setsneedtofeed

joined 2 years ago
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[–] setsneedtofeed@lemmy.world 1 points 2 hours ago* (last edited 2 hours ago)

There would be higher concentrations of defenses in certain areas. Often close and long range atmospheric AAA bundled together, in turn defending defenses that could reach into orbit, and important military targets.

Important military targets were themselves often hardened and buried, further decreasing the effectiveness that even nuclear weapons could have.

The CYCOL landing forces would to get onto the planet in places where the AAA was thin, and then to either attack the AAA from the ground to open up more possible landing sites, or to make their way underground and into the hardened structures.

[–] setsneedtofeed@lemmy.world 1 points 3 hours ago* (last edited 3 hours ago)

This was definitely a spur of the moment sketch to get the idea on paper, and as such I'm already looking at making changes.

The biggest change is removing those main thrusters entirely. Those were meant to maneuver in space, but with the colony being slaved to an FTL ship, they are unneeded. This leans the colony as being less of a spaceship and more of a space capable building.

Removing those main thrusters from the colony ship itself means I have to think about how to get it to descend. I'm considering some kind of array of thrusters outside the wall which can be recovered after landing (I want every piece of the design to either be used by the colony or recovered for reuse by the transit company.) Combined with some kind of anti-gravity tech which can kick in once the colony is descending slowly enough and is near enough to the ground. I'll keep workshopping that.

For the quarters, I envision the ones on the main structure to be duty quarters that may also double as emergency quarters during some extreme emergency. Day to day, they'd be where the people most expected to work in the structure would live. I picture this colony ship as supporting 20-50 people rather than a huge population, at least at the beginning.

[–] setsneedtofeed@lemmy.world 1 points 4 hours ago* (last edited 4 hours ago)

I have slow, blocky mechs which are similarly used for urban or very uneven environments. They tend to be slow and used as either indirect fire support or a heavy weapon hardpoint rather than frantically running around do cool mech combat.

My cheat is that in-universe there is a mech fighting league that is basically just WWE wrestling. Expensive mechs that can be more humanoid and have crazy paintjobs. Just like WWE the fights are staged and full of intricate nonsense storylines. The mechs fire low powered but visually impressive weapons at each other and pyrotechnic panels on the hit mechs explode spectacularly.

I have this league in my back pocket if I ever want some crazy mech combat I can just take one of these mechs and put it in a circumstance where it fights for real.

 

The planet Neu Valais was a command hub for the human colonial militia during the war. As human territories were lost to the Cyborg Collective, FTL travel paths to the planet opened up and a CYCOL nodesphere, a massive command ship took a position over the planet. In a desperate attempt to destroy it, and experimental one shot cannon on the ground fired. It hit and damaged but did not destroy the nodesphere.

The fight in orbit and on the ground was brutal, with CYCOL attacks creating holes in air defenses to land ground troops to further destroy the air defenses and command centers.

Corporate military forces which had been assigned to protect corporate material on loan to the colonial forces and to protect VIPs were ordered to pull out. The corporations saw the fight as a loss.

The corporate forces eventually pulled completely off the surface and CYCOL focused on assaulting the deeply entrenched colonial military command centers.

But that all happened back in '73 and the war ended not soon after that.

Everyone knows the ending of the war, so I won't retell it. The surface of Neu Valais an urban wasteland, the nodesphere above it derelict. Some crazies out there looking for scraps. Even some CYCOL out there that were never quite right after they lost the nodesphere.

Nowadays, VB-Sierra is the planet that's the big last hub for humans heading out past the stable areas. The corporations even made nice with the Arweli, which rubs some people the wrong way given how the war went, but I guess it's easier to forgive frogs than tin heads.

But profit potential is enough to keep the peace, more or less. VB-Sierra's infrastructure is growing every year. Which is amazing for a planet with mutomorph infestation.

When the Universal Corporate Council reorganized in '75, the Prosperity Church gained a primary seat as a recognized corporate power.

By then, there was a lot of religion going around.

But '75 into '76 was a lot of rumbling in the corporate controlled spaces. The colonies had collapsed during the war, leading to their populations flooding into corporate space. Many of them had been put to work, but it was clearly an unsustainable situation. Some groups of displaced colonists had gone on a one way trip to earth, but the results of those trips was yet unknown. Many other colonists, especially military veterans or those with special expertise looked to go back out into the old warzone, what was now thought of as a frontier to make profits in salvaging valuables or surveying for the rebuilding of colonies.

What is out in the frontier are a great deal of unknown unknowns. Teams that head out into the frontier are not just seeing what has become of human colonies, but venturing into what used to be Arweli or CYCOL territory and seeing things never before seen by humans.

The Universal Corporate Council, UCC, was a collective entity representing the interests of the major corporations. Before the war it was powerful but balanced by the combined powers of the colonies. After the war, it is the only central human political entity remaining. At least aside from possibly earth, but no one really knows what it is like anymore.

The UCC wants to expand its tendrils into the frontier by directly controlling the new colonies that will be rebuilt. Of course now that there is little external opposition, the infighting among UCC members and executives is in full swing.

[–] setsneedtofeed@lemmy.world 2 points 11 hours ago* (last edited 11 hours ago)

There is FTL, which is accomplished by creating a field around the ship and jumping point to point. It's not unlimited, as there are certain points that can only be accessed from certain other points. Not to get too down that path but it's very ley line and new age crystal kind of logic there.

However, the colony ships themselves arent independently capable of FTL. They are slaved to an FTL capable tug ship and transported to their destination. This is done on a contract. Colony ships are built to order, almost always as part of a larger colony contract that includes initial survey, customized colony ship modifications, transport to the planet, landing the colony ship, and setting it up.

There are living quarters, however those are mainly meant to be used once the ship is landed. The ship is skeleton crewed by contractors (usually from the same company supplying the FTL tug ship) during transit. The contractors specialize in these jobs so they land the colony ship. The actual colonists, along with more contractors, are passengers on the tug ship. They come down to the surface after the colony ship has landed. There is an initial period where the contractors help with initial colony set up, such as detaching the colony ship main engines, adjusting how the ship sits on the ground, securing anchoring, and other tasks. The colonists while usually containing some flight certified members and mechanical engineers are not subject experts on landing colonies or setting them up.

 

Sketch idea for a small colony ship. The idea is the ship enters the atmosphere, discards its detachable heat shield (which lands a reasonable distance away with a controlled parachute fall, so its material can be recovered later). The ship lands and the ring on it becomes a premade perimeter wall. The variable arms holding the rest of the ship adjust and lower until the bottom of the center is on the ground. Heavy cargo and prefabs get moved out. On top, the large space engines detach and are briefly piloted as independent vehicles, and landed next to the colony to be repurposed. The flight pad on top of the structure is extended and supported with an additional strut. This initial colony is a little cramped, but a good foundation that is built to be secure, able to support air traffic, and able to support basic agriculture. I'm picturing it being several families worth of people.


Just something that came to me last night while trying to think up unique ships and tech.

 
 
 
[–] setsneedtofeed@lemmy.world 1 points 3 days ago

This is the best comment any drawing I've ever done has gotten.

 
 
[–] setsneedtofeed@lemmy.world 2 points 5 days ago (1 children)

I have a wishlist of Fallout remake/remaster ideas, but sadly I don't think any of them would ever be implimented.

[–] setsneedtofeed@lemmy.world 2 points 5 days ago (2 children)

Yippie kay yay, ~~Butthole~~ Mr. Falcon.

 
 
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Living the dream (lemmy.world)
submitted 1 week ago* (last edited 1 week ago) by setsneedtofeed@lemmy.world to c/artshare@lemmy.world
 
[–] setsneedtofeed@lemmy.world 1 points 1 week ago

Some bombs, like the BLU-107 do exactly that.

[–] setsneedtofeed@lemmy.world 8 points 1 week ago* (last edited 1 week ago) (1 children)

Open your folder of shitposts and ...ugh... check for millipedes.

 
[–] setsneedtofeed@lemmy.world 24 points 1 week ago* (last edited 1 week ago) (2 children)

The practice became the standard for nomenclature starting in the 1920s, gradually replacing other conventions such as naming based on the year of adoption (M1911, M1919, and M1903 as examples). This led to a lot of M1s in WW2 due to the timing of the nomenclature change.

I find it interesting that the .30-06 caliber is named for year of adoption, with the name of the standard cartridge in WW2 being M1.

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