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,
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?
I still would suggest we go with the rocket only plan, Stick a rocket on my back and call it macaroni is not going to be a major success, but it's going to to allow us to give her a "good enough" solution in a single day, leaving us six to build other advantages. I don't think upgrading a good success to a major success here is worth the extra three days.
I still would suggest we go with the rocket only plan, Stick a rocket on my back and call it macaroni is not going to be a major success, but it's going to to allow us to give her a "good enough" solution in a single day, leaving us six to build other advantages. I don't think upgrading a good success to a major success here is worth the extra three days.
Nah, if we are going to go for broke during our last 7 days, this is exactly the project to do it on rather than half-ass. @Solark has already mentioned that G&K have an airbase for their helicopters about 200 km away from the front line. Tactical redeployment on the same scale as Griffin, that can immediately hit their staging ground when deployed, and is fully stealth is a really big game changer for SF.
Can we add rocket boosters to a plan as a flexible launch addition? As in, the system an be used without them to preserve stealth, or they can be added on for extra range if the commander doesn't care about being loud? Because adding a Rocket Assist to the This Enough for You, Gager? plan looks to be possibly worth the extra day. It would allow for the portable rail cannons to be used ( a prerequisite for the big rail cannon), and would push the maximum range past 400 km, if you're willing to break stealth. For one extra day.
Um, how exactly would I give my approval for Electric Drone Catapult? I think the vote tally uses the last voting post you listed, but I created one of the plans earlier so I don't want that ignored. But I can't exactly add to that post, cause the plan I'm approving came way after?
Um, how exactly would I give my approval for Electric Drone Catapult? I think the vote tally uses the last voting post you listed, but I created one of the plans earlier so I don't want that ignored. But I can't exactly add to that post, cause the plan I'm approving came way after?
You can just make a new post with a vote for your plan and a different one. And you don't even need to repost the old plan, just vote for the first line. The vote tally will still keep your old plan around. You can also just edit your previous post to include additional votes.
Since rockets only take one day to research, I really wish we could add Stick a rocket on my back and call it macaroni on to the winning plan because having it available as an alternative seems fun.
[X] Plan: Slow, slow, quick quick slow
-[x][Launch method] Stationary rail catapult: 5000m altitude, deploy time 45 minutes.
-[x][Launch method] Heavy antigrav drone: 3000m altitude, deploy time 90 minutes.
-[x][Launch method] Two-stage rocket boosters: 3500m altitude, deploy time 5 minutes, stealth-breaker.
-[x][Airborne movement] Heavy antigrav drone: glide ratio = 8.
-[x][Airborne movement] Silent electric turbine-assisted flight: glide ratio +/= 40.
-[x][Airborne movement] Rocket boosters-assisted flight: glide ratio +/= 20, stealth-breaker.
-[x][Landing strategy] Silent electric turbine-assisted landing.
-[x][Landing strategy] Heavy antigrav drone
-[x][Landing strategy] Rocket boosters-assisted landing: stealth-breaker.
A hybrid plan fusing the ideas of "Electric Drone Catapult" and "Stick a rocket on my back and call it macaroni" in order to give Gager the option to either silently deploy troops over a medium amount of time or just a full SEND DUDES NOW depending on the situation. The only down side being that this is going to eat up the full week to make. Also, all in favor of naming our new dropship the pelican say aye.
Scheduled vote count started by Solark on Mar 23, 2025 at 9:40 PM, finished with 50 posts and 14 votes.
[X] Plan Electric Paratrooper
-[X] (Launch method) Heavy antigrav drone: 3000m altitude, deploy time 90 minutes.
-[X] (Airborne movement) Silent electric turbine-assisted flight: glide ratio +/= 40.
-[X] (Landing strategy) Silent electric turbine-assisted landing.
[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.
[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.
[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.
ok so the votes closed, but this is mostly a thought experiment.
architects super gun concept. fire modses A and B
-[][Launch method] Stationary rail catapult with hyperburst: 5000m altitude, deploy time 25 minutes.(Mode A)
-[][Launch method] Rocket boosters-accelerated launch: +2000m altitude, stealth-breaker. (Mode B)
-[][Airborne movement] Folding high-efficiency glider: glide ratio = 12
-[][Airborne movement] Silent electric turbine-assisted flight: glide ratio +/= 40. (Mode A)
-[][Airborne movement] Rocket boosters-assisted flight: glide ratio +/= 20, stealth-breaker. (Mode B)
-[][Airborne movement] Jet turbine-assisted flight: glide ratio +/= 80, stealth-breaker. (Mode B)
-[][Landing strategy] Folding high-efficiency glider.
A mode is stealthy B mode is loud but has much higher range, the system allows either covert insertion of forces relatively close, or loudly at long ranges. This is also 100% not being built in time for this conflict so I'm mostly going to be talking about using it after the present existential issue passes.
A mode (silent)
range:460 Km which depending on where we build this thing, means we can covertly insert forces into anywhere into our territory, or decently deep into neighboring nations. Making it either a useful defense tool for covertly responding to incursions, or haivng some very quit incursions of our own.
B mode (loud)
range: 784 KM, but if you can stack jet and electric turbines, then the range is 1064 KM which is full on send forces into neighboring nations from our HQ range, though not quietly. This might let us rapidly reinforce the forces patrolling around human cities to deal with the various gribbles in the future. Though their air traffic people might get snippy about it. Defensively, if the two turbines stack? 1064 Km is long enough that fixed wing aircraft would have to launch from the edges of their range to be able to hit it without us being able to drop forces right on their airfields. Which makes it harder for them to evade AA or carry full munition loads.
time to develop, 10 days.
Stationary rail catapult with hyperburst: 3d
Rocket boosters: 1d
Folding high-efficiency glider: 2d
Jet turbine: 2d
Silent electric turbine: 2d
huh, this might actually be worth building if we survive this. And hey, you can turn it into just a big artillery pice if you fill the glide pods with bomb drones. But its not built to do that so it would not be as provocative as building a super gun that can only blow shit up. This might even be logistically feasible if the pods can be recovered and reused.
I did considered the guns but only the stationary ones had enough usable range with stealth and I feared that a stationary gun would just become a juicy raid target for G&K, either directly or indirectly, to stop or hinder the raids.
I did considered the guns but only the stationary ones had enough usable range with stealth and I feared that a stationary gun would just become a juicy raid target for G&K, either directly or indirectly, to stop or hinder the raids.
I absolutely agree, a stationary gun would need to have way more than 50km of range to allow it to be far enough behind our lines to be safe while still going 50km behind enemy lines, and it would become less useful as the lines moved. I would want at least 100 km, preferably 150 km range from a stationary launch platform, but even then it would be vulnerable to infiltration teams like team 404 and the like. a big guns useful if we're sinking a lot of time into this to let us reach out and touch people hundred of Km away, but otherwise the launch platform needs to be mobile. The super guns concept would work best post victory where we have the breathing room to build it right, and can afford to build several to avoid the issue of having a single stationary point of failure.
It's worth keeping in mind that the area the main conflict currently takes place, Eastern Europe/the Balkans, is quite mountaineous, meaning it should be fairly easy to find a mountain or some hills to provide additional elevation. Even just the basic combination of glider + eletric turbine translates to ~6km of range per 100m of elevation, and the Carpathians have peaks of up to 2,6kms in height.
That said, I don't think there's much point in trying to building some sort of super-gun; the projectiles would likely be fairly easy to intercept for a properly equipped military, with a combination of limited speed and maneuvability (at least compared to a proper aircraft) making them fairly easy for AA-systems to shoot down. Combined with said projectiles also being fairly expensive due to some of the technologies meant to go into them (rockets, jets), this would likely make it something of a boondoggle, similar to some of the Nazis WW2 wunderwaffen like the V3. It would probably be more useful for political enemies to use as a means of whipping up anti-SF sentiment amongst the population, than it would be for us as a means of deterrent.
This doesn't mean the individual components of such a hypothetical super-gun wouldn't still have some value on their own, however. The simple combination of stationary catapults and gliders already translates to a range of ~60km. A network of those catapults throughout our territory with re-usable transport-pods could make for a fairly cheap and quick way to shift troops and resources (at least in difficult terrain/away from railways), and if need be it could always be used to pull double duty as artillery. Or triple-duty as a launch-platform for aerial units of our own, if/when we develop them.
If it works similar to the catapult-line, then developing gliders might also net us wing-suits, which would improve the mobility of some of our troops (ie, the humanoid ones) in certain situations (ie, when operating from elevation). It's a fairly minor benefit, but the cost of implementing wingsuits for our troops would likely be quite negligible.
The rocket-boosters could be used to create jetpacks, giving our troops the ability to rapidly re-position in the field, or launch sudden close-quarters assaults. I imagine our Brutes would likely benefit a lot from such an ability, considering their complete lack of ranged weapon. (And speaking of Brutes; while it didn't fulfill the "cut through a tank" requirement, would it be useful to issue the mono-blades we developed to them and units like Guards to enhance their ability to pierce enemy armor in melee combat? Amongst G&K, only Shotgun dolls use armor, but since there's a chance we'll have to find KCCO and/or Paradeus units in the future, this might be worth considering.)
It also just occured to me that rockets might be very helpful for developing anti-air and anti-armor weapons. It's been a long time since I played GFL, but IIRC anti-air sites preventing helicopter usage are a feature in some missions. They have the obvious downside of being stationary, but by getting Architect familiar with rocket-technology, it might be feasible to develop something like an RPG, that our T-dolls could carry and use to threaten both G&K's helicopters, and possibly also the armored units from other factions we might have to fight.
Though perhaps I'm simply over-thinking things a bit, and we'd be able to easily design some man-portable anti-air/-tank launcher even without developing the rocket-boosters available here.
[X] Plan Electric Paratrooper
-[X] (Launch method) Heavy antigrav drone: 3000m altitude, deploy time 90 minutes.
-[X] (Airborne movement) Silent electric turbine-assisted flight: glide ratio +/= 40.
-[X] (Landing strategy) Silent electric turbine-assisted landing.
And done! You slow down your accelerated digimind to its regular speed, and note you were "out" only for a few seconds. Gager is watching you calmly, well used to your quirks by now. Though this time there is a glimmer of anticipation in her gaze. She's aware her request is not a simple one, yet she still trusts your ability to deliver. No way you're going to disappoint her!
"Gotcha, leave it to me! I believe I have a solution."
"Really? I'm counting on you then." She stands up, excitement evident in her body language. "I'll make sure no one disturbs you."
She offers you a parting smile and leaves the room. Now, you didn't voice your estimate, and for a good reason: four days should be enough to develop the tech and assemble a prototype or two, but you won't be able to produce thirty sets of wearable electric turbines in that time frame. Of course, you have a plan for that as well, but first things first. Time to get some inventing!
The low-hanging fruit here is definitely the heavy anti-gravity carrier drone part. The basic tech is already at your disposal, and you're just going to develop it to the next stage. 'Anti-gravity tech' sounds pretty cool, but under the hood it has several annoying limitations that hinder its more widespread adoption.
First, it's only good at pushing things up, away from Earth's gravitational center. And it's embarrassingly bad at producing horizontal vectors. Even strong enough wind can overcome the meager momentum it generates and blow your drone around like an overengineered balloon.
Second, anti-grav emitters start interfering with each other at certain range, to the point where two of them close together become less efficient than one a sufficient distance apart. This means you can't simply attach several existing drones, even with the latest generation anti-grav engines, to a T-Doll and lift her up. You'll need a sufficiently sized frame and strategic placement of anti-grav propulsion points to squeeze full lifting capacity out of each engine. On the upside, your calculus shows that once you manage to do it, lifting one platoon in paratrooper loadout shouldn't be a problem.
You tap into the compute capacity of Sangvis Ferri and feed the inputs, requesting the smallest frame size that'd satisfy your payload requirements under no-interference spacing. Keeping an eye on the simulation, you multitask to composing a bill of materials for the frame. Your intention is to be as minimalist as possible, you're not going to come up with a fancy hull, or bother with aerodynamic shape. Gager's would-be paratroopers can hold onto the frame and hang off it like ripe grapes for all you care, as long as they can effectively transition to horizontal electric turbine-assisted flight.
The simulation model gets your attention. It achieved the required characteristics, but boy, you'd have to raid an aerospace factory to get your hands on those quantities of aviation-grade aluminum. Good. Seems like you're not getting away from fiddling with the antigrav tech after all, just as planned.
You bring up the engine core schematics and immerse yourself in a tedious but gripping process of identifying the nature of the interference. You'll need to shield the cores somehow so that they won't have to be too far apart to perform up to specs. The day is over just like that, but not before a brand new graviton shield of your design had proven to be effective, allowing for a much tighter placement of the engines.
The second day of your assignment is about designing and assembling an airframe for the new parameters. Actually, calling the contraption you're putting together an airframe would be an insult to everything that has ever taken to the skies. Tube steel, support bars and angle irons with antigrav engine mounting slots are coming together for one sole purpose: lifting 30 T-Dolls up to the designated altitude. The frame is too big to just 3D print the parts like you usually do, so you order a bunch of structural steel components from SF factories here and there, and work with what you have. This part is too basic for your skills, so you mind isn't there: you just want to finish it ASAP and turn your attention to the worthy challenge of silent electric turbines.
The third day finds you re-purposing SF electric motors for your needs. You couldn't make those fast from scratch, so you opted to improve, reinforce and boost. Things get exciting the moment you take on magnetostriction, a phenomena that induces microscopic shape changes in electric coils due to rapid power switching. The coils act almost like loudspeakers, so you must negate it to get rid of the annoying and very stealth-breaking whine. It's an uphill battle, but it barely manages to slow you down as you reduce the side effect step by step, until what's left measures below your designated threshold. Even the neural cloud data you got from analyzing P90 comes into play when you shift a part of the sound signature you couldn't fully eliminate into the ultrasonic spectrum, and verify it's inaudible for both humans and G&K T-Dolls. After finishing it up with frictionless bearings straight out of Mr. Spinny tech, you get a very silent and very efficient electric motor. Stress-testing, dyno stands, optimizing for power consumption and turbine geometry— everything goes without hiccups, letting you clock out satisfied.
It's the last day of the paratroopers project. You're not wasting any time, taking the test batch of blades produced over the past three days and subjecting them to a number of tryouts, mostly involving attaching them to your brand new silent motors and spinning, spinning, spinning... The profile is performing as expected, as long as you keep the blade speed under the speed of sound. Your main challenge here is optimizing for maximum thrust at minimum size, watching for flow separation and monitoring sound signature. In other words, nothing you can't handle. When it's done, adding control servos is a piece of cake, and so the wearable silent turbine backpack is ready.
You take the prototype to the shooting range, where the antigrav drone is already prepared to take off. You look at its frame, then at the turbine harness. The former to lift the troops, the latter to propel them towards their target.
...
Tech combo requirement (Anti-gravity + electric turbine): True
You almost overlooked this. You firmly grip the turbine and hold it to the drone frame. It's obvious: some turbines attached to the anti-grav drone would make it capable of fast horizontal movement, increasing range of the paratroopers solution and even enabling extraction missions. You digimind is already running numbers, so moments later your assembly lines come to life once again, producing components for bigger, more powerful turbines, while you order a pair of Judge's spare heavy plasma throwers and Ouroboros' rocket pods to be delivered to your workshop ASAP. There is no doubt about it: the era of G&K air supremacy is ending right at this moment.
Hang on, what if go a step further and just stuff this thing with explosives for payload? Platoon of fully equipped T-Dolls worth a lot in weight, and you won't need an oversized warhead with the precision and intelligence of a Sangvis Ferri Core for guidance (you're fairly sure even a simplistic Dinergate digimind can adequately steer the missile-drone to its target). This means a lot of weight reduction, and that in turn translates into a lot of additional range. You're talking a full-fledged operational-tactical level strike capability, maybe even deep strikes! Holy circuits, what have you gotten yourself into this time...
It's morning, and you've just finished putting together everything you could. The antigrav drone looks almost the same as yesterday, except for a pair of electric turbines affixed to its frame. Besides it there's a smaller, slicker airframe armed with dual HPTs and guided micro-missiles, though it lacks turbines at the moment. A stealth gunship, capable of delivering close air-to-ground fire support, as well as swatting G&K helicopters out of the skies, just needs means of propulsion to start kicking ass, and you're going to get those for it. Sure, nobody requested it, but you're confident it's going to be a game-changer.
Gager joins you shortly after you call her.
"Wow, Archi, what am I looking at here?"— she asks, eyeing the airframes with suspicion.
"Lo and behold! The larger one is our airborne personnel carrier! The smaller one requires some finishing touches, so don't mind it for now."
Gager nods and starts walking around the carrier drone, checking it out.
"So, how does it work? And what can it do?"
This is the question you've been waiting for!
"Our paratroopers wear this"— you demonstrate the wearable turbine pack— "and hold onto the frame while it lifts them up three clicks. Then they activate the packs and let go, up to 120 clicks, full stealth." Gager stops walking to stare at you wide-eyed. "I've also made a last-minute improvement to the drone itself," you continue, "added a set of turbines to it, so it is now able to move about 80 clicks on its own! With all the implications that come with that."
Clearly agitated, Gager briskly walks up to you.
"You mean we can send a platoon up to 200 kilometers from the launch site?!"
"Weeell, more like 160. The drone needs enough juice to come back."
"This... Architect, let me assemble a strike team immediately. It's going to change the status quo! There are"— she trails off, frowning. "I don't see thirty electrojet backpacks."
"Yeah, I was about to get to it. You see, my workshop is good for prototyping and maybe producing small batches of stuff. It's not capable of operating at scale, nor should it be able to. It's more of a lab than an industrial complex. And that's why I'll be soloing the first deployment with this only pack I have here."
"And your destination is?"
"Agent's office."
You explain your plan to Gager. In order to produce 30 electrojet backpacks in the remaining days, you'll need a significant slice of SF manufacturing capacity dedicated to yourself. As they say, seeing is believing, so nothing is going to be more convincing than dropping on Agent's head in the middle of her stronghold, bypassing all the defenses. You'll make your case that way, and she'll allocate the required capacities to the cause. Simple. Except... if you mess something up, fail to demonstrate your invention properly, you probably won't be getting anything. Gager nods, thinks for a moment, and then says, "I should go instead."
"Why?"
"I promise I'll get her approval. This is too important, I won't botch it no matter what."
You consider her suggestion. She says it like this, so you can rest assured this is exactly how it's going to be. There is a trade-off though: if you go yourself, you'll try to get the attack craft and the missile drone approved as well. Gager, on the other hand, will only get you the paratroopers part. Hmmm...
[] Go yourself. You'll be rolling 1d10 vs TNs 3, 5, 7 to get 1 full paratroopers platoon, 1 attack craft, 3 missile drones respectively ready by day X. Rolling 10 will double everything.
[] Send Gager. She'll get the approval for 1 full paratroopers platoon ready by day X without rolls.
Sorry, busy month. Fun fact: most of this chapter was written outdoors.
Man, that's hard
From one hand, we could get a full support wing for our drop-troop but, on the other, we have a 20 % chance of failure and getting nothing...
These are supercool! I want them! There's a 20% chance we fail to get anything, sure, but we have a 60% chance to get a helecopter-eating air superiority machine! Not the best odds, sure, but I'm willing to risk it.