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Posted: Wed Apr 12, 2006 11:30 am
Quote: Regarding the design of the outpost: I'm going to ask that the defensive capabilities of the outpost not be available for the common passerby to read through. I'd like to give them hints instead, such as, "The walls appear to be very thick, and the word out on the street is that the GNG has outfitted their base's security with the latest-and-greatest hardware." Then, if they should request more information based on their own methods of knowledge gathering, we can provide more info. (Which we'll have written somewhere else, out of the way, as a reference.) I wanna do it this way because I'm a little tired of the villains who read through all our base defenses OOCly and go, "Ok, so I need to make contingencies for this this and this, get around that, and then have X superpower that makes that final defense worthless." ...but that's an off topic sort of thing really. We should set up another thread for discussions on base defenses. In fact, I will. 3nodding Also something to keep in mind: The outpost will be subject to lots of weirdness. Magic (teleportation and transmutation!), psionics, unicorns and 'sentars', planet-killer-Gundams, hacking, surveillance of access keypad, angels, demons, half-angel-half-demons, super-saiyans (saiyajin), etc. Our previous base design had magical defenses built into it too, such as runes embedded into the walls to create a teleportation-deadzone. ...all this in mind, also keep in mind that this above all else is a recruitment center. By necessity, people have to be able to come in and out who are not part of the GNG's personnel. In the words of so many General Discussion posters... Outpost Defenses - Discuss!
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Posted: Fri Apr 14, 2006 12:37 am
ok... let me see
- Fighther Wing - Ground to Air and Ground to Ground Missiles - Destroyers and Carriers, perharps an entire fleet? - At least one marine garrison - at least 1 infantry division - at least 1 Armored Batallion (mechas, tanks an the like) - Some artillery, Rail Cannons will do -a nice and resistant outer wall with pretty resistan buildings... I dont know anything of materials. but tanasha does, we should ask her - An EMP shockwave device, sa last resort if the enemy Armored and Flying units outnumber us - Some combat helicopters
thats all for now...
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Posted: Fri Apr 14, 2006 12:47 am
Well, we should keep the Tele Dead-Zone for a few key areas, and we could have a whole dept within Security to handle and maintain the magical defences
I was thinking, Security could be divided into two, one to handle magical defences, one for the so-called normal defences for RPers who use characters without any special abilities
Runes embedded within the walls do seem like a good idea for a start and we should have some kind of blanket protection spell active to hide our location from any sorcerer trying to use their magic to find us on any given map, kind-of like making our whole base un-plottable.
So for any passer-by who just happen to come across the base, we'll just have a basic summery and any other intel will have to be done IC.
As for non-magical defences.... er...
Cameras, retinal scanners, lasers, elec. keypads on the doors.......
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Posted: Fri Apr 14, 2006 4:03 pm
I really like your ideas Misericordianeo (can I call you Miseri?). A security section dedicated to magical defenses should definitely be a part of the GA....or dare I say it, even possibly a fourth branch of the GNG. sweatdrop Griffin, definitely all those things need to be there, though not sure an outpost warrants the quantity you're thinking, unless we decide to use the outpost as the GNG's primary forward base. sweatdrop Here's a San Diego Naval Base photo from the NASA archives: http://aviris.jpl.nasa.gov/scrapbook/lowalt_99/navalbase.JPGYou can see that even there, there's not that many ships. You've got the defense idea down, just I think the size in your mind is different 3nodding
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Posted: Fri Apr 14, 2006 10:48 pm
jejeje You know me Leen Chan I tend to overdo things 3nodding (that may explain why my fighter is so heavily armed xd )
well lets reduce numbers
-2 carriers -5 Destroyers with Anti Air capabilities -10 combat frigates -3 Subs, just in case
about the personel... should we reduce the infantry division to a single Batallion?
any other sugestion?
oh about the normal defenses, I used this on one of myorgs it was quite good, as you may know every single person has a diferent heat pattern, so if our cameras are equiped with thermal vision and software dedicated to keep and check record of the heat patterns of every person related to the base there quite a low posibility for infiltration, not even a dopleganger can pass that 3nodding
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Posted: Mon Apr 17, 2006 1:27 am
Tanasha brings up an interesting idea...having all GNG buildings basically being grounded, modular, spaceworthy craft. ...ugly as all get out, but it's a tactically sound plan. Griffin, how about this:
1 Carrier Group -Carrier x1 -Destroyer x1 -Frigate x3 -Submarine x4
1 Mecha Squadron
1 Infantry/Security Platoon
I really like the thermal detection idea btw. That's definitely something we should implement. I didn't even know that we had fingerprint-esque heat patterns. Really nifty.
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Posted: Mon Apr 17, 2006 4:15 pm
You could do like Area 51 and have a roving security patrol/quick reaction force with choppers doing patrol flights over the base so that intruders can be spotted and reported to base authorities. As for static defenses...Towers with either machine guns or snipers might be good for defense against direct attacks. Infantry patrols patrolling in light armored vehicles should round out the defenses as far as enemies attacking from the ground are concerned.
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Posted: Thu Apr 20, 2006 3:31 am
A grounded base, similar to Camp Big Falcon of an very old anime I used to watch, is good. So in case we ever get into serious trouble, we'll just pick up and leave.
And what are the mechs being used? I believe it maybe the VF- series from Harmony Gold's Robotech, right?
There are interesting Mobile Suits from the recently aired Gundam SEED Destiny series, no, not the Gundams, but more like the Orb Union's MVF-M11C Murasame and its long range attack version, the MVF-M12A Ootsukigata, which in Mobile Armor mode, turns into an Aerial Combat Fighter/Bomber.
But then, I'm willing to wait on any more news before offering my opinions.
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Posted: Sat Apr 22, 2006 10:37 pm
Ai Leen Tanasha brings up an interesting idea...having all GNG buildings basically being grounded, modular, spaceworthy craft. ...ugly as all get out, but it's a tactically sound plan. Griffin, how about this: 1 Carrier Group -Carrier x1 -Destroyer x1 -Frigate x3 -Submarine x4 1 Mecha Squadron 1 Infantry/Security Platoon I really like the thermal detection idea btw. That's definitely something we should implement. I didn't even know that we had fingerprint-esque heat patterns. Really nifty. I like... but what about the aerial defenses?.. I still believe we need at least one or 2 Fighter squadron Yes leen chan, that was something I learn in a movie and later on I check on internet to see if it was real, and I found it was... then I worked on the security system for my own organization 3nodding About the mechs: yes we use VF as our air units, about the gundams... well they tend to be quite overpowered... Tanasha has always been against usign them... as far as I remember only one person used a Gudam mecha on the ASDF (remeber Pat anyone?) and frankly... it didnt worked well... maybe we can use destroids as our mechas...the Konig Monster is really amazing 3nodding In any case another good options are the BatleMechs, for those who dont know them they behemont-like walkers armed to the teeth, and heavily armored they can vaporize normal vehicles with ease but they dont have the overpowering capabilities of some gundams
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Posted: Sun Apr 23, 2006 5:00 am
Griffin, I had assumed the mecha squadron was ASDF run, so it would have aerial built right into it. 3nodding Carrier group is GN, Mecha Squadron is ASDF, and Infantry/Security is GA.
Konig Monster is what Eileen pilots actually 3nodding Yes, the main problem with the Gundam universe is that the mecha tend to be overpowered, except for those poor little Zakus. Like Griffin said though, there's been precident for MS's being added to the ASDF.
...actually, speaking of the Konig, I'm playing with the idea of retiring it, and going with a custom built tele-piloted mecha. If any of you have seen Angelic Layer, think Angels and Deuses, but with the Angel being 50 ft tall sweatdrop Eh, it may be too corny though. ...back on track, if you can provide more info on these MVF's Jusuchin, I can tell you pretty quick if we can incorporate one or a few. All I could find were Japanese sites...and I can't read those. sweatdrop
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Posted: Sun Apr 23, 2006 5:18 am
Hrm, just thought of something, regarding power levels between various mecha. There is a series of japanese games called Super Robot Wars, which combines all the major mecha franchises together in a sort of Marvel VS Capcom kind of way. Since that sort of game needs to be balanced...if we could somehow convert the SRW data, we could create a standardized, semi-canon set of rules regarding all the mecha we'd like to take in. http://www.gearsonline.net/ is a site that contains some information on it, as well as having awesome Japanese Battletech artwork!
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Posted: Tue Apr 25, 2006 8:55 pm
Ai Leen Griffin, I had assumed the mecha squadron was ASDF run, so it would have aerial built right into it. 3nodding Carrier group is GN, Mecha Squadron is ASDF, and Infantry/Security is GA. Konig Monster is what Eileen pilots actually 3nodding Yes, the main problem with the Gundam universe is that the mecha tend to be overpowered, except for those poor little Zakus. Like Griffin said though, there's been precident for MS's being added to the ASDF. ...actually, speaking of the Konig, I'm playing with the idea of retiring it, and going with a custom built tele-piloted mecha. If any of you have seen Angelic Layer, think Angels and Deuses, but with the Angel being 50 ft tall sweatdrop Eh, it may be too corny though. ...back on track, if you can provide more info on these MVF's Jusuchin, I can tell you pretty quick if we can incorporate one or a few. All I could find were Japanese sites...and I can't read those. sweatdrop 50 ft tall?? that sounds big..... 3nodding mm.... still I dont agree with the idea of the MS... but in anycase if there is some balanced models that are not overpowered I may change my mind on that
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Posted: Wed Apr 26, 2006 2:48 am
ninja You do know that the VF-1 Valkyrie model in Battloid/Soldier mode is 50' tall, right? xd The Konig Monster dwarfs the VF-1: Guardian/Gerwalk mode is 74' tall sweatdrop
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Posted: Wed Apr 26, 2006 10:33 pm
MVF-M11C Murasame
(You know you're an otaku when you completely memorized the stats for your favorite Mobile Suit)
The MVF-M11C/M12A is basically Gundam's answer to the VF series. Here is the link to the MAHQ page for it: http://www.mahq.net/mecha/gundam/seed-destiny/mvf-m11c.htm
Also, I recommend wikipedia, even with the fact anyone can edit wiki, it is quite accurate in their article for it: http://en.wikipedia.org/wiki/MVF-M11C_Murasame
As for size, it is on par with the Valkyrie. Weapons wise, it is a bit more stronger, it's main weaponry being the Beam Rifle, missiles, and 6 12.5mm CIWS (four of which is used in MA mode in dog fights).
It is a regular fodder suit, meaning a well placed melee attack or beam rifle shot can shoot it down, and it also doesn't like missiles and CIWS.
The best assest would be speed, and it's transformable status, where hit and run attacks tend to be it's best tactic.
To me, it's quite balanced, it's firepower and speed make up for the fact that a single shot from any contemporary MS can down the damn thing. It's ability to transform in to a fighter mode. I would've introduced also the MVF-M12A Ootsukigata, but to me, it crossed the line of overpowering by an advanced sensor suite and long range railgun/sniper rifle.
Bah, twas only a suggestion.
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Posted: Thu Apr 27, 2006 2:04 am
The M11C is certainly something an ASDF pilot can request and most likely get. (I used to help run ASDF recruitment, and this is something that would easily fit in. The way ASDF mecha is determined, really, is on what the applicant wants their mecha to be. We have BTech, Macross, Gundam, and original themed mecha because of this.) The M12A might even be fine, I didn't get a good look at it. I'm actually watching Sousei no Aquarion right now with the intent of seeing if it might make for a cool mecha addition to ASDF (honestly, looking at it as yet another option for Eileen's mecha), and Aquarion definitely outclasses the M11C, and likely the 12A. After that, I'm gonna watch Eureka 7 (I missed the beginning on Adult Swim so I'm going to just grab the fansubs) to evaluate the LFOs. 3nodding
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