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Author Topic: [We] Empire Thread | Hivers | GalactiRace  (Read 25441 times)

Talion

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #180 on: March 11, 2019, 05:26:59 pm »

Quote from: Straturgee
Plan A: (3) NUKE9.13, DGR, Talion
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evictedSaint

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #181 on: March 11, 2019, 05:54:16 pm »


Quote from: Straturgee
Plan A: (4) NUKE9.13, DGR, Talion, eS

NUKE9.13

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #182 on: March 12, 2019, 02:58:09 pm »

Okay, so, eS brought up a question: should we scrap the Penance?
The argument for is: the design is undergunned, doesn't have enough capacity, and despite being cheap still isn't cost-effective compared to the Wrath. A complete redesign lets us use the experience gained to develop a superior version, with specs more to our liking.
The argument against is: we rolled a 3 for the Penance, and doing a redesign risks rolling lower than that, and then we have nothing. Also, it will take longer to become available- if it turns out we need small ships to deal with the Liir for some reason, we might want them ASAP. It'd be safer to do a revision to fix the Penance's problems.

Cost-wise, both are (statistically) the same; scrapping the Penance will get us an average of 2 dice back, meaning a redesign 'costs' one die. Of course, we might get 1 or 3 dice back. Again, it's a gamble.

I'm not sure exactly what a redesign would entail; that's something we would discuss next turn, if we did it. Possibilities include: basically the same but with more capacity, a heavily reworked version with substantially more firepower, or even scaling up to a destroyer.
For a revision, I think the best option would be to integrate the Queen's Glory and Queen's Will into the penance, making them smaller to suit the smaller ship as we do so. That'd give us more capacity and lower the cost at the same time, although it wouldn't provide any more firepower.

We may not have much time to make this decision. Draignean may update tomorrow.
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evictedSaint

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #183 on: March 12, 2019, 06:37:08 pm »



Quote from: Straturgee
Plan A: (4) NUKE9.13, DGR, Talion, eS

Scrap Penance: (1) eS

My arguement as follows:
-We have a 33% chance of losing a die, 33% chance of gaining a die, and a 33% of neither. Fair odds.
-Designs are more powerful than revisions.
-New Penance benefits from progress of old one.
-Odds are in favor of rolling the same or higher (66%) on new ship.
-New Penance can be cheaper by baking-in components.


I think it is worth the risk, imho. I'd rather start a new one than try to patch it in revision; better long-term investment.

dgr11897

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #184 on: March 12, 2019, 06:38:13 pm »


Quote from: Straturgee
Plan A: (4) NUKE9.13, DGR, Talion, eS

Scrap Penance: (2) eS, DGR
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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #185 on: March 12, 2019, 10:54:19 pm »

A few mock-up designs for what a new or revised Penance might be billed as.  Please, feel free to provide constructive criticism and post your own designs, this is just spitballing.

Key differences are noted in bold.



Quote
[OUR] (DSS) <Penance> Gen A.2.0
Our Defensive Screening Ship "Penance".  Generation A, Version 2.0.

While the original Penance fulfilled the main goal of being cheap, simulated combat exercises reveal that the Penance critically under-performs in virtually every scenario.  Though cheap, the Penance is simply not cheap enough, at least not enough to justify the lack-luster predicted performance.  When performance is weighed against cost, the Penance pales in comparison to other ships in our fleet, and the price point makes anticipated role of 'cannon fodder' an uneconomic one.

Version 2.0 seeks to cut corners even tighter, while at the same time expanding the capabilities of the ship.  Essentially, [We] use our experience with the first design to Do More With Less(TM). 

The re-imagined version of the Penance features an increase in capacity first and foremost; an elongated middle section features modular attachment points, to which additional storage pylons or cargo bays can be attached.  This gives the Penance room for components that might not otherwise fit - additional generators, salvage equipment, stealth generators, mines, ammunition, etc.  The minimum capacity goal for this ship is 90.

The Penance Gen A.2.0 features baked-in chemical thrusters, using the same binary fuel supply as our Tremor nuclear torpedoes.  This alleviates the need for Synthetics that the Queens Will Reactionless Drive might require, further reducing cost.

It also features a baked-in set of Alate armor in order to provide some cost-efficient longevity to this light screening ship.


Additionally, the Queens Glory is baked-in, reducing the capacity it might otherwise consume.  The Glory comes with the standard failsafe, which is virtually required for a ship of this caliber.

As pointed out, the Penance is under-gunned for ships of this class.  Weapons systems are doubled to 2 Medium and 6 Small Mounts.

Like our other ships, the Penance features a last-resort suicide nuke and deliberately forgoes escape pods.

Minimum Capacity: 90
Weapons: 2 Medium, 6 Small
Baked-In: Queens Glory, Alate, Binary Chemical Thrusters
Built-In Suicide Nuke

Quote
[OUR] (DSS) <Penance> Gen A.2.1
Our Defensive Screening Ship "Penance".  Generation A, Version 2.1.

While the original Penance fulfilled the main goal of being cheap, simulated combat exercises reveal that the Penance critically under-performs in virtually every scenario.  Though cheap, the Penance is simply not cheap enough, at least not enough to justify the lack-luster predicted performance.  When performance is weighed against cost, the Penance pales in comparison to other ships in our fleet, and the price point makes anticipated role of 'cannon fodder' an uneconomic one.

Version 2.1 seeks to cut corners even tighter, while at the same time expanding the capabilities of the ship.  Essentially, [We] use our experience with the first design to Do More With Less(TM). 

The re-imagined version of the Penance features an increase in capacity first and foremost; an elongated middle section features modular attachment points, to which additional storage pylons or cargo bays can be attached.  This gives the Penance room for components that might not otherwise fit - additional generators, salvage equipment, stealth generators, mines, ammunition, etc.  The minimum capacity goal for this ship is 90.

The Penance Gen A.2.1 features baked-in Queens Will, further reducing cost.

It also features a baked-in set of Alate armor in order to provide some cost-efficient longevity to this light screening ship.


Additionally, the Queens Glory is baked-in, reducing the capacity it might otherwise consume.  The Glory comes with the standard failsafe, which is virtually required for a ship of this caliber.

As pointed out, the Penance is under-gunned for ships of this class.  Weapons systems are doubled to 2 Medium and 6 Small Mounts.

Like our other ships, the Penance features a last-resort suicide nuke and deliberately forgoes escape pods.

Minimum Capacity: 90
Weapons: 2 Medium, 6 Small
Baked-In: Queens Glory, Alate, Queens Will
Built-In Suicide Nuke



Revision:

Quote
[OUR] (DSS) <Penance> Gen A.1.1
While the original Penance fulfilled the main goal of being cheap, simulated combat exercises reveal that [OUR] (DSS) <Penance> Gen A.1.0 critically under-performs in virtually every scenario.  Though cheap, the Penance is simply not cheap enough, at least not enough to justify the lack-luster predicted performance.  When performance is weighed against cost, the Penance pales in comparison to other ships in our fleet, and the price point makes anticipated role of 'cannon fodder' an uneconomic one.

Simply put, the Penance needs to be able to do more.

Version 1.1 introduces an extension of the Penance framework to allow for additional storage space for equipment, allowing us to pack more onto the ship.  This additional space allows us to perform amazing feats such as fully equipping the ships hardpoints with weapons while still allowing the ship to move and generate power.  The extension should be sturdy enough to prevent the ship from deforming while moving, while at the same time not meaningfully increasing the ships overall cost.

If possible, the Queens Glory and Queens Will is integrated into the design in order to reduce finalized cost and maximize space.

NUKE9.13

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #186 on: March 13, 2019, 03:18:19 am »

I'm incredibly leery of the concept of Doing More With Less(TM). I could see us Doing More OR Using Less, but not both at once.
The main downside of chemical thrusters is that their fuel takes up a lot of space. Like, a ludicrous amount. So for that reason, the A.2.0 wouldn't be practical.
There is a HUGE issue with the A.2.1, namely the designation is wrong. It should be A.3.0- it isn't a revision to the A.2.0, it is an alternate proposal, a different design.
In the A.3.0, I think we should try to downsize the Queen's Will slightly- it can cover a destroyer, which is wasted space and power on a frigate.
In both, the failsafe shouldn't be baked in. It's free, meaning we can always add it to a ship when needed.

I wouldn't even bother stretching the Penance in the revision. Just integrate & downsize the QG and QW, and we should gain enough capacity and cost reduction to make the Penance acceptable.

Anyway, I'm voting not to scrap the Penance, although I won't be bummed out if we do.

 
Quote from: Straturgee
Plan A: (4) NUKE9.13, DGR, Talion, eS

Scrap Penance: (2) eS, DGR
Don't Scrap Penance: (1) NUKE9.13
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Talion

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #187 on: March 13, 2019, 08:29:38 am »

I'm not a fan of the Penance and I think we should be focusing our dice on other things.

Quote from: Straturgee
Plan A: (4) NUKE9.13, DGR, Talion, eS

Scrap Penance: (2) eS, DGR
Don't Scrap Penance: (2) NUKE9.13, Talion
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NUKE9.13

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #188 on: March 13, 2019, 11:19:52 am »

Quote from: Straturgee
Plan A: (4) NUKE9.13, DGR, Talion, eS

Scrap Penance: (3) eS, DGR, NUKE9.13
Don't Scrap Penance: (1) Talion



E: A proposal for an improved gravity drive, for whenever we need it:

Quote
[OUR] (GSD) <Queen's Will> Gen A.2.0:
The concept of a 'computer' (a number-crunching device that is capable of executing arbitrary code) was a relatively recent invention in Hiver society, coming much later in their technological development than is typical. The reason for this is simple; why calculate something using a piece of machinery, when you have so much spare mental capacity amongst the drones in the hive that could do it instead? As society advanced the amount of calculations that had to be performed increased exponentially, of course, and eventually it became necessary to develop mechanical means of performing some of the most rote tasks. The first bore drives were driven by electronic computers, as it was believed that drones could not solve the extremely complex equations quickly enough. This soon proved to be a mistake, resulting in a crude, inefficient means of faster-than-light travel. Advances in psitech quickly led to the Queen's Path, where the psionic potential of the drones was fed into a specially bred prince whose mind was capable of performing the necessary calculations quickly enough. However, development of the Queen's Will had started before this, and thus the first iterations were tied down by crude, ineffectual computers.

Let it never be said that [We] are one-trick [Pack Animal]s, solving everything by the application of psionics. That said, sometimes the best answer is psionics, and we shall not shy away from their use for the sake of being original. Such is the case with the Queen's Will- hampered by computational limitations, the obvious answer is to replace them with a variant of the Pilot used in the Queen's Path. This Helmsman is connected to the Queen's Will much like the Pilot is to the Queen's Path, and much like the Pilot, he draws upon the psionic energy of the ship's crew to perform lightning-quick bore-physics calculations. The Helmsman is different in that his knowledge of long-range bore-physics (of the sort needed to travel from star to star) has been replaced by knowledge of gravitational manipulation, allowing him to intuitively understand how to shape gravitational fields to generate as much acceleration as possible.

The superior nature of the calculating entity will allow us to blow past the limits imposed upon Gen A.1.4, enabling fractal webs of microboreholes in exceedingly intricate patterns (generated organically) that are replaced at much higher rates, easily doubling the maximum acceleration achievable.
« Last Edit: March 14, 2019, 04:44:55 am by NUKE9.13 »
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evictedSaint

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #189 on: March 16, 2019, 07:08:04 pm »

Quote from: Design
[OUR] (SF) <Relentless> Gen A.5.0

After first contact it has become apparent that the existing <Relentless> is not quite a match for the enemy we face.  Despite performing admirably, the starfighter could afford yet another upgrade.

Our Star Fighter "Relentless", Generation A, Version 5.0 begins to blend the line between organic and machine.  The most notable change is that drones are now directly integrated into their fighters as little more than an organic combat processor.  These drones, once integrated into the ship, generally do not leave the craft except for maintenance purposes.  Their bodies are smaller, with stronger vascular systems for greater G-force resistance and more finely tuned nervous systems for greater reaction speeds.  Their decision-making is elevated to allow for split-second reactions without the direct control of a Prince.  This allows the Prince to dedicate more effort to squadron-based tactics while simultaneously allowing the Drone to perform maneuvers on its own - such as slipping through a gap in a wall of Gaian scatter-shot fire, or predicting likely enemy maneuvers.  The tighter integration of drones should allow us to shift more of the cost from Metals to Organic components.

The on-board systems have received a boost in intelligence as well.  Long-range missiles are now better at tracking Gaian fighters and are able to compensate for ten-meter shifts without losing target tracking.  The warhead is modified for proximity detonation, allowing it to detonate and damage a craft it might otherwise miss.  The battle HUD feeds real-time combat information to the pilot for greater combat awareness, and the laser cannons can shift up to 30° off center to enable the craft to fire at targets without pointing directly at them. 

Lastly, Version 5.0 features more refined RCS systems for greater evasive maneuvers against enemy point-defense and scatter-shot weapons.


Quote from: Revision
[OUR] (SF) <Relentless> Gen A.4.3

In order to maintain favorable exchanges, the Relentless must be either significantly cheaper or out-perform enemy fighters.  Generation A, Version 4.3 decreases the cost of the Relentless in order to ensure exchanges are more reliably in our favor.

Similar to what we've done with our Takers, Version 4.3 makes the Relentless cheaper through large-scale infrastructure investments.  More colonies are dedicated to the production and shipment of Relentless star fighters, and processes are streamlined for efficiency.  Drones which pilot Relentless's do not need to be large or particularly strong, so smaller breeds are harvested which do not require as much nutrients.  Internal structures of Relentless fighters are optimized for expedient maintenance and repairs, and larger batches of these fighters can be shipped into orbit for a reduced cost-per-unit.

Where possible, metallic armor and structure components are converted to chitinous organic components, similar to the Alate armor.  This is intended to reduce metal cost in favor of organic costs.  Additionally, construction uses worker drones over machinery when possible, further offsetting metal costs for organics.

Basically, we make the Relentless a lot cheaper, and convert some of the Metal costs to Organics.
« Last Edit: March 18, 2019, 05:17:51 pm by evictedSaint »
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Draignean

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #190 on: March 17, 2019, 12:21:07 pm »

Contact at Oscar
After having come into contact with the Gaian fleet, your princes will now be better prepared to engage their blink equipped fighters. In addition to defeating the Gaian fleet, your princes at Oscar provide the following survey data;

Size: 8
T: 2240 | 9%
O: 10305 | 6%
M: 7210 | 2%
E: 5965 | 14%
S: 800 | 0%

Landing At Echo
Fleet 1 and 2 lands at Echo and deploys drones, exploring and cataloging the verdant world of shallow oceans and mountainous trees to provide survey data for the queen.

Size: 8
T: 2240 | 9%
O: 10305 | 6%
M: 7210 | 2%
E: 5965 | 14%
S: 800 | 0%


Landing At Quebec
Fleet 5 and Fleet 10 arrive in Quebec without resistance, and the takers begin the process of creating the initial infrastructure to secure the small but rich world of geysers and chasms they find there.

Size: 3
T: 1100 | 15%
O: 2405 | 11%
M: 3150 | 11%
E: 2770 | 21%
S: 300 | 0%

Landing At Bravo
Fleet 7 lands on the tiny world of Bravo, finding it peculiarly similar to their home- if at a much smaller scale.

Size: 1
T: 475 | 18%
O: 945 | 20%
M: 1495 | 1%
E: 700 | 22%
S: 100 |  0%

Landing at Charlie
Fleet 8 makes landfall at Charlie, and, after a few unfortunate drones are eaten discovering that the curious threadlike patterns in the planet's sand are the whiplike tongues of vast burrowing creatures, surveying goes smoothly.

Size: 5
T: 2240 | 20%
O: 6675 | 6%
M: 6275 | 12%
E: 2540 | 17%
S: 500 | 0%

Landing at Papa
Fleet 9 disgorges its troops onto the surface of Papa's world- finding it barren and locked beneath colossal sheets of ice. Still, a bit of work can establish a hive even with such climbs, and the survey data comes in after only a slight delay.

Size: 6
T: 1565 | 1%
O: 5210 | 2%
M: 8940 | 18%
E: 3732 | 6%
S: 600 | 0%



Design Phase of Year 2

Resources
Dice: 9
T: 8040 + 2500
O: 34530 + 7500
M: 8320 + 7500
E: 8686 + 5000
S: 2020 + 500

Penance has been scrapped, yielding 2 dice.

Spoiler: Projects (click to show/hide)

[We] Technology List
[We] Empire Planner

Spoiler: Current Deployment (click to show/hide)

*Not including hangar attachements such as fighters or drones.
« Last Edit: March 17, 2019, 12:29:35 pm by Draignean »
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evictedSaint

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #191 on: March 17, 2019, 12:38:11 pm »

I think it would be nice to compose a list of things we "Want" to develop and do.  This would be a helpful reference, and allow us to prioritize our actions.  Please feel free to add to the list - this is all "wants", so there's nothing wrong with putting in your own pet project.

This list is in no particular order.

We have 9 Dice this turn.
Quote from: Potential Actions
  • New Penance (Frigate) - 3 Dice
  • Accelerate Watchers - 2 Dice (2 Rushed) (+ 1 Bugfix?)
  • Accelerate Whisper - 2 Dice (2 Rushed) (+ 1 Bugfix?) 
  • Accelerate Alate - 1 Dice (1 Rushed)   
  • Metal Economy Design - 3 Dice   
  • Better/Cheaper Relentless - 1 Dice
  • Mega Project - (Fighter catapult?) - 3 Dice
  • Small AA Weapon - 3  Dice
  • Bore Disruption Field - 3 Dice
  •    
  •    
  •    

« Last Edit: March 17, 2019, 01:00:44 pm by evictedSaint »
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NUKE9.13

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #192 on: March 17, 2019, 04:02:38 pm »

Quote
[OUR] (LPD) <Spark> Gen A.1.0:
Lightning is a rare phenomena on Regalis. The fact that the atmosphere is confined to canyons means that there isn't much space for storm systems to develop. Even when storms do develop in the larger canyons, [We], in our vast underground warrens, are rarely affected (The rise and fall of Regalis's subterranean seas is of greater concern, but that's another story). Lightning, then, was for a long time merely a scientific curio.
Now this elusive element will be harnessed to strike down [Our] foes. The (Lightning Point Defence) <Spark> makes use of 'self-carrying retrocausal phantom ionisation' to produce bolts of lightning (or something like it) that arc from [Our] vessels to anything nearby that has not been 'grounded'.
SCRPI may sound intimidating, but operation is simple; a small psionic circuit is used to convince a small high-energy particle that it has already made contact with a solid object. It is subsequently projected into the vacuum outside of the ship, whereupon the conflict between what the particle 'believes' (as it were) and reality will, some percentage of the time, be resolved by the particle being drawn towards the nearest solid object (if not, it simply stops 'believing' the falsehood). [Our] vessels will not be considered solid objects, as the particle is conditioned to reject anything affected by Hiver psionic signatures. The collective psionic field of the crew permeates the entire vessel, as they 'know' it to be 'theirs'; likewise, munitions fired by [Our] vessels retain a lingering psionic signature that disqualifies them from consideration.
Once the particle makes contact with a solid object, its belief becomes fact, and a causal link is retroactively established between the emitter and the object, forming an 'ionised' 'pathway'. This allows for many more high-energy particles to flow down this pathway, into the solid object in question. This will at the very least play havoc with any electronics it contains, and may even cause structural damage as the high-energy particles release their energy into the surface of the object, typically causing a small explosion on the impact site- unlikely to harm larger vessels, but could easily destroy a missile or damage a fighter.

The <Spark> is to be installed in a Small mount, to serve as point defence.
Quote
[OUR] (DMN) <Hivemine> Gen A.1.0:
On Regalis, access to sunlight is a luxury. There are only so many canyons, yet there are so many more Hivers. As a result, there is a class of colony that never sees daylight, but are situated deep within the earth, where they extract minerals for trade with other colonies, and get their water from the underground seas. They are known as the [Deep], and until recently they were a somewhat maligned group- second class colonies, as it were. Few of their number contributed much to our early ventures into space, except as a source of resources. But now is their time to shine, except not literally shine, because the light burns their carapaces.

The [Deep] are perfectly adapted to mining- not only are their drones adapted to heat and poor atmospheric conditions, but most of their princes are natural geologists. The (Deep Mining Network) <Hivemine> project entails the provision of support to the formerly ignored group, allowing them to vastly expand their operations. Their expertise in the field of mineral extraction combined with the generous influx of resources (primarily more food, allowing them to spawn more drones), will allow us to increase mineral production on Regalis. More importantly, provisions will be made to transport [Deep] princesses into space, to found new colonies beneath the surface of newly acquired worlds, allowing us to maximise mineral extraction from them as well.
Quote
[OUR] (CED) <Caltrop> Gen A.1.0:
[<Space><Large>][<Space><Large (Emphasis)>][<You.Receiver (Doubt)><Scope (<Vast><Huge><Confusing>)(Large)>]
Space is big. Really big. You just won't believe how vastly hugely mindbogglingly big it is.
So if you want to deny an entire region of space to your enemies, you can't expect to do it with ships alone. You need some way of discouraging enemy ships without having to dedicate significant resources. You need Cloaked Explosive Devices.

The Caltrop is a (relatively) small self-sufficient object that can remain in orbit of a planet, sun, or other body for an indefinite period, and still be capable of targeting and destroying (or at least damaging) enemy ships, all whilst being (mostly) undetectable (until it's too late). It consists of the following elements: A set of solar panels connected to a battery, providing a small but consistent source of power. The primary user of said power, a special miniature variant of the Queen's Whisper, designed to operate at minimal power, taking advantage of the fact that the Caltrop is inherently small and covered in non-reflective coating, making it hard to notice in the first place. A passive sensor array, capable of detecting gravitational or electromagnetic disturbances in its close vicinity (read: 1000km). A computer that can interpret data from the sensor array and determine whether the signature matches a Hiver vessel (in which case it is ignored), or not, in which case the offending vessel's trajectory is calculated and the onboard gyroscopes are engaged to point the Caltrop on a collsion course, whilst the battery is drained to provide extra power to the Queen's Whisper. A chemical thruster, capable of accelerating the Caltrop to a fairly high speed in a short period, enabling it to catch most vessels not actively attempting to avoid it (The chemical thruster can also be used on low power to correct the Caltrop's orbit should it degrade). And finally, of course, a powerful thermonuclear warhead, of sufficient size to have a reasonable shot at crippling/destroying any frigate-class or smaller ships, or dealing a serious blow to larger ones.
Additionally, the Caltrop's hull is of an irregular, semi-random shape, resembling a piece of debris or space rock, further easing the task of making it seem insignificant.

The Caltrop is designed to be deployed using a modular deployment mechanism, which is expected to take up a fair amount of space and fit into a Medium mount.
« Last Edit: March 18, 2019, 11:41:17 am by NUKE9.13 »
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evictedSaint

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #193 on: March 18, 2019, 11:09:05 am »

Quote
[OUR] (BDB) <Tidepool> Gen A.1.0

Our Bore Disruption Beam "Tidepool", Generation A, Version 1.0.

The Tidepool consists of two Talion-Phased Beam Emitters, similar in design to our existing Sunbeam maser emitters.  As even the most elementary student of Bore-based physics can tell you, the quantum noise generated by two Talion-Phased beams intersecting and collapsing will exponentially increase the complexity of nearby Borehole calculations.  The Tidepool creates this effect on a larger scale.

The Tidepool requires two Medium mounts, either both on one ship or one on each of two ships.  The beams are then focused to intersect at a specific point, wherein they will collapse one another and disrupt Bore-based equipment in that local area of spacetime.  As the Tidepool doesn't cause any physical damage, it can be safely used in fighter clouds containing our own drones, or be focused in the enemy fleet causing their bore-based defenses, engines, and weapons to slow down, lag, or even become useless in best-case scenarios.  Additionally, the Tidepool can be used to prevent escape by cowardly Humans and enable our fleet to fully prey upon their metal-rich junkheaps.

The obvious draw-back of the Tidepool is that the beams must be synchronized, and if one is knocked out then the entire system is offline.  However, as long as the weapon is used early and from a distance, it should not be a major issue.

The Tidepool is intended to be used at as far range as possible, if possible.



Quote from: Boat Box
(1) Accelerate Watchers (1 Die, 1 Rush): eS
(0) Accelerate Whisper (1 Die, 1 Rush):
(1) Accelerate Alate (1 Die, 1 Rush): eS
(1) Hivemine (3 Dice): eS
(1) Tidepool (3 Dice): eS
(1) Relentless A.4.3 (1 Dice): eS



(1) Spend 9 Dice This Turn: eS
« Last Edit: March 18, 2019, 02:23:48 pm by evictedSaint »
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NUKE9.13

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Re: [We] Empire Thread | Hivers | GalactiRace
« Reply #194 on: March 18, 2019, 02:51:33 pm »

I can agree with that plan, although this is the Design Phase, and the A.4.3 is not a design or project progress. Even if we're fairly certain that that's what we'll want to revise, we should still wait until the right phase.

Quote from: Boat Box
(2) Accelerate Watchers (1 Die, 1 Rush): eS, NUKE9.13
(0) Accelerate Whisper (1 Die, 1 Rush):
(2) Accelerate Alate (1 Die, 1 Rush): eS, NUKE9.13
(2) Hivemine (3 Dice): eS, NUKE9.13
(2) Tidepool (3 Dice): eS, NUKE9.13
(1) Relentless A.4.3 (1 Dice): eS



(2) Spend 8 Dice This Phase: eS, NUKE9.13
Logged
Long Live United Forenia!
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