Governor Crooser WIP

The forward turrets have very limited fields of fire.
Frankly, positioning them on top of the central structure would seem like a better idea.
Although the center structure itself - does it have to be this high?
Because it makes the ship far more visible, without a discernable reason for it.

Otherwise looking nice.
 
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They should have about 270° from there, no idea if thats enough. I just make shit that looks cool and have the squid sign off on it.
It looks more like 180 to me, any more and the central structure looks like it would be in the way.
The barrels of the forward turret would be in danger of colliding with the wall behind it if it turns more than 100 degrees or so to either side as well.
 
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The forward turrets have very limited fields of fire.
Frankly, positioning them on top of the central structure would seem like a better idea.
Although the center structure itself - does it have to be this high?
Because it makes the ship far more visible, without a discernible reason for it.

Otherwise looking nice.
The higher up the guns go the more stability issues happen when firing them. There's a good reason ships didn't tend to stick guns up there. Multiple reasons in fact
 
The higher up the guns go the more stability issues happen when firing them. There's a good reason ships didn't tend to stick guns up there. Multiple reasons in fact

True, this is why was asking why the central structure has to be this high.
The turrets are also looking really small, and there were ships positioning small turrets quite high.

Frankly, for good positioned turrets with great fields of fire this is still among the best:
Datei:Yamato1945.png – Wikipedia

These turrets do have fields of fire of 270 degrees.
 
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The higher up the guns go the more stability issues happen when firing them. There's a good reason ships didn't tend to stick guns up there. Multiple reasons in fact
You also need an armored barbette running down to that turret's magazines. You flat out couldn't put those turrets on the super structure without taking up most of internal volume and massive weight gains in addition to instability.
 
You also need an armored barbette running down to that turret's magazines. You flat out couldn't put those turrets on the super structure without taking up most of internal volume and massive weight gains in addition to instability.

Again, true.
Were the central structure 1/3 of what it is now, it would be an option, though. And the height of it is part of my question here.
 
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Thought I'd try a maximum spending and power plan for funsies. It doesn't seem too bad really. Finishes some big things.

[] Plan: Power to the Steel Talons
-[] Infrastructure 6+E+AA/5 180R
--[] Yellow Zone Fortress Towns (Phase 6) 273/300 1 die 20R 100%
--[] Chicago Planned City (Phase 4) 3/550 1 HI 5 Infra 1 AA 1 Erewhon dice 160R 77%
Ugh. My suggestion is to find other projects for the AA and Erewhon dice (they thrive on small projects that have, say, a 25% or so chance of finishing because they can "tap" the project over the line) and put another Free die on Chicago.

-[] Heavy Industry 4/4 60R
--[] (1 die on Chicago)
--[] Continuous Cycle Fusion Plants (Phase 9) 236/300 1 die 20R 81%
--[] Suzuka Prototype Hover Chassis Factory 0/175 2 dice 40R 50%
I feel some concern here that this doesn't give the fusion plants a guarantee of finishing. Have you tallied up your Energy budget to make sure it adds up without them?

-[] Tiberium 8/7 175R
--[] Tiberium Inhibitor Deployment (YZ 11) 0/130 2 dice 60R 94%
--[] Liquid Tiberium Power Cell Deployment (Phase 1+2) 41/280 3 dice 60R 81%
--[] Visceroid Research Programs 0/120 2 dice 30R 99%
--[] Venusian Tiberium Studies 95/120 1 die 25R 100%
Personally I wince at spending two dice on an inhibitor; they have a reasonable chance of completing without one. Three dice on liquid tiberium power strikes me as a shaky compromise; you're not assured of clearing the second phase (if you need it for Energy), but you're also spending dice that could profitably go to, say, Red Zone Border Offensives.

So yes, overkill on power plants. But at least we know we'll have a good buffer to keep things powered until we get better Fusion.
You've got a surefire +10 from Tiberium Power Phase 1, but two "I hope this works" projects for +10 and +16 that should work but might not. How's your plan looking in the event that one or both of those things doesn't finish?
 
Omake: Steel Talon R&D Team Osprey Proposal #74656-J (Canon)
Omake: Steel Talon R&D Team Osprey Proposal #74656-J

DRAFT

Yeah, yeah I'll clean this up when we finally submit it up the chain. -Jen Wade

Bogatyr Repurposing Proposal

Intro:
Team Osprey is currently one of several R&D teams allocated to the Bogatyr reverse-engineering project. As per our status reports from Q2 2061, approximately 89% of the external systems have been disassembled and removed for further study, dispersed to research institutions across GDI. However, the core systems of the vessel remain intact. Most relevant for this proposal are the drive systems. In this proposal, we discuss the possibility of repurposing the Bogatyr from a floating, sub-orbital heavy weapons platform into a rapid-response mobile science research facility.

Current Status:
As mentioned before, the majority of the external systems of the Bogatyr have been removed. A short non-comprehensive list of removed systems include its sensor/targeting systems, light laser emplacements, rocket weapons pods, and communication system. Some of what remains include several heavy Obelisk of Light-type heavy lasers, a Tiberium-based power reactor, and a 6-pod reactionless drive system. These heavy systems are currently tightly integrated into the hull sections and will be slated for disassembly and study. But otherwise the heavy systems are intact. Also noted is that there have been extensive raids on various Steel Talon research facilities by extremely skilled operatives and regular Nod forces.

Proposal:
With the removal of the majority of external systems and heavy laser systems, this proposal aims to convert the Bogatyr into a dedicated mobile research vessel. By doing so, any Nod attempts on this research vessel will need to account for its mobile and airborne nature. It is proposed that we station several research teams onboard the vessel, enabling the study of the vessel while it is in operation as well as co-locating any sensitive research to reduce risk of seizure and destruction. An additional benefit is that the new research vessel could be promptly deployed to time-sensitive areas for scientific research.

The vehicle itself will need refits for scientific and defensive purposes. Scientific refits include several banks of Isolinear circuitry to handle all computing and simulation requirements, hi-fidelity long-range sensor equipment (both external and internal), and testing laboratories with workspaces for researchers. Defensive weapons will include a full spherical infernium point-defense network for anti-fighter and anti-missile capabilities. Additional ECM up to Initiative standards will also be required. While the heavy exterior armor of the Bogatyr already exists, additional supplementation of armor with ablative armor would be an optional extra.

Outcomes:
-Mobile, defensive, difficult to approach research facility
-Several co-located research teams
-Top of the line research and scientific equipment
-Study of Liquid Tiberium, Nod drive system while in operation
-Providing operation experience of operating future floating vehicles.

[Document continues for 12 pages]

Mainly wanted to show what craziness the Steel Talons get up to behind the scenes, even if it is unlikely their researchers will ever get their hair-brained schemes approved. I want to say this is probably one of the more sane proposals.
 
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You've got a surefire +10 from Tiberium Power Phase 1, but two "I hope this works" projects for +10 and +16 that should work but might not. How's your plan looking in the event that one or both of those things doesn't finish?
I'm quite sure you can look at the Energy breakdown in the quoted post and do 40 -16 -10 = 14...
Even if none of the +Energy projects completed, we'd still only be at 0 Energy.
And you seem to have overlooked the "Thought I'd try a maximum spending and power plan for funsies." bit. Of course there is silly overspend on the Inhibitor.
 
The forward turrets have very limited fields of fire.
Frankly, positioning them on top of the central structure would seem like a better idea.
Although the center structure itself - does it have to be this high?
Because it makes the ship far more visible, without a discernable reason for it.

Otherwise looking nice.
Yes, the central structure does have to be that high. It's the mounting point for modern panel-style radars. The taller the tower, the larger and more powerful the radar. Putting an extention on the bow behind the guns would be far more practical for solving the field of fire issue, assuming it exists.
Edit: Switching from a square tower to an elongated hexagon would also work, and give better fields of view for the AESA arrays.
 
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I'm quite sure you can look at the Energy breakdown in the quoted post and do 40 -16 -10 = 14...
I'm sincerely sorry. I spaced out on noticing that line, and was also posting a bit hastily because I had to rush out on an errand on short notice.

And you seem to have overlooked the "Thought I'd try a maximum spending and power plan for funsies." bit. Of course there is silly overspend on the Inhibitor.
There are quite a few other very expensive projects we could do in the Tiberium area that would also be expensive, attractive targets for a meme plan.

Wouldn't buzzer blades make a hell of a shrapnel bomb, or do they need to be powered/attached to non-expendable .machinery??
Given that the Visitors used them as more or less expendable ammunition with nothing beyond the propulsion system, I suspect they don't need an external power source to be hellasharp. However, I also suspect they use STUs, which means making them by the thousands of tons for use in expendable shrapnel munitions is impractical for us.

For navy... I'm kinda alright losing the offensive ships? Maxing out our current ships and their tech will probably suit us just fine.

With any luck we can build Karachi without a ton of conflict. Especially if negotiations are on the table. I'm not betting on it but I'm feeling like it's a potential that's out there.
If the negotiations don't go through right away (and they could fall down for several reasons), we'll be wanting the amphibs for other things too. It would be very convenient if we could start picking off Nod-held islands efficiently. The amphibs have a lot of uses.

The problem is we've said we're going to do Karachi, we've put off Karachi by failing to invest in the naval capacity to support a major invasion in the face of determined resistance. And now our navy is coming to the conclusion naval invasion isn't in their portfolio. Either commit to the ships needed to launch a contested invasion when air is one of our weakest areas against Nod's xenotech fighters...
Air Force confidence being "High" says otherwise...

Also, the Navy's take on Eastern Paris (the Karachi landings) wasn't like you think. It was "we can cover these landings, it's just that we'd have to strip the entire global fleet bare because we haven't got enough ships to do this and protect convoys at the same time."

Which is why we built a lot of new ships.

But the response, importantly, wasn't "there is no way to do this" or "we need the amphibs for this to be possible."

Islands should absolutely be developed this turn and at least one yard should be completed next turn, if possible...
I think this is likely to be overkill given how tight the 2062Q1 budget is. I'm okay with doing the development this turn, but casually throwing around 80 R or so next turn to get a shipyard in a hurry is a questionable choice that would come with painful opportunity costs.

[] Plan: Chocolate Boxes for the Talons

INFRA 5/5 + 1 140R
-[] Yellow Zone Fortress Towns (Phase 6) 273/300 1 die 20R 100%
-[] Blue Zone Apartment Complexes (Phase 9) 82/160 2 dice 20R 100%
-[] Chicago Planned City (Phase 4) 3/550 4 dice + 1 HI 100R
I think this catches us in a "worst of both worlds" scenario, where we commit heavily to spending on Chicago but do not complete it, while also making relatively limited progress in other areas. I'd prefer to just skip housing construction for this one turn so we can actually get Chicago Phase 4 done.

HI 4/4 + 1 (1 allocated to Chicago) 70R
-[] Continuous Cycle Fusion Plants (Phase 9) 236/300 1 die 20R 81%
-[] Suzuka Prototype Hover Chassis Factory 0/175 2 dice 40R 50%
-[] Division of Alternative Energy -1 HI die -10R Auto
I strongly disagree with founding the DAE right now. We don't know what the dice and cost numbers will be for the second-generation fusion plants, and this plan knocks us down to three Heavy Industry dice next turn. We may or may not be able to recover from that and build necessary projects effectively.

Also, this plan has only an 81% chance of completing any major +Energy projects, as I recall. Are you sure that's enough?

LCI 4/4 120R
-[] Bergen Superconductor Foundry (Phase 3+4) 251/1140 4 dice 120R
I think this is overcompensation, because we cannot realistically finish Bergen Phase 4 anytime soon. I'd rather put the fourth Bergen die and possibly the third one onto something that might actually finish in a timely manner.

ORB 6/6 + 1 + Erewhon 150R
-[] Leopard II Factory 0/350 4 dice 80R 32%
-[] Conestoga Class Development 0/60 1 die 30R 87%
-[] Station Bay 0/400 2 dice + Erewhon 40R
Conestoga development is probably counterproductive right now. SCED is working on an uprated gravitic drive that should be done in a year or so, and we'll probably get a better design if we wait until then.

MIL 7/8 + 3 + AA 255R
-[] ASAT Defense System (Phase 4) 36/220 3 dice + AA die 80R ~99%
-[] OSRCT Station (Phase 4) 319/395 2 dice 40R 100%
-[] Ground Forces Zone Armor (London) 121/180 1 die 20R 83%
-[] Medium Tactical Plasma Weapon Deployment 0/80 1 die 30R 62%
-[] Light Combat Laser Development 0/40 1 die 25R 100%
-[] Infernium Laser Refits 0/450 2 dice 60R
If we're gonna throw dice at the Talons, we should do Sparkle Shields because we know those have civilian spinoffs.

Also, this is a type of plan I'm a bit uncomfortable with, in that it only puts one die on the London factory. We made ZOCOM a promise and they're preparing to stick their necks out for us; we need to make sure they actually get what we promised them.
 
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They should have about 270° from there, no idea if thats enough.
The fields of fire for those forward guns looks to be about 240° to 260°. The raised superstructures behind them is limiting how far they can turn and not hit the ship. Try cutting the corners off of the first raised platform, shorten the hight (and maybe length a little) of (what I presume is) the command tower, and maybe move turret #2 (the gun turret second from the front) a little forward (although it looks good where it is). Otherwise this looks great for a WIP.

Steel Talon R&D Team Osprey Proposal #74656-J
We must do this, it is just perfect for us. Think of the science.:drevil:
 
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There are quite a few other very expensive projects we could do in the Tiberium area that would also be expensive, attractive targets for a meme plan.
Meme-plans are hard. I can't decide when there are too many targets. :/

For a non-meme plan, I'd drop the Inhibitor and go for Containment Lines. And maybe try 1 Tib and 1 AA die on Visceroids, which would be 79% chance. 2 dice is overkill, but we do want it likely to finish. Indecisive.
Sort of want to keep three dice on Tib Power though. I'm tempted to leave the current Fusion phase until we need it. HI has too many other demands.
 
I strongly disagree with founding the DAE right now. We don't know what the dice and cost numbers will be for the second-generation fusion plants, and this plan knocks us down to three Heavy Industry dice next turn. We may or may not be able to recover from that and build necessary projects effectively.
Mama didn't raise no coward.

Also like, with dice being an abstraction of our ability to construct projects, parliament has to take it into account when negotiating plan goals. Our number of dice puts a hard limit on what we can construct, yes, but parliament is not intentionally unreasonable. They will stretch us to the breaking point, but that's based on what they know we're capable of. If assigned projects would require a consistent dice investment budget of 6 dice per turn for 4 years, they won't assign those if we only reliably have 3 dice - though they may go for one suited for 4 dice.

Reducing our dice sets hard limits on what we can do, and they know that.
 
Eh? The goals we ended up at the last reallocation required us to double the size of our Orbital department. I'm not sure they do know what we should be capable of.
 
It houses Point Defense Lasers. Point Defense Lasers work best when they can see horizon and said horizon is far away.
So you want you PD Laser as high as it gets.
However the PD Lasers are not at the top, most of what is above them can probably go away so as to lower the center of gravity and present a lower profile. Possibly put in a radar/radio mast on that command tower.
 
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