Project Knight [Mecha Design Bureau]

This disucssion beings up a point. What even is the Neural Link?

Are we talking Neuro-helms like battle tech or titanfall?
soft dock implants like they use in Halo for the Spartans? (metal patch on the back of the head that you can just clamp something to with little risk of injury if it gets knocked off)
Needles you shove into ports like the AV system from Iron-Blooded Orphans or The Matrix?
 
This disucssion beings up a point. What even is the Neural Link?

Are we talking Neuro-helms like battle tech or titanfall?
soft dock implants like they use in Halo for the Spartans? (metal patch on the back of the head that you can just clamp something to with little risk of injury if it gets knocked off)
Needles you shove into ports like the AV system from Iron-Blooded Orphans or The Matrix?
We will soon find out but I hope we have options that don't involve a direct connection to the nervous system as we really don't need people developing the delusion that the mech is their body.

I am thinking of a gel that can read the nervous system through the skin. That should be unique while avoiding the many issues of directly hooking yourself up to a machine.
 
Adhoc vote count started by Onionjones on Jan 13, 2025 at 1:43 AM, finished with 27 posts and 14 votes.


The Crawler has slipped back into the lead! A dramatic race between the 3 candidate designs with 12 hours to go.

As suggested above I won't go into the exact details of the Neural Link tech the Mech might be using at this time as it's classified. I will say that you know that publicly available knowledge on tech of that kind suggests it's probably still pretty primitive and thus either pretty invasive, or flawed in some significant way. There will be opportunities to invest in researching new and improved methods of possessing a Mech in the future - this is just the beginning of the tech tree after all.

Side note, I am enjoying the discussion and debate quite a bit. In the future, I'll try to ensure you get more hard data to use as meaningful touchpoints in having these discussions - but I'm trying to avoid too much in the way of lore dumps for an Original setting. Feel free to ask me any specific questions you might have about any factions or technologies you might have access to at any point.
 
Last edited:
[X] Simplified Combat Mech
[X] Converted Industrial Walkers
Ether of these sound like good starting points
 
Side note, I am enjoying the discussion and debate quite a bit. In the future, I'll try to ensure you get more hard data to use as meaningful touchpoints in having these discussions - but I'm trying to avoid too much in the way of lore dumps for an Original setting. Feel free to ask me any specific questions you might have about any factions or technologies you might have access to at any point.
If Firebase Crawler wins, can we supplement our native sensors with racks for 'heavy', E-War resistant reconnaissance drones? Really play into the idea of being more a legged artillery battery than a direct combatant.
 
Adhoc vote count started by Onionjones on Jan 13, 2025 at 12:44 PM, finished with 33 posts and 16 votes.


looks like crawler is winning by 1
 
[] Heavy Firebase Crawler [Multi-legged Chassis], [+] Heavy Weapons Options, [+] Limb Redundancy adds Survivability, [-] Reduced Agility and Flexibility, [-] Harder to Pilot
i choose this not because i like it but because i don't like the other options which are
-a licensed copy (everyone will do it)
-a monkey model (technically already obsolete)
-a technical (unsuited for combat)
Our objective should be to make a hard counter for the zaibatsu model so has too corner the market early.
 
[X] Heavy Firebase Crawler [Multi-legged Chassis], Heavy Weapons Options, Limb Redundancy adds Survivability, Reduced Agility and Flexibility, Harder to Pilot

I have been super torn but I think this is what I want to go with
 
If Firebase Crawler wins, can we supplement our native sensors with racks for 'heavy', E-War resistant reconnaissance drones? Really play into the idea of being more a legged artillery battery than a direct combatant.
That's a pretty good idea. It is more or less what we have been hired to make.

[] Heavy Firebase Crawler [Multi-legged Chassis], [+] Heavy Weapons Options, [+] Limb Redundancy adds Survivability, [-] Reduced Agility and Flexibility, [-] Harder to Pilot
i choose this not because i like it but because i don't like the other options which are
-a licensed copy (everyone will do it)
-a monkey model (technically already obsolete)
-a technical (unsuited for combat)
Our objective should be to make a hard counter for the zaibatsu model so has too corner the market early.
You need to put in the X between the brackets otherwise the vote won't be counted.
 
[X] Simplified Combat Mech [Bipedal Chassis], [+] Build Speeds & Maintenance Requirements, [-] Reduced Tactical Effectiveness
 
If Firebase Crawler wins, can we supplement our native sensors with racks for 'heavy', E-War resistant reconnaissance drones? Really play into the idea of being more a legged artillery battery than a direct combatant.

You'll be able to leave room to fit support systems and such, of course. EWS & Recon drones are standard fare even for the Second Tier nations so there's no problem there.
 
Vote closed
Scheduled vote count started by Verisaimilitude on Jan 12, 2025 at 7:31 PM, finished with 39 posts and 18 votes.
 
Tiebreak
[] Heavy Firebase Crawler [Multi-legged Chassis], [+] Heavy Weapons Options, [+] Limb Redundancy adds Survivability, [-] Reduced Agility and Flexibility, [-] Harder to Pilot
i choose this not because i like it but because i don't like the other options which are
-a licensed copy (everyone will do it)
-a monkey model (technically already obsolete)
-a technical (unsuited for combat)
Our objective should be to make a hard counter for the zaibatsu model so has too corner the market early.

Based on this vote that was accidentally left unticked, I'm going to call the Firebase Crawler the winner by 1 vote - a very narrow victory. Working on the next part now!
 
so I think we slap a larger autocannon on this as a main gun with a 12.5 mm machine gun on a remote weapon station for defense and some kind of secondary slot.

Basicly make this a crossbreed between a Booker and a bradely in terms of weaponry.
 
Last edited:
so I think we slap a larger autocannon on this as a main gun with a 12.5 mm machine gun on a remote weapon station for defense and some kind of secondary slot.

Basicly make this a crossbreed between a Booker and a bradely in terms of weaponry.
Personally I am hoping to make it resemble these guys.

spectrobes.fandom.com

Scarazook

Scarazook (ガラペスタ Garapesuta) is a cannon-like Secret Spectrobe in Spectrobes: Origins. Like all other Secret Spectrobes, Scarazook can only be obtained through the Card Input system. Scarazook bears some resemblance to Vilanox and Vilakroma, resembling a quadrupedal beetle with a large cannon...

spectrobes.fandom.com

Vilanox

Vilanox (ヴォルカノン Vorukanon) is the Evolved form of the Spectrobes known as Vilar and Vilamasta. This powerful tank-like Spectrobe made its debut in Spectrobes as a Corona Property Spectrobe. Vilakroma is a rare mutation of this Spectrobe. A long horn-beetle type insect with an extremely large...

Four legged, heavily armored, big cannon, shield generators, a lightning generator, and bundle of support drones. Maybe we can add some repulsars to the feet so that they can fly for short mech distances.
 
Turn 3: Year 0 of Project Knight (Sub-Project Bushfire)
Project Knight - Mecha Design Bureau
Turn 3: Year 0 of Project Knight

[X] Heavy Firebase Crawler [Multi-legged Chassis], [+] Heavy Weapons Options, [+] Limb Redundancy adds Survivability, [-] Reduced Agility and Flexibility, [-] Harder to Pilot

There was fierce debate, but in the end you decided to go for the multi-legged chassis. It wasn't without its downsides, but at least you could guarantee a stable and reliable weapons platform. Many of your clients in the Second States were happy with this as long as you could put together the specs needed. The scientists from the Neural Link division weren't as pleased when they found out. Apparently they wouldn't be able to meet their project deadlines - something about it being easier to sync neural mapping with a model closer to the pilot's own anatomy.

The higher ups didn't mind - as long as the cockpit was finished before you started building the prototype, everything would be fine. They'd make the funding happen.



Gameplay of Mecha Design:
All aspects of a Mecha's design will be given ratings from lowest to highest: X, F, E, D, C, B, A, S. These numbers represent the base capabilities of the chassis, and do not account for the quality of customizations and modular components and systems you add on later e.g. the Aeon Drive, weapons, etc. Any value of X is expected to be nearly non-functional and will need to be improved somehow for the prototype to be considered usable.

Each time you make a decision for your mech, your development team will go away and attempt rolls to implement what you have asked for, attempting to improve attributes related to the highlighted positives, and minimize the reduction of attributes in the highlighted negatives.

Because you are still forming your mech, these are very early numbers that will increase as you build. Still, you should not expect the first mech you build to have particularly good stats - it'll take research, development experience, and time to be able to make a truly top of the line Mecha!​

Sub-Project 'Heavy Firebase Crawler' (Codename: Bushfire)

End of Project Requirements:

  1. Appeal to the budget constraints of Second Tier States (Logistical Values MUST average D or higher).
  2. Keep Production Cost affordable (preferably C or higher).
  3. Keep Build & Repair Speed ratings high (preferably D or higher).
  4. Must be a capable weapons platform against armoured targets (Tactical Effectiveness MUST average D or higher).
Skeletal Design (F+)
  • F+ | S-EFF - Structural Efficiency
  • F+ | S-DUR - Skeletal Durability
  • F | S-AGI - Skeletal Agility
  • F+ | S-ACT - Actuator Precision
Tactical Effectiveness (F+)
  • E- | T-WPN - Weapons Hardpoints
  • F+ | T-ARM - Armour Plating
  • F | T-PTP - Pilot Protection
  • F- | T-PTJ - Joint Protection
  • F | T-PTC - Component Protection
Power and Drive Effectiveness (F+)
  • F+ | P-PWC - Power Control
  • F- | P-SPD - Limb Drive Speed
  • E- | P-HTM - Heat Management
Logistical Values (C-)
  • A- | L-CST - Production Cost
  • A | L-TCH - Technology Cost
  • F+ | L-BNR - Build & Repair Speeds
  • E- | L-EOM - Ease of Maintenance
Dimensions/Tonnage:
N/A

Base Vital Components:
N/A

Base Weapon Systems:
N/A

Base Subsystems:
N/A

With the broad direction of our project in place, it was time to start figuring out the details. While it would be good to decide on the main armament and combat functions of the Mech in advance, truthfully we didn't have enough experience building Mecha to be confident in what kind of tonnage and systems we'd be able to install yet.

Before digging into capabilities, we would need to figure out a size, configuration, and composition for the chassis skeleton. It wasn't entirely clear what would come out of this development process yet, but it would make a big difference to what we're actually able to deploy with the system. Hopefully we'd have enough time left over in the project to refine and adapt our early decisions later.

Chassis Sizes:
[Small Chassis] This is equivalent to a 6m bipedal mech in tonnage (est. 55-75t), standing 4m max height, 6m in length.
[+2] Structural Efficiency
[-1] Technology Cost

[Medium Chassis] This is equivalent to a 7.5m bipedal mech in tonnage (est. 75-90t), standing 5m max height, 7.5m in length.
[+1] Max Total Tonnage, [+1] Structural Efficiency
[-1] Production Cost

Large Chassis This is equivalent to a 9m bipedal mech in tonnage (est. 90-100t), standing 6m in max height, 9m in length
[+2] Max Total Tonnage, [+1] Skeletal Durability, [+1] Weapons Hardpoints
[-2] Production Cost, [-1] Technology Cost

Chassis Configuration:
[Four-Limbed Model] The simplest and easiest crawler to design and build, it is simple and and ensures there is plenty of power per limb to keep the mech moving at a decent pace.
[+1] Build & Repair Speed, [+1] Ease of Maintenance, [+1] Limb Drive Speed

[Six-Limbed Model] The addition of a third set of legs will add to the stability and redundancy of the mech, as well as improving its mobility over difficult terrain.
[+1] Skeletal Durability, [+1] Skeletal Agility, [+1] Weapons Hardpoints

[Eight-Limbed Model] The addition of a fourth set of legs will greatly increase stability as well as limb redundancy and traversal over difficult terrain, but the further dilution of available power will undoubtedly reduce the mech's top speed.
[+2] Skeletal Durability, [+2] Skeletal Agility, [+1] Weapons Hardpoints
[-1] Limb Drive Speed, [-1] Ease of Maintenance

Chassis Composition:
[Basic Steel Core Skeleton] As simple as it gets, this won't do anything fancy but steel is ubiquitous and easy to work with, so you can expect this to be extremely cheap and easy to build.
[+1] Build & Repair Speeds, [+1] Production Cost

[Ergonomic Steel Core Skeleton] By using the lessons of nature to refine the skeleton's design, we can ensure the skeleton carries weight more naturally than other designs.
[+1] Structural Efficiency, [+1] Build & Repair Speeds

[Reinforced Steel Core Skeleton] By reinforcing our skeletal structure beyond the minimum required, it becomes more resilient to enemy fire and can carry weight more easily.
[+1] Structural Efficiency, [+1] Skeletal Durability

[Reinforced Ergonomic Steel Core Skeleton] By combining reinforced and ergonomic design principles, we are reaching the peak of steel-cored skeletal designs, but the complex design will be more costly to produce.
[+2] Structural Efficiency, [+1] Skeletal Durability
[-1] Production Cost

[Ultradense Alloy Skeleton] An expensive but extremely strong and durable material, this will substantially weigh down a mech but make it much more difficult to damage or destroy.
[+2] Skeletal Durability, [+1] Armour Plating, [+1] Pilot Protection, [+1] Joint Protection, [+1] Component Protection
[-1] Max Usable Tonnage, [-1] Technology Cost, [-1] Production Cost

[Ultralight Alloy Skeleton] An expensive but strong and lightweight material, this will reduce a mech's weight profile considerably, allowing it to carry more bang for its buck at the cost of a bit of durability.
[+1] Max Usable Tonnage, [+1] Skeletal Efficiency
[-1] Skeletal Durability, [-1] Technology Cost, [-1] Production Cost



New Vote: Please design the Chassis Skeletal Design you want!
Approval voting is used to represent some level of chaos and unpredictability in a large project like this - not everything is always going to come out perfect, and you'll have to do your best to make it work at each stage of development. There will be some time at the end of a project to refine and address flaws or contradictions in the design, depending on how much funding you receive for the project. The top vote from each category will win - ties will be resolved with a coin flip/die roll.

[] [Size] Small Chassis
[] [Size] Medium Chassis
[] [Size] Large Chassis

[] [Config] Four-Limbed Model
[] [Config] Six-Limbed Model
[] [Config] Eight-Limbed Model

[] [Comp] Basic Steel Core Skeleton
[] [Comp] Ergonomic Steel Core Skeleton
[] [Comp] Reinforced Steel Core Skeleton
[] [Comp] Reinforced Ergonomic Steel Core Skeleton
[] [Comp] Ultradense Alloy Skeleton
[] [Comp] Ultralight Alloy Skeleton



Voting is now open until at least . As always, if you have any further questions, please let me know!

EDIT: Clarified on the Ultralight/Ultradense Skeletons that they are altering max usable tonnage, not just the general tonnage of the mech. Similarly, mech size alters max TOTAL tonnage.
 
Last edited:
[Small Chassis] This is equivalent to a 6m bipedal mech in tonnage, standing 4m max height, 6m in length.
[+2] Structural Efficiency
[-1] Technology Cost

[Medium Chassis] This is equivalent to a 7.5m bipedal mech in tonnage, standing 5m max height, 7.5m in length.
[+1] Max Tonnage, [+1] Structural Efficiency
[-1] Production Cost

Large Chassis This is equivalent to a 9m bipedal mech in tonnage, standing 6m in max height, 9m in length
[+2] Max Tonnage, [+1] Skeletal Durability, [+1] Weapons Hardpoints
[-2] Production Cost, [-1] Technology Cost
What sort of tonnage can we expect from each of these categories? Like, 40-60-80 tonnes?

Do all weapons fit into one Hardpoint, or are there different sizes? Are weapon hardpoints used for support equipment too?
 
What sort of tonnage can we expect from each of these categories? Like, 40-60-80 tonnes?

Do all weapons fit into one Hardpoint, or are there different sizes? Are weapon hardpoints used for support equipment too?

I knew I forgot something! Added tonnages (55-75t; 75-90t; 90-100t) - the exact tonnage and efficient use of tonnage will depend on the choices you make. Structural Efficiency will generally improve how much usable tonnage you have regardless of max overall tonnage.

I should have also noted that the Ultralight/Ultradense materials are increasing/decreasing usable tonnage as well (although I'm not particularly expecting you to take them.)

Not all weapons will fit Hardpoints as a rule - they will have an allocated size that puts a hard limit on the size of the weapon you can mount. The Hardpoint also may or may not be designed to easily take multiple categories of weapons, depending on the amount of effort put into the tech/complexity of the hardpoint. The better your Weapon Hardpoints rating, it implies your hardpoints are both larger and more flexible/customizable for the mission. Hand articulation capable of handling external weaponry will also significantly increase your Hardpoints value (although this probably won't be possible on a four-limb mech, you might be able to make something work on a six or eight limb mech when we get to weaponry.)
 
[X] [Size] Medium Chassis

[X] [Config] Six-Limbed Model

[X] [Comp] Ergonomic Steel Core Skeleton

I think for a fire support platform 6 legs works because it adds hard points and not many drawbacks - but cheap is good too

the ergonomic structure should help with the logistical support goal
 
Last edited:
[X] [Size] Small Chassis

[X] [Comp] Basic Steel Core Skeleton

[X] [Config] Six-Limbed Model

Cheap and and reasonnably effective, i want the t-54 of mech design.
@Verisaimilitude
Also nit pick, with robots the cost of and complexity of a robots locomotion system goes up the more DOF(degree of freedom) ie joints the individual limbs have.
Second nitpick, a quad legged sprawler(bug like) design is terrible due the need to shift the center of gravity away from the stepping leg, resulting in a weird gyrating gait from the robot.
 
Last edited:
[X] [Config] Four-Limbed Model
[X] [Config] Six-Limbed Model

[X] [Comp] Basic Steel Core Skeleton
[X] [Comp] Ergonomic Steel Core Skeleton


Voting for the things that increase and don't decrease the values in our requirements. If the first mech isn't very good, we can at least cultivate a reputation for fulfilling instructions.
 
@Verisaimilitude
The potential problem with the Neural map and having more then two legs brings up an interesting question. Do we need a full neural map to run one of these Mecha? Or would a half and half approach work, using the Neural link to pilot/control the torso/arms/weapons and do the actual fighting, but have the movement (the legs) run by conventional technology, despite being less responsive and slower to move overall. With the Mecha pilot controlling the legs with conventional controls, or splitting the controls into a two-person system. One using the neural link system to fight, and the other being a conventional control driver for the thing.

Or if the full neural map is needed, the pilot for the mecha, and a fire-control officer to use conventional systems to provide targeting and control for lesser weapons.

EDIT: heck, two nural maps, one person handling just the legs, the other handling the torso and combat systems might also work.
 
Last edited:
Back
Top