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Author Topic: Desolation: Arms Race Against Extinction - Phoziris R&D 0.75 Design Phase  (Read 7067 times)

Blood_Librarian

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Re: Desolation: Arms Race Against Extinction - Phoziris R&D -0.75 Design Phase
« Reply #30 on: December 21, 2019, 12:54:45 am »


Thunderer Refinement
The Thunderer is good, however, it did come up from a smaller form, so some tweaks can be made. Most of our time is in refining the EIA shaping. The rest is just creating a hardcover that can block the magnetic field generated. This focuses all of the EM force forward, improving accuracy and reducing energy use to the point each battery can fire 18 times before needing to be replaced, as well as solving it taking out any non-hardened user equipment.



Thunderer Refinement
Difficulty: Normal
Result: [1+4]  → 5 Average
The V2 Thunderer is a lean, mean killing machine. A hardcover of several diamagnetic materials along with a modification of the Electromagnetic fields have fully “Chained” the projection of electromagnetic energy to the projectile. This chained EM projection detonated upon deformation of the slug, causing a detonation and EMP, which can take down electronics, most of the time. Compared to the original system, it is more effective, but it is a far cry from a military-grade EMP weapon of old. The reduction of inefficiencies in the design has resulted in far more munitions being able to sent down-range. This weapon is combat effective for exactly three speed-loads of physical projectiles before its battery is drained, without a noticeable decrease in penetrative power.

Spoiler: Phoziris Designs (click to show/hide)


Event: Machines of the Ancients


In the depths of the Arcology, there are only two constants.
  • Everyone is surrounded by the detritus of a building that had once encompassed an entire land, and walls, ceilings and trappings of a crumbled civilization are always present.
  • Everyone avoids Battle-Frames.

They are silent, varied in purpose and always merciless.

Sometimes, they take on the form of a massive, byzantine war-machine, with counter-measure after countermeasure on top of a mountain of guns and armor, which walks the land and burns anything that dares to stir.

Other times, they are the knives that gleam in the darkness.

Regardless, Their presence often signals the beginning and end of combat.

Your respective hierarchies have politely, firmly requested that the development of equipment that subvert this, and too keep combat going regardless of the presence of these horrific machines.



You are given one [1] additional design to create something to battle the Battle-Frames influence on the battle-field.  There are quite a few types of BattleFrames, from gigantic killing machines, flying drones of both RECON and lethal varieties, “Infantry” units, automated turrets, as well as other more obscure systems.

Hacking of any form will not work. Disabling a Battle-Frame usually results in reinforcements being called. In a few cases, there has been the deployment of either over-the-horizon munitions or orbital weapons being deployed. They usually patrol the same routes, although they sometimes dynamically route around obstacles or call in for engineering support if it requires it. The Metro Authority has its own brand of battle-frames which it uses to keep its slice of pie in the city running.

Sometimes, they sing a curious little melody on tinny speakers, with words entirely of the old language.

The winner, the best design for avoiding these machines will get a design credit for [Exosuits & Robots]. Both designs will be deployed to military and "civilian" personnel, and as such will be revealed to the respective enemy through observation with reconnaissance forces, unless such a design is made for purely military operations, then it will have a disadvantage in completing the requisites required to get the research credit. Winners will be decided by the beginning of the next Design Phase, The Design that is with the most votes will be entered.




It is now the Design of Cycle -.75. Next phase will be Revision.


« Last Edit: December 21, 2019, 01:00:56 am by Blood_Librarian »
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m1895

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Survivalist Uniform Mk. II
Modifying our uniform seems to be the easiest way to keep our soldiers and civvies out of harm's way  alike.
Using modified comm beads and AR goggles, we've setup a system to track the standard routes of battle-frames, with a basic interface to mark "rogue" enemies as threat level 1-5 Battle-frame, Elorius, or bandit. Secondly, we've added camouflage to the uniform, as well as basic anti-thermal fibers and small pieces of EIA to disrupt their bioelectric profile at longer distances, giving our troops a decent chance of spotting battle-frames before the battle-frames spot them

Mag-Grapple
The Mag-Grapple was made to address our lacking ability to circumvent blockages by utilizing the 3-d nature of the arcology to our advantage.
Consisting of a metal gauntlet and spike, it operates by using a magnetic field to propel the spike into an object, similar to the Thunderer. Unlike the Thunderer, the Mag-Grapple uses a chained magnetic field, allowing it to pull back on the spike, usually pulling the operator towards the the object, allowing them to grapple around. With a MAB, it has a battery life of 12 minutes continuous use.
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TricMagic

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3D Maneuver Gear

The 3D Maneuver Gear. It's made up of a combination of titanium-EIA alloy and carbonweave fibers, attached to vibration blades. These are powered by a small pack with MAB, and by sending a current down the cable, the vibration blades will slip out or into objects with quite some ease. Used properly, this allows movement in Three Dimensions. The blades themselves are also titanium, with diamond tooling and a serrated edge that sticks into a target. They also double as a weapon that when activated, can go through stone, iron, and steel to a degree.

The main movement is launching one of the four blades with your hand, with the cable extending. The vibrating blade sticks into the target, and then the cables can be retracted. Sending another current down the blade and retracting it further brings the blade out of the target. Control of these four weapons are down with the harness, with certain movements triggering different blades and cables.

3D Maneuver Gear is complex, but with buildings all around it makes for a devastating movement option able to outpace and lead Battleframes into enemy lines, or escape them. Though do to the training involved, those who can use them is also limited. It's also an option to lead Battleframes away entirely before retreating beyond their ability to follow. Needless to say, it also comes with titanium light plate armor with carbonweave vests and pants, though helmets are not included since it is necessary to be able to see around you.



Spoiler: old (click to show/hide)

Skyship Aéria

The Skyship is pretty old. Rather, it is more taking old knowledge that we used to have, and rediscovering old methods. In this case, it is the carbon-weave of the envelope which is filled with helium. This type of balloon is made up of the carbon-weave envelope being stretched over a frame of titanium. This effectively makes it mostly immune to bullets, since any holes won't rip a long hole in the fabric, and can be repaired.

Other than that, lightweight materials make up the ship part of the skyship. The hull is thin, and supports built as walls in the central area. Enough that it won't collapse under it's own weight at least. The balloon is attached to the ship directly to the frame, and a turbofan placed in the back for propulsion. The sides of the bow have 4 Thunderer cannons attached to the ships energy grid, which can be fed for defense or flanking maneuvers to disable enemy electronics. Other than that, cameras, along with radar and radio.

The turbofan takes in air through inlets along the backsides of the ship, before using it to provide plenty of thrust forward, and the balloon has a cap on the front to cut the wind. The overall size is 70 feet long and 26 wide, with the middle of the ships side being capable of sliding open to a cargo bay and allowing entry through a long ladder, or an extended bridge. These areas are a bit more armored due to this, since the sliding sides click into place, or can be opened by hand through handles on the inside.

Overall, it's a fairly good approximation as to the Skyships of old. In addition, we've made parachutes to allow deployment overland as well, though in most cases we will simply be deploying through the sea route since it is safer. All of our electronics are also hardened, since losing them would be a bit bad, though diamagnetic materials were already used so the Thunderer Cannons won't blow up in our faces.




Quote from: Votebox To the Sky
Event Design
Survivalist Uniform Mk. II: ()
3D Maneuver Gear: (1) TricMagic


Regular Design
Mag-Grapple: ()
Skyship Aéria: (1) TricMagic

« Last Edit: December 27, 2019, 12:57:32 pm by TricMagic »
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m1895

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AR Goggles map network
We've been able to salvage enough communicators with Joorai Maps software largely intact to begin work on our AR Goggles project.
Pre-Fall AR goggles were naturally designed to connect with communicators, displaying a 3-d map vital when navigating The Arcology even then, so hardwiring the ones we've scavenged into what communicators we've scavenged isn't too much of a challenge. Unfortunately, The Arcology has changed a lot since Joorai Maps was still being updated, so we've had to set aside some of our 3D Maneuver gear users and some other poor schlubs into a "Survey Corps" to update the maps using what editing privileges we've been able to nab. Aside from that, we've added very basic encryption
Quote from: Votebox To the Sky
Event Design
Survivalist Uniform Mk. II: ()
3D Maneuver Gear: (2) TricMagic, m1895


Regular Design
Mag-Grapple: ()
Skyship Aéria: (1) TricMagic
AR Goggles Map Network: (1) m1895
« Last Edit: December 29, 2019, 10:20:44 pm by m1895 »
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TricMagic

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Quote from: Votebox To the Sky
Event Design
Survivalist Uniform Mk. II: ()
3D Maneuver Gear: (2) TricMagic, m1895


Regular Design
Mag-Grapple: ()
Skyship Aéria: ()
AR Goggles Map Network: (2) m1895, TricMagic
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Blood_Librarian

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AR Goggles map network

We've been able to salvage enough communicators with Joorai Maps software largely intact to begin work on our AR Goggles project.
Pre-Fall AR goggles were naturally designed to connect with communicators, displaying a 3-d map vital when navigating The Arcology even then, so hardwiring the ones we've scavenged into what communicators we've scavenged isn't too much of a challenge. Unfortunately, The Arcology has changed a lot since Joorai Maps was still being updated, so we've had to set aside some of our 3D Maneuver gear users and some other poor schlubs into a "Survey Corps" to update the maps using what editing privileges we've been able to nab. Aside from that, we've added very basic encryption



AR Goggles Map Network
Difficulty: Easy
Result: [2+1] + 1  → 4 Below Average

As it turns out,  the civilian grade AR systems we have access too are not sufficient for our dream of a military grade Augmentative system.  They are not the heavy, durable goggles we wanted, but light and soft “glasses” that require external power from battery packs for endurance, and are excessively power-hungry for such small devices. They require a delicate touch, and must be either handled carefully or frequently replaced due to their fragile nature. The Goggles have had their transceivers disabled, as broadcasting our positions to anyone with a functional antenna and the Battle-Frames (who sometimes locate and destroy radio sources) is an incredibly bad idea. it is a hard sell for our forces to utilize the system, but there are edge cases where it is incredibly helpful.

There is no one standard AR goggle system either, and quality varies severely.

In short, we’ve created a system where civilian hardware is repurposed and integrated into a one-way transmission system, and information can sometimes be distributed to forces in the field. Maps and reconnaissance systems, especially in the tram-line networks below the city are being functionally recreated from pre-collapse databases and our own intrepid exploration.

Casualties against Battle-Frame Operations have already plunged by a significant margin as forces are able to react based on intel given from Central Command as they react to battle field events.

[Cheap, 1 Minerals, 2 Energy]


Spoiler: Phoziris Designs (click to show/hide)

It is now the Revision of Cycle -.75. Next phase will be Design. Remember to finalize your vote for the Event.


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TricMagic

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Quality Joogle AR Revamp

Due to a few miscommunications among messengers, it seems that the Map Network wasn't completed.

Simple enough fix though. First is Polycarbonate, which has numerous advantages over cheaper glass alternatives. Using this for the lenses and proper carbon-plastics with rubberized outer casing will make it fairly light. The new AR Glasses also come with a basic battery pack capable of 12 hours of operation.

The second is a bt obvious. We've managed to get Joogle Servers up and running again, and re-purposed them. Now we can send our "Survey Corps" to remap all the areas, which will help a lot with movement spotting and movement ourselves. The use of the 3D Manuvuer Gear is sure to be helpful for mapping everything and stitching it into a single whole on the servers.
« Last Edit: December 30, 2019, 05:06:53 pm by TricMagic »
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m1895

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Quote from: votebox
Quality Joogle AR Revamp (1): m1895
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TricMagic

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Quote from: votebox
Event Design
3D Maneuver Gear: (2) TricMagic, m1895

Revision
Quality Joogle AR Revamp (2): m1895, TricMagic
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Blood_Librarian

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Quality Joogle AR Revamp

Due to a few miscommunications among messengers, it seems that the Map Network wasn't completed.

Simple enough fix though. First is Polycarbonate, which has numerous advantages over cheaper glass alternatives. Using this for the lenses and proper carbon-plastics with rubberized outer casing will make it fairly light. The new AR Glasses also come with a basic battery pack capable of 12 hours of operation.

The second is a bt obvious. We've managed to get Joogle Servers up and running again, and re-purposed them. Now we can send our "Survey Corps" to remap all the areas, which will help a lot with movement spotting and movement ourselves. The use of the 3D Maneuver Gear is sure to be helpful for mapping everything and stitching it into a single whole on the servers.


Quality Joogle AR Revamp
Difficulty: Normal
Result: [2+1]  → 3 Buggy mess

We’ve had a nightmare of a time recovering the data from the Directorates old mapping servers and ultimately ended up unearthing some sort of arcane technohazardous virus that rotted hardware from the inside out. The good news is, that the old files we had found were recovered, and they are horrendously out of date. The bad news is that our previously recovered data was almost completely wiped out. We are going to have to rebuild the network again, including the data we had carefully harvested for mapping.
As for the...goggles themselves, we have upgeared our efforts into producing the goggles entirely from the cloth. We’ve succeeded in creating a fully functional polycarbonate lensed systems that can endure the soldier's abuse for most of the time with functionally equivalent power supplies from previously provided Universal Power Supplies..
Logistics have been extremely complicated in finding a dozen different components that make these things work however. And these new systems are not easy to make.
They have become complex.
Do note that the salvaged variants are still being produced, it's just our new variant is not very easily distributed to the masses. Where they are deployed,  information capacity is completely superior to our enemy forces, when the ghost of the virus is not haunting us. Expect the enemy to have a temporary advantage in out-of-the-way places that are not completely vertical in nature, such as the metro, as they have not lost the decades of explorative data that is prepared before a conflict.

.

[Very Expensive, 2 Minerals, 2 Energy, Complex]
Event Design

3D Maneuver Gear

The 3D Maneuver Gear. It's made up of a combination of titanium-EIA alloy and carbonweave fibers, attached to vibration blades. These are powered by a small pack with MAB, and by sending a current down the cable, the vibration blades will slip out or into objects with quite some ease. Used properly, this allows movement in Three Dimensions. The blades themselves are also titanium, with diamond tooling and a serrated edge that sticks into a target. They also double as a weapon that when activated, can go through stone, iron, and steel to a degree.

The main movement is launching one of the four blades with your hand, with the cable extending. The vibrating blade sticks into the target, and then the cables can be retracted. Sending another current down the blade and retracting it further brings the blade out of the target. Control of these four weapons are down with the harness, with certain movements triggering different blades and cables.

3D Maneuver Gear is complex, but with buildings all around it makes for a devastating movement option able to outpace and lead Battleframes into enemy lines, or escape them. Though do to the training involved, those who can use them is also limited. It's also an option to lead Battleframes away entirely before retreating beyond their ability to follow. Needless to say, it also comes with titanium light plate armor with carbonweave vests and pants, though helmets are not included since it is necessary to be able to see around you.
3D Maneuver Gear
Difficulty: Normal
Result: [1+3  → 4 Above average

A very light maneuvering package, the 3D Maneuver gear works as advertised, with equipped soldiers who are trained in the package able to quickly maneuver around urban environments by allowing a user to almost instantly place climbing hook into any solid surface and retract themselves to it, our forces are able to maneuver incredibly fast and do stunts that most personnel would find impossible. Combined with our burgeoning network, this means that our forces have an immense superiority in outmaneuvering all ground forces barring few exceptions. While the systems are not very complicated in the end, the industrial processes that make them are energy-intensive to produce, and some of the materials are hard to source, making it Expensive. Special training means that only special forces are able to equip these systems., but the possibility of lesser troops equipping these systems is still possible:Light incursions into Black Zones are possible, as most threats are on the ground.
[Very Expensive, 3 Minerals, 3 Energy, Complex]

Spoiler: Phoziris Designs (click to show/hide)

It is now the Design of Cycle -0.5 Next phase will be Revision. Final results for the Event will be posted on the Core Thread.


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m1895

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AR Goggles attempt 3
Our repeated failures at making the AR goggles work have become quite... aggravating, but if we can get these to work, then we'll be much better off than before we got into this whole mess.
Firstly, we've begun mass-production of our own model of AR goggles, with full-scale scavenging programs to salvage the necessary components (or the machinery needed to produce them, if possible.) to make the damn things.
Next, we've catalogued several "natural" radio phenomena that BFs will ignore rather than investigate. Copies of these phenomena encrypted with information packets can now be used by AR goggles to communicate. The first use of this is of course realtime mapping and inter/intra-platoon comms, but we've also included the ability for squad leaders to mark targets for their individual squad.
Quote from: votebox
AR goggles attempt 3 (1): m1895
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TricMagic

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AR Goggles attempt 3
Our repeated failures at making the AR goggles work have become quite... aggravating, but if we can get these to work, then we'll be much better off than before we got into this whole mess.
Firstly, we've begun mass-production of our own model of AR goggles, with full-scale scavenging programs to salvage the necessary components (or the machinery needed to produce them, if possible.) to make the damn things.
Next, we've catalogued several "natural" radio phenomena that BFs will ignore rather than investigate. Copies of these phenomena encrypted with information packets can now be used by AR goggles to communicate. The first use of this is of course realtime mapping and inter/intra-platoon comms, but we've also included the ability for squad leaders to mark targets for their individual squad.
Quote from: votebox
AR goggles attempt 3 (2): m1895

Mostly thanks to the Survey Corps Such low rolls. But the 3D MG is ready at least. And hopefully as advertised, though it's cost is a bit much. It works though.



Spoiler: Not possible (click to show/hide)

Revision: Lightning Striker Sniper Rifle

The Lightning Striker takes from our Thunderer experience. It has a long barrel, and is reloaded through a simple open, slot, and close system. And it is fully proofed so that all the concentrated energy goes down that barrel.

As for power, it uses 1 standard MAB. The entire thing. EIA is used in the gun with multiple contact points, so the weapon is rather heavy and unwieldy. This means it's best condition is when the unfoldable tripod on it's underside is used as a sniper rifle it was designed as. A single MAB can fire up to six shots before needing to be switched out, however in most cases where a Lightning Striker would be deployed, 6 shots are all that can reliably be fired before the sniper needs to move(with 1 or two being more common, and further shots beyond 3 having less power), so it's not really an issue. To help with this, the Lightning Striker comes with it's own holder so it can be left on the back when moving. It's meant to be used by 3D Maneuver Gear users, primarily, as they can easily scale buildings.

As for the shot itself, a pure tungsten carbide bullet. With low electrical resistivity and extreme hardness along with decent weight, it makes for a terrifying bullet. And when propelled by the Lightning Striker's immense magnetic warp field, the resulting shot can go straight through a sheet of titanium, as well as straight through walls with little to no speed/force reduction, and more normal armoring. This is mostly due to the combination of the Lightning Striker's force, which is akin to the strength of a railgun by now, and the chosen ammo type. As Lightning Strikers are expected to be used with information advantage, a well placed shot can absolutely cripple enemy vehicles. What makes this even worse for them is the fact that the chained EMP follows through the hole, and is powerful enough to wreck the electronics.(Though it's focus means that it will only affect near where the bullet flies.)

Overall, as a weapon, it is expected to serve the role of sniper, taking information and using it to place shots from above or at places enemy vehicles and armor are, before moving with the help of 3D before a follow-up can occur. Though there will most certainly be times where it's penetrative power will prove useful in more dragged out fights involving cover, big targets, or long lanes. Just remember that trying to fire this monster while not prone is likely to miss entirely due to it's unwieldiness and weight. And bring a few spare MAB packs with you if you are planning to stick around for a longer fight than 6 sniper shots.
« Last Edit: January 14, 2020, 11:48:41 am by TricMagic »
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m1895

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Re: Desolation: Arms Race Against Extinction - Phoziris R&D -0.50 Design phase
« Reply #42 on: January 15, 2020, 11:37:40 am »

Lightninger AT "Rifle"
Our lack of an anti-vehicle weapon has been noticed by the design team, and not wanting to by caught completely flatfooted we hastily began work on the "lightninger".
The Lighninger is heavily based upon the the Thunderer. In fact its action is almost entirely the same, just upscaled for the 25mm round and single shot. Aside from the size difference, The most notable differences are A: that the Lightninger is mounted atop the shoulder, similar to "rocket propelled grenade launchers" used long ago by our people, and B: it can be connected to the AR goggles, projecting a targeting reticle through them. As for the more internal bits, we've further refined the EIA barrel design to "shape" the mag-bubble, causing it to both slightly increase projectile velocity and act as a "shaped charge" of sorts, directing most of the EM blast forward.


New version
Lightninger AT Rifle
The Lightninger is our first attempt at revising a weapon to defeat enemy armor.
Greatly resembling it's predecessor, the Lightninger is 15cm longer,  has a bipod and replaces the revolving cylinder with a single 15mm tube. Now, the increased caliber may give some people the impression that it would have equally increased recoil, but thanks to further refinement of our mag-bubble focusing it only has a relatively mild increase in recoil, though firing with the bipod is recommended. Notably, it has a relatively basic reflex sight made from an AR goggle lense. It's miniMAB gives it a 12 hour battery life. Another important thing to note is that, while the bullets are noticeably larger than Thunderer's, it has proportionally fewer bullets, meaning it doesn't increase ore cost that way.
« Last Edit: January 17, 2020, 09:48:05 am by m1895 »
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TricMagic

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Re: Desolation: Arms Race Against Extinction - Phoziris R&D -0.50 Design phase
« Reply #43 on: January 15, 2020, 07:40:00 pm »




EM Warp Mine

The Warp Mine, as it is called, is made up of a single MAB cell, with an EIA plate connected to the top. It is also proofed on the bottom to help direct the EM Waves upward from it's top, rather than travel downward and lose power.

On the bottom,between the MAB and proof layer is, lies all the electronics it might need. Mostly, it includes a sensor that reads for the wavelengths active electronics give off, as well as their distance. Once one gets close enough, it goes off. It also includes a remote detonator that can be sent a signal from a pair of AR Goggles to go off instead.
Last is a sort of linked trigger. Mines that have had their Linked trigger set up will go off upon the wavelength sensor sensing an EM Warp, which is extremely chaotic and easy to read due to the massive waves it makes. Needless to say, these will likely have their detonation trigger for electronics turned off to create a minefield capable of taking out larger zones. As a side note, they can have their trigger when sensing electronics turned off, as well as be turned off and on through AR Goggles. Somewhat obviously, these are also used to activate them safely after being planted.


EM Warp Mines can be buried, or left underneath rubble. There is also Duct-tape that can be used to attach them to walls and ceilings, should that ever be needed. On trigger, the MAB discharges to the EIA in an instant, all of it, creating a massive EM Warp in the area around and from the top of the mine which can fry lightly proofed electronics. As well as anything that uses circuits. Used well, they will be extremely useful for taking out both transports and radios. And if we ever manage to plant enough in some enemy camp, they will likely cripple them until they can get replacements for the electronics we fried.




As an aside, placing a EM Warp Mine directly against something with the top allows it to bypass heavy protection and fry those electronics.(As well as likely conducting to a degree, perhaps to the point something melts) Also, EM warps can and will go through buildings, so...

It should also go without saying that multiple going off in a small area is dangerous for humans too. Or simply being near one when it goes off, as seen in the article.  https://en.m.wikipedia.org/wiki/Pulsed_energy_projectile
 Make sure the coding is up to standard so they don't actually turn on easily. A simple triple activation prompt for priming them.



Going over the actual knowledge basis behind the mine.

We know that when not proofed, the MAB discharging into EIA causes a pop, and generates plenty of apparent force. And it fries the electronics within a foot of the gun. This is with a MAB set up to act as an energy source, and is smaller than a full cell.(I think. At the least, it holds less than the full cell, and a lot of it was focused on firing a bullet in the first place)

Passive Sensors are in fact a thing. (This comes from the hopeful work on the AR Goggles)  They won't be detected by battleframes, making them useful. With the proper coding, they can receive specific signals to trigger. Once again, this is mostly reliant on the AR Goggles working out, since they will be working with them.

Last, the proof on the bottom is meant to direct all that energy up rather than down. It won't fully negate it, but it will prevent it from traveling downward. This proof protects nothing, and is simply the casing, like a cannon barrel directing the force of an explosion to propel the projectile.

Only complicated bits here are the passive sensor(s). And the coding needed for it's job. The Mine can be recycled, as the MAB and EIA are intact, even if the rest of the finicky bits need replacement.


An example of the Mine structure would be...

A casing that can snap together firmly into four walls and a bottom, and the electronics secured snugly into place. Say a circuit board with the bottom of the case having places to snap it in. The rest of that space is empty. And then you snap a top on as well, with all the connectors attached properly to be ready to send the signal to the MAB.
 After that, place the MAB Cell on top, as well as the EIA discharge plate. Perhaps wrap the entire thing in some Ductape like a present. And you're done. Once it's been used, just snap the bottom and the four sides off, then replace the electronics with a new one, as well as charge the MAB Cell. And then it can be used again.

Prettily Simple. Only complicated bits are literally the electronics used. Looks like a flat square box. Can also be painted to look like a rock if you like.(Sarcasm) With a design, you could probably make it more advanced. But they are disposable mines, that just so happen to be recyclable due to the main component not being damaged. Their damage comes from basic physics. EM Warps WILL fry electronics. Being in the middle of a massively powerful EM Warp will cause extreme pain.(apparently. May also cause nerve damage.) And EM Waves can go through solid objects like walls. So for ambushes, they are dangerous, and when deployed normally they will destroy the enemy electronics, including radios.

This has been me writing down some thoughts, signing off.
« Last Edit: January 17, 2020, 12:38:41 pm by TricMagic »
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Blood_Librarian

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AR Goggles attempt 3
Our repeated failures at making the AR goggles work have become quite... aggravating, but if we can get these to work, then we'll be much better off than before we got into this whole mess.
Firstly, we've begun mass-production of our own model of AR goggles, with full-scale scavenging programs to salvage the necessary components (or the machinery needed to produce them, if possible.) to make the damn things.
Next, we've catalogued several "natural" radio phenomena that BFs will ignore rather than investigate. Copies of these phenomena encrypted with information packets can now be used by AR goggles to communicate. The first use of this is, of course, realtime mapping and inter/intra-platoon comms, but we've also included the ability for squad leaders to mark targets for their individual squad.



AR Goggles attempt 3
Difficulty: Easy
Result: [2+3] + 1 → 6 Above Average

Perhaps the final iteration of a long series of failures and setbacks, the Augmented Reality Mark-3 Goggles is finally what we had pursued for the past cycle of development: The notoriously fickle and makeshift pre-collapse laser grids have been fully recreated and being produced en masse.  Streamlining of support equipment into one rather large microprocessing kit instead of several circuit boards stacked upon one another means that part acquisition is less of an issue, though we are running into a few shortfalls in resource acquisition to give to every soldier on the field. The possibility of full VR goggles that seamlessly record the environment and beam it into our eyes via laser grid is still out of our reach, however. VR Goggles would be the next viable step, as AR goggles reduce a soldier's peripheral vision by a marginal amount.

While there are “natural” radio phenomena in the form of dying spurt emissions as the power grid briefly powers on wireless devices,  ordering soldiers to set up repeater stations with junk code emissions allows us to created “ignored” bands of emissions that allow our soldiers to make brief communications with high command, but the Battle-Frames present are still homing in on any emission they find suspicious, so personnel are advised to be brief.

Onboard data-processing allows for a radar and sound-based mapping software to create three dimensional, functional maps of the world around us, and are accurate to the inch, but they do require a couple of seconds, about thirty or so, to adjust to new changes in the environment: they are not good enough for targeting acquisition, nor will they likely be without a much, much larger processing substrate. Manual target setting by squad leaders in the form of signal markers is still possible by the use of an integrated data signal that uses advanced trigonometry to figure out the location of where the squad leader intends to have marked.

All in all, a functional piece of technology whose common roll out is restricted by the lack of a greater industrial base.
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[Expensive, 2 Minerals, 2 Energy]


Spoiler: Phoziris Designs (click to show/hide)

It is now the Revision of Cycle -0.5 Next phase will be Design.
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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
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