LostDeviljho
Flame Dragon Princess
- Location
- The glorious Pacific Northwest
- Pronouns
- Any
You have refining the KGs on there?
You have refining the KGs on there?
Pretty much everything that we were planning on refining or failed to Research last turn is on there.
Honestly, I don't see much, if any, problem with removing categories that can have their entries moved somewhere else. Should make things easier to find, I expect. Should we consider combining particularly similar Jaeger equipment entries such as Breaker Asura and Phenom Sable, too? I mean, research-wise the biggest difference BA has from Phenom is "more arms."...Okay, now that I've looked a bit closer, I actually have two sections of the Research Doc on the chopping block. First is Defenses, as previously said. But we also have both a "General Technology" and a "Other/Miscellaneous" category. Not only could these easily be combined, but much of the tech in the former could easily be placed in other, more specific categories anyway.
Pretty much everything that we were planning on refining or failed to Research last turn is on there.
Nah. Keep the Jaegers separate. Best not to confuse things too much, I think. It honestly might be worth doing some better sorting of the J-Tech section, along similar lines to the K-Sci section. But possibly better structured in areas. For example, categories for weapons based on what stats are used, and also one for Grapple weapons. Might be good to sort all of the sections better, actually.Honestly, I don't see much, if any, problem with removing categories that can have their entries moved somewhere else. Should make things easier to find, I expect. Should we consider combining particularly similar Jaeger equipment entries such as Breaker Asura and Phenom Sable, too? I mean, research-wise the biggest difference BA has from Phenom is "more arms."
Out of curiosity, is there anything for the AKB in your "next downtime" notes? I'm kinda assuming no, since we've got higher-priority stuff to work on, but I could be wrong.
Fair enough. The "four arms" thing is probably enough to give BA an entry in the Jaeger section on its own anyway, since it's the only submission we've got so far that uses it.Nah. Keep the Jaegers separate. Best not to confuse things too much, I think. It honestly might be worth doing some better sorting of the J-Tech section, along similar lines to the K-Sci section. But possibly better structured in areas. For example, categories for weapons based on what stats are used, and also one for Grapple weapons. Might be good to sort all of the sections better, actually.
Nothing in my next Downtime notes, but those are honestly getting somewhat stripped down. I've been removing some stuff I had arbitrarily chosen to fill gaps. I'm thinking I'll just draw from my other list for Crusade-friendly research ideas, if I find I have gaps that need filling. However, I was considering adding AKB Jump Packs to that list, since they might also help with deployment.
If we give Phenom Ranged, we're probably gonna be giving him a Hydra Grapnel. That is literally what it's for, after all.For the 15th stat point for Phenom, I think we should give him a point of ranged, then when we upgrade Revolver's weapons we can give one of the old weapons to Phenom.
I forgot about the Hydra Grapnel.If we give Phenom Ranged, we're probably gonna be giving him a Hydra Grapnel. That is literally what it's for, after all.
...I'm not even sure "armed transport" is even in the Research Doc as a concept. Except maybe for Superheavies Mobile based also made for Jaeger transportation. Yet another one of those really basic ideas we somehow managed to miss. I'm not entirely sure it's necessarily worth it, now that I think about it. It's very likely to be a worse transport, and probably won't have good enough weapons to really justify the loss in transportation ability. But it's good just for being novel, honestly.Fair enough. The "four arms" thing is probably enough to give BA an entry in the Jaeger section on its own anyway, since it's the only submission we've got so far that uses it.
AKB Motorized Skates could be worth consideration as well for list alteration purposes; being able to move faster while dismounted would mean they could spend more of their turns actually doing something potentially-useful (like lasering Cat 0's). On the other hand, we might just decide they're not worth deploying except to help hook up the wrecks we're salvaging...
That reminds me, though: Is "arm the Meganeura" on your list? Because that seems like it could be important.
I considered giving it a point in Ran, but honestly? I'm not actually convinced it needs a ranged attack. So long as Phenom has a Barrier, decent speed, and maybe some firing support, I think it'll manage without.For the 15th stat point for Phenom, I think we should give him a point of ranged, then when we upgrade Revolver's weapons we can give one of the old weapons to Phenom.
Also, things we could research:
- A way to prevent city sensors from being able to crit fail the scan rolls (IE keep sensors from crashing or whatever)
- a sensor mod for Jaegers that mitigates being blinded, IE advanced redundant sensors.
- Long range recon drones, that can fly at higher altitudes, both for scouting ahead of the crusade, and later for searching for the Blue Star base
Understandable; it's easy to forget stuff we don't use (or even really mention). The Grapnel's one of those things we (or at least I) would prefer to refine before deploying, but is still functional as-is.
When I first brought up arming the Meganeura (page 149, for reference), Fyr mentioned possibly strapping a 30mm cannon on it- presumably, it'd be light enough to minimize interference with its actual purpose of carrying things while still being capable of dealing with most Cat 0 or conventional targets. If we do decide to arm them, the wording should probably involve a mention of not compromising its carrying capacity....I'm not even sure "armed transport" is even in the Research Doc as a concept. Except maybe for Superheavies Mobile based also made for Jaeger transportation. Yet another one of those really basic ideas we somehow managed to miss. I'm not entirely sure it's necessarily worth it, now that I think about it. It's very likely to be a worse transport, and probably won't have good enough weapons to really justify the loss in transportation ability. But it's good just for being novel, honestly.
Jump packs would also improve speed, while also possibly allow for quicker debarkation from aircraft, I.E. help with landing after jumping out of a plane.
It's not so much "dislike" as "I'm not sure if they're actually useful for the Crusade". It depends on if the plan is for the AKBs to move between the different Jaegers by land, or by air (I.E. in transports).Understandable; it's easy to forget stuff we don't use (or even really mention). The Grapnel's one of those things we (or at least I) would prefer to refine before deploying, but is still functional as-is.
When I first brought up arming the Meganeura (page 149, for reference), Fyr mentioned possibly strapping a 30mm cannon on it- presumably, it'd be light enough to minimize interference with its actual purpose of carrying things while still being capable of dealing with most Cat 0 or conventional targets. If we do decide to arm them, the wording should probably involve a mention of not compromising its carrying capacity.
While jump packs would likely improve speed, and almost-certainly speed up debarkation, they'll probably have limited fuel. The skates, meanwhile, could run off of electricity or something. If nothing else, I'd expect them to help us conserve the jump packs for when we need them. It's at least worth looking into, I think. (Though now that I look again, you didn't explicitly say that you disliked the skates, even if it appears to be implied...)
Yeah, that was pretty much what I meant; I've just been sick so I've had trouble thinking about stuff the last few days (and thus couldn't find the right words to say what I meant).It's not so much "dislike" as "I'm not sure if they're actually useful for the Crusade". It depends on if the plan is for the AKBs to move between the different Jaegers by land, or by air (I.E. in transports).
...What reason would we have for building this? Like really, what would we ever use this for when we can build more versatile transports no problem?Maybe we could design a light transport helicopter, something specifically built to quickly ferry AKBs from point to point while being cheaper/harder to hit than a normal jumphawk or Meganeura
You had mentioned the possibility of using the Meganeuras for transporting the infantry and the risk that the Meganeuras could be shot down. Having smaller helicopters built to transport AKBs would mean that we wouldn't have to worry about losing the aircraft that we need to bring loot back, and since they are small, could probably mount the enhanced maneuvering thrusters that our attack choppers mount. Also, it takes 2 turns for a meganura to unload a unit, while these could do it in one turn, maybe even as a move action. Finally, we could probably mount micro-missiles on the light transports for a bit of extra firepower....What reason would we have for building this? Like really, what would we ever use this for when we can build more versatile transports no problem?
Frankly, I don't think we'd ever even consider researching something like this, because it sounds completely useless to us.
I meant that the Meganeuras risk being shot down just by being there (and they're definitely gonna be there because how else would we salvage Jaegers?).You had mentioned the possibility of using the Meganeuras for transporting the infantry and the risk that the Meganeuras could be shot down. Having smaller helicopters built to transport AKBs would mean that we wouldn't have to worry about losing the aircraft that we need to bring loot back, and since they are small, could probably mount the enhanced maneuvering thrusters that our attack choppers mount. Also, it takes 2 turns for a meganura to unload a unit, while these could do it in one turn, maybe even as a move action. Finally, we could probably mount micro-missiles on the light transports for a bit of extra firepower.
They would be a niche unit, but its not like we haven't built niche units before.
Been mildly-to-moderately sick for the past couple weeks, myself, honestly. Mostly just congestion and stuff, though.Yeah, that was pretty much what I meant; I've just been sick so I've had trouble thinking about stuff the last few days (and thus couldn't find the right words to say what I meant).
Anyway, both approaches for the AKBs have their ups and downs; if we deploy them, they can help with the small fry, but could get killed on the way (and thus delay us). On the other hand, if we keep them in the transports, the only way to kill them is to shoot the Meganeura down (which, to be fair, we'll have to prepare for anyway), but they won't be able to contribute to fighting off the massive swarm that is no doubt building up in Oblivion Bay.
Personally, I kinda like the idea of deploying everything we bring, since I doubt we'll be able to manage much more than a walk through that many enemies, but if we can manage a quick in-and-out I'm fine with that too.
Honestly, more evasive transports isn't a terrible idea, but I don't see a reason for them to be so overspecialized. New units with faster loading and unloading times across the board could also be quite useful, honestly. Or even units with better carrying capacity. It's been ages since we designed the Megas, and we could probably improve on the design significantly now. Carbon nanotube ropes, stronger alloys for supporting what they're carrying, better fuels...yeah, we could probably improve a lot of aspects of our transports.Maybe we could design a light transport helicopter, something specifically built to quickly ferry AKBs from point to point while being cheaper/harder to hit than a normal jumphawk or Meganeura
Uh...hate to break it to you, but transports that don't need to land to unload infantry, or even tanks, exist IRL. We can and do airdrop tanks on a fairly regular basis. Now, taking a turn to load makes sense. But there's really no reason, with all our advanced tech, that we couldn't develop the tech to airdrop all of our units. Including Superheavies. Might not even require new transports, just better parachutes. And we just developed nanotube-based fabric a few turns ago. There's another upgrade that might not cost us much R, if any.I meant that the Meganeuras risk being shot down just by being there (and they're definitely gonna be there because how else would we salvage Jaegers?).
As to these infantry transport helicopters you're talking about... I honestly don't see anything they could give us that the Meganeuras don't already do better. I mean, we're already discussing giving the AKBs jump packs to let them just jump out of the Meganeuras and survive the fall afterwards, which lets them unload about as fast as you're hoping for (and I doubt we'd be able to remove the "turn to land before unloading" requirement anyway without accurate teleportation technology), the Meganeura can carry two units and isn't restricted in what it brings, and arming them isn't exactly special since I've already gotten Fyr's go-ahead on arming the Meganeura almost 200 pages ago (with vulcans, admittedly, but that's all we'd need for them anyway).
The only thing I could see researching a smaller aircraft for right now is as a decoy (like, a small, evasive unit that somehow attracts inordinate amounts of attention so nothing important gets killed)... actually, that seems like an interesting idea. We just gotta figure out how to make the kaiju target the decoy instead of our more valuable units.
Well, I managed to provide a reasonable in-universe method of achieving the faster unmounted speed, but if you want to be vague I don't mind (as long as it works, at least).I mean, they're going to be deployed, the question is really about loading them back into a transport afterwards. From a speed perspective, which one is preferable is probably going to vary, now that I think about it. It'll most likely depend on whether or not taking the time to bring the AKB onto the transport saves us time. If the next Jaeger is close enough, then the AKBs may be able to reach it fast enough while on the ground that loading them into a transport would actually slow the process down. Once the Jaegers are recovered, there's really no reason not to have the AKBs to stick around and potentially help out with clearing the Bay, if that's what we're doing.
That said, getting rid of the whole "mount/dismount" mechanic for AKBs would probably be a good idea regardless. Them being able to move at a decent rate while still being able to fight would actually be quite helpful. Probably going to phrase it as "increase dismounted movement speed to equal or exceed mounted movement speed", so as to have a chance of moving faster than 4 units per turn, if we roll high enough.
As far as I'm aware, loading a unit is a turn regardless of what you're loading it onto. So far, at least.Also, are Megas actually the best transports for this situation? I'm having trouble recalling the exact rules for loading and unloading. Are we supposed to assume 1 turn to do either if it's not listed in the unit entry? And also, can Megas load two units on one turn? @Fyrstorm? If unloading an AKB from a Jumphawk takes no turns, then they might actually be faster than the Megas in this scenario. I also vaguely recall some shenanigans about loading AKBs in already loaded Jumphawks or something (them riding in the helicopter, while the copter carried the other units, I think?), but that could be my memory playing tricks on me.
To be honest, the specialization is what I was objecting to most; if we can manage... well, even a Jumphawk with evasion, that'd be at least situationally useful. A transport unit that only works for infantry, though, is uselessly overspecialized, we seem to be agreed.Honestly, more evasive transports isn't a terrible idea, but I don't see a reason for them to be so overspecialized. New units with faster loading and unloading times across the board could also be quite useful, honestly. Or even units with better carrying capacity. It's been ages since we designed the Megas, and we could probably improve on the design significantly now. Carbon nanotube ropes, stronger alloys for supporting what they're carrying, better fuels...yeah, we could probably improve a lot of aspects of our transports.
...Actually, that last one could be an universal upgrade to...pretty much all of our units movement speeds, TBH. More powerful/efficient fuels or engines, particularly for our aircraft, would also potentially allow us to reach Oblivion Bay on a single tank of fuel.
Don't apologize; I legitimately didn't know about this. I don't usually surf Wikipedia looking for real-life military tech to replicate in-game, after all.Uh...hate to break it to you, but transports that don't need to land to unload infantry, or even tanks, exist IRL. We can and do airdrop tanks on a fairly regular basis. Now, taking a turn to load makes sense. But there's really no reason, with all our advanced tech, that we couldn't develop the tech to airdrop all of our units. Including Superheavies. Might not even require new transports, just better parachutes. And we just developed nanotube-based fabric a few turns ago. There's another upgrade that might not cost us much R, if any.
Sounds legit to me. ...Come to think of it, airdrops would be one potential application for anti-gravity tech. Probably not our primary application, but it'd definitely be usable that way.Just a note: Air dropping anything heavier than our infantry or artillery is gonna be hard. Air dropped tanks weighed no more than 25 tons, and dropped separately from their crew, as it was not unknown for the tanks to be destroyed on landing. Compare that with our type 100s, which probably weigh more like 60 to 80 tons, due to having 150mm cannons.
Tanker Aircraft are a major reason the USAF has such a strategic range advantage over everyone else. The Meganeura can already cover the role of a tanker aircraft, though our doctrines for using them could use some work depending on how we actually use them on the field....The fuel issue gives me an idea, though: Should we research tanker aircraft? I remember reading somewhere that there're real-life planes whose primary purpose is to refuel other aircraft mid-flight; if we make them they could, say, counter one or two instances of the "burn fuel to arrive faster" thing (for city defense) or enable longer-distance deployment (like the Crusade) without requiring a Meganeura to carry the fuel. On the other hand, our city defense battles tend to be over long before the time limit imposed by burning fuel expires, so that may not be quite as useful...
Kinda like to leave details to the GM sometimes.Well, I managed to provide a reasonable in-universe method of achieving the faster unmounted speed, but if you want to be vague I don't mind (as long as it works, at least).
Nope. Jumphawks take two to load regular units. That's part of why the Megas exist (as well as to move SHs).As far as I'm aware, loading a unit is a turn regardless of what you're loading it onto. So far, at least.
Certainly seems that way. And yeah, it's definitely a situational advantage. But it's a situation that we know is going to come in the near-future, in-game.To be honest, the specialization is what I was objecting to most; if we can manage... well, even a Jumphawk with evasion, that'd be at least situationally useful. A transport unit that only works for infantry, though, is uselessly overspecialized, we seem to be agreed.
You'd be surprised how much bond energy you can pack into a small space with certain compounds. And, while high bond energy generally goes hand-in-hand with a high chance of exploding due to various stimuli, there are a few such compounds that are stable enough for our purposes. So the precedent exists. And refueling aircraft are indeed a thing. Might be a bit too specialized for our purposes, though.And, of course, "make everything faster" is always a good thing. I feel like "reach Oblivion Bay without needing to refuel" is still stretching things a bit, but if we can manage it then good for us.
...The fuel issue gives me an idea, though: Should we research tanker aircraft? I remember reading somewhere that there're real-life planes whose primary purpose is to refuel other aircraft mid-flight; if we make them they could, say, counter one or two instances of the "burn fuel to arrive faster" thing (for city defense) or enable longer-distance deployment (like the Crusade) without requiring a Meganeura to carry the fuel. On the other hand, our city defense battles tend to be over long before the time limit imposed by burning fuel expires, so that may not be quite as useful...
Yes...that's why I learned about it...definitely not a concept I encountered during a wiki-walk looking into paratrooper things after listening to the song "Hill 3234" by Sabaton.Don't apologize; I legitimately didn't know about this. I don't usually surf Wikipedia looking for real-life military tech to replicate in-game, after all.
If we can manage to research the ability to unload without using a turn for it, we probably should; never know when we'll need it to reinforce our other stuff.
Eh. That means they only weigh, like, 3-4x the current maximum airdrop capacity of the US military. It's just a difference of 80,000-120,000 lbs. I'm sure we can manage that.Just a note: Air dropping anything heavier than our infantry or artillery is gonna be hard. Air dropped tanks weighed no more than 25 tons, and dropped separately from their crew, as it was not unknown for the tanks to be destroyed on landing. Compare that with our type 100s, which probably weigh more like 60 to 80 tons, due to having 150mm cannons.
Not...quite. While having an extreme amount of surface area is indeed a major factor in effective airdrops, durability comes into the picture because you need materials that can withstand the forces involved. It's not like no one considered just making the parachutes bigger. I find it fairly likely that one limiting factor is in the area of materials. Mind you, there are other practical factors that dictate maximum viable parachute size. But how well the fabric can resist the forces involved is definitely a factor.Sounds legit to me. ...Come to think of it, airdrops would be one potential application for anti-gravity tech. Probably not our primary application, but it'd definitely be usable that way.
Also, a belated counterpoint to Nix's "better parachutes" thing: The only way to accomplish this is to make bigger parachutes, since their effectiveness is primarily derived from having extreme amounts of surface area (and thus extreme amounts of drag) relative to their weight. Better materials would only help in their function if they're lighter, I expect.
I had forgotten about that. Can't do mid-air refueling, unfortunately, But we can refuel from them, if they carry fuel.Tanker Aircraft are a major reason the USAF has such a strategic range advantage over everyone else. The Meganeura can already cover the role of a tanker aircraft, though our doctrines for using them could use some work depending on how we actually use them on the field.
[x] Plan Overwhelming Firepower in the Southeast v2.0
-[X] Neo-Seattle
--[X] Southwest
---[X] Jaegers: Tacit Ronin deploys 5 units from DP.
--[X] Southeast
---[X] Jaegers: Jagdhund deploy 5 units from the DP, prone, Jagdgewehr in hand.
---[X] Air Force: Dragonflies deploy 15 units out. All other units, deploy at the 5 units out line, around Jagdhund's position. Drakons load Cracker Bombs, everything else standard loadout.
---[X] Army: Deploy almost all ground units on the DP, with the Hlin at the center. Hlin Barrier should be up. Tyr should be within 15 units of both the Navy and ground units, if possible. If not, it should start near the Hlin. 150mm Cannon, load Acid Shells.
---[x] Navy: Deploy all Naval units as close to the units on the DP as possible. 150mm Cannon, load acid shells.
-[x] Hold Skadi in reserve, carried by Megas, to be sent to either war zone if the battle seems to be ending.
-[X] Everett
--[X] Jaegers: Deploy Phenom Sable and Revolver Shogun on land 15 units northwest from the DP.
--[X] Air Force: Deploy 15 unit's out, with standard loadout, Drakons carrying Cracker Bombs.
--[X] Army: Deploy 5 units from the DP.
--[X] Navy: Murasame deploy in Possession sound as close to the Jaegers' position as possible.