BoSPaladin
The Paladin
Very strong strokes in swimming too.
Cats are the epitome of class.
We can but we would take a huge PS hit for doing so as the general consensus in parliament is that we are either going to win without significant damage or win with merely moderate damage. How that will or will not change come the resultspost we have no idea. Dropping plan goals or even entirely voiding our remaining goals is something to only consider should we start losing badly. About the only thing parliament wont cut in that case are the orbital and military goals since one is vital to humanities future and the other is vital to keep GDI alive.Can we convince Parliament to cancel our current 4 year plan?
This is the first full-scale war with NOD since the start of the quest, if that's not enough reason to cancel plan I don't know what is.
Can we convince Parliament to cancel our current 4 year plan?
This is the first full-scale war with NOD since the start of the quest, if that's not enough reason to cancel plan I don't know what is.
Neat! I like it. I do expect this to balloon in size here shortly though. Not just because GDI did a fair few iterative upgrades like URLS, laser point defense, and ablat. But also because the Treasury has actually caught up on deploying the immediately available gear for the most part. Not wholly, that's impossible, but pretty close. So in that regard, we're going to see a lot of changes to a lot of stuff in the near future. Just from Q1 2060, Wingman Drones, the escort carrier, and Shark-class frigate will join for starters.GDI Arsenal Addition List
Infantry Equipment
GDI's Zone Trooper and Raider Projects are best understood not as a mainline infantrymen, but rather mobile, aggressive, counterforce/countervalue assets, closer in both theory and practice to the Commandos, rather than the rifle squad. Both are intended to fill two primary roles. Either, they were to get into the back lines and raise havoc (as seen during Operation: Payback) or they were to act as primary strike assets, taking the fight to NOD armored columns, or their walker forces. In neither role were they expected to hold positions on their own. However, with the growth of Tiberium, and ZOCOM's perceived need for a new generation of suits, a more combined arms approach is being brought to the fore. Three new suits have exited testing.
First is the Zone Captain. Taking the sensor package from a GDI Sniper team and mounting it to a suit of powered armor is functionally simple. A laser designator, personal RADAR system, and an expanded communications suite gives these suits the ability to act as forward observers, directing fire support with lethal precision. While not intended for front line combat, it has been given a standard issue light machine gun with minor modifications, most notably reshaped grip surfaces so that the larger hands of the Zone Captain.
Second is the Defender. While Zone Armor is inherently complicated and expensive, it can be substantially stripped down. Equipped with a disc grenade launcher and a light machine gun, the Defender aims to be a version that reduces the cost of the equipment to being something that can be widely deployed. Instead of each soldier costing nearly as much as an entire squad, a Defender, with its lack of jetpack, advanced HUD, limited communications systems, and stripped down armor and mobility support systems is aimed to resolve. While still more expensive than standard GDI infantry kit, it is still substantially more comprehensive, and provides full coverage against Tiberium exposure.
Third and finally is the Maurauder pattern. Aimed to be a "Zone Heavy" the Maurauder is built around delivering a constant stream of rocket propelled grenades. While each grenade is small by RPG standards, they are still more than sufficient for use against both infantry and light vehicles.
Additionally, revisions have been made to the existing Trooper and Raider models, primarily in the form of improved armor, and modified articulation. While substantial work will have to be delayed until there are sufficient myomer bundles to completely rework the systems, small tweaks should keep the suits as they are relevant for decades to come.
Ground Vehicles
The MARV as designed is a powerful weapon of war and has proven itself in hundreds of battles. While occasionally defeated such as in the African Red Zone in 2047, each destruction saw the use of overwhelming NOD firepower and repeated attack waves, often using stealth assets to destroy MARV.
The critical flaw in MARV is its limitation of its Tiberium harvesting and refining methodology. While standard harvesters rake through the topsoil, collecting even relatively small crystals, the fixed harvesting array on a MARV on the other hand cannot sweep the Tiberium instead only collecting the large surface crystals. While admittedly able to collect a substantial amount of resources and able to cut through Tiberium fields, it is also far less than could be collected, and the remaining Tiberium crystals grow back faster than hoped meaning the area must undergo additional sweeps.
The "super" version of the MARV is intended to solve both of these problems. An additional trailer section behind the main gun turret adds much more space for weaponry and more storage for Tiberium while retaining the (admittedly limited) mobility that makes the MARV functional. This adds two sections for additional gun mounts and more tiberium storage. For the latter problem, the "mouth" of the MARV has been completely redesigned. A pair of sweeper arms, effectively upscaled from the standard Harvester, and able to sweep through the topsoil to bring smaller crystals up and into the MARV, have been installed and are intended to draw Tiberium into its mouth for processing. This will unfortunately render MARV immobile while the sweeper arms are deployed, but we believe this is to be a good trade off.
Rather than refitting existing MARV plants, the current goal is to build a series of new construction yards, a concession to the fact that the Super MARV is even more excessively armed, armored, and expensive than the "Standard" design.
GDI's field artillery development has emphasized existing calibers. 152mm smoothbore, 203mm rifled, and 120mm Mortar, the three standard tubes that GDI already uses. The former two are far more plentiful and broadly useful than the latter, making them, in theory, easy candidates for adoption. However, both are extremely heavy and hot munitions. A 203mm gun cannot maintain a sustained rate of fire more than one round a minute. 152mm is not much better. To deal with the Brotherhood's massed assault groups, a smaller, faster firing gun is needed. That is where the mortar comes in. Primarily aimed at the massed assaults that broke GDI positions across the Third Tiberium War, mortar groups are likely to be the mainstay of GDI's nascent artillery corps.
While the majority of the new pieces are likely to be fixed guns, emplaced in bunkers around the world, the Initiative does want more mobile versions, especially of the 152mm gun as a light alternative to fill the gap between the heavy artillery walkers and the mortar mounted Pitbulls. While the 152mm gun can be mounted to a Guardian chassis, the 203mm gun requires a Predator hull to have even the pretense of mobility.
Organizationally, the units are intended to be deployed in formations of six three gun batteries. three mortar batteries, two 152mm batteries, and a single 203mm battery. However, this scheme might well change multiple times in the coming months as GDI ground forces experiments with the new assets.
GDI's modern harvesters were first commissioned in the months after the Second Tiberium War. Mounting sonic systems to help clear Tiberium off of them, they were designed to be lightly armed due to the consensus that the Brotherhood had been effectively defeated and unable to contest harvesting operations. While future designs, such as the circa 2040s Heavy Harvester of the Zone Operations Command built upon this by adding heavier weapons, the core schematics was never displaced, not only in more secure regions of the Yellow Zones, but instead everywhere across Initiative operations. It had the desired durability, economical cost, and all around an easy to use workhorse that makes it accepted. However, the Third Tiberium War put paid to that concept. In many locations, raids and skirmishes around and on harvester operations were– and are– some of the first signs of Brotherhood interest in a region, oftentimes the precursor to general assault operations in a given region.
The new design is more iterative than revolutionary. Taking ZOCOM's already heavier Harvester schematics, the design work had to add multiple tons from the final weight. Not only to mount the railguns, but also the attached capacitor banks, power systems, and other miscellaneous equipment and maintenance tools. While in some ways this is significantly simpler than the two arm system that ZOCOM favored, in others it is much more expensive and limiting. While it is unlikely to actively replace the vast majority of the designs– for there was nothing inherently wrong with them in the first place– it is likely to supplement the Steel Talon's variant, or otherwise be assigned to the most bitterly embattled Harvesting operations. In long terms, it is hoped that the model could replace the Steel Talon Harvesters wholesale, and for field officers to request greater proportions of the heavily armed harvesting systems.
In the latter half of the 19th century, the most advanced blasting composition in the world was Dynamite, an emulsion of Nitroglycerin and clay, invented by Alfred Nobel. It was, of course, quickly taken up by militaries, looking for a better means of breaking ships and destroying fortresses. However, it had one critical problem. The deflagration or detonation of existing propellants provided a short, sharp, shock to the system, one that would detonate a dynamite filled shell, especially older ones whose emulsion had begun to break down, and had begun weeping pure nitroglycerin.
The same problems apply to sonic shells. Each is in effect a single shot sonic projector, using a reactive crystal as an amplifier for a single overpowering blast wave. However, this crystal is a fundamental flaw in the design, as it is both the primary determinant of how much energy, and therefore how much damage the shell can impart, and how fast it can be accelerated. The answer unfortunately in the latter case is not much. A sonic shell is quite the fragile thing, and heavy impacts, such as being dropped from about two stories, is enough to make shells unreliable at best. This has meant a more low impact solution is required. At the tail end of the 19th century, the Sims-Dudley dynamite gun used a smokeless powder charge to pressurize a piston that launched the dynamite charge down the barrel. The modern system is little different aside from the means of propelling the piston. Instead of a charge of powder, it uses a linear induction motor to fling the piston down the barrel, and launch the shell.
The Pacifier MAV uses four of these cannons, each 125mm in diameter. With the barrels themselves being only slightly longer than the travel of the piston, and only really being there to support the weight of the shell during the first part of the transit, they are notably lightweight, if only having around five kilometers of range, at least on a ballistic course. While a significant upgrade when compared to the Dynamite guns of the late 19th century, it is far from enough for a general purpose artillery piece of the mid 21st century. The solution however, has already been found in the form of glide munitions. Instead of loading a full caliber sonic munition, a subcaliber round can be loaded, and freeing up the rest of the space for other purposes which in this case is a set of folded wings. This turns the projectile into a high speed glider, and one able to deliver relatively precise munitions as far as twenty or thirty kilometers away. While still extremely short ranged by artillery standards– and though the reality of signal interference of Tiberium fields meant that conventional artillery would not be effective at those ranges regardless, it offers substantial advantages in other areas, most notably when operating in heavily Tiberium infested environments in providing heavy fire support without setting off Liquid Tiberium deposit within the earth's crust, and has a blast radius between fifty and seventy five percent greater than a conventional shell of the same caliber.
With conflicts with the Brotherhood heating up, losses among the Zone Corps have been steadily increasing, especially as there are few to no good ways to evacuate the wounded from the battlefield. Unless you are in reach of a V-35 configured for medical evacuation, or a Hammerhead, most wounds that would be quickly patched up in other branches and other areas, are significantly more dangerous to the Zone Corps.
The solution has been a fairly large hovercraft shaped like a box, carrying both the tools to disassemble Zone Armor, and treat the injuries of the trooper inside. The largest hover unit currently fielded by GDI, it is roughly analogous to the Hover MLRS systems of the Second Tiberium War, except instead of a missile system and a cockpit in the middle, the driver is sat right at the front of the vehicle, and the entire system is covered under an angled casemate.
With responses from both the Forgotten and the Zone Operations Command having been positive, the system is slated to go into full production sometime next year, with political pressure to get it done as soon as possible.
Ships
The hydrofoil is centuries old. First patented in 1869, and first tested full scale in 1904, hydrofoils are fast, at least for boats. Rather than driving a hull through the water, hydrofoils primarily ride on top of the water, with only a relatively small blade actually cutting through the water. Attempts at military use emerged in the 1940s, however they did not come into their own until the cold war.
GDI's newest watercraft, the 50 meter hydrofoil is designed to maintain speeds of 92 kilometers per hour on its foil, and carries a pair of point defense box launchers (one fore and one aft) along with eight standard multirole missiles in two launchers, one on each side of the ship. While their combat endurance is notably poor, their speed and range more than make up for it, with a single ship able to cover a radius of up to 450 kilometers from base, and still return by the end of the day.
The navy intends to build them at three plants. One for the Asian theater of operations, one for the Atlantic, and one for the Pacific. While the precise locations have not been determined, the projected order is likely to be large, doubling the number of hulls that GDI operates in all likelihood.
The Governor class is a relatively conservative design, built much like the cruisers and destroyers of the late 20th century. Forward, a pair of twin railgun turrets provide for direct fire against most targets. Behind them, the superstructure, festooned with large radar plates, towers above the rest of the ship. Around the base of the structure, four antimissile point defense systems crouch in armored basins, alongside a pair of rapid fire antiaircraft mounts. Behind the superstructure is a 54 cell VLS system. Behind that, a raised drone shed provides for reconnaissance flights deployed from a catapult rail, and on its roof are another pair of antiaircraft weapons in their own basins.
The ship has been long requested, and has been paid for in the blood of GDI's navy. With the prewar navy's near exclusive focus on the heavy warships, the carriers and battleships, the destroyers, frigates, and other deepwater escorts were heavily obsolescent, based nearly entirely on pre first tiberium war designs, and were far too few in number. The navy at the time had some 290 ships, 90 of which were capital weight. Today, sixty capital ships, and only some hundred other warships survive. To make good the losses, the navy desires some ninety ships as soon as possible with potential to expand the order to some one hundred and twenty to one one hundred and fifty ships. While this will not be a single tranche of craft, it should make good a substantial portion of GDI's total need for heavy warships. While the ships will not be the only new class desired, they will be the most numerous, and the most versatile, covering everything from naval gunfire support for amphibious operations, to missile strikes, anti aircraft perimeters, and anti submarine warfare.
Mechs
The Mark 3 Wolverine is fundamentally a fairly conservative design. Very similar to the Mark 2, its big new features are an expanded power pack, and the reason for the expanded power pack, a pair of rapid fire railguns. While the most basic form was a pair of quadpack railguns taken from Zone Trooper units, these were discarded in favor of attempting to improve the rate of fire from each barrel. The eventual assembly was a rotary tribarrel, using both an active and passive cooling array to keep the rails from melting. While capable of achieving the same velocity as the Zone Trooper's design, each assembly can put more rounds downrange per minute than an entire squad of Zone Troopers. However, this does come with the inherent downsides of needing much more power to keep the guns firing.
Otherwise, the design is mostly fitted for, but not with. While there have been proposals for a range of upgrades, ranging from smart grenades to shoulder mounted missile racks, to sensor pods, none have made it onto the final design.
When approaching a naked Mark 3 Titan from the left, it is nearly indistinguishable from its Mark 2 predecessor. Same shaping of the turret, same sensor ball and counterweight, and the same general shape of the legs. However, as one begins to move around it, things become a bit more clear. The other side holds a railgun, rather than the previous standard 152mm gun, while the counterweight is actually a shield for a second, rapid fire railgun. Additionally, there are a number of hardpoints, currently with nothing mounted besides a simple plate of armor over the connectors. The key to what makes the new unit fundamentally different from its predecessors are the internals and the modularity.
Rather than a simple update to the older model, the Mark 3 is a near complete rebuild, keeping only the shape. Starting in the crew compartment, while the Mark 3 has kept both crew seats from the Marks 1 and 2, the entire suite of controls is available from both positions, and one of the Talon's goals for the platform is to eventually reduce the crew needed to one. Otherwise, the key is in the modular hardpoints. Particle beams, plasma cannons, and even laser systems are planned for both of the main weapons hardpoints, although of significantly different scales. To go with the main weapons mounts, a centerline ventral "crotch mount" and two dorsal mounts round out the potential armament load. The ventral system is aimed to be primarily used either for a targeting pod, or an anti personnel system. Dorsally, the Talons are being more ambitious with a long list of projects, most significantly a series of proposals for either jamming or shooting down incoming missiles.
However, the new model Titan is not without drama. Rather than being a straightforward upgrade, the system had been iterated time and time and time again not only before and during the Third Tiberium War, but afterwards, in one of the most significant examples of scope and mission creep in recent history. Once funding actually became available, what had grown into a nearly 150 ton monstrosity, had to be pared down to a reasonable state. Working through the nights in shifts for three weeks, Talons engineers had to bring it down to something that could actually be fielded.
The Havoc scout mech is a 35 ton "light" vehicle, and is absolutely revolutionary. In many ways, it breaks all of the paradigms of the era before the Third Tiberium War. Shields, point defense, speed and agility. Hunched forwards, cockpit jutting out ahead of a pair of reverse kneed legs, munitions pods jutting out over shoulders and beneath the chin. Four toed articulated feet grip the ground as a trio of impulse jets provide not only a lightness of step uncharacteristic of any mech, but also the ability to soar through the air, although currently only on a ballistic arc.
While its standout feature is the jump jet system, it is built around a trinity of weapons. First and most critically, a centerline rapid fire railgun, on its left shoulder, a combined remote weapons pod, and on the right, a rapid fire grenade launcher. This is the ninth variation of the design proposed, a result of the near decade between the beginning of the design and its completion, with a number of what are now seen as critical survivability elements on nearly any new Initiative vehicle. When compared to the first design, it has nearly doubled in weight, and rather than being a proper scout vehicle, it is perfect for a more active role as a beater, forcing the Brotherhood to respond to fast moving Initiative forces.
In terms of interest, it fits a role that few other assets in the Initiative arsenal can fill. While the Steel Talons and the Zone Operations Command are the only ones so far who have expressed not only an interest but an actual demand, the Ground Forces have elected to hold off, expecting improved versions to appear in the future, and having other high priorities at this time.
Aircraft
The Aurora sacrifices everything for speed. While it shares much of its design with its Apollo cousin, there are many notable differences. For one the engine arrangement. While the Apollo has pretensions of being able to operate at lower speeds, the Aurora does not. This has meant a redesign of the engine arrangement. While the Apollo uses a pair of low bypass Turbojets, the Aurora adds to them with a third Scramjet engine between the other two. In normal operations, the Aurora will come onto its axis of attack well short of enemy positions at a mach 3 supercruise, and then initiate the scramjet to send it screaming well over mach 4, and can even push mach 5 under certain circumstances, at least in early test flights.
Beyond that, there is the weapons arrangement. While the Apollo technically can, and sometimes does, carry a substantial load of external armament, the Aurora is a significantly more specialized aircraft, and so every external hardpoint that does not absolutely need to be there (such as a pair of external drop tank points to extend the range) has been deleted. Instead, it is wrapped around two modular bays rated for three tonnes each, each able to carry a pair of heavy bunker busters– ones suitable for cracking through mountainous terrain with little collateral damage– or a suite of smaller payloads, such as 100kg inertial guided bombs or munitions sleds. These sleds are relatively simple affairs, equipped with a set of delayed release drogue chutes, used to bring the missiles down into their usable airspeed ranges, as attempting to launch at too high velocities can produce problems with the guidance system.
The reason for this is a fundamental problem with air defense in the modern world. It is unfortunately short ranged. At a speed of over a kilometer per second during combat operations, an Aurora can cross through the entire threat envelope of any modern defense system, likely before the system can reorient to launch, and has enough speed that some defensive systems, at times cannot retarget fast enough to get an angle for more than a split second. When paired with glide bombs, it is nearly immune to any weapon the Brotherhood of Nod has in its current arsenal.
Notes:
Thought we needed an info-threadmark about all the additions to GDIs arsenal. Ideally I would like to keep this one updated, but there are still a few things I am missing, mostly all the various upgrades to the current arsenal, like to the Predator. If you want to write a short blurb describing an existing vehicle that was upgraded, just ping me. Also I have threadmark priviliges. Bow before my might.![]()
Suggestion #1: Under "infantry equipment" you might want to include the 'boron composite armor' and 'armor piercing ammunition' upgrades from the early quest era, along with some choice bits from the railgun upgrade project, all during the First Four Year Plan.Notes:
Thought we needed an info-threadmark about all the additions to GDIs arsenal. Ideally I would like to keep this one updated, but there are still a few things I am missing, mostly all the various upgrades to the current arsenal, like to the Predator. If you want to write a short blurb describing an existing vehicle that was upgraded, just ping me. Also I have threadmark priviliges. Bow before my might.![]()
I like the tech idea.Neat! I like it. I do expect this to balloon in size here shortly though. Not just because GDI did a fair few iterative upgrades like URLS, laser point defense, and ablat. But also because the Treasury has actually caught up on deploying the immediately available gear for the most part. Not wholly, that's impossible, but pretty close. So in that regard, we're going to see a lot of changes to a lot of stuff in the near future. Just from Q1 2060, Wingman Drones, the escort carrier, and Shark-class frigate will join for starters.
As a suggestion, it might be worth it to add a 'tech' section for pieces of equipment that are commonly used across multiple platforms such as laser PD, railguns, ablat armor, and URLS missiles, if only so you, or whoever contributes to the article, doesn't need to spend time explaining over and over again what they are.
There is a large backlog of information I need to go through to combine all the new tech we put onto the predator into one descriptive blurb. Thats why I said people could submit additions to the article.Suggestion #2: You may likewise want to incorporate information about major upgrade programs such as the Super Orca and the naval/tank point defense refits. Because, for instance, our Predator tank only vaguely resembles the C&C3 version. This is broadly in line with Decim's suggestion above.
Probably partially technology regression because the 'living memory' of making the guns and ammunition hasn't happened for a while. Beyond the Juggernaut that is, and that's... a bit of an oddity considering it's likely a legacy design from the 2nd Tiberium War era which hasn't been updated since. So the ammunition we use isn't great because we don't know how slight differences in the shell design, propellant used, amount of propellant used, amount of explosive used, and all sorts of other things mean you have a weak round that can be fired very fast and far, a weak round that you can't fire too often because it messes up the gun if you do that, or a 'perfect' round where it's the design of the gun itself, vehicle chassis moving it around and crew reloading the gun that limit the firing rate.So has artillery tech regressed or something? Even WWII 203mm/8 inch guns had a better rate of fire than 1 round a minute. Heck in the mid to late 70s the USN had a successful prototype that could manage 12 rounds per minute.
GDI Arsenal Addition List
Notes:
Thought we needed an info-threadmark about all the additions to GDIs arsenal. Ideally I would like to keep this one updated, but there are still a few things I am missing, mostly all the various upgrades to the current arsenal, like to the Predator. If you want to write a short blurb describing an existing vehicle that was upgraded, just ping me. Also I have threadmark priviliges. Bow before my might.![]()
This turn, the military wants YZ Harvesting. We are going to war against the various Nod Warlords, and our chosen strategy was a major counter-offensive.So why are we not going all-in on the underground mines? That seems like both free money and something that should be investigated.
Meant more in the general sense. I'm new and the voters have aggressively pursued every other source of resources, why not that one?This turn, the military wants YZ Harvesting. We are going to war against the various Nod Warlords, and our chosen strategy was a major counter-offensive.
Because (assuming you mean Vein Mines) they cost Capital Goods, and so they are very much not free. We're starting on a phase of building up Capital Goods rapidly, but have just hit the point where it's reasonable to work on them. And in the immediate sense, because Yellow Zone Harvesting and a few other projects actively help the war effort a lot more.So why are we not going all-in on the underground mines? That seems like both free money and something that should be investigated. Also, the anti-stealth, particularly because they have new anti-stealth airplanes.