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Author Topic: Elysium Command: Elysium De La 12th Société  (Read 12935 times)

Blood_Librarian

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Re: Elysium Command: Elysium of Bay12
« Reply #15 on: March 18, 2021, 03:53:12 pm »

Pretty early in I decided that I was increasing the resources for both sides, but I forgot toa ctually write that in. editing now.
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ConscriptFive

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Re: Elysium Command: Elysium of Bay12
« Reply #16 on: March 20, 2021, 05:23:11 pm »

So here's something we can shove in the center internal slot.  Assuming we're going with La 12th Société, here we go...

Design: C5 Deck

Quote
Ah, the C5 Deck, how could we expect our officers to function without it.  What is C5 you ask?  The fusion of a military headquarters with the bare necessities of the 12th Société way of life: command, control, cognac, courtesans, and cocaine.

The core of the C5 Deck is the Battle Bridge.  The Battle Bridge is a centralized command nexus, consolidating data from the helm, engine room, and various battle stations.  Holographic visualizations of the battlefield and ship systems will aid command staff in rapid decision making.  A centralized fire control system can focus fire from our numerous weapon system on a designated target.

Of course, to expect the best from our officers, we must provide the best.  The C5 Deck features a galley providing cooked meals at an included officer's mess.  (While it won't be a gourmet meal service, it'll beat eating paste out of a tube.)  Of course, our officers have other needs as well.  The Officer's Club features a full bar, "entertainers," and recreational stimulants.  By "blowing off some steam" off-shift, our officers can give it their all on-duty.

ConscriptFive

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Re: Elysium Command: Elysium of Bay12
« Reply #17 on: March 22, 2021, 12:49:53 pm »

Quote from: Votebox (Pick 2)
(0) "Dagger" Interorbital Fighter:
(1) 160mm Main Gun System (MSG): ConscriptFive
(1) C5 Deck: ConscriptFive

Jilladilla

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Re: Elysium Command: Elysium of Bay12
« Reply #18 on: March 24, 2021, 02:30:29 am »

I'll be honest, the C5 just doesn't feel right for me. Good idea, just off for me.

Quote from: Votebox (Pick 2)
(1) "Dagger" Interorbital Fighter: Nemonole
(2) 160mm Main Gun System (MSG): ConscriptFive, Nemonole
(1) C5 Deck: ConscriptFive
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Twinwolf

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Re: Elysium Command: Elysium of Bay12
« Reply #19 on: March 26, 2021, 11:31:14 am »

Quote from: Votebox (Pick 2)
(1) "Dagger" Interorbital Fighter: Nemonole
(3) 160mm Main Gun System (MSG): ConscriptFive, Nemonole, Twinwolf
(2) C5 Deck: ConscriptFive, Twinwolf

I like the idea of a command and control system, and the gun is nice.
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Blood_Librarian

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Re: Elysium Command: Elysium De La 12th Société
« Reply #20 on: April 03, 2021, 12:00:18 am »

Elysium Command Arms Race of Conquest: Operationalization Phase
Turn -1

Design: 160mm Main Gun System (MGS)
The 160mm (~6in) Main Gun System (MGS) is a forward-facing large bore conventional cannon system intended as a primary weapon system.  (In effect, relegating the smaller caliber 40mm nAC as a secondary armament.)

The weapon itself is a single barrel mounted in a casement style turret.  The narrowed field of fire provided by a casement is a necessary sacrifice to properly anchor a large system with tremendous recoil.  However, it is already expected captains would maneuver their vessels for the sake of the primary weapons anyways.  The MGS fires a 60kg (132lb) armor-piercing high explosive shell.

Naturally, the sensors, fire control systems, and autoloaders perfected under nAC development are adapted for this weapon system.

Theorized Tags: Front
Est. Cost: 5, 2 Maint
Difficulty: Easy (+1 mod)
2d4--> 2+1 +1 [Below average]

The 160mm is a primitive kinetic weapon which utilizes powdered explosive propellant to fire a projectile at very high speeds. It is all very familiar to us, and it is more or less standardizing and upgrading one of the larger designs incorporated in the EACS. The Engineering team were pleased to report that our venerable guns are no longer fettered by restraints such as our own self interest to fire the weapon and not pierce through our Elysiums bulkheads. The gun utilizes large bore shells, which are more effective in delivering payloads, but have a smaller effective range and speed. Engineering teams offset this, using a novahot mix of propellants that provide an incredible ballistic profile at the expense of having an unerring ability to detonate while being refined. These micro detonations necessitate both small batches and hardened components to handle the complex chemical interactions, drastically inflating it’s maintenance cost. The built-in fire control systems utilize passive visual sensors to sight in enemy targets. It’s rate of fire is respectable, but naval logistics personnel worry that the expensive shells could prove to be an issue. It has a lengthened bore, most similar to an artillery piece of old, giving increased range and bulk. Two installations of 160mm cannons are installed in the front of the hull, and it has the gimbal to effectively engage in close quarters combat until the ship gets flanked or needs to retreat. There is some risk to having such large main weapons, as an enemy could get lucky or precise and knock out both of them.

Simulacrum testing indicates that it is some-what  more effective against primitive kinetic armor, and will almost certainly blind the passive visual sensors our ships are equipped with if they get hit with this weapon. Not a subtle weapon, the explosive shells can cause structural damage through armor by the shockwave of force it can deliver. Naval staff have expressed the possibility of mounting this system on the rear of our craft, such that Assault-And-Fade tactics can be implemented and allow our ship to fire upon the enemy while being pursued. Shared components between the two separate installations prevent an equalized installation of one unit on front and back, but nothing is stopping us from installing more than one set.

160mm Main Gun System (MGS)
A primitive kinetic accelerator cannon with large bore shells, most archetypically high explosive rounds. Despite the large bore, the rounds are accelerated to be on par with small-bore -large length weapons due to the high-power next generation powder propellant. It has a high range  despite its relatively short length for its caliber. The weapon is augmented with primitive visual sensors in it’s built-in fire control systems and high explosive rounds which is some-what more effective against primitive kinetic armor.
Values: Cost 4, Maintenance 3
Tags: Front/Back,

Design: C5 Deck

Ah, the C5 Deck, how could we expect our officers to function without it.  What is C5 you ask?  The fusion of a military headquarters with the bare necessities of the 12th Société way of life: command, control, cognac, courtesans, and cocaine.

The core of the C5 Deck is the Battle Bridge.  The Battle Bridge is a centralized command nexus, consolidating data from the helm, engine room, and various battle stations.  Holographic visualizations of the battlefield and ship systems will aid command staff in rapid decision making.  A centralized fire control system can focus fire from our numerous weapon system on a designated target.

Of course, to expect the best from our officers, we must provide the best.  The C5 Deck features a galley providing cooked meals at an included officer's mess.  (While it won't be a gourmet meal service, it'll beat eating paste out of a tube.)  Of course, our officers have other needs as well.  The Officer's Club features a full bar, "entertainers," and recreational stimulants.  By "blowing off some steam" off-shift, our officers can give it their all on-duty.
Theorized Tags: None Applied
Est. Cost: None applied
Difficulty: Normal (0 mod)
2d4--> 4+3 [Superior craftsmanship]
Our officer core has really bloomed under the expansionary policies of his Majesty.  This is largely due to the stratospheric upbounding of clout, responsibility and fulfillment that such a prestigious position in a true “Royal Navy.” Another part of it is a piece of wisdom lifted from the old world, a trick from Genghis Khan’s book in recruiting defeated enemies who had apt, transferable skills into the military, sometimes even as officers. While this does not have any apt and engineerable applications to us, the feedback we received while fabricating the C5 Deck plans were invaluable in creating something the navy would be happy to use. Unofficially officially referred to as the “Command, Control, Cognac, Courtesans, and Cocaine Deck,” has provided many positive benefits to our navy

The C5 Deck consists of conscious separation between interior and exterior decks. The command center has bulkheads and structural reinforcements so that the ship, and has a separate life support loop. It is equipped with advanced haptic and holographic feed systems that enable for faster reactions in response to incoming data. Large computational engines take incoming data and process it for targeting solutions, replacing fire control systems of ship weaponry, centralizing the computational burdens. This increases the efficacy of ship weapons at the risk of disconnection from fire control systems due to combat damage, forcing weapon systems to rely on built-in fire control systems or fail. The C5 Deck has incredible amenities for its officer crew, with several submodules bleeding into outer deck areas. Most of the engineering work went into the fire-control engine, which is by all aspects a modern, powerful machine. While it is expensive to produce, taking up two thirds of the overall implementation cost, it is expected to provide significant benefits for our gunnery systems.

C5 Deck
A component set deep into a ship, a C5 Deck is a hardened bunker in which the bridge crew inhabit. It is separated from the outer decks, with it’s own life support system. It is equipped with a Command and Control system based on haptic and holographic systems. It has a central computational engine specialized towards fire-control, it is a modern system that is far and away superior to primitive systems we have built at the time of the C5’s realization.. It has a luxurious set of amenities which the navy will acclimate and rely on for their increased performance in the field. It takes a significant amount of space, and may impact surrounding components.performance.
Values: Cost 3, Maintenance 2,
Tags: Internal, Fire Control 2, Limited 1

New Value created: Fire Control. The Fire Control value is how powerful your targeting, targeting acquisition and mastery over your guns and missiles are in a ship. Rather than being consumed as if a value,  Weapons that do not have built-in fire control systems  that completely fufilll their need for Fire Control will have a tag with a negative value. One Fire Control generator can take control of an unlimited number of separate gunnery systems equal or lesser to its value. Unless specified, it is assumed that all weapons have a built-in  Fire Control 1 system in it. Components that require Fire Control must specify whether or not they have built-in back-up fire control systems in the event of the destruction of the central Fire Control.


Congratulations Members of the Elysium of Bay12, I am happy to inform you all that the official name of your faction has become  "La 12th Société".  A strict monarchy governed by a descendants
 of the most wealthiest trade conglomerates of the 100,000 stars. Although the passage of power from generation to generation was fraught with difficulties by dissent in the strictly controlled workers, generations of scraping by the very teeth of destitution has resulted in a hardened people who are clever and graceful, as stunning as the nobility of Old Earth, and hopefully worthy descendants of their empire.

Work on both two revisions, and your nations identity, and the nature of it’s fall from grace during the Dissolution War. All maintenance costs are suspended while ships are in dockyards. Make sure to check out the drop-box link for files that consist of pictures of ship hulls and components ready to be edited together into worthy designs.

Spoiler: Current Assets (click to show/hide)
Spoiler: Map (click to show/hide)
Spoiler: Designs (click to show/hide)

Spoiler: Operationalized Ships (click to show/hide)


« Last Edit: April 13, 2021, 03:39:06 am by Blood_Librarian »
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Jilladilla

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Re: Elysium Command: Elysium De La 12th Société
« Reply #21 on: April 03, 2021, 10:36:45 am »

Here we are, the revision phase once again. And I still throw forth my earlier idea:

Ionized Hydrogen Engine
It is a known fact that one can get a workable, and in fact very fuel efficient (if power hungry), thruster through ionizing the reaction mass and having it ejected out of the craft. It's a principle we can potentially apply to our hydrogen engines to vastly improve their efficiency. While projections estimate that the raw thrusting power of the engines will show only marginal improvements, the vastly improved fuel efficiencies at lower outputs (such as used when merely cruising from point A to B) means that the amount of hydrogen and oxygen stocks aboard a ship will deplete less from day to day activities, and the absolute minimum needed to limp back to our Elysium is less. This means that our ship crews have significantly more leeway in actually using their engines liberally in combat.
(Thrust 1+ - 2?, PPC -1)



Any other revision ideas? Something to improve our new gun mayhaps?
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ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #22 on: April 03, 2021, 02:48:45 pm »

Happy with the C5 Deck, MGS is okay.   Would like to operationalize a new Rubiks or two, so focusing on fixing the MGS and improving the engines seems like a good move.


Revision: 160mm Shell Refinement

Quote
Our 160mm shells sure may be novahot, but perhaps too novahot?  We shall introduce a stabilizing agent into the propellant mix.  This will cut down on accidental detonations in production and handling.  In addition to lowering ammunition cost, this will allow for faster rate of fire as current shipboard safety precautions can be relaxed as well.

Modified Values: Cost Unchanged, Maintenance Improved (2-1 = 1)

Revision: Hydrogen Engine Afterburner

Quote
Our hydrogen rockets are competent, but Simulacrum combat confirms that a short boost of thrust would be greatly appreciated.  Modifying our hydrogen engines with an afterburner chamber will allow our craft to attain "thrust two" during combat situations.  However, due to excessive fuel use by the afterburner, the afterburner should not be used for "normal" acceleration.  The additional fuel storage and wear will surely raise maint costs, but the combat performance will be worth it.

Modified Values: Cost Raised (4+1 = 5), Maintenance Raised (1+1 =2)

ConscriptFive

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Re: Elysium Command: Elysium of Bay12
« Reply #23 on: April 05, 2021, 12:01:10 pm »

So here's two configurations for the C5D and MGS.  GM seems to be hyping the MGS as an aft gun, so...

Quote from: Rubik "Porcupine" Gunship
VARIANT NAME:"Porcupine"
BASE HULL:Rubik
COMPONENTS REQUESTED:
Code: [Select]
[HeE][nAC][nAC]
[MGS][C5D][MGS]
[HeE][nAC][nAC]
ROLE: Gunship

In line with the "Venus," the same can be done with our Rubik's.  Strip out the Gate Key and the Solar Arrays, and suddenly there's alot of room on the hull...  room for guns and appropriate accommodations.  The ship itself is seemingly covered on every approach by a weapon system.  Not only should the hull prove capable of Assault & Fade, but should be impossible to attack without taking defensive fire.  Furthermore, both MGS arrays benefit from the fire control systems of the C5 Deck.

Quote from: Rubik "Griffon" Assault Gunship
VARIANT NAME:"Griffon"
BASE HULL:Rubik
COMPONENTS REQUESTED:
Code: [Select]
[HeE][nAC][MGS]
[HeE][C5D][nAC]
[HeE][nAC][MGS]
ROLE: Assault Gunship

A more traditional configuration of the Rubik (vs. the Porcupine), the Griffon is a fast ship with its firepower focused at the fore.  Wide set MGS arrays allow for a wide arc of primary fire, but can fully converge on a dead-center target.  A C5 Deck coordinates this devastating frontal fire.  Three block of engines provides the thrust and maneuverability to either "boom & zoom" or engage in a turning dogfight to keep the fore MGS padlocked on target.

Quote from: Votebox
Revisions (pick 2)
(1) 160mm Shell Refinement: ConscriptFive
(1) Hydrogen Engine Afterburner: ConscriptFive



Prototype Ships
(1) Both Griffon and Porcupine: ConscriptFive
(0) Just Porcupine:
(0) Just Griffon:
« Last Edit: April 06, 2021, 10:30:24 am by ConscriptFive »
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Blood_Librarian

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Re: Elysium Command: Elysium De La 12th Société
« Reply #24 on: April 21, 2021, 06:28:19 pm »

Elysium Command Arms Race of Conquest: Operationalization Phase
Turn -1

Revision: 160mm Shell Refinement
Our 160mm shells sure may be novahot, but perhaps too novahot?  We shall introduce a stabilizing agent into the propellant mix.  This will cut down on accidental detonations in production and handling.  In addition to lowering ammunition cost, this will allow for faster rate of fire as current shipboard safety precautions can be relaxed as well.

Modified Values: Cost Unchanged, Maintenance Improved (2-1 = 1)

Difficulty: Normal
2d4--> 4+2 [Above average]

FIne tuning ballistic mixes such as those inside the 160mm cannons are a difficult proposition to make. Each ontological evolution in the powder exhausts the rather limited possibilities we have in terms of reagent processing, and it comes to a point where the only path forward may require an adjustment in the statistical effects of the cannon or some other trade off. Nonetheless, the design team was successful in creating an optimized reagent mix that does not detonate during its formulation unless in extremely neglectful conditions. In addition, these shells are not quite  so hazardous to detonate while being handled either, allowing for looser tolerances in the handling of the munitions from the magazine to firing position with autoloaders. The autoloader has been almost entirely retooled, now entirely capable of putting the maximum rated of fire of the current iteration of the gun barrel, and is statistically less likely to fail from prolonged exchanges than the barrel itself.

The navy was brought into the compound and advised on the final prototypes of the weapon. Against the wishes of the rock-counters who handle the logistics of our fine navy, the team was ordered to focus on making it a direct upgrade of its combat capabilities. The logistical cost of maintaining this weapon in the battlefield has remained the same: Captains will empty the magazines of their guns far more often, and ammunition production has to be ramped up, leading to an almost equivalent production profile as before. However, it is hopeful that the logistical profile is worth maintaining now that the weapon can put a shell down range once every couple seconds.

160mm Main Gun System (MGS)
A primitive kinetic accelerator cannon with large bore shells, most archetypically high explosive rounds. Despite the large bore, the rounds are accelerated to be on par with small-bore -large length weapons due to the high-power next generation powder propellant, and it fires shots down rapidly, allowing ship-gunners to feasibly expend their entire magazine in a single engagement. It has a high range despite its relatively short length for its caliber. The weapon is augmented with primitive visual sensors in it’s built-in fire control systems and high explosive rounds which is some-what more effective against primitive kinetic armor.
Values: Cost 4, Maintenance 3
Tags: Front/Back,


Revision: Hydrogen Engine Afterburner

Our hydrogen rockets are competent, but Simulacrum combat confirms that a short boost of thrust would be greatly appreciated.  Modifying our hydrogen engines with an afterburner chamber will allow our craft to attain "thrust two" during combat situations.  However, due to excessive fuel use by the afterburner, the afterburner should not be used for "normal" acceleration.  The additional fuel storage and wear will surely raise maint costs, but the combat performance will be worth it.

Modified Values: Cost Raised (4+1 = 5), Maintenance Raised (1+1 =2)

Difficulty: Normal (0 mod)
2d4--> 4+2 [Above average]

The current generation Hydrogen rockets work. However, there may be issues when in combat for these engines, and visions of our warships being ripped apart by impossible weapons from extreme distances without any recourse consistently haunt the null-g dreams of the simulacrum as it helps our departments in realizing warships. TO rectify this, specialized components are assembled into a second stage ignition chamber for a specialized rocket chamber. These components are injected with a catalysed mixture of chemicals and standardized hydrogen-oxygen fuel to achieve stable thrusts that are more than double the effective acceleration of the base model. It is sustainable for combat engagements, but requires two or three man-days of maintenance in between each engagement, putting it’s maintenance profile to something similar to our military weapons.


Catalyzed Afterburner Hydrogen engine -- [HeA]
An integrated set of hydrogen and oxygen tanks that is fed into a combustion chamber and expelled to generate thrust. Generates electricity from an attached alternator. Sets the basis of all thrust systems with a speed of 1. Inside combat, an afterburner can be engaged to allow the thrust system to rate thrust 2 for an extended engagement before requiring 2-3 man days of maintenance to recover.
Values: Cost:5, Maintenace 2
Tags:Rear

Operationalizations:
Quote from: Rubik "Porcupine" Gunship
VARIANT NAME:"Porcupine"
BASE HULL:Rubik
COMPONENTS REQUESTED:
Code: [Select]
[HeE][nAC][nAC]
[MGS][C5D][MGS]
[HeE][nAC][nAC]
ROLE: Gunship

In line with the "Venus," the same can be done with our Rubik's.  Strip out the Gate Key and the Solar Arrays, and suddenly there's alot of room on the hull...  room for guns and appropriate accommodations.  The ship itself is seemingly covered on every approach by a weapon system.  Not only should the hull prove capable of Assault & Fade, but should be impossible to attack without taking defensive fire.  Furthermore, both MGS arrays benefit from the fire control systems of the C5 Deck.
Difficulty: Normal (0 mod)
2d4--> 2+2=4 [Below Average]
2d4--> 2+1=3 [Buggy mess]
2d4--> 2+2=4 [Below Average]
The “Porcupine” variant of the Rubik corvette is an interesting experiment of a multitude of new systems, including new guns, fire control systems and a doctrine of gate-keyless ships. While in the early prototyping phases of running simulacrum testing on the ship in question, it was systematically exterminated over and over against any type of enemy with longer range guns and faster engines. A solid, heavily built structure with fewer weak points than our only other militarized vessel design, it still somewhat falters with only 20% of the “working” tonnage and volume is dedicated to it’s engines. To compensate, the early prototypes of the HeA Hydrogen Engine Afterburners were installed into the craft, working together with the revision team to get the job done and make it workable. The resulting craft has a few issues. During the systemic revamping of the internal space to handle the inner-outer compartmentalization for the C5 Deck to be installed, critical life support systems were never quite correctly configured. On paper, and on standard operations, it will run within operational parameters. Under battle-time conditions, the limited radiator volume, atmospheric balancing and several other tertiary systems will become taxed. It’s unpleasant, uncomfortable to be in this ship at all while the ship is in extended operational conditions.

Simulacrum testing reveals that the ship is a perfect send-off into theoretical “gate-camps” -- a tactical positioning of ships around a gate for when it spits out the arriving craft. The wide firing arcs present on the craft as well as the state of it’s very spread out gun arcs means that  concentrated fire upon one side will not ruin it’s ability to fight -- it can present multiple sides to the enemy and balance the ruin it receives. It is more of a ship-of-the-line, typified as miniature dreadnought than anything else. However, with current designs, the ship is actually one step faster in combat conditions than any other ship we have in operation.  Depending on our future development, we may have to re-think what we consider “fast”.

Combat Corvette Rubik: “Porcupine” Variant
The Porcupine is a heavily armed gun-ship dedicated to assault-and-fade tactics.It’s two thrusting blocks are capable of using afterburners to do advanced maneuvers in combat time scales. The interior consists of a heavily armored command and control station with luxurious settings for the deck officers. It is set with dozens upon dozens of turreted autocannons equipped with explosive shells. It is bespoke with a set of two primary cannons on its front and rear that fire high-speed rounds utilizing primitive high-energy propellant. The life-support is strained during combat conditions.
Format
[HeA][nAC][nAC]
[MGS][C5D][MGS]
[HeA][nAC][nAC]
Values:Cost: 33 Aerodynamic 1, Maintenance 17,, Thrust 2(4) [[Thrust to Slot Ratio:2/9 | 4/9]]
Tags:Fire Control 2

Quote from: Rubik "Griffon" Assault Gunship
VARIANT NAME:"Griffon"
BASE HULL:Rubik
COMPONENTS REQUESTED:
Code: [Select]
[HeE][nAC][MGS]
[HeE][C5D][nAC]
[HeE][nAC][MGS]
ROLE: Assault Gunship

A more traditional configuration of the Rubik (vs. the Porcupine), the Griffon is a fast ship with its firepower focused at the fore.  Wide set MGS arrays allow for a wide arc of primary fire, but can fully converge on a dead-center target.  A C5 Deck coordinates this devastating frontal fire.  Three block of engines provides the thrust and maneuverability to either "boom & zoom" or engage in a turning dogfight to keep the fore MGS padlocked on target.
Difficulty: Normal (0 mod)
2d4--> 2+4=6 [Above Average]
2d4--> 1+3=4 [Below Average]
2d4--> 2+2=4 [Below Average]
Simultaneously developed as the Porcupine, The engines were not replaced with the [HeA] variant, as the team did not honestly think they were needed with consideration to the sheer volume that the engines took up. The Porcupine is adept in its task as an assault gunship, and while as (in)capable of scouting roles as most of our other ships’ it is set apart from it’s peers by the installation of no less than four front-mount 160mm cannons. In direct engagements, it is projected to be very effective. The C5 deck’s computational engines are fully capable of keeping every single gun with updated and continual firing solutions on targets within the gun's firing ranges. It’s by no means precognitive, just an estimate on where the target will be given current velocities and acceleration, but it is still leaps and bounds above the basic systems before. Instead of being a typified long-endurance combat monster like the Porcupine, the Griffons gun configuration is much more adept on concentrated  volley fires and forward assaults. A stereotypical bruiser of a craft that compliments the Porcupine very well when paired together.

Simulacrum testing put’s it as much more lethal than the Aura or Slayer, but it cannot jump through gates on it’s own.

Combat Corvette Rubik: “Griffon” Variant
The Griffon is a heavily armed gun-ship dedicated to assault-and-fade tactics. It’s three thrusting blocks are capable of using afterburners to do advanced maneuvers in combat time scales. The interior consists of a heavily armored command and control station with luxurious settings for the deck officers. It is set with dozens upon dozens of turreted autocannons equipped with explosive shells. It is bespoke with a set of four primary cannons on its front  that fire high-speed rounds utilizing primitive high-energy propellant.
Format
[HeE][nAC][MGS]
[HeE][C5D][nAC]
[HeE][nAC][MGS]
Values:Cost: 33 Aerodynamic 1, Maintenance 15, Thrust 3 [[Thrust to Slot Ratio:1/3]]
Tags:Fire Control 2

Alert!
Today is a calamitous day of the cycle indeed: It is my unfortunate duty to inform the R&D division that Grand Navarch of La 12th Société, Oscar Callisto has perished in the line of duty while leading the trial runs of the Combat Corvette Griffon. He died in his sleep, after his recreational Heroin was dosed with a slow-acting, lethal poison, This was done most likely due to his role in the pacification war that led to our united front today. The perpetrators were discovered and are currently going through enhanced interrogation. His tactical genius, ruthless nature and his role in the creation of our fine navy and it’s incumbent research division  thirty cycles ago will surely cement him in the annals of history along the great demiurges of fire that had spread mankind across the stars.

Our navy is in a strategic paralysis at the moment. We do not have any type of reconnaissance of the battle area or the enemy, and if they opt to aggressively approach and the enemy does the same, there will be a large battle, and many casualties. This is balanced by the fact that if the enemy utilizes a reserved approach, we will gain much in the way of territorial gains. If we play reserved, the possibility of the enemy extending to take the system is possible, but so is the possibility of them holding back, and in effect both sides preparing a battlefield in which fighting can occur without burning into eachothers weapon ranges without knowledge.

His successor, the individual with full control over our peoples future is in question. The Grand Navarch will also be the one that will choose whether or not to commit our forces to an assault on the unknown system this turn, or wait and get reconnaissance from the irregular forces and attack on the next turn. The ultimate question of who shall lead our great forces has ultimately narrowed down to two choices:

1.Ella Tourus: Openly in favor of the aggressive, violent tactics that Oscar Callisto advanced under his reign, is a fitting placement to continue his theory of waging war. Her background as a space captain is noble and storied, with a good pedigree to match. She is seen by the majority of the navy as ambitious, and far from deserving of the post due to her relative inexperience with only a decade of service in the navy. Despite this, she has surrounded herself with several experienced advisors and sycophants specialized in topics she is unfamiliar with, who sometimes manage to tone down her aggressive tactics and strategies in the greater simulacrum. In the simulacrum, Ella Tourus has a gift of strategy and is able to compete and win against the best strategists of our navy, even on unfair terms.

Navarch Ella Tourus will invoke the navy to act aggressively to take the star immediately.

2.Desmond Horrigan: an old Guard, one of the few survivors of our early augmented marine program to survive the re-union wars that plagued our elysium, Horrigan has been transferred to the navy from its inception three decades ago and has acted in service to our nation from a very young age. With experience in two fields of warfare, Horrigan has a cautious approach in his battlespace simulacrums, and reflects his impressive service record with very little in the way of both losses and defeat. He comes from the people, with no real royal lineage to back him up, which makes his ascent to the very top of the navy surprising. His augmentation package, cutting edge at the time of it’s implantation, still holds up thanks to periodic upgrades.  He utilizes his deep connection to computer systems to coldly calculate the odds and come up with superior strategies. He firmly believes in a conservative deployment of the navy, and that it is the Elysium's duty to her royal navy to not throw them and their crew into the maw of the void.

Navarch Desmond Horrigan will advocate to hold the navy for the irregular fleet to reconnaissance the area, giving an extra turn to process the data.

Work on both an operation plan, and choosing a grand navarch to lead our glorious nation’s navy.

Spoiler: Current Assets (click to show/hide)
Spoiler: Map (click to show/hide)
Spoiler: Designs (click to show/hide)

Spoiler: Operationalized Ships (click to show/hide)


« Last Edit: May 10, 2021, 05:29:23 pm by Blood_Librarian »
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ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #25 on: April 22, 2021, 10:39:03 pm »

Well we got both of the revisions, and one of the new Rubik prototypes (Griffon) turned out decent.

I'm torn on the Admiral choice.  I'm happy with the quality of our ships, and I'd like to put them to use sooner rather than later.  That would be Ella Tourus, the 'aggressive' choice.  ...But Harrigan is an old school FO2 reference.  You know, before Bethesda corrupted the IP into "Oblivion with Guns."  Tough call for an old RPGCodex'er.

It terms of production plan, I'm still fuzzy on what the exact math we need to finish our previous prototypes.  In terms of current fleet options, so long as we have one Gate-key Rubik, we're in business.  So long as we finish the Slayer and Aura prototypes (and they both don't die on the same turn) they can transport the other Griffons and Venuses.

Quote from: Production Plan: Griffon Fleet
Complete and field all available prototypes.
Any remaining resources should be allocated to production of additional Griffon vessels.

ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #26 on: April 29, 2021, 11:30:54 pm »

I've heard some good ideas from the team.

Quote from: Votebox
Navarch:
(1) Aggro Ella Tourus: ConscriptFive
(0) Frank the Tank Harrigan:

Production Plan:
(1) Griffon Fleet: ConscriptFive

Jilladilla

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Re: Elysium Command: Elysium De La 12th Société
« Reply #27 on: April 30, 2021, 06:46:09 pm »

Let's do this! (I will note that I am not decisively attached to any choice, I may switch votes if the situation changes.)

Quote from: Votebox
Navarch:
(2) Aggro Ella Tourus: ConscriptFive, Nemonole
(0) Frank the Tank Harrigan:

Production Plan:
(2) Griffon Fleet: ConscriptFive, Nemonole
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Blood_Librarian

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Re: Elysium Command: Elysium De La 12th Société
« Reply #28 on: May 22, 2021, 11:23:32 pm »

Elysium Command Arms Race of Conquest: Design Phase
Turn 0


A small taste of the violence to come. We have lost Venus due to enemy combat, but we have successfully fought off their warship in turn. Our aggressive gambit has paid off, and we have taken several strategic holding points of Roses Star. Ground operations does not have the confidence to deploy onto any world or entity in the system just yet, but logistical operations may tentatively be deployed. HUM-INT is already interrogating the survivors of the enemy ship Nmemosyne, and analyzing the detritus of the wreck.

Navy Operations gently suggests either an expansion in the logistics systems that ferry supplies to the battlefield, or the expansion of production by exploiting homeworld resources to increase available resources to the Elysium. Also, High command really wants you all to name the Griffons, the champagne bottles are begging to be smashed against the hulls.

Work on two designs to be fabricated.
Spoiler: Current Assets (click to show/hide)
Spoiler: Map (click to show/hide)
Spoiler: Designs (click to show/hide)

Spoiler: Operationalized Ships (click to show/hide)
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Jilladilla

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Re: Elysium Command: Elysium De La 12th Société
« Reply #29 on: May 23, 2021, 12:28:17 am »

Right! Good news, and bad news... Good news, we won!

Bad news? Maintenance costs are strangling us, leaving us with a net income of 6.
Also we have no ships with troop transport modules (the *one* we had was the one shot down), soooo we gotta build more transports.

So design #1 has to be someway for us to either get more resources or lower maintenance costs. Probably the former.
Design #2 can be whatever, don't think we have any more pressing needs.

So! Ideas!
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