that we will be replacing these weapons on the Lightning Wave when we get the chance, but they should be enough of a deterrent to keep our enemies from pursuing the Lightning Wave for now.

Crew quarters are comfortable enough, though very crowded; while large, the Lightning Wave is not as big as a city, and is carrying a city's worth of population to Harren Island; this situation will improve once we set up a stationary operating base there, but even knowing the ship is overpacked, it has room for many extended families, and space for them to expand, as long as they don't mind bunk beds. There are a number of quarters for specialized roles, and a larger number of general quarters, with multiple mess halls and training spaces, and while luxuries or relaxations spaces are limited (and also converted into living spaces for the journey to Harren), there are sufficient to make duty aboard the Lightning Wave desired.

The hull, the halls, even the runways and the buildings sticking out of the flagship's surface, are all painted with Tales of Color telling the stories of the men and women who built in, the people who crew it, and the people who merely traveled aboard it; It is not a ship for being stealthy, at all. The massive set of supercharger coil engines announce the ship's presence on the field of battle immediately, the creaking of enormous coiling and uncoiling refocyte causing the very ocean to reverberate and shudder. And the wake left behind by the ship at full speed is said to cause storms some distance away.
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Doomblade187

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Re: Mechanized Warfare: Inithar Thread / 5th Prelim Design Phase
« Reply #160 on: October 17, 2019, 09:07:39 am »

The Voyager

The Voyager is the largest ship we have ever built. Sitting at the size of a "Battleship", as our enemies call it, it sits long and sleek, with a wide hull and thick armor. The top deck is marked by 6 turrets, all operating on mechanical bidirectional rotary gears and hydraulic gun elevators. The largest turrets, one on each end of the ship, are anchored deep into the structural steel, with a steel cable, coil-opersted winch, and Refocyte tipped harpoon gun. These are designed to tag and hold in place enemy ships, and are capable of making exit wounds if the enemy hull isn't strong enough. The other four turrets are Refocyte powered cannons shooting high explosive armor penetrating conventional rounds. Within the ship is a massive industrial forge to supply Refocyte forging capabilities to the voyaging fleet - industrial grade lifts and salvage gear are attached amidships.
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TricMagic

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Re: Mechanized Warfare: Inithar Thread / 5th Prelim Design Phase
« Reply #161 on: October 17, 2019, 11:01:41 am »

Super-Submarine Vessel: The Mariner

Someone in Inithar was performing an experiment with a pillar of Refocyte and a building. The Result was a large hole in the ground, and a collapsed building.

The test was to see Refocyte's structural integrity. On that count, there are no stress marks. Rather, it charged until it went off from that pressure. Before, this would be fairly useless, but we can now transfer that energy.

With this, work began on a new type of vessel that would last a long time to come abroad.


To understand the Mariner, you need to go over the various parts. First and most important, is the fact it is the first Super-submarine vessel. It's outer layers which protect the people inside are made with a Refocyte Alloy, with a nickel inner plating leading to four discharge stations. From here, that energy is transferred to spin four turbines on the outside of the submarine's sides. These turbines themselves are made up of a barrel and the rotors. The rotors spin as the Submarine is underwater, pulling water in, and then the pressure differential pushing it out the back, giving thrust. This also helps to keep the effect going, while alleviating pressure on the vessel.

Their is a third discharge station also leading out the back of the vessel for discharging any excess energy out into the water itself. In this manner, the ship can reach great depths, and operate without the need for power.

However, there are times when the ship is above water. In these times, five Coilengines are used, allowing it to move extremely quickly across the battlefield.

This is the basis of the Super-Submarine Vessel, The Mariner. Making use of the pressure of the ocean itself to power it's travel.

The profile of the ship shall be addressed next. The Turbines actually generate electrical energy when they are active. This allows for lights and systems to be run throughout the entire ship, and store a large amount of energy for when it is above water. The ballast tanks can be opened to flood, and be dried out to control the ships depth. The ship itself is mostly flat, and very long, containing 6 floors, and those floors extending about 1,092 feet. A long, smoothed rectangle, with two of the barrels at it's sides near the front, and two near the back, the front being about a third of it's length, and the back ones a sixth. It's top is rather flat, with hatches and elevators for when the ship is above water, and a short superstructure breaking up the middle of the ship, acting as a type of fin, and tower for when it is above water.

For weapons, we have the usual torpedo hatches with torpedoes. Though given it's size, their are a lot of them at the front of the ship. Likewise, this Super-submarine is capable of storing Iwa and any other planes below-decks and bringing them up though the mentioned elevators when above water, as well as being more than long enough to launch most types of aircraft. As well as anything else we choose to store, like bringing in trucks of food that way when docked. The loading ramps can be brought out to extend over the side barrels, and then to the receiving side.

For navigation, we have sonar, and the usual navigation tools of compasses, speed estimations, maps. And Radio for communicating with allied ships. Finally, we have bulkheads scattered throughout the ship itself to close if any flooding would occur from attacks, and air scrubbing. Likewise, controllable fins at the bottom of the ship to help with slipping through the water and changing direction, which are capable of folding completely flat.


Overall, it is ambitious. But it is more than capable of carrying large amounts of people and supplies by itself, and weathering any storm or fleet, being incapable of truly sinking.
« Last Edit: October 17, 2019, 11:03:18 am by TricMagic »
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Twinwolf

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Re: Mechanized Warfare: Inithar Thread / 5th Prelim Design Phase
« Reply #162 on: October 18, 2019, 08:56:54 pm »

Initharian Expeditionary Force Uniforms

Acting Major Aroha Maata (permanent rank Captain, but there’s only one Captain on an Initharian ship; soldiers would have a temporary promotion) watched her company march in lockstep to the bow of the ship. Despite the biting cold as the fleet approached Harren’s Northern shores, the men were in their dress uniforms. Well made and well put together leather, a ceremonial cape embroidered with each soldier’s Colors, and each wielded a spear (iron, rather than refocyte; they’d donated the original spearheads for bullets). Maata herself was in similar garb, but with a far more ornate headdress and a longer cape, and a refocyte sword on her belt. While the dress uniforms seemed dreadfully dated to her, she had to say there was something about them. All the soldiers had to be freezing, but they pretended they were fine. They had to, in front of the civilians who had also come to watch.

Maata didn’t like that the civvies were here. It was a reminder that this wasn’t just an expedition to get the fantastical resources of Harren. It was a reminder that if they didn’t work fast enough, Inithar would fall - many of her soldiers had already seen their homes on the mainland taken, and the home islands that were the only hope of retaking them were under siege. But it was good to have that reminder. It would drive her and her soldiers to valor and sacrifice like nothing else.

She called her men to attention, and spoke, her voice carrying over the wind. They were the best of Inithar. They were the men and women who would save their home. They could be hurt, they could be killed, but they could never be broken. They took the pride of their nation to the new world, and they would use it’s resources to drive the invaders out.

And if they didn’t, they’d have to make it into a base from which to strike back one day. But she kept that part to herself.

---

The refugees told of what had become of the island called Harren, how one half was wreathed in fire and the other was bitter cold day and night throughout the year. The army will need appropriate uniforms, to be prepared for whatever conditions they may face. Specifically, we will have two; one for the north and one for the south, due to their polar opposite environments. Both uniforms will have room for whatever equipment a soldier might need; ammo, grenades, entrenching tool, canteen, compass, and so on. All soldiers have a widely sloping, ridged helmet; style is all well and good, but we prefer improved odds of surviving a headshot to having a nice hat.

The Northern uniform, for use in the cold environment that remains of Abbera, is built to let a soldier last as long as they can in the cold. It consists of a warm wool jacket and trousers, a knee-length uniform skirt meant to break the wind, and light gloves to provide some insulation without heavily impacting dexterity, and finally heavy scarves to help keep the wind out of the face. The helmet has a woolen inner lining. The goal of the uniform is to allow a soldier to spend fairly long periods in subzero temperatures without getting too cold. This is colored white and grey for camouflage in the snow and ice.

The Southern uniform is on the opposite end of the spectrum, made of a light silk shirt and pants, as well as flame-retardant knee pads and light gloves. The soles of the boots, rather than be made of rubber which could melt after long exposure to the heat, are made of leather. The uniform includes a face mask and goggles for keeping sand and fire out of the face. It’s built to be more airy, to try and keep as cool as possible in the stifling heat of the ruins of Salvios. The soldiers in this environment are equipped with a larger canteen than normal in order to keep more water, and it’s made to try and keep that water cool. The camo in this uniform is more varied, as the environments are somewhat more varied in coloration; it’s more to break up the outline.

---

Initharian Expeditionary Navy Ship Hakau

Weapons testing, now? Why did he have to be here for it? “Calm, mister Vaea. You’ll see soon enough.”

They waited, with the engineers speaking over a radio, giving coordinates. It couldn’t be that impressive, really. After a few minutes, there was a distant boom, and a sharp whistling sound - some shells impacted the model, damaging it. “That’s nothing unusual.” He noted. Standard battleship guns.

“Those are the secondaries. The primary should be coming in-”

Suddenly, a large CRACK sounded out - a refocyte discharge. There were holes in the model - giant holes, all the way through.

“Now.”

It was a weapons test, the admiral would later learn, of his new flagship. Of the ship that would lead the Initharian Expedition to Harren.


---

The IEN Hakau is the flagship of the Initharian expedition, and one of the most massive ships produced by Inithar. It’s a bit larger than your average battleship and is built to tip the scales of any battle in which it takes part.

The Hakau is loaded for bear with just about the heaviest weaponry in the fleet. The secondary guns are largely conventional ship guns rather than refocyte weaponry, for situations where the higher shell velocity is required (and also a bit cheaper than it would be to load up entirely on refocyte). The primary cannons, on the other hand, do use Refocyte. The main guns load shells made mostly of high purity, charged refocyte. The shell is multi-stage; after it leaves the main gun, an internal timer waits until the shell is about to fall, and then triggers a second refocyte detonation to boost the shell again in the air. This leads to a very long range shot, and allows the high purity refocyte ammunition to devastate whatever it hits. Both primary and secondary armaments are built to launch shells a long distance, letting the Hakau serve as a long range combatant, although it can get into a brawl if needed. Finally, the decks are dotted with anti-aircraft gun emplacements built to keep away any enemy planes that decide to take on the big ship.

The other aspects of the Hakau are similarly impressive as the armament. The armor is thick, particularly around the ammunition storage and engines, meant to either bounce or at least mitigate the damage from the shells of smaller ships and impair the shots of larger ones. The engines are large, fairly pure coilengines and associated batteries, along with means to recharge and re-coil, giving it surprising speed for the bulk and a long operational range.

Quote from: Votebox
Flagship
The Lightning Wave:
The Voyager:
SSV Mariner:
IEN Hakau (1): Twinwolf

Uniform
Initharian Expeditionary Force Uniforms (1): Twinwolf
« Last Edit: October 20, 2019, 08:48:49 am by Twinwolf »
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Re: Mechanized Warfare: Inithar Thread / 5th Prelim Design Phase
« Reply #163 on: October 20, 2019, 05:06:19 am »

This is Doom's design he wanted me to post after he passed the fuck out:
Quote
The Island
The Island is the slowest ship in the Harren fleet. This isn't saying much, though, because the battleship tonnage ship is the heart of the fleet, and provides the coils for most of the ships. An industrial forge and Refocyte battery array is nestled in the heart of the ship. The ship also carries arms and armament for the Harren fleet - 'Iwa planes, rifles and (lead) bullets for the infantry, and the shells for the front-line coilboats.

The Island is one of the few ships in the Inithar navy with a prominent bridge superstructure, a decision made to free up space belowdecks. The front and back of the ship are not level, however. Rather, they mount large cranes capable of lifting wholesale the smaller ships in the fleet into deployable dry-docks, though they are most often used for repair and resupply operations.
Furthermore, the bow crane retreats belowdecks for the most impressive part of all - when the ship goes into combat. A lift has been designed to pull planes from the hanger up to the top deck, where a small runway has been constructed to allow planes to take off and provide air assistance and scouting. Damping cables that catch the craft ensure that they can land safely, though planes are still retrofitted with floats to ensure safe landing, and are retrieved by crane.

Here's my own take. If it... actually gets traction, I'll put in a narrative slice.:
Quote
The Floating Fellowship
This behemoth of a ship is larger than even what one would typically consider a battleship, and this is because it's less of a traditional warship and more of an ersatz combination of ship and shipyard, consisting of a much flatter and wider hull than one usually finds in battleships. This monstrosity isn't terribly fast, especially in contrast to some of the other ships in the Initharian Navy, but that's because it's supposed to largely hang in the rear during combat, though it doesn't need to leave entirely. Its many coilengines DO have superchargers, but the amount of battery power it takes to actually supercharge the Floating Fellowship's movement means that it's only going to reasonably be able to do once a battle, for moderate effect.

The ship has 8 gunmounts and several AA flak guns, but all of these gun mounts contained (twinned) what other Old World nations might consider secondary guns for a battleship, rapid-fire (making use of a battery, as does all refocyte rapid-fire weaponry, to recharge the relevant mechanisms of the gun) and intermediate caliber, meaning that the Floating Fellowship has a secondary armament largely comparable or perhaps even larger than that of other battleships of the time, but no primary, large cannon turrets. What at least helps to make up for that, though, is that while four of these secondary guns are conventional (allowing a reliable set of guns at range), four of them are actually refocyte guns, firing shells of purified refocyte, which lets them punch significantly above their weight class. The armor is relatively thick, if not ridiculously out there, and as previously mentioned by necessity the Floating Fellowship has very many engines.

The main function of the Floating Fellowship is as a mobile shipyard, and to this effect, the almost island-like ship has two wide berths in it that are meant to allow ships to dock so that the many, many members of the Refocyte-Smiths' Fellowship and Shipworker's Fellowship aboard (something that would have impossible in the caste days) to rapidly perform repairs, with cranes that can even be wheeled out to help lift heavier objects. During battle, it can act as a rapid repair station as smiths swarm docked ships (or take small boats out to take up temporary residence on ships only briefly stopping or only nearby), and between battles it can repair even some ships that are nearly crippled into working shape. It also has stockpiles of coils and batteries, to "recharge" nearby ships.
While writing the Floating Fellowship, I realized that it as an iteration of the support ship is kind of fucking stupid lmao, though I'm still willing to vote for it if people flock to it.

However, for this reason I've also created a much saner, if hopefully still unique combat ship -- I took a lot of armament inspiration from the USS Connecticut here so this secondary gun count isn't quite as ridiculous as it might sound, considering the Connecticut is from 1906, though as this is a national effort and all the gun count IS boosted significantly:
Quote
INFS Kona

The Initharian Naval Fellowship Ship Kona is a very particular battleship. Long but slim, with armor that is actually essentially only average for a battleship even though the Kona is significantly larger than the average battleship of the era, the Kona relies on its narrow prow and several very large supercharger engines to go very, very fast, especially when super-charged. It's even able to keep up with the fastest, nimblest ships in Inithar's navy, even if it perhaps isn't quite as agile as they are thanks to the narrow, sea-slicing nature of the ship's shape.

The armament of the ship is relatively bizarre -- it's very light on its "main" armament, with only a pair of conventional 30-centimeter guns to that armament twinned in a single 360-degree turret raised in the center of the ship (which provide a way to reliably, if not heavily, engage other battleships and flagships from long-range and when running low on its other ammunition), but this is because its secondary armament is bafflingly large: while other, normal battleships of the Old World might have, say, twenty secondary guns, the Kona has no fewer than 32, twinned into sixteen turrets dotted around the ship. Each of these secondary guns are rapid-fire, refocyte-based 18-centimeter guns, a rather large caliber for an intermediate-caliber gun but nonetheless still firmly within the category of intermediate-caliber. The ship also has several anti-aircraft flak guns, which are conventional.

Aside from allowing the Kona to put down small ships and aircraft at a frankly terrifying rate, this arsenal of rapid-fire secondary guns (if perhaps relatively range limited) takes advantage of the Initharian technology base: Though these guns usually just fire lead or low-purity refocyte shells, there are cases of extremely purified refocyte shells aboard the ship, pulled out and loaded into the rapid-fire guns when the Kona is about to engage a capital ship. Once loaded, they play out Inithar's oldest military marvel, once again, with the extremely purified shells becoming significant threats to even enemy flagships, creating an intensely terrifying barrage of force when the many guns of the Kona are all firing this way. This does mean that the Kona's anti-flagship potential is expended in bursts, as it dives in rapidly with its supercharger and exhausts limited supplies of purified shells, but the threat it represents when it is expending these resources is a very powerful one.

On the prow, albeit as a secondary priority to the ship itself, is an angled, thick refocyte panel -- normally kept uncharged, this prow is charged with a large battery near the front of the ship before potential contact with icebergs when in the icy waters of what was once "Abbera", with the panel's angle meant to contact icebergs and blast them apart with refocyte energy precisely delivered through that angled front of the panel. The Kona has a rubber tarp that can be fastened on to cover this panel so the prow isn't randomly firing off in non-icy waters.

Quote from: Votebox
Flagship
The Lightning Wave:
The Voyager:
SSV Mariner:
IEN Hakau (1): Twinwolf
The Floating Fellowship:
INFS Kona (1): Powder Miner

Uniform
Initharian Expeditionary Force Uniforms (2): Twinwolf, Powder Miner
« Last Edit: October 20, 2019, 08:32:46 pm by Powder Miner »
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TricMagic

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Re: Mechanized Warfare: Inithar Thread / 5th Prelim Design Phase
« Reply #164 on: October 20, 2019, 08:23:28 am »

Quote from: Votebox
Flagship
The Lightning Wave:
The Voyager:
SSV Mariner: (1) TricMagic
IEN Hakau (1): Twinwolf
The Floating Fellowship: (1) TricMagic
INFS Kona (1): Powder Miner

Uniform
Initharian Expeditionary Force Uniforms (3): Twinwolf, Powder Miner, TricMagic

I'l just leave my vote here.

The Floating Fellowship is a design that will be automatically updated as time goes on. And perhaps you can edit it to also serve as an aircraft carrier as well, if it's so big in size. Being able to land, service, and launch many planes would be a nice advantage for it. Or that can simply be a revision...

I still kinda want the Mariner, but this Floating Fellowship is a nice option too.
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