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Author Topic: Desolation: Arms Race Against Extinction - Phoziris R&D 0.75 Design Phase  (Read 7054 times)

m1895

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Quote from: Votebox
CY Alloy AM Bullet: ()
Thunderer Refinement 2: Electric Boogaloo: (2) TricMagic, m1895
Magnetic Carbon Alloy Battery: ()

Quote from: Lore Vote
Cycle 0.24- PS Census.
Yes: (3) TricMagic, H4zardZ1, m1895
No: ()

Phoziri Army rank structure
Yes: ()
No: (1) TricMagic

Phoziris Home Legion Explanation
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no: ()
« Last Edit: May 10, 2020, 10:56:26 pm by m1895 »
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TricMagic

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Quote from: Votebox
CY Alloy AM Bullet: ()
Thunderer Refinement 2: Electric Boogaloo: (2) TricMagic, m1895
Magnetic Carbon Alloy Battery: ()

Quote from: Lore Vote
Cycle 0.24- PS Census.
Yes: (3) TricMagic, H4zardZ1, m1895
No: ()

Phoziri Army rank structure
Yes: ()
No: (1) TricMagic

Phoziris Home Legion Explanation
Yes: (2) m1895, TricMagic
no: ()
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H4zardZ1

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Quote from: Votebox
CY Alloy AM Bullet: ()
Thunderer Refinement 2: Electric Boogaloo: (3) TricMagic, m1895, H4zardZ1
Magnetic Carbon Alloy Battery: ()
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Blood_Librarian

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Thunderer Refinement 2: Electric Boogaloo
The Thunderer has had a... troubled development cycle, we've put a lot of work into. Now we may finallyhave got it into the hands of the common soldier.
The first of this latest round of improvements is the replacement of the large metal capacitive system with a significantly smaller carbon-based supercapacitor. This significantly decreases mineral costs. Along with that, we've streamlined the entire production process, lowering overall mineral cost.



Difficulty: Easy
Result: [3 + 2] + 1 →   Above Average

Down scaling resource intensive operations with the expectation that components utilizing high-quality carbon sources has not spectacularly back fired. With the incredibly exhaustive process of finding enough rare earths for the various supercapacitors required for our machine to work finished, we can now produce the Thunderer in large enough numbers to  outfit every soldier with one. While the EMP effect inherent with the novel method of E-MAG propulsion is very hard to upscale with our requirement of outfitting out forces with it, the blast of microwave emissions that causes the EMP effect has been made slightly more efficient in conductance.

In layman's terms, Production of the Thunderer has been upscaled to an industrial scale, and as a result it’s pulse effect is more effective.

A large part of this improvement was due to the maturity of our electronics and computers. Carbon based ultra-fast switches & other electronic equipment has allowed our industrial equipment to finish these tasks in record time. We firmly believe that although in terms of raw industrial output, we cannot compete with the Elorius, if we leverage the advantages of our super materials we can gain an advantage in the battlefield.

[Cheap, 3 Minerals, 2 Energy 1 Carbon]

Spoiler: Phoziris Designs (click to show/hide)


It is now the Combat Phase of Cycle 0.25 Next phase will be Design.



I am going to belay the contest until such time I feel like more enough turns have passed since the last contest, as it feels a bit premature for when I did it.
Also: in retrospect I realized that the CRC Armor was far to expensive, so I replaced its carbon cost with 2 Carbon and slapped a "complex" on it. Still very expensive, but far more approachable. I also fixed the designs tab so its consistent.
« Last Edit: June 17, 2020, 10:16:21 pm by Blood_Librarian »
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Blood_Librarian

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High Command is pleased with the turn around in the Metro, although analysts predict that the lack of diversity in our equipment compared to the Elorius will cause us issues in the immediate future.

Spoiler: Phoziris Designs (click to show/hide)


It is now the Design Phase of Cycle 0.50 Next phase will be Revision.
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TricMagic

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Infrastructure- Full Dive: Virtual Reality 3D Maneuver Gear Training Simulations

A step using ultra-fast carbon switches and other computer components, special data-links using Photonic-crystal fibers, and neurotransmitters/receivers based around a Neuralink to the spine with those PCF to create the first true VR. The stated goal is the creation of a standard pod that one can use to train in various situations to gain experience at home, to do better on the battlefield.

As for programming, the AR Goggles and a special programming code meant for virtual reality allows the create of very realistic environs. The primary purpose of these pods other than training is well, training. Specifically in the use of the 3D Maneuver Gear. In VR, one can't truly die, and the pain setting is lowered, allowing one to train in the use of the 3D Maneuver Gear without worrying about cost or practicality. This means that a fighting style can be developed using the vibration of the blades to pierce armor and slice through limbs and wires, along with practice moving around, all safely with only energy cost to worry about. And since they are set up at home and not meant to move, we should have enough, and not have to worry about space.

Of course, most of our VR Focus is on this particular training program, so as of right now, there are no other training programs one can choose. Of course, this will make the 3D Maneuver Gear accessible to anyone in theory, and push the boundaries of our technology.



A design leading from AR to VR. And using that VR to remove that pesky Complex Tag, making the 3D-MG available to all for use and transport around.




shrugs
Quote from: Votebox to VR
Full Dive: Virtual Reality 3D Maneuver Gear Training Simulations: (1) TricMagic

May all those programming issues be worth it. And the maturity of our electronics and computers noted last revision. We have that going for us.

Though being honest, removing the complex tag from such great gear will be just as sweet, since all that holds it back is training with it.
« Last Edit: June 05, 2020, 06:54:35 pm by TricMagic »
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H4zardZ1

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Quote from: Votebox
Full Dive: Virtual Reality 3D Maneuver Gear Training Simulations: (2) TricMagic, H4zardZ1
[/quote]
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Blood_Librarian

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Infrastructure- Full Dive: Virtual Reality 3D Maneuver Gear Training Simulations

A step using ultra-fast carbon switches and other computer components, special data-links using Photonic-crystal fibers, and neurotransmitters/receivers based around a Neuralink to the spine with those PCF to create the first true VR. The stated goal is the creation of a standard pod that one can use to train in various situations to gain experience at home, to do better on the battlefield.

As for programming, the AR Goggles and a special programming code meant for virtual reality allows the create of very realistic environs. The primary purpose of these pods other than training is well, training. Specifically in the use of the 3D Maneuver Gear. In VR, one can't truly die, and the pain setting is lowered, allowing one to train in the use of the 3D Maneuver Gear without worrying about cost or practicality. This means that a fighting style can be developed using the vibration of the blades to pierce armor and slice through limbs and wires, along with practice moving around, all safely with only energy cost to worry about. And since they are set up at home and not meant to move, we should have enough, and not have to worry about space.

Of course, most of our VR Focus is on this particular training program, so as of right now, there are no other training programs one can choose. Of course, this will make the 3D Maneuver Gear accessible to anyone in theory, and push the boundaries of our technology.

Difficulty: Medium
Result: [3 + 3] →   Above Average

Effective broad-scale augmentations are difficult without the industry of medical equipment behind it, but with the objective of the program in mind, limited procedures can be completed on a massive scale.   The augmentation that was designed only requires a few incisions and no opening through the skull, and is thus limited in only assisting non-invasive methods of up-down brainwave monitoring and communications, it is essentially a series of electrodes and wiring designed so that when combined with a sensor skull-net, it can allow limited two-way interaction between Yaerian and a digital system. It crudely mimics the cranial jacks of the Yaerian Directorate, but it requires no special genetic compatibility, as such it can be given to all forces associated with the training program.

The training pod itself utilizes the limited augmentations it has to manipulate the frontal cortex o the Yaerian and supports all the tertiary functions to make a simulacrum pod much easier to run. It still requires a small battery of pharmaceuticals to properly put a Yaerian into a trance and learn, but it is far past expectations in terms of cost.

3D Maneuver gear are now Cheap

As a note: Scavenged examples of Cranial Jack systems and their implantation procedures means that we have a head-start on identifying compatible individuals. The design team dedicated to the implant used their surplus resources to design a framework for a design on a Cranial jack we can produce with the resources at hand. Though it is undeniably crude, it can suffice for any vehicle we may deploy into the field: any vehicles we deploy will require less crew to man them.

Full Dive: Virtual Reality 3D Maneuver Gear Training Simulations
A facility that facilitates the implantation of non-invasive implants for the training of Phoziris forces in 3D Maneuvering through the utilization of simulacrum pods.

Spoiler: Phoziris Designs (click to show/hide)


It is now the Revision Phase of Cycle 0.50 Next phase will be Combat.
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TricMagic

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Semi-autonomous Turrets

Through the use of new lightweight links, Turrets firing a electromagnetic warp can be set up, powered, and controlled via someone using a Cranial Jack.

This also comes with the Mobile Pod, a device that has cameras, wheels, and an electric motor, with the Pod being armored. Having the program to allow multiple turrets to be connected and overseen, the turrets only need a basic targeting software, allowing much of the computing needed to be replaced by an operator. The EM Warp these turrets fire is enough to shut down the body entirely, and leave them helpless while their position is communicated by the operator.

While it does require the Mobile Pod to be brought in, and the links set up to the turrets, they are a good way to oversee a lot of area and deny movement. The focus of the EM Warp is also projected to bypass traditional hardening through the use of a Photonic-crystal to intensify it's effect. Turrets tend to be set up in batches to cover an area, and placed where they either can't be seen before the ambush is sprung, or where they can cover a long pathway. The Mobile Pods themselves can be linked to each other to allow multiple operators to share the burden.

Their major weakness is of course the fact that they are defensive, if the cable is cut, while they will know where it was cut, the turret won't have power for more than a shot afterward, not that they are programmed to fire on their own. This is mostly for safety, as our side has constant communication to allow for them to be set up and pass by. Still, these are best used for defense alone. The new turret technology is bound to be useful in later designs however.



Mobile Barricade

The MB is a electric vehicle with round wheels meant for rough terrain. The use of LCD screens, Jack, and cameras is used to pilot it from a central plate-armored command point, while the shape of it is hexagonal, with wheels capable of turning to drive in any direction. What really sticks out is the armored walls that make up it's edges. The center of the sides can be let down inward or outward through a pneumatic system to allow cargo to be brought on. It's a combination of transport and wall. This wall makes a great point for firefights, as we can easily fire over it as needed while they have to climb over it since the MB is somewhat high off the ground.

The MB is only 10 feet across, but it does have another trick in being able to line up with other MBs. Perfect for creating a barricade in the Metro. Either 2 across, or 3 in a triangle, once they're locked in place the enemy won't be passing by without tearing through it first.  On the other hand, a MB is perfectly capable of just rolling over someone that tries that, or retreating. It is rather slow however, only being capable of around 20 mph on flat terrain. Then again that is what you get when you make a moving wall for mobile barricades. This thing is not moving once it's stopped and locked, unless it decides to.

Note they are designed for operation through Jacks, with a specific code that gets switched up. This is mostly to prevent our enemies from being able to move it or mess with the loading area if they overtake one, forcing them to either use another route, turn it to scrap, or climb over it. Given the command point is shaped like a spike and there isn't that much space for mechs, in the Metro they truly will be Barricades that greatly impede them. They can also be crudely operated through a remote signal, which make them rather useless for the enemy if they take them.



VR Training Simulations: Battle Testing

Through VR, and some programming and gathered data on the enemy suits, a training program is developed against simulated opponents. Other than fighting against the basic AI, the Mech-suits will allow our soldiers to get a clear look at the weaknesses of enemy equipment, and how to exploit it in battle.

VR Training Simulations: Virtual Combat Training

The first in the use of VR in simulated environments, this training pits teams against each other in live combat, within the simulation. A live game to improve our soldiers ability to fight with each other, against certain situations where they may be outnumbered, or facing something like a battleframe(programmed in to serve as practice against a greatly superior opponent), as well as granting combat experience to new soldiers.

This will see our veterans grow stronger, and new soldiers to have a certain level of ability before seeing actual combat. We even have programmed in an approximation of enemy weaponry to train against and learn about, though such only mimics it according to code, like all things in VR.

Needless to say, it will be updated as we learn more about weapons and gear others deploy, and according to our own weaponry advancements. No plans are in place to add vehicles to the simulation yet. But that will occur at some point in the future when we have more time and more resources for the computing needed.

Another Note is that this will supplement training, soldiers still need to train their bodies as well. This just allows training of their reflexes, planning, coordination, and other aspects that require experience.




EMP Grenade

The EMP Grenade makes use of Photonic Amplifier Crystal to greatly improve the intesity and range of the EM Warp Mine. This effectively means less energy is needed to achieve the same effect, which as a byproduct allows cheaper EMP Mines at the cost of the carbon needed for the PAC.

This is all in light of the creation of the EMP Grenade. A small orb that is easy to grip and throw, goes off in 3 seconds base-time, and that time can be adjusted with AR Goggles. Those caught in it's range will go down, any electronics they have fried. It is very useful for disabling opponents, though let it be known it's range isn't even close to the EM Warp Mine, maxing out at 20 feet, with a 12 foot effectiveness in disabling enemies.(This is based on the max range where the effect will work. If an enemy gets a limb caught in it but not their body, only that limb will be fully affected, while the rest of the body suffers spasms. Results may vary.)

One major advantage? A close range(1-3 feet) EMP Grenade can go straight through hardened electronics. And they are certainly easy enough to use, just press the depressed button for it to pop out, and it is live.(depressing the button will not deactivate it, simply make it go off immediately in the hand. Only really useful if you are going after an enemy mech with a team and want to take it out of action at a cost of being useless for quite a while, and ruining all electronics on you. Or an enemy idiot thinking depressing the button will turn it off.)[Note that the depressed state is caused by pressing the button the first time, which primes to grenade to actually trigger. Pressing it again is what starts the countdown. To actually de-prime it requires a computer link to a port in the grenade itself where it's programming is first installed.]

Overall, a fairly impressive advancement for close quarters. Please note that we may not actually get the time to install a PAC into EM Warp Mines, in which case we spent a little too much time on the grenade itself.



Quote from: Votebox, the Emptiness
VR Training Simulations: Virtual Combat Training: (1) TricMagic
Quote from: Lore Vote, the Third
Cycle 0.24- PS Census.
Yes: (3) TricMagic, H4zardZ1, m1895
No: ()

Phoziri Army rank structure
Yes: ()
No: (1) TricMagic

Phoziris Home Legion Explanation
Yes: (2) m1895, TricMagic
no: ()
« Last Edit: June 29, 2020, 08:09:26 am by TricMagic »
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Blood_Librarian

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VR Training Simulations: Virtual Combat Training

The first in the use of VR in simulated environments, this training pits teams against each other in live combat, within the simulation. A live game to improve our soldiers ability to fight with each other, against certain situations where they may be outnumbered, or facing something like a battleframe(programmed in to serve as practice against a greatly superior opponent), as well as granting combat experience to new soldiers.

This will see our veterans grow stronger, and new soldiers to have a certain level of ability before seeing actual combat. We even have programmed in an approximation of enemy weaponry to train against and learn about, though such only mimics it according to code, like all things in VR.

Needless to say, it will be updated as we learn more about weapons and gear others deploy, and according to our own weaponry advancements. No plans are in place to add vehicles to the simulation yet. But that will occur at some point in the future when we have more time and more resources for the computing needed.

Another note is that this will supplement training, soldiers still need to train their bodies as well. This just allows training of their reflexes, planning, coordination, and other aspects that require experience.


Difficulty: Normal
Result: [2 + 2] →   Below Average

Most of our armed forces consist of those already on the brink: People who were scavengers, frontiersmen or vagabonds who know the dangers of the world around us. Despite all the precautions, we cannot safely draft any more of this personnel without endangering our resource production: The people brought in outside of these professions have not been exposed to the tons and tons of war-torn debris and chemical pollutants that saturate the warzone, and do not know how to safely navigate these environments, requiring additional learning on the job.

 Our computer implants are designed to tap into the frontal lobe, where higher thought processing occurs. Tapping into the place that really matters for training reaction times and muscle acuity would require a cortex jack, but the simulations still have a purpose in our construction. It is used with the massive computational assets we have to create authentically realistic facsimile generations of the habitation blocks with all its perils, especially with the placement of its more insidious hazards.

Generating these environments allows for soldiers to be trained in handling these environments and fighting in it. Effectively, our forces can organize marginally better: there are less wounded to tend too, and they will try to prevent their exposure to deleterious chemical compounds. Training together, a new comradery is fostered where units are trained together by veteran instructors matched with simulation architects.

Virtual Combat Training
Our forces are trained by virtual reality simulations that enable green forces to handle the rigors of fighting in a decimated environment, one in which no life grows even long after an apocalyptic war. Unit cohesion and organization are marginally increased.
[Cheap]

Spoiler: Phoziris Designs (click to show/hide)


It is now the Combat Phase of Cycle 0.50 Next phase will be Design.


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Blood_Librarian

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As some of you may have noticed, the security installed within this department is part of a series of improvements through out the entire Phoziris Shard. Continue the work and resources will continue rolling in. Two designs are available for research now.

Army staff members put in quite a few requests for new equipment, everything from reproductions of enemy exoskeletons, anti-tank weaponry, heavy machineguns or even mechanized infantry fighting vehicles or tanks.


Spoiler: Phoziris Designs (click to show/hide)


It is now the Design Phase of Cycle 0.75 Next phase will be Revision.
« Last Edit: August 23, 2020, 12:04:57 pm by Blood_Librarian »
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TricMagic

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CY-AP Bullet

CY, otherwise known as the Carbon-Yttrium Alloy(or 'See Ya' by testers), is a unique alloy created through testing to create an anti-material bullet that worked with the Warp Field. CY can channel huge amounts of power in it's crystal structure, far far more than anything else we've created. When used to create a bullet for the Thunderer, with it as the core around a steel jacket, the result pierced through the thick metal plate, as well as several walls only stopped once it ran into a spire wall.
The core channels the Warp, focusing it entirely into the bullet, and it's make-up renders it as hard as diamond, with enough toughness to survive going through stone and metal unhindered. It undoubtedly magnifies the effects of the warp's EM Waves through itself, granted it speed above a sniper shot. This however, in the bullet state, causes the EM Wave upon impact to be non-existent, it simply keeps pulling the Warp into itself to continue forward movement.

As a bullet, a steel jacket surrounding the CY alloyed core. There is undoubtedly something else we can do with this discovery, but these bullets will go through anything so long as the jacket is on. Without the jacket, the core would just completely break the warp apart, causing it to spin in a wild inaccurate way as the energy dissipates. As an anti-materials round, it gets full marks, and is available in Thunderer Caliber for use. It should have no problem dealing with the suits our enemy has deployed, so long as we aim to kill the pilot. Note that normal rounds are still available for the EM effect, and we also produce steel AP rounds without a CY Core due to production restraints.

As a note, See Ya is a reference to the fact the CY-AP Bullets fly ridiculously far if there is nothing in their way for them to expend energy to pierce. One test showed it disappearing from sight into the horizon. We have no clue what happened to that one.


EMP Grenade

The EMP Grenade makes use of Photonic Amplifier Crystal to greatly improve the intensity and range of the EM Warp Mine. This effectively means less energy is needed to achieve the same effect, which as a byproduct allows cheaper EMP Mines at the cost of the carbon needed for the PAC.

This is all in light of the creation of the EMP Grenade. A small orb that is easy to grip and throw, goes off in 3 seconds base-time, and that time can be adjusted with AR Goggles. Those caught in it's range will go down, any electronics they have fried. It is very useful for disabling opponents, though let it be known it's range isn't even close to the EM Warp Mine, maxing out at 20 feet, with a 12 foot effectiveness in disabling enemies.(This is based on the max range where the effect will work. If an enemy gets a limb caught in it but not their body, only that limb will be fully affected, while the rest of the body suffers spasms. Results may vary.)

One major advantage? A close range(1-3 feet) EMP Grenade can go straight through hardened electronics. And they are certainly easy enough to use, just press the depressed button for it to pop out, and it is live.(depressing the button will not deactivate it, simply make it go off immediately in the hand. Only really useful if you are going after an enemy mech with a team and want to take it out of action at a cost of being useless for quite a while, and ruining all electronics on you. Or an enemy idiot thinking depressing the button will turn it off.)[Note that the depressed state is caused by pressing the button the first time, which primes to grenade to actually trigger. Pressing it again is what starts the countdown. To actually de-prime it requires a computer link to a port in the grenade itself where it's programming is first installed.]

Overall, a fairly impressive advancement for close quarters. Please note that we may not actually get the time to install a PAC into EM Warp Mines, in which case we spent a little too much time on the grenade itself.


One weapon for standard forces to use behind enemy lines, and one for going through anything armored.
« Last Edit: August 23, 2020, 03:17:18 pm by TricMagic »
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Naturegirl1999

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I’d like to join
Quote from: Votebox
CY Alloy AM Bullet: (1) NG
EMP Grenade: (0)
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TricMagic

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Quote from: Votebox
CY-AP Bullet: (2) NG, TricMagic
EMP Grenade: (1) TricMagic

I kinda wonder why I had named it AM, other than Alloyed Magnetic Bullet? CY-AP Bullets may be the condensed term for them.
« Last Edit: August 23, 2020, 03:13:34 pm by TricMagic »
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Blood_Librarian

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The discord linked in the core thread has discussion on design proposals, if you are interested in being active on there.
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