Here's the promised superweapons. One living artillery vehicle, and one massive bomber airship with a built in spawn point to take advantage of the general lack of non-superweapon vehicles and anti-air potential in this game.
Octolith(Superweapon)
It is a known phenomenon that when one of an Octolings tentacles is severed it will grow into a strange tentacle-like creature, with the ability to produce and submerge in ink just like an Octoling. The one major problem with using these 'Octarians'(as they've been called) as disposable infantry is, simply put, that they just aren't bright. We have however found a way to mitigate the issue. For each tentacle an Octarian has, the smarter they get. While growing extra tentacles requires a long time normally, this project could allow us to put this facet of Octoling biology to great use regardless.
We call it, or rather, him, Octolith. An Octarian grown in a special vat, allowing him to grow in size and number of tentacles far more rapidly than normal. Using pruning techniques employed in gardening, we have caused his tentacles to grow out in such a way that he fits into this great, two-layered octagonal machine built out of his tank. His full set of eight tentacles each capable of protruding from specialized holes on their respective side and layer of the machine, allowing them to move about and strike with great force. That is not his primary weapon however, which is instead a set of eight modified balloon mines designed to use our improved pumps, and pumped up directly by his own massive ink supply, the balloons themselves are modified to be able to be removed from their stands and thrown, not by an Octoling obviously, but by Octoliths own tentacles. For mobility, there is a set of treads controlled directly by Octolith, and to provide added protection he has a set of four rail mounted motorized Splatlings atop his machine that draw on his own ink. All of these mechanical components being powered, of course, by a zapfish, as without this machinery, he is simply a very large, and relatively smart, Octarian.
Of course, those Splatlings must be manned, his balloons must be replaced, his zapfish must be properly installed when he is to be deployed, and he must know where to throw his devastating payload. For this, we have set Octolith up with a crew. A team of four Octolings trained in how to properly perform minor maintenance such as replacing balloons, installing the zapfish, and cleaning the pumps. Their task is to keep Octoliths machine running, to man the Splatlings, and most importantly, to be his friends. Octolith is intelligent after all, while he may be drastically different in his appearance he is a person like you or I. Anyone is free to socialize with Octolith, but these four are meant to care for both his machine, and him as an individual.
Typhoon(Superweapon)
Octolings and Inklings alike abandoned the seas long ago as they turned toxic, now the sea is attempting to take the land as well. There is however one place we can go that both the sea, and our foes, cannot touch; The air.
Typhoon can be, at its most basic, described as a giant balloon, but that is a gross oversimplification. It is a massive aircraft, a rigid, helium filled airship with a long gondola running all the way along the balloon until it begins to curve, and two storage compartments inside the envelope itself, one for supplies which is directly attached to the Zapfish generator that provides power for the craft, the other a huge tank of ink. Propulsion is provided by propellers attached to several engine cars that are placed out towards the sides of the envelope and can be disabled separately for proper manuevering. It's painted in bright green and deep octoling purple, with our insignia massive and clearly visable on both sides, and the gondola painted so as to appear as if the envelope is carrying it with tentacles. it is sure to prove an emboldening sight to any Octoling who sees it drifting over the battlefield, high up out of the range of any weapons our enemy could throw at it.
The previously mentioned ink supply is used to fill a large number of Balloon mines, which can then be dropped from great heights out of the bomb bay in the center of the Gondola. Spotlights shine down upon the battlefied from it at night, to be focused in on enemy positions by its crew in order to negate their element of surprise. This may not seem like enough to warrant the use of a zapfish, but that's because this isn't all it can do, this craft also comes equipped with a spawn pad, which can be used by any Octoling soldiers below it, and they are then deployed via one of a pair of significantly smaller unarmed airships, these airships are just made large enough to carry a squad of Octolings plus the pilot so that it takes minimal power for them to get to and from Typhoon. Typhoon carries a limited amount of ink, mines and pods though, so it must return to friendly territory to restock and refill before taking flight once again, but the balloon mines on board can be filled manually if the ink runs out first.
It should be noted that the focus is to be placed on making the airships main features functional(flying, bombing, spotlights) before moving on to the respawn point and transport craft.
Concerns have been raised that running the respawn point, if it is included, will draw on too much power for the zapfish to power the entire ship as well, this is to be looked into before the proper implementation of the respawn pad. If it is in fact the case than the respawn pad is to be powered independently by a second zapfish that can be added when we have access to one, and until that point we will just field it with the respawn feature inactive.
OPCM: ()
Octo Valley Radio Network: (1) Failbird
Octolith: ()
Typhoon: ()
I'm going to vote for the Radio Network, if we all agree to make the Punt Bombs for our revision so we can try to make a sport based on them to boost our freshness next turn, then I could be convinced to vote for Typhoon instead.