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Author Topic: Sonata's Stagehands - Great Flame War Arms Race  (Read 14227 times)

Doomblade187

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #135 on: August 25, 2021, 12:18:57 pm »

Quote from: ByteBox
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Naturegirl1999

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #136 on: August 25, 2021, 04:06:34 pm »

Quote from: ByteBox
Refrain (5): Failbird, m1895, Slick, Doomblade, NG
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Happerry

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #137 on: September 07, 2021, 09:04:37 pm »

Quote
Jorg 'Bass Line' Jorgenson
Deployment Zone: Viral Jungle
Chip Folder,
- Stunbolt [1]
- Recovery 10 [1]
- MinionCall A [1]
- BlueFiend.mon [4]
- DramaticSpotlight [ 0 ]
- InvokeSoundtrack [ 0 ]

See the Battle Report in the core thread.

Aria
Deployment Zone: Mountain of Public Relations
Chip Folder,
- Missile I [1]
- Missile I [1]
- Missile I [1]
- Missile I [1]
- Missile I [1]
- MinionCall A [1]
- MinionCall A [1]
- DramaticSpotlight [ 0 ]
- InvokeSoundtrack [ 0 ]

As Aria arrives at the foothills of the Mountain of Public Relations, she finds herself looking up up up, for the peak of the mountain rises beyond the clouds of loose data that fill the sky. Sighing at the hike she sees awaiting her, she sends the first wave of Minion.exe pathfinders into the trails. The mountain is, as expected, an absolute maze. Feral PR Agents stalk the lower trails, attempting to convince travelers to hire them, and as the explorers get higher they find the PR Agents more and more organized under Marketing Directors that reign over a portion of the pathways. To fight them off takes a firm hand and a firmer set of earplugs, and as her explorers continue to climb they begin to encounter batwinged hulks with three faces that suck the motivation from their victims through glass probosci, faceless shadows edged in advertisements that steal bodyparts from their enemy to puppet, and Mobile Assault Stages find themselves swarmed by quantumly uncertain clouds of origami butterflies that distribute their prey's coding over the surrounding area.

Despite these foes the Stagehand's minions put up stiff resistance towards impedimence in their trek upwards, driving off PR Agents with photoshopped bad publicity, the three headed motivation vampires are slashed into pieces by SwordyMinion and Templar constructs alike, the shadow puppeters find themselves swarmed under by more minions then they can steal limbs from, and swarms of origami butterflies are blown asunder by missile strikes and the electronically roaring Lesser Lasard.Mon beasts firing shots that chain throughout entire swarms.

Despite these combat successses, attrition is soon taking it's toll on the Stagehand's forces. Deciding that it is not viable to keep pushing upwards without logistical support in the foothills, Aria switches her exploration efforts from scouting up the mountain to scouting across the mountain, identifying areas of flat terrain where she can set up logistic stations and turning cave mouths into fortified waybases. Areas that possess valuable dataseams are identified and microfactories deployed to exploit them, allowing for field construction of minions, and in an isolated mountain valley the first high grade databore is built, slowly chewing through the mountain of accumulated PR data for information on where the Firmament keeps their center of power.

+1 Control in the Mountain of Public Relations for the Sonata's Stagehands.
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Failbird105

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #138 on: September 08, 2021, 01:34:58 pm »

Mobile Assault Stage - surveillance and support enhancement
None of us can deny that the Mobile Assault Stage, as underwhelming as it turned out compared to the sheer amount of effort put into it, is a key part of our forces. We aim to yet further enhance it, and we will pull out all the stops for it, investing time that would normally be devoted to making an entirely new program into upgrading the stage with two new key features.

Feature one: In order to impede our enemies efforts with their stealth and tunneling units, we will be adding a deep scanner program. This program functions by sending out a sensory pulse in the target direction, which produces pings for each non-Allied program it comes in contact with. These pings will serve as an early warning system, preparing us both for sudden stealth attacks from cloaked or otherwise hidden enemy units, and tunneling attacks from underground foes.

Feature two: While our Sakura Idoloids have proven exceptionally effective, the weakness of their healing pulse means it's more effective to cluster them together than to spread them out as one would a proper command unit, preventing them from, well, commanding effectively. We will be putting a separate project into addressing this directly, but this upgrade will further aid in resolving the issue. Simply put, the Stage is now equipped with a Pulse Amplifier, which allows it to amplify the pulses of Idoloids aboard the stage to affect a far wider area. This should mean we can use a single squad of Idoloids to cover what several would be needed for.
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dgr11897

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #139 on: September 08, 2021, 02:09:09 pm »

Plan: Bismark.
Step 1. Make Shipgirl ADI prototype. Ideas for this. Stealth insertion vessel, Virus spawner, teleporter, aircraft carrier?, ramming vessel.
Step 2. Use Shipgirl to break into the Mesa, or other Millspec region, and steal valuable and advanced code and tech.
Step 3. Make the Bismark, an improved an larger version of the basic concept of a Vehicle ADI/Shipgirl. Bunch of Guns and turrets, lots of missiles, thick armor, biggass frontal gun. Possibly also some sensor systems, a barrier projection system, room for troops, Self repair based on Sakura Code.

Mobile Assault Stage- Recon and Control variant
While the Mobile Assault Stage has been rather underwhelming in some ways despite the amount of effort involved in its development, none can deny that it is still quite the vessel. The only combatant of its type on the current battlefield in fact. Recent events have revealed holes in our armory that we seek to mend by creating a new variant or upgrade for the Assault stage.

First of all, this new version incorporates an upgraded pilot intelligence, with better integration and higher intelligence, critical for its new role. Closer to an Officer than a Minion these new pilots represent a significant investment. Their role is in combination with new, more advanced systems for processing sensor data, based on Milspec code found deep within Sonata. Imitating the methods and ideas behind military FFID, these new systems allow the stage to rapidly process massive amounts of sensor data, and turn it into a coherent picture of the battlefield, complete with limited prediction of enemy units.

They get this sensor data from a large pulse scanning array on the bottom of the craft. This array sends out pulses of energy which can penetrate through the ground in order to detect targets below, as well as being generally more powerful than normal sensing systems.

Finally, they have a new mechanism for relaying their aggregate picture of the battlefield to other Recon Stages, Allowing them to daisy chain their information back to the hacker in charge of an area, and compare their data for discrepancies and errors. All of this gear takes up most of the space on top of a Stage, and looks like a bunch of audio junk, Microphones, amplifiers, disc racks, and so on. The Transmission system looks like a big radio antenna on top of the stage as well.
Stanza class Frigate
Based on the Mobile Assault Stage, this vessel is a more advanced and militarized craft. In the shape of a warship, it is only a bit larger than the assault stage, but has a menacing silhouette. Its hull is reinforced with everything we've learned by making the Templars and Shield units, making it exceptionally durable. Additionally, it has a dedicated pilot program in command, making it more responsive and somewhat more agile.

The Stanza's armaments come in several form, first of all are the arrays of missiles on the top of the craft, somewhat larger than those mounted by the Mobile Assault stage, capable of raining death from above or providing heavy anti Air capabilities, next are the batteries of shock cannons mounted on the sides of the craft, based on the weapon used by the lesser lazard, these gun's ability to shoot both in rapid fire and charged modes make them the preferred medium to close range option of the craft. For longer range engagements two larger turrets mount Heavy Shock Cannons, far larger than the guns of the Lesser Lazard, they accelerate large charged pulses of energy to high speeds for devastating long range bombardment potential, unfortunately they also drain loads of power to do this.

The Stanza is intended to be the next step in the evolution of our vehicular arsenal, a heavier unit able to provide devastating fire support to our ground troops. While it lacks the ability to carry troops, its capability to endure large amounts of damage and deal more, along with the rapid fire nature of its main batteries, allow it to serve as the first ship of our new airfleet.
« Last Edit: September 08, 2021, 03:57:43 pm by dgr11897 »
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Draignean

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #140 on: September 08, 2021, 04:42:51 pm »

Mobile Assault Stage, [S/C]ensorship Variant
Our assault stages, despite the shortcomings from our alpha variants, represent key platforms with which to enhance our troops and to interfere with the enemy. Standard sensor systems are based on the existence of the enemy in a particular location - when an object's code is fully loaded in and its coordinates realized, then it can be sensed by traditional methods. However, it is possible to circumvent this particular barrier via packet analysis - utilizing fragments of the milspec deepcode of Sonata herself to analyze the data profiles of net-packets as they're transferred but before they're fully rendered. By carefully correlating packet size, transfer rate, and hash values, the MASS/C can not only track enemy units with extraordinary precision and granularity, but also analyze where they're going to be. This advantage is a matter of milliseconds, but as any veteran of the wartorn RTS or FPS battlegrounds knows, those milliseconds matter. In this manner, the MASS/C can act as a Commander Unit that can not only direct regional forces, but also significantly increases the efficacy of subcommanders.

More than this, the MASS/C also allows for bad packet insertion and packet deletion. This isn't a harmful effect, not directly, as we are unable to integrate the bad packet data with the loading process of the net due to the massive redundancy in place but it significantly corrupts the data that enemy commanders and officers receive - littering them with phantom signatures of both our units and their own team, directly impairing their ability command their own units and respond to our advances.

Essentially, while this variant of the Mobile Assault Stage might be rarer, it is designed as a highly adept commander to coordinate a regional force and dramatically impair the enemy using our superior command of data manipulation.
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Failbird105

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #141 on: September 08, 2021, 06:39:51 pm »

Mobile Assault Stage - Sensory & Manipulation model - Passion
None of us can deny that the Mobile Assault Stage, as underwhelming as it turned out compared to the sheer amount of effort put into it, is a key part of our forces. They represent key platforms with which to enhance our troops and to interfere with the enemy. Standard sensor systems are based on the existence of the enemy in a particular location - when an object's code is fully loaded in and its coordinates realized, then it can be sensed by traditional methods. However, it is possible to circumvent this particular barrier via packet analysis - utilizing fragments of the milspec deepcode of Sonata herself to analyze the data profiles of net-packets as they're transferred but before they're fully rendered. By carefully correlating packet size, transfer rate, and hash values, Passion stages can not only track enemy units with extraordinary precision and granularity, but also analyze where they're going to be. This advantage is a matter of milliseconds, but as any veteran of the wartorn RTS or FPS battlegrounds knows, those milliseconds matter. In this manner, a Passion model stage can act as a Commander Unit that can not only direct regional forces, but also significantly increases the efficacy of subcommanders.

More than this, the Passion model also allows for bad packet insertion and packet deletion. This isn't a harmful effect, not directly, as we are unable to integrate the bad packet data with the loading process of the net due to the massive redundancy in place but it significantly corrupts the data that enemy commanders and officers receive - littering them with phantom signatures of both our units and their own team, directly impairing their ability command their own units and respond to our advances.

To allow the stage to actually function effectively, the typical Minion pilot is replaced with something more advanced. Based heavily on the Sakura model, the Passion model, for which the overall Viri is named, exists solely to act as the pilot of the Sensory & Manipulation stage, as such it has not even been given legs, completely preventing them from being used outside of the Pilot role. Possessing Sakura's face and hair, but with a pale complexion, a much larger(and... shapelier) body overall, an outfit consistent of a large concealing sweater, and arms that steadily expand into huge clawed hands with claws that function as swords similar to the SwordyMinion. The Passion model lacks the healing pulses of Sakura, as well as the Syringe weapon and Music Element. Instead she possesses the intelligence needed to properly utilize the Sensory & Manipulation Stages' systems and Pilot the stage itself.
When asked on the reasoning for the oversized and ineffective claw hands, the lead designer for the project replied "Because I like them. It's a good aesthetic."

Of course, sacrifices had to be made. Both to make the project doable and to make the Viri reasonable to field. First of all, while yes the Passion model does have big claw hands, it possesses only officers standard melee AI(as sword AI was deemed to not be compatible with claws instead of swords), and they are... admittedly pretty much useless. If something gets in close enough to the front of a Passion stage then it's in for some damage, but nowhere near enough to be worth ramming such an important unit into said thing or allowing said thing to get so close. Not to mention because the Passion Pilot is rooted in place, the craft is defenseless from the sides, back, or bottom.

Additionally, well, the various scanning, analysis, and Information Warfare codes we managed to copy from what was left of Sonata's code were simply too advanced, so we had to cut some corners. In order to make them work, we were forced to load the center of the stage with a substantial amount of equipment. This equipment bares much of the work, which made both coding and utilizing the systems easier, but takes up a significant amount of space, drastically limiting the number of units that can stand on the stage, down to a mere handful. And of course, we also needed to save on processing power to allow the AI to run all of the systems, thus so too have the missiles been cut.

Essentially this variant of the Mobile Assault Stage, if it can even truly be called such a thing anymore, is designed as a highly adept, albeit defenseless in combat, commander to ​coordinate a regional force and dramatically impair the enemy using our superior command of data manipulation. Its code is likely much too complex to allow it to be deployed to the degree of the standard stage, but we have chosen to accept that. We believe that, regardless of the flaws, the new S&M Passion will prove to be worth the effort.
« Last Edit: September 08, 2021, 06:44:56 pm by Failbird105 »
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Naturegirl1999

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #142 on: September 08, 2021, 08:54:32 pm »

((Wait, what phase is this?
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Failbird105

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #143 on: September 08, 2021, 09:15:28 pm »

((Design. We're just choosing to spend it making a change too big to fit in a revision effectively))
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Failbird105

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #144 on: September 09, 2021, 12:24:12 pm »

Quote from: VoteByte
Mobile Assault Stage - S&M Passion (1): Failbird
MASS/C ():
Mobile Assault Stage - Recon and Control variant ():
Mobile Assault Stage - Surveillance and Support enhancement ():
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m1895

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #145 on: September 09, 2021, 12:26:39 pm »

Quote from: VoteByte
Mobile Assault Stage - S&M Passion (2): Failbird, m1895
MASS/C ():
Mobile Assault Stage - Recon and Control variant ():
Mobile Assault Stage - Surveillance and Support enhancement ():
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dgr11897

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #146 on: September 09, 2021, 02:16:22 pm »

Quote from: VoteByte
Mobile Assault Stage - S&M Passion (3): Failbird, m1895, DGR
MASS/C ():
Mobile Assault Stage - Recon and Control variant ():
Mobile Assault Stage - Surveillance and Support enhancement ():
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Happerry

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #147 on: September 15, 2021, 01:24:41 am »

Turn 5 : Design Phase
Quote
Mobile Assault Stage - Sensory & Manipulation model - Passion
None of us can deny that the Mobile Assault Stage, as underwhelming as it turned out compared to the sheer amount of effort put into it, is a key part of our forces. They represent key platforms with which to enhance our troops and to interfere with the enemy. Standard sensor systems are based on the existence of the enemy in a particular location - when an object's code is fully loaded in and its coordinates realized, then it can be sensed by traditional methods. However, it is possible to circumvent this particular barrier via packet analysis - utilizing fragments of the milspec deepcode of Sonata herself to analyze the data profiles of net-packets as they're transferred but before they're fully rendered. By carefully correlating packet size, transfer rate, and hash values, Passion stages can not only track enemy units with extraordinary precision and granularity, but also analyze where they're going to be. This advantage is a matter of milliseconds, but as any veteran of the wartorn RTS or FPS battlegrounds knows, those milliseconds matter. In this manner, a Passion model stage can act as a Commander Unit that can not only direct regional forces, but also significantly increases the efficacy of subcommanders.

More than this, the Passion model also allows for bad packet insertion and packet deletion. This isn't a harmful effect, not directly, as we are unable to integrate the bad packet data with the loading process of the net due to the massive redundancy in place but it significantly corrupts the data that enemy commanders and officers receive - littering them with phantom signatures of both our units and their own team, directly impairing their ability command their own units and respond to our advances.

To allow the stage to actually function effectively, the typical Minion pilot is replaced with something more advanced. Based heavily on the Sakura model, the Passion model, for which the overall Viri is named, exists solely to act as the pilot of the Sensory & Manipulation stage, as such it has not even been given legs, completely preventing them from being used outside of the Pilot role. Possessing Sakura's face and hair, but with a pale complexion, a much larger(and... shapelier) body overall, an outfit consistent of a large concealing sweater, and arms that steadily expand into huge clawed hands with claws that function as swords similar to the SwordyMinion. The Passion model lacks the healing pulses of Sakura, as well as the Syringe weapon and Music Element. Instead she possesses the intelligence needed to properly utilize the Sensory & Manipulation Stages' systems and Pilot the stage itself.
When asked on the reasoning for the oversized and ineffective claw hands, the lead designer for the project replied "Because I like them. It's a good aesthetic."

Of course, sacrifices had to be made. Both to make the project doable and to make the Viri reasonable to field. First of all, while yes the Passion model does have big claw hands, it possesses only officers standard melee AI(as sword AI was deemed to not be compatible with claws instead of swords), and they are... admittedly pretty much useless. If something gets in close enough to the front of a Passion stage then it's in for some damage, but nowhere near enough to be worth ramming such an important unit into said thing or allowing said thing to get so close. Not to mention because the Passion Pilot is rooted in place, the craft is defenseless from the sides, back, or bottom.

Additionally, well, the various scanning, analysis, and Information Warfare codes we managed to copy from what was left of Sonata's code were simply too advanced, so we had to cut some corners. In order to make them work, we were forced to load the center of the stage with a substantial amount of equipment. This equipment bares much of the work, which made both coding and utilizing the systems easier, but takes up a significant amount of space, drastically limiting the number of units that can stand on the stage, down to a mere handful. And of course, we also needed to save on processing power to allow the AI to run all of the systems, thus so too have the missiles been cut.

Essentially this variant of the Mobile Assault Stage, if it can even truly be called such a thing anymore, is designed as a highly adept, albeit defenseless in combat, commander to ​coordinate a regional force and dramatically impair the enemy using our superior command of data manipulation. Its code is likely much too complex to allow it to be deployed to the degree of the standard stage, but we have chosen to accept that. We believe that, regardless of the flaws, the new S&M Passion will prove to be worth the effort.
4 + 1 - 2 = 3 : Buggy mess(Very Hard)

Originally the coders are under the impression that the only new feature actually demanded in this design is the advanced sensory coding. Oh, a substantial rework of the existing unit was also needed, but that'd mere drudge work, not an exercise in creative coding. It was only later on in the design cycle when a reread revealed the desire for active sensory interference, which as an entirely separate completely undeveloped new feature that the new S&M Passion model Idoloid required to be functional... and that was where things went wrong.

Even with the replacement of the vast majority of the stage space with support equipment and the removal of offensive weapon systems, the resulting sensor and sensor interference hardware simply doesn't work, with both sets of gear interfering with the other application and the needed space for both sets of equipment prevents the addition of enough supporting computational resources to resolve the sensory intake at a usable speed. By the end of the production cycle attempts are being made to get the desired effects working at merely tactical sector resolution, but the design cycle runs out of spare time and resources before a workable prototype can be deployed.

Currently, do both to the cutting edge nature of strategic battlefield sensory coding and the part where they don't actually work, the Passion Idoloid model and attached support equipment are Exceedingly Complex programs.

It is Turn 5, in the Revision Phase. During this phase you must vote on what revision to do to your current assets.


Spoiler: Designs (click to show/hide)
« Last Edit: September 15, 2021, 01:27:30 pm by Happerry »
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Failbird105

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #148 on: September 15, 2021, 02:33:40 pm »

S&M Passion- Sensory System Refinement
So, we will admit that we made a mistake there. Mostly in blindly trusting our more experienced designers to understand what is and is not reasonably manageable. Indeed, while the attached Idoloid pilot added by the others turned out perfectly(which isn't saying much considering she was little more than a physically imposing commander), the entirety of the actual systems that the long-time members had devised were far too much, and they were what the entirety of the program revolved around. Needless to say, we need to invest more time into getting this project to work, and make more reasonable decisions for it.

The first and most important change, the sensor-spoofing equipment that was interfering with the functionality of the sensors has been stripped out and made unnecessary for actually using the systems as a whole. While we won't be throwing these away, we'll be keeping them in 'cold-storage' until we can fix them separately at a later date. As something of a bonus this will also mean that, until the time where the fully functional spoofers can be installed at least, the S&M Passion stages will have moderately more room for transporting troops.

The next improvement could potentially be something of a downgrade, but we have chosen to decrease the sensory systems range from covering the entire theatre, to stretching out to 'sniper ranges'. While the range is still significant, it's not to the degree that was originally implied(or perhaps intended). Instead it will make the amount of information each Passion unit must process far more manageable and let it focus more, but will also mean more of them are needed to cover the same area.

Unfortunately, in order to maximize our ability to get this working in time, we were forced to put direct transmission capabilities on the chopping block as well. This means that our Hackers will be forced to choose between extra micromanaging by having to send sensor information directly to the commanders it is relevant for, or take the risk of leaving the largely defenseless S&M Passion units themselves near the front lines instead.
« Last Edit: September 23, 2021, 07:20:13 pm by Failbird105 »
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Failbird105

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Re: Sonata's Stagehands - Great Flame War Arms Race
« Reply #149 on: September 23, 2021, 07:49:09 pm »

Quote from: RevBox
S&M Passion- Sensory System Refinement (1): Failbird
It's one of those situations where, yes we need to take a risk, but I feel like it's needed. We need this to work if we want to really have a hope of doing anything to stop the Firmament from advancing
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