[X] Plan: This Enough for You, Gager?
-[x][Launch method] Stationary rail catapult with hyperburst: 5000m altitude, deploy time 25 minutes.
-[x][Airborne movement] Silent electric turbine-assisted flight: glide ratio +/= 40.
-[x][Landing strategy] Silent electric turbine-assisted landing.
 
In the absence of more/clarifying information... we don't have much time left, so instead of trying to save enough time for a second project, (where we'd likely not have enough for more than a normal success,) I'd rather just go for broke on this. A 200km range is absurd, especially when it keeps stealth intact.

[X] Plan: This Enough for You, Gager?
 
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In the absence of more/clarifying information... we don't have much time left, so instead of trying to save enough time for a second project, (where we'd likely not have enough for more than a normal success,) I'd rather just go for broke on this. A 200km range is absurd, especially when it keeps stealth intact.
IMO we should also consider how anything we develop here might be usable in other ways. For example, the catapult could not only be used to deploy troops, but could also be easily re-purposed to launch ordnance (ie, glide bombs and the like), allowing it to act as artillery, or extend the range of aerial units we might develop or use.

With that in mind, if we're considering to truly go for broke, I think it would be extremely worthwhile to add the heavy drone (which could be used for logistics, bombing, air support, etc) to the plan.

The wingsuit would also be a nice addition, as it would improve the tactical mobility of lighter T-dolls in certain terrains (hills, mountains), though where it would truly shine would be if the tech-commonality would allow us to develop the portable catapult with less time commitment. Though admittedly this would be more of an optional nice-to-have.
 
[X] Plan: This Enough for You, Gager? More Troops
-[x][Launch method] Stationary rail catapult with hyperburst: 5000m altitude, deploy time 25 minutes.
-[x][Airborne movement] Silent electric turbine-assisted flight: glide ratio +/= 40.
-[x][Landing strategy] Silent electric turbine-assisted landing.

increases development time 4d -> 5d
increases troops deployed 80 -> 144

[X] Plan: This Enough for You, Gager? More Troops and Range
-[x][Launch method] Stationary rail catapult with hyperburst: 5000m altitude, deploy time 25 minutes.
-[x][Airborne movement] Folding high-efficiency glider: glide ratio = 12
-[x][Airborne movement] Silent electric turbine-assisted flight: glide ratio +/= 40.
-[x][Landing strategy] Silent electric turbine-assisted landing.

increases development time 5d -> 7d
increases range 200km -> 260km
 
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@Solark
roughly how many helicopters does GK have? if they don't have that many, we might be able to ditch stealth and just go for fast and loud. Oh also, how far away are their airfileds? because I think i might be able to build a plan to reach them given according to google, a helicopter can only go 800km max on one tank, or half that on a round trip.

[Launch method][] Rocket boosters-accelerated launch: +2000m altitude, stealth-breaker.
[Launch method][] Rocket boosters-powered takeoff: 1500m altitude, deploy time 5 minutes, stealth-breaker.

also can we stack these? or is Rocket boosters-accelerated launch something that needs the rail cannon?

i'm trying to put together a "minimum viable product" something that will take the smallest amount of time, giving up on stealth for numbers and range.


ok so assuming that Rocket boosters-accelerated launch means boosting a rail cannon, I think I see two ways to get this done fast if we're willing to go loud.

Minimum viable product
[Launch method][-] Portable rail catapult: 700m altitude
-[Launch method][-] Rocket boosters-accelerated launch: +2000m altitude, stealth-breaker. total of 2700m
[Airborne movement][-] Rocket boosters-assisted flight: glide ratio +/= 20, stealth-breaker.
[Landing strategy][-] Rocket boosters-assisted landing: stealth-breaker.

total days 2, portal rail catapult(1d), rocket boosters. (1d)
-stealth rockets are loud
+numbers, barley if I'm reading it right, can get a platoon and a half on the ground in 30 minutes
+range barley, 54 km range. So it would have to be a bit close to the front lines to reach the back line, though its mobile so at least it can shoot and scoot.

this is, not good, but it is cheap. it's a single launcher that would have to be way to close to the point of contact for full deep strike, which combined with breaking stealth means it's going to be tracked fast. It would work, but it would not work that well. that said, we can throw it together in two days. There is another take on the product that takes one extra day that I would be a better take on the ditching stealth approach.


[-] Plan: Jump pack assault.
-[-] [Launch method][-] Rocket boosters-powered takeoff: 1500m altitude, deploy time 5 minutes, stealth-breaker.
-[-] [Airborne movement][-] Jet turbine-assisted flight: glide ratio +/= 80, stealth-breaker.
-[-] [Airborne movement][-] Rocket boosters-assisted flight: glide ratio +/= 20, stealth-breaker.
-[-] [Landing strategy][-] Rocket boosters-assisted landing: stealth-breaker.

total days 3, portal rocket boosters. (1d), jet turbines (2d)
-stealth rockets are loud and so are jet turbines.
++numbers, Launch time of 5 minutes means mean even if you slim the window down to 20, your landing 5 platoons, keep it at 30 and your landing 6. Your loud the entire trip though, so forces would be pretty easy to track, but this is the fastest method we have, so its getting the most boots on the ground we can if we're going loud.
+++ 150KM range. This means we can either launch these safely 100km behind our lines, or move them up closer to the point of contact and get very very far behind the enemies lines. What's better, this would not be a single centralized launch platform, we could ship these to anywhere with a rail head. It would be entirely viable to just shoot a spread of these from anywhere to random points behind the enemies lines to keep them chasing ghosts both behind the point of contact, and desperately looking for a launch complex that does not exist.
edit: see below for a more efficient plan.


so uhh, this is the result of a bit of googling and a relzation. GK use helicopters for mobility, helicopters have a range acording to google, of 400 to 800 km, assuming they are not refueling they can't be more than 400 km away. Now they are dropping dolls behind our lines so I suspect they don't have the choppers running on fumes when they reach the contact line, but they also might have better range than modern choppers even when loaded up with assault androids who weight more than humans. So, I'm pegging 400 km as the farthest their airbase could be. I have no idea if this is viable, but it does seem to be achievable.

[] Plan: visiting the helipad.
-[] [Launch method] [-] Stationary rail catapult with hyperburst: 5000m altitude, deploy time 25 minutes
-[] [Airborne movement][-] Jet turbine-assisted flight: glide ratio +/= 80, stealth-breaker.
-[] [Landing strategy][-] Jet turbine-assisted landing: stealth-breaker.

time to devolve 5 days, jet turbines (2d) Stationary rail catapult with hyperburst (3d)
stealth: no.
Range: 400km, enough to almost certainly reach the actual literal helipad and HQ of our enemy. We may have to put it dangerously close to the front lines to do so though, depending on exactly how far they are.
Numbers: not great, we'd get just about exactly 1 platoon on the ground in the window for loud insertion.

this is not really a tool that is good at what she asked for, this is a tool to try and knock out the enemy air force in the opening minutes of the engagement. Throw either a few gliders full of goliths bombs at the choppers while their on the ground, or hell a few ringleaders if we wanna go all in, and see if we can gut the enemies key advantage in one fell swoop. After that it's kinda shitty at its intended purpose. It's expensive, but it might let us win the fight in the opening moves, depending on how well defended the enemies airbase is. If we need extra range, we could add one extra day make rocket pods, pushing the range to 700 KM. Which would mean we do not have time for any real second project, but would mean we can reach out and touch their airbase from well behind our lines.
 
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@Solark This vote formatting doesn't work well. The vote tally only counts a line as a vote if it has [X] at the start of a line, or a -[X] at the start of a line. If there's anything before that, the tally won't read that line as a vote. Currently, @Oracle of Space's plan only registers as the very first line in the vote tally, and it doesn't pick up anything else.
Thank you, fixed it. This shows I should be sleeping at night, not updating this quest.

Question; how do these options stack or otherwise interact each other, since they all use the same base-technology?
For example, would selecting all three require a total of 6 days research, or would it be less? Or would the catapult with hyperburst option also include the non-hyperburst variant of the catapult? That sort of thing.
Good question. I haven't considered having several varieties of catapults. Yes, let's make them stackable. The big one would take 1 day if the small one is unlocked, and hyperburst would take one extra day while requiring the base stationary catapult. Hyperburst can be switched on or off any time.

Trying to figure this out... If we keep stealth, we have two hours to deploy?
Yes. And 30 minutes in case we go loud.

@Solark
roughly how many helicopters does GK have? if they don't have that many, we might be able to ditch stealth and just go for fast and loud. Oh also, how far away are their airfileds? because I think i might be able to build a plan to reach them given according to google, a helicopter can only go 800km max on one tank, or half that on a round trip.
Architect does not possess exact knowledge. More than one helicopter, more than one airfield (the closest one is about 200km from FLOT), many non-permanent landing sites. Helos are no planes, they don't need runways. As long as a fuel truck is there, they can land on a dime, refuel and be ready for another haul.

also can we stack these? or is Rocket boosters-accelerated launch something that needs the rail cannon?
They are stackable. Having a catapult is not a requirement, you can deploy using rocket power alone from start to finish, just like with the heavy antigrav drone.

I have no idea how many troops we're looking at with the antigrav drone, but that long deploy time means it just takes too long, despite it otherwise giving good altitude.
For the request Architect could build a drone big enough to haul 1 platoon. Going forward we can potentially deploy more troops in one go as we add heavy drones to our fleet, but we can't make them faster on their own.
 
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They are stackable. Having a catapult is not a requirement, you can deploy using rocket power alone from start to finish, just like with the heavy antigrav drone.

so just to verify, this is a viable design for launch?

[][Launch method] Rocket boosters-powered takeoff: 1500m altitude, deploy time 5 minutes, stealth-breaker.
-[][Launch method] Rocket boosters-accelerated launch: +2000m altitude, stealth-breaker.
for a total of 3500 altitude?
 
so just to verify, this is a viable design for launch?

[][Launch method] Rocket boosters-powered takeoff: 1500m altitude, deploy time 5 minutes, stealth-breaker.
-[][Launch method] Rocket boosters-accelerated launch: +2000m altitude, stealth-breaker.
for a total of 3500 altitude?
Yes, though the vote format is ill-suited for this combo. Feel free to use it if you want, I'll figure it out if the tally doesn't pick it up properly.
 
Yes, though the vote format is ill-suited for this combo. Feel free to use it if you want, I'll figure it out if the tally doesn't pick it up properly.

would this work?

[][Launch method] Two-stage rocket launch : 3500m altitude, deploy time 5 minutes, stealth-breaker.

it's pretty much just combining the two launch methods rockets unlock. also to be clear, are there disadvantages to taking both sides? such as now you need more launch infrastructure?
 
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well ok that lets me do something funny then.

[x] Plan: Stick a rocket on my back and call it macaroni
-[x][Launch method] Two-stage rocket boosters: 3500m altitude, deploy time 5 minutes, stealth-breaker.
-[x][Airborne movement] Rocket boosters-assisted flight: glide ratio +/= 20, stealth-breaker.
-[x][Landing strategy] Rocket boosters-assisted landing: stealth-breaker.

Time to develop, 1 day. rockets (1d )
-stealth rockets are loud, but well, its fast.
+numbers, Launch time of 5 minutes means mean even if you slim the window down to 20, your landing 5 platoons, keep it at 30 and your landing 6. Your loud the entire trip though, so forces would be pretty easy to track, but this is the fastest method we have, and even if your being stealthy your not going to beat those numbers.
+range. 70km, enough to reach behind the front lines from well behind ours

ok so this will not be a major success, but it will meet the requirements for a minor success, and take only a single day. that will both give plenty of time to build as many of these as we can, and mean we have six days left for other projects. This is not the most effective method available, but it is the most efficient use of our time.

Edit before bed, we could also spend a day doing grav drones so they have some ability to do stalthy insertions. So two system's that cover each other's weakness.
 
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-[z][Landing strategy] Silent electric turbine-assisted landing.
May I ask you to fix the [z] part? Otherwise I'll count it manually and it'll look less obvious than a proper tally.

I envisioned that the Drone bring them in altitude and from there, the gynoids fly-off with their electric-turbine pack to the landing location.
This method is as good as any other, I'm happy you consider this combo. It may have some not so obvious advantages too.
 
[x] Plan: Stick a rocket on my back and call it macaroni
-[x][Launch method] Two-stage rocket boosters: 3500m altitude, deploy time 5 minutes, stealth-breaker.
-[x][Airborne movement] Rocket boosters-assisted flight: glide ratio +/= 20, stealth-breaker.
-[x][Landing strategy] Rocket boosters-assisted landing: stealth-breaker.
If stealth wasn't a requirement for a Major Success, I'd do this:

[N] Plan: Super Rocket Troopers
-[][Launch method] Two-stage rocket boosters: 3500m altitude, deploy time 5 minutes, stealth-breaker.
-[][Airborne movement] Rocket boosters-assisted flight: glide ratio +/= 20, stealth-breaker.
-[][Airborne movement] Jet turbine-assisted flight: glide ratio +/= 80, stealth-breaker.
-[][Landing strategy] Jet turbine-assisted landing: stealth-breaker.

Three days to develop for Dolls that can travel 350km under their own power. Sure, everyone would know where they launched from and where they're going, but that's an absurd range for infantry to travel. But stealth is a requirement, and range and speed of deployment don't make up for the lack of it. Regardless of how cool it would be.

@Solark Gonna ask a few dumb questions, just to be sure: Do multiple [Airborne movement] options stack linearly, or multiplicatively? (I'm very much assuming that they stack linearly, since otherwise we'd reach absurd ranges just from gliding.) is 200km enough range to meet Gager's requirement, even though the (presumably one) launcher is going to be stationary? Lastly,
You introduce pre-packaging of the troops as a separate stage, throw in arrays of super-capacitors, some extra cooling circuits, and achieve a burst-fire capability: 8 T-Doll per minute, followed by 4-minutes cooldown and reload.
If it takes 5 minutes to launch 8 T-Dolls, and a platoon is 30+ T-Dolls, wouldn't it take 20 minutes to deploy 32 T-Dolls, not 25 minutes?
 
This method is as good as any other, I'm happy you consider this combo. It may have some not so obvious advantages too.
Thanks !
I guess that one advantage is flexibility since you can depart from anywhere on the frontline, maybe decoy since after dropping the gynoids, the drone can either come back or go for a false trajectory (in case of radar detection) to mislead the enemy on the landing site.

I don't know if re-boarding is possible, ai; after the operation, the soldiers fly back to the drone to re-attach themselves then the drone bring them back behind our line.
 
Do multiple [Airborne movement] options stack linearly, or multiplicatively? (I'm very much assuming that they stack linearly, since otherwise we'd reach absurd ranges just from gliding.)
Yes, linearly, considering it's not actual glide ratio for assisted flight but an abstraction Architect sticks to for consistency.

is 200km enough range to meet Gager's requirement, even though the (presumably one) launcher is going to be stationary?
Excellent observation. Strictly speaking, it depends on the size of SF domain at any given time. Let's say it's enough for now, though 200km from the launch site is not 200km from any point along the FLoT.

If it takes 5 minutes to launch 8 T-Dolls, and a platoon is 30+ T-Dolls, wouldn't it take 20 minutes to deploy 32 T-Dolls, not 25 minutes?
True, thanks for pointing it out. I should've gone to sleep after all. It was supposed to be 5-minutes cooldown.

Thanks !
I guess that one advantage is flexibility since you can depart from anywhere on the frontline, maybe decoy since after dropping the gynoids, the drone can either come back or go for a false trajectory (in case of radar detection) to mislead the enemy on the landing site.

I don't know if re-boarding is possible, ai; after the operation, the soldiers fly back to the drone to re-attach themselves then the drone bring them back behind our line.
Good thinking. I'll add something to this after the vote is closed.
 
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Excellent observation. Strictly speaking, it depends on the size of SF domain at any given time. Let's say it's enough for now, though 200km from the launch site is not 200km from any point along the FLoT.
Yeah, that makes sense.

[X] Plan Electric Paratrooper

Gonna switch to the antigrav drone. The throughput sucks, but it meets the requirements for a Major Success, and more importantly, it's a more scalable solution going forwards. Rather than building massive and stationary rail canons, heavy antigrav drones can deploy from anywhere and (unless they're even bigger than the cannons) are going to be significantly cheaper to make. They might also be useful for other things in the future, like transporting vehicles. As much as I like the rail cannons, the option that takes more days to make isn't always the better one. And the three days we'll have left afterwards might be enough to squeeze out another Major Success if we're lucky.
 
[X] Plan: Electric Drone Catapult
-[x][Launch method] Stationary rail catapult with hyperburst: 5000m altitude, deploy time 25 minutes.
-[x][Launch method] Heavy antigrav drone: 3000m altitude, deploy time 90 minutes.
-[x][Airborne movement] Heavy antigrav drone: glide ratio = 8.
-[x][Airborne movement] Silent electric turbine-assisted flight: glide ratio +/= 40.
-[x][Landing strategy] Silent electric turbine-assisted landing.
-[x][Landing strategy] Heavy antigrav drone.

I don't think we're going to be able to do much of note in the 3 days that would remain, so combinding drones, catapult and the electric turbine is my preference. It gives us a very large range (~240km) under ideal circumstances (ie, with the catapult), while still allowing signficiant mobility without the launch-mechanisms (drone + electric turbine as per electric paratrooper), while also setting us up to potentially use the catapults for more shenanigans in the future (such as re-purposing them to launch glide bombs, or combat UAVs).

EDIT:
As someone pointed out, many of our previous projects only required 1-2 days to complete, so with that in mind, I wouldn't mind for the electric drone-only plan to win, either:

[X] Plan Electric Paratrooper
 
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I don't think we're going to be able to do much of note in the 3 days that would remain
I will respectfully disagree with that assessment, 2 days are usually our development time for good solution and 1 day a quick fix-it solution.
So we could either hook-up 3 Ringleader with quick fix, 1 with a good solution and another with a quick fix or 1 with a perfect solution (if our 2 day one isn't enough)
 
[X] Plan: Electric Drone Catapult
-[x][Launch method] Stationary rail catapult with hyperburst: 5000m altitude, deploy time 25 minutes.
-[x][Launch method] Heavy antigrav drone: 3000m altitude, deploy time 90 minutes.
-[x][Airborne movement] Heavy antigrav drone: glide ratio = 8.
-[x][Airborne movement] Silent electric turbine-assisted flight: glide ratio +/= 40.
-[x][Landing strategy] Silent electric turbine-assisted landing.
-[x][Landing strategy] Heavy antigrav drone.

I don't think we're going to be able to do much of note in the 3 days that would remain, so combinding drones, catapult and the electric turbine is my preference. It gives us a very large range (~240km) under ideal circumstances (ie, with the catapult), while still allowing signficiant mobility without the launch-mechanisms (drone + electric turbine as per electric paratrooper), while also setting us up to potentially use the catapults for more shenanigans in the future (such as re-purposing them to launch glide bombs, or combat UAVs).
The only [Launch method] we can add on to another is the rocket-boosters. I guess we could build both a rail catapult and heavy drones, but we'd be making two different launchers. They wouldn't all combine together.
 
The only [Launch method] we can add on to another is the rocket-boosters. I guess we could build both a rail catapult and heavy drones, but we'd be making two different launchers. They wouldn't all combine together.
The Launch Methods don't combine, but it's apparently feasible to launch the heavy drones from the catapults, in which case the total range would be 240km. Afterwards, the heavy drones could then (presumably) still launch under their own power, with a total range of ~144km.
In theory this would give us almost 400km of combined, total range which could be used in a variety of ways, and I like the options the catapults would give us going forward.
 
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