My belief is that the Daisy would remain Yamatai's budget armor. You have the Mindy IV with its state-of-the-art systems (especially the teleporter), and you're better off protecting it as much as possible with zesuaium to protect that investment.Should we also consider adding Zesu to the Daisy III's armor in the upgrade program, as well as some of the other quality of life features the Mindy has if not its mobility features? I'm of the opinion that it should be "different, not cheaper" so people don't just feel like they're using a worse Mindy.
In regard to the Daisy's mobility, 100kph would actually be a downgrade. The Daisy, while much slower in space than the Mindy, is only a slight bit slower in atmosphere right now and doesn't use Aether thrusters, meaning it can be traced much less easily since there's no lasting aether trail (and no need to be concerned with ecological damage from the use of raw Aether drives). However, I don't see why we shouldn't try to have the Daisy at least be as fast in atmosphere as a Mindy, just about 90kph higher than it currently goes. Pretty modest as an upgrade goes so I doubt it would take much effort to accomplish, and useful for strategic mobility after being deployed to a planet.And triple posting, since I want to avoid using the edit button.
I know the A-10 by reputation, but I didn't know a whole lot on the warplane itself, so, I did some research. Here are two interesting videos I found on Youtube:
Given that, here's how I think Miharu Light Industries, whom did an update program on the Mindy II, would handle an update program in the Daisy.
Frame
Insert
- They'd preserve the adjustable exoskeletal frame of the Daisy.
- A significant highlight of the Daisy was its availability to non-neko.
Armor
- The hemosynthetic insert is the one with optimal recuperative abilities, both in self-repair and wearer first-aid. If the power armor must push the envelope in term of motive strength, the hemosynth insert is more likely to recuperate.
- User preference sometimes calls for use of an entirely synthetic insert. There's no reason why such an insert could not be used on assembly of the power armor. However, experience has consistently proven it to be a poorer performing choice.
- The armor, as alluded before, is best made modular so that swapping it for a different kind of plating would be feasible. Not only would that enable armor plating swaps to different materials/qualities, but it would enable faster repairs. Yama-Dura would remain as the standard
- Zesuaium: Yamatai's nigh-impervious sculpted pieces of impervious null-space are super-resistant, but once they sustain damage, nothing will repair it aside from complete (and expensive) replacement . In armor-to-armor combat exotic-energy like plasma or aether are more likely to be used, zesuaium is best used on units fighting vastly inferior opponents, or units in intensive but short missions.
- Yamataium: The regenerative properties of Yamataium are a double-edged sword. The memory-metal is unable to keep a machined edge and will 'heal' it, rounding any points or edges in said material. Because of that, it is unsuited to being used on power armor, and is generally more welcome on shuttles and starships where the thick and heavy slabs of that material can see the best use.
- Yama-Dura: mixing in Yamataium and Durandium brings together Yamataium's resilence and regenerative properties along with the lighter weight of durandium, Yama-Dura is less expensive, but brings along a lot of bang-for-the-buck, just a bit less tough than Yamataium, still a memory-metal, but not so much as it cannot hold an edge and be part of a complex machine such as a power armor.
- Durandium: Inexpensive and light, durandium is a good armor on its resilience-to-weight point of view - only beaten in that respect by Zesuaium It has, however, few other perks other than its accessibility.
- Stealth-coating would depend on modularity, but it's overall impractical to invest overmuch in the Daisy with it.
- Xiulurium is expensive, and is a coating that goes atop the plating in place. Even if the power armor is plated with zesuaium, being caught in an explosive is going to ruin gallons-worth of xiulurium with very little payoff.
- On a unit like the Mindy IV, conceptually an ambush-attacker that hopes to never get hit at all as it strikes-and-fades, xiulurium has some lasting power. you will ambush several times in an engagement, you might not get hit back, and the material is paying off.
- The less mobile Daisy will get one use out of it, if it can sets off an initial ambush. But its ability to strike-and-fade is lesser, so it will get hit back, and it will lose the coating.
- Not that stealth cannot be useful to the Daisy. As a short-range unit, enemies with greater engagement ranges could pose a serious problem (i.e.: a ground-bound Daisy being fired at from low-orbit). But since the Daisy's armor is meant to take hits, a different means of stealth or countermeasure should be considered.
- Of course, the Daisy remains well suited to using a large protective shield. Since the Daisy would be Tier 5, the shield would be larger and sturdier than anything it was able to carry around in the past.
Power Plant
- One element which could be included in the Yama-dura plating around extremities could be a wire of zesuaium that could go through it at the edges. Yama-Dura cannot stand up to zesuaium bladed weapons, but only a tiny bit of zesuaium could help protect from very ruinous slashing strikes.
- However, this budget solution is imperfect: it offers no protection from stabs.
- Still, if it means that you don't lose an arm to a zesuaium chop, or that you're able to use a forearm to deflect a zesuaium hit meant for your torso, this could be worth it.
Mobility
- The Daisy's original battery power plant proved sufficient. If the Daisy is going to use mostly handheld weaponry or limited ordonnance, there's little reason to go higher than the battery it had. A battery could be extremely useful in stealth actions, especially considering the above mentions of the Daisy's mission profiles making it unsuitable for expensive stealth-coating.
- However, if a more powerful power plant should be included, it should leverage itself to being employed to the best KFY technology can offer; and something thatès not accessible to the Mindy:
- The Mindy IV's dorsal pack is mostly dedicated to its teleporter unit, where energy can be accumulated and be spent in several instances which lends the Mindy its legendary hit-and-fade capabilities.
- This dorsal pack stores energy which is used in an instant. The Mindy IV uses its power system for teleports, but such a power grid could be used to benefit other systems.
- If the Daisy benefitted from such a system, it could be dedicated to a barrier system. As many times as the Mindy IV can teleport could be the number of times the Daisy could restore its barrier system while under fire. This could give Yamatai a power armor with an unprecedented ability to weather enemy fire, making it suitable to occupy positions to stand-and-fight... something the Mindy is rather poor at.
- Such a defensive capability could make the Daisy an equal partner on the battlefield. The Mindy cannot retain ground if it teleports to fight, but the Daisy could have that endurance and give the enemy a target to shoot at. The Mindy would be the hammer, and the Daisy would complete it as the Anvil.
- The estimation would be that the Daisy would be heavily enmeshed in the Rikugun's shuttle and transport assets, meaning that mobility beyond the standard 100kph isn't truly all that necessary.
- In instances where insertion by transport would be infeasible for the theater of operation, a few alternatives could exist:
- The orbital drop pod;
- Atmospheric jet pack, capable of detaching and independent action as a large fire-support drone;
- Trans-atmospheric jet pack, also capable of detaching and autonomy, though the size of the engines would likely make it an impractical fire-support drone.
- Drones, in general, aren't popular with human roleplayers. I like them, but they tend to be ignored/unused. If its a large robotic sidekick that happens to be your jetpack/mini-gunship chopper, maybe people will like that more?
Arsenal
- As other alluded to, the Mindy is a skirmisher and an interceptor, mostly with precision weaponry.
- The Daisy, now that it is larger at Tier 5, can leverage that with wider arsenal of weapons and ordonnance to cover multiple roles. The needs being:
- A single target weapon to fight softer target, like unarmored personnel;
- A weapon able to emit a blast radius, so that multiple soft targets can be taken down at once;
- A single-target anti-armor weapon;
- A larger weapon able to benefit from the Daisy Tier-5 size to keep power armor at bay, while being able to effectively perform surgical strikes on mecha (squad-assist-weaponry? The daisy equivalent to the A-10's chaingun);
- Smart weapons able to be deployed simultaneously at multiple power armored targets.
- Weaponry capable of breaching a heavy-armored surface for forced entry.
- Ordonnance with enough power to destroy vehicles, saturation bomb an area or cause significant damage to a fortification
- The Miharu clan enjoys using the Daisy's shield as its melee weapon. The Daisy's motive strength is sufficient to piece away another power armor, especially with the reinforced knuckles, shoulderpads and knees. If a stronger mean of getting through something much heavier/zesuaium presents itself, a handheld saber rifle usually does the trick (even on only battery power - "How much time do you actually need to kill something in one hit?")
We use cookies and similar technologies for the following purposes:
Do you accept cookies and these technologies?
We use cookies and similar technologies for the following purposes:
Do you accept cookies and these technologies?