I think AI is very far away for us. But if we do make some it is probably not a good idea to put them inside a giant killer robot. Make use of AI in RnD and in running industry are some of the best uses I think.
 
I mean you say that, but the only AI the Federation ever made (in a sidestory) worked out great. It was questionably ethical maybe, but it literally never backfired and had amazing performance. It should be an option to keep in mind.

Key word, made by the Federation. The one the Jupiter Empire wrote out of Amuro's OYW combat data, on the other hand, went apeshit and butchered its own side due to the devs forgetting to switch the IFF parameters back between the last mock battle and equipping the thing with live weapons prior to launching it to fend off an actual attack.
 
Key word, made by the Federation. The one the Jupiter Empire wrote out of Amuro's OYW combat data, on the other hand, went apeshit and butchered its own side due to the devs forgetting to switch the IFF parameters back between the last mock battle and equipping the thing with live weapons prior to launching it to fend off an actual attack.
Yeah but we're the Federation, who cares if Jupiter AI developers are bad at their jobs.

And from the other side of the crossover, AI drones have a long and illustrious history of respectable success, if never anything too amazing, and that's basically what the GM is anyway. Except when they slaved it to an artificial idol singer but that just coincides with the moral of what you said, never make an AI based off a person. If the AI is original it's fine.
 
Turn 3 UC 0079.03 Results
Political Actions (Pick up to 2)
-[X] Rebuilding the Government- (Result 35 < DC 20 Success) The transition went as well as could be expected, we are the road to something grand.
--[X] The Government should obey the established international law on topics like taking care of its citizens, protecting environment, and developing resources in a controlled manner. The Federation Military should be supervised by the civilian government unless a war breaks out. The citizens will vote for government leaders but the government civil servants will remain non-partisan and requires exams.
-[X] Fix "red tape"- (Result 48 < DC 90 53% complete)- Unfortunately we still have work to do.

Military Actions (pick up to 2)
-[X] Reorganize Fleet tactics- (Result 65 Art +10 = DC 75 )- The new doctrines have been pushed through. Implementing them though is another story.
-[X] Design new ship- (mini vote incoming)

"Diplomacy" Actions (pick up to one)
-[X] Rebuild the Spy Core - (Results 78 > DC ??)- We now have a functioning Spy Core. (Opens new slot, new actions available)

Research Actions (Pick up to 1)
-[X] Project RX- (No DC advances Project RX)- The GM is now ready for mass production.

Alien Ship Actions (pick one)
-[X] Study the generators (Result 68 > DC ??) We have learned a wealth of new information. (All warships, once refitted, gain a boost to all stats except for sensors and coms, new Techs unlocked: Artificial Gravity, Inertial Dampeners, Ultra-particle Cannons.)

Special Actions (must pick one and only one)
The Zudah is an excellent but problematic MS design, Anaheim has suggested we refit it to a safer, more practical design, along with improving the Zaku 1. (This will lead to a mini vote)
[X] Yes (mini vote incoming)

Personal Actions (pick one)
-[X] Try to get to get to know them better - To be continued in "the Captain's Advice".
--[X] Roy Fokker
 
-[X] Rebuilding the Government- (Result 35 < DC 20 Success) The transition went as well as could be expected, we are the road to something grand.
Neat

-[X] Fix "red tape"- (Result 48 < DC 90 53% complete)- Unfortunately we still have work to do.
Not surprised that we didn't ace it in one turn, but we got a big chunk of it done :)

-[X] Reorganize Fleet tactics- (Result 65 Art +10 = DC 75 )- The new doctrines have been pushed through. Implementing them though is another story.
Hah, just enough.

-[X] Rebuild the Spy Core - (Results 78 > DC ??)- We now have a functioning Spy Core. (Opens new slot, new actions available)
Excellent :ninja:

-[X] Project RX- (No DC advances Project RX)- The GM is now ready for mass production.
Yesssss :D

-[X] Study the generators (Result 68 > DC ??) We have learned a wealth of new information. (All warships, once refitted, gain a boost to all stats except for sensors and coms, new Techs unlocked: Artificial Gravity, Inertial Dampeners, Ultra-particle Cannons.)
Oh Baby! :D
 
Good everything is coming up. We have three models of MS ready and in production. The ship reactors are now understood.
 
Our First Warship
(Types locked to Battleship, Carrier, and Assault Carrier. Artificial Gravity and Inertial Dampeners are now standard )

[] Class Name (write in)

Type
[] Battleship (Main Battery slots 5, Secondary slots 5, Auxiliary slots 4)

[] Carrier (Main Battery Slots 0, Secondary slots 6, Auxiliary slots 5, 2 free hanger slots)

[] Assault Carrier (Main Battery Slots 3, Secondary slots 4, Auxiliary slots 4, 1 free hanger slot)

Main Battery (options can be picked more than once)
[] Ultra-heavy (cost 3)
[] Super-heavy (cost 2)
[] Heavy (cost 1)
[] Medium (cost 0.5)

Secondaries
[] Medium (cost 2)
[] Light (cost 1)
[] Missile (cost 1)
[] Anti-MS guns (cost 1)
[] Anti-Air guns (cost 0.5)

Auxiliary
[] Coms center (cost 2)
[] Hanger (cost 2)
[] Extended Barracks (cost 1)
[] I-field Generator (cost 3)

(There is a 1 hour minimum on voting. Pictures for appearance are welcome.)
 
The Gundam was the prototype that was mentioned.
Its...


What Advent said.
*checks*

Oh my bad, that's what I get for not going to bed after a long night.

(Types locked to Battleship, Carrier, and Assault Carrier. Artificial Gravity and Inertial Dampeners are now standard )
Ooh, nice.

I'm of the opinion that we should go for something like an Aircraft Carrier. Focused on carrying lots of Mobile Suits, with good AA and AMS (Anti-Mobile Suit) guns.

If we reorganize the fleet to use something like carrier strike groups, we can use our Salamis and Magellan ships in it to cover for the Carrier's lack of bigger guns.

Now to bed :p
 
Is this only one ship or a few?

If it is one ship then go with the carrier give it as much hangar space as possible and command and control function. Going to bed so good luck.
 
So I have a few general ideas in mind here. A design for screening the rest of the fleet, mainly just bristling with tons of smaller guns it would be meant to sweep fighters and mobile suits as well as smaller ships with it's own MS and fighter support probably... basically the equivalent of a DD I guess except we don't really have torpedoes because 3d movement, area denial is a bit harder.

Second would be the real battleships, the ones carrying the huge-ass gun(s) meant to just blow apart other capital ships.

Third would be the carriers, which is just hangers, self-protection, and maybe coordination. *Shrug*

Forth would be assault carriers which would be, hopefully, something more self-reliant as it gets sent out in small groups or even on it's own.

The first three would basically make up the main fleet and would be meant to work as a cohesive unit whereas the forth could just kinda duck in and out without needing a full fleet to operate.
 
The idea is to force enemies to resort to bullets and missiles when fighting near the carriers while being swarmed with a lot of MS, while being flooded with even more AA and missiles.
Edit: I now support new battleship as we are replacing the existing battleship with this vote.

[] Plan: Carrier with I Field
-[] Class Name: Nile Class
-[] Image
-[] Carrier (Main Battery Slots 0, Secondary slots 6, Auxiliary slots 5, 2 free hanger slots)
--[] Missile (cost 1) x3
--[] Anti-MS guns (cost 1) x2
--[] Anti-Air guns (cost 0.5) x2
--[] Hanger (cost 2)
--[] I-field Generator (cost 3)
 
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I have a question, How many units of Mobile suits or spacecraft can a single Hanger hold and how big of increase would we be looking at if we went with a Extended Barracks?
 
While the ship that we want to design now is going to most likely be a carrier, I'd like to propose a few possible build for each class of ship that we have available:

Battleship: Ultra-heavy + Super-heavy\Super-heavy(x2) + Heavy; Medium + Missile + Anti-MS guns + Anti-Air guns(x2)\Missile(x2) + Anti-MS guns(x2) + Anti-Air guns(x2); I-field Generator + Extended Barracks.

Carrier: Medium + Anti-MS guns(x2) + Anti-Air guns(x4)/ Medium + Missile + Anti-MS guns(x2) + Anti-Air guns(x2); Hangar + Comms Center + Extended Barracks.

Assault Carrier: Ultra-heavy\Super-heavy + Heavy; Missile + Anti-MS guns(x2) + Anti-Air guns(x2); I-field Generator + Extended Barracks\Hangar + Comms Center.

NOTE: If the new class of ship that we're making is supposed to replace the Magellan-class ship, then we're going to have to design a battleship, as that's what the Magellan's role used to be.
 
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Fudge, new battleship it is. This ship is heavy on AA and Medium with a single Ultra-heavy to serve as respectable all around capstone for our new fleet. The hanger is for MS protection instead of MS as main source of damage.

[] Plan Battle Ship with Hanger
--[] Class Name: Birmingham
--[] Image
--[] Battleship (Main Battery slots 5, Secondary slots 5, Auxiliary slots 4)
--[] Ultra-heavy (cost 3)
--[] Medium (cost 0.5) X4
--[] Missile (cost 1) X2
--[] Anti-MS guns (cost 1) X2
--[] Anti-Air guns (cost 0.5) X2
--[] Coms center (cost 2)
--[] Hanger (cost 2)
 
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