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Author Topic: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 5 Revision Phase)  (Read 3102 times)

Twinwolf

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 4 Design Phase)
« Reply #90 on: August 11, 2019, 07:53:17 am »


Quote from: Votes
Odysseus Improved Jump Pack(0):
Wellington Programmable Grenade (1): Twinwolf
Volley-1 Missile Launch System (1): Twinwolf
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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 4 Design Phase)
« Reply #91 on: August 11, 2019, 11:07:01 am »

Quote from: Votes
Odysseus Improved Jump Pack(0):
Wellington Programmable Grenade (2): Twinwolf, Powder Miner
Volley-1 Missile Launch System (2): Twinwolf, Powder Miner
Quote from: Outfit
Ball Lightning Company (1): Powder Miner
Honk Hillís Heroes (0):
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Twinwolf

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 5 Design Phase)
« Reply #92 on: August 14, 2019, 08:21:16 pm »

"Hoplite" Shield Generator:

"Heavy Assault" class-specific equipment

The heavy assault's overshield gives that class unmatched defensive ability for infantry. They can move from cover to cover without fear as long as that shield is up - however, an assault cannot be carried purely by one class. As such, it is the goal of the "Hoplite" to give Heavy Assaults the ability to protect their comrades as well.

The Hoplite Shield Generator is a device held in one hand. Using a marriage of the projected shields of the Sunderer and the default overshield, the Hoplite, when activated, projects a wide shield in front of the Heavy Assault soldier. This can be used as mobile cover to support an advance across open ground or down a hallway, at the expense of not being able to use any two-handed weapons while it's active - although if we were to develop a sidearm they may be able to use it.

--

Alcatraz Moddable Pistol

All-class secondary

The "little brother" of the Australia rifle that is our mainstay, the Alcatraz gives our troops a backup weapon in combat in case they run out of ammo, or in the case of sniper-rifle wielding soldiers, if they get too close for their weapon to be effective. Unlike the Australia, it is a beam weapon - the idea being that if you need to use it, you're in a situation where you can't really take the time to aim. It has several mod slots to enhance functionality similar to Australia, and can accept the same universal mods (although the effects are proportional to the gun).

---

[name needed] Artillery:

Wars are won by who can hit the other guy from the furthest distance away. Even with next generation technology this is true - we just need to be sure that we're the guy that can hit from the furthest away. The [name needed] is the first artillery piece we've designed on this planet. The [name] is mostly stationary, towed into place by sunderers or other heavy vehicles, and crewed by a gunner and a communications officer. The cannon lobs heavy plasma shells, using the same plasma containment technology as the Hawk's missiles, modified for the high velocity and travel time of the shells - when they make contact, the shell detonates in a plasma explosion, doing heavy damage in it's radius. It's primarily aimed by way of other units communicating coordinates to the comms officer, who relays it to the gunner, who makes the appropriate adjustments and fires. It uses an autoloading system, with shells supplied either by a loader or from ammunition stockpiles near the gun.
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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 4 Design Phase)
« Reply #93 on: August 17, 2019, 04:20:33 pm »

Volley-0 Missile Launch System
The Volley-0 is a pared-down version of the Volley-1, losing some of its features in order to attempt to keep its basic functionality and avoid some of the mishaps that have befallen many other Nextgen Consortium vehicles in the past.

The Volley-0 MLS is based off of the chassis of a Sunderer-S, with the rear transport bays stripped out and replaced with a missile launch array on a lift. These missiles are 80 centimeters in length, not including the warheads. The rockets are 90mm in diameter, powered by cast charges of Ammonium Perchlorate/Aluminum fuel. Each individual MLS can load about 20 at a time (usually all fired in quick succession), and though the reloading process isn't necessarily the fastest, it is capable of reloading.

The first type of warhead for the MLS is derived from CI1's plasma missiles, in that they store plasma in a magnetic "bottle", breaking containment on signal from a fuze. This can either be fitted with proximity sensors so as to create an airburst, or to simply release on impact. The second type of warhead is a simpler beast, containing a charge of white phosphorus and a basic high explosive to create a smoke screen.


Quote from: Votes
Odysseus Improved Jump Pack(0):
Wellington Programmable Grenade (2): Twinwolf, Powder Miner
Volley-1 Missile Launch System (1): Twinwolf
Volley-0 Missile Launch System (1): Powder Miner
Quote from: Outfit
Ball Lightning Company (1): Powder Miner
Honk Hillís Heroes (0):
« Last Edit: August 17, 2019, 08:55:49 pm by Powder Miner »
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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 5 Design Phase)
« Reply #94 on: August 17, 2019, 08:40:06 pm »

Quote from: Votes
Odysseus Improved Jump Pack(0):
Wellington Programmable Grenade (3): Twinwolf, Powder Miner, m1895
Volley-1 Missile Launch System (1): Twinwolf
Volley-0 Missile Launch System (2): Powder Miner, m1895
Quote from: Outfit
Ball Lightning Company (2): Powder Miner
Honk Hillís Heroes (0):
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Twinwolf

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 5 Design Phase)
« Reply #95 on: August 17, 2019, 08:48:58 pm »

Quote from: Votes
Odysseus Improved Jump Pack(0):
Wellington Programmable Grenade (3): Twinwolf, Powder Miner, m1895
Volley-1 Missile Launch System (0):
Volley-0 Missile Launch System (3): Powder Miner, m1895, Twinwolf
Quote from: Outfit
Ball Lightning Company (3): Powder Miner. m1895, Twinwolf
Honk Hillís Heroes (0):
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Of course, Twin is neither man nor woman but an unholy eldritch abomination like every other Bay12er. The difference is they hide it better.
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Man of Paper

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WarBiz Arms Race // Nextgen Consortium Thread (Prewar 5 Revision Phase)
« Reply #96 on: August 30, 2019, 02:50:04 pm »

Prewar 5 Design Phase


Proposal: "Wellington" Programmable Grenade
Difficulty: Theoretical
Results: (2+1) (4+3)-3=4, Poor

Going from no launchable grenades to guided ones is something of a hurdle. Another hurdle was adding preprogrammable fins on the fly as opposed to a more reliable guidance system while also not having a propulsion system of their own. We managed to make something out of it though. Somehow.

The grenade does indeed launch and detonate on impact in a flash of superheated energy, causing devastating burns within a few meters and capable of rapidly knocking out energy-based protection, however defeating protective armor with them is unreliable. The grenades themselves can be launched out to 300 meters fairly accurately thanks to the fins that provide stability and, currently, nothing else. While it is a fairly solid grenade, our biggest drawback comes in the form of incompatibility with our current array of modules.

Some of our engineers suggest that maybe a modification to the NZ itself to allow it to create and fire an energy grenade on it's own could actually utilize the modules we apply to the New Zealand. [GM Note 1/2: This was what I thought you'd be going for when you got the New Zealand, like a contained ball of plasma - something that would allow, for example, the Clyde II to turn the grenade launcher into a Masterkey. This somewhat retcons the way I thought it'd work since I didn't clearly state the way it'd function in order to not give youse ideas, but swapping it's functionality back in a revision would be pretty simple as a result, and added functionality within reason wouldn't be punished.] It's not as if there are tiny robot arms modifying the grenade once it's pushed into the launcher after all, and neither launcher nor grenade are outfitted with wireless communications to facilitate augmenting one with the other. [GM Note 2/2: I've given you options to continue down both the strictly energy or the physical grenade paths since I feel as though a lack of clear concise guidelines and the ambiguity of "Modular Weapons" have combined to create some misunderstandings and confusion, and you've used more actions figuring out what your specialties are defined as than you have actually utilizing your specialties.]

A pack of eight Wellington Stabilized Grenades is considered (EXPENSIVE) since they do function as launchable grenades and take up a single Auxiliary Slot. They are usable by anyone with an Australia/New Zealand.


Proposal: Volley-0 Missile Launch System
Difficulty: Hard
Results: (3+1) (3+3)-1=5, Below Average

Slight modifications made to the Plasma Missiles used in air-to-air and air-to-ground combat has given us a surface-launched missile system capable of semiaccurate bombardment of surface targets with both plasma warheads and white phosphorous smoke. Poor targeting systems within the Sunderer-V0 make pinpoint strikes difficult, often requiring saturation bombardment to take out specific targets. This will eat through a Sunderer-V0's twenty-missile payload fairly rapidly. Slow air targets may be acquired by the Sunderer-V0's systems, but quick-moving aircraft are hard to maintain a lock on unless they loiter in a specific slice of sky for an unprofessional amount of time.

The Sunderer-V0's missile system is mounted on the exposed bed of the vehicle and capable rotating 360 degrees and nearly 90 degree angling. It doesn't move rapidly, mind you. The vehicle moves slower than the base Sunderer-S at a cool 65 km/h and cannot utilize the missile system unless it is parked.

The Sunderer-V0 is considered (VERY EXPENSIVE) largely due to the amount of munitions required for guaranteed effectiveness.


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


As you move into you final Revision Phase you will have a total of Two(2) Revisions to utilize. They will be granted a reroll each in the same way the Design Phase was treated. You must also decide on your Outfits and Loadouts by the end of the turn! This turn will introduce the strategy phase, but only for finalizing the Outfit and Loadout votes, so keep that in mind.

Spoiler: NC Armory (click to show/hide)
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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 5 Revision Phase)
« Reply #97 on: August 30, 2019, 05:26:50 pm »

So Iím willing to go for the energy grenade with a revision, since the idea of absolutely fucking ruining someone with a Clyded big olí fwoomp of plasma is pretty tempting. Thereís two other things Iíd like to consider for our second revision. One is the pragmatic and practical option, which is adjusting the targeting on the V-0, seeing as that is certainly within revision bounds and seems like it might potentially be the best literal and metaphorical bang we could get for our revision buck.

The other, far griefier, option is to make little handheld horns to honk at the enemy with and piss them the fuck off, which could actually be useful with the Ball Lightning Company concept but which is probably going to help our straight fight a lot less. Still, itís funny  as hell, so Iíd like to hear your opinions.
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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 5 Revision Phase)
« Reply #98 on: September 12, 2019, 08:15:04 pm »

Quote from: Volley-0 Targeting Computer
The factor that makes the Volley-0 system inaccurate is actually a rather simple one -- the Volley-0's targeting system simply doesn't view the battlefield in small enough chunks to hit individual targets properly; instead, a "grid square eraser" approach had been taken to targeting with the Volley-0, calling on the Volley-0 to bombard a single area out of existence, and to have significant difficulty locking on things within a metaphorical grid square. Unfortunately, in as armor-heavy an environment as Auraxis is likely to be, and with the aggression allowed by the respawn system, having the artillery expend itself so quickly may leave the job unfinished. Accordingly, the targeting computers have had a new mode added -- now, the Volley-0 takes a more shape-analysis approach to targeting, identifying the outlines of targets in sight, and pairing that with IFF transponder readings. If it identifies a target and does not get a friendly IFF result, it is painted as a potential target on the operator's screen, and fired at individually. This can also be turned off, so that the old semi-accurate saturation bombardment is still available for unclear conditions.
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Twinwolf

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 5 Revision Phase)
« Reply #99 on: October 02, 2019, 11:10:06 am »

Wellington Mk.2 Energy Grenade:

Well, the physical grenade wasnít really working with the rifle. So weíre doing something else. The Mk.2 Wellington module is built for the New Zealand launcher. When inserted, the Wellington module allows the gun to take the energy from itís ammo supply and shape it into a ball of plasma; when ready, the ball is launched out of the New Zealand like a grenade, and with similar impact - it explodes on contact, dispersing the energy in all directions after it hits and dealing heavy damage to anyone unfortunate enough to stand in range.
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<Caellath>: Twinwolf, your thirst for blood has been noted.

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Re: WarBiz Arms Race // Nextgen Consortium Thread (Prewar 5 Revision Phase)
« Reply #100 on: October 03, 2019, 10:53:47 am »

Quote from: Votes
Volley-0 Targeting Computer: (1) Powder Miner
Wellington Mk. 2 Energy Grenade: (1) Powder Miner
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