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Messages - Light forger

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271
Forum Games and Roleplaying / Re: Wands Race - [Arstotzka]
« on: May 11, 2017, 06:27:25 pm »
Can't we just do Flares?

Flares: A modification of our fireball spell turns the power down to not much, but drastically increases the range and brightness, and lets more skilled mages choose the color of the flare. Can be used for blinding Moskurgian carpet mages(HA!), setting off incoming firebombs earlier, marking entrenched positions for bombardment outside normal sight range, communications, and confusing alm-you-tricka.

Hopefully easy to do. Probably effective if we succeed.

I think that's best saved for a revision.

272
Forum Games and Roleplaying / Re: Wands Race - [Arstotzka]
« on: May 11, 2017, 06:23:17 pm »
Chiefwaffles don't take this the wrong way but, you post way to much crap(in the a lot of stuff way). Try trimming down both your descriptions(your never going to get your exact write up) and if it's not useful right now save it for while we are waiting for a battle update. On that note:

Magegems: Useful and likely to work at the cost of not being useful right away.

Crystalworks: Too much stuff in one design. We have stored magic plus, permanent crystals and, a magic factory. It's not going to fly. In a different note I doubtful about spending a whole design on things secondary to battle.

Obelisk: Probably a bit too complex since we are trying to get both a much larger anti-magic field and find some way to focus our anti-magic to effect some things. Also a bit too focused on countering their stuff rather then trying them to counter our stuff.

Unending: I don't think their flying tech warrants a full on AAA tech. Also more rate of fire won't be useful until we have the supply chain to feed it.

AS-SO1: An ok subbranch of our anti-magic shells but, I still think it's too focus on countering their new stiff without keep an eye on what they are making right now.

273
Forum Games and Roleplaying / Re: Wands Race - [Arstotzka]
« on: May 11, 2017, 05:08:14 pm »
The GM said that stored spells must be a separate design.

Anddd what else are we making? Possibly the spring striker? Otherwise it's just a smaller cannon which thanks to how our boring tech works should be easier to make then our current cannons.

274
Forum Games and Roleplaying / Re: Wands Race - [Arstotzka]
« on: May 11, 2017, 04:58:46 pm »
Dragon Micro-Cannons
A pint size cannon currently being called a micro-cannon by the famously bland nature of Arstotzka wordsmiths. The cannon is roughly 4 feet long and comes with a wooden stick to stab into the ground to rest it on when firing. The weapons uses new rounds just thick enough to mount a small quartz crystal which is the firing means of the cannon. The quartz crystal are designed to hold a decent amount of magic and when shattered release it in a powerful but, short lived jet of fire to propel the round. In order to shatter it the cannon is equipped spring powered 'striker' connected to a bar trigger on the stock of the cannon. After ramming the crystal down the front of the cannon the user just needs to pull back a small lever and active the trigger to fire the weapon. It's operated by a two man crew one carrying the weapon and the other handling the ammo and reloading. Uniquely the quartz crystal don't need a mage to look after them after creation letting our non-magical soldiers use the weapon. Further more the weapons are made using our crystal boring technique to increase the number made and overall quality.

I think it's time to bring the venerable sport of Moskurg-skeet shooting to the masses and get our first musket. Also magic storage which also very important and, if we don't fail horribly we can make faux HE rounds for our cannons.

275
Quote from: Tactics
Tundra Island (2): Powder Miner, Lightforger
Northern Jungle (2): Powder Miner, Lightforger
Send the radar out (2): Powder Miner, Lightforger

Eh, screw it lets send the RADAR out.

276
I disagree greatly and I actually believe that it is vital this turn. Now that they control all the land in the tundra, Cannala no longer has any reason to push that island -- instead they are likely to push a new island, either the plains or the mountain. Now, radar would provide a fantastic defensive bonus to both of these islands, as it is explicitly stated to work A. on coastal terrain and when there are no obstacles and B. on mountains... which covers the plains and mountains respectively. If we are able to intercept their incoming ships and aircraft, especially when we have torpedoes to hit their ships, we stand a very good chance of rebuffing them from whichever island they choose to attack entirely.
My thoughts on this our RADAR isn't that great at sea provided it works there(the note about a clean sight line suggest we have problems dealing with feedback and would mess with sea use) and scout planes are extremely good at spotting ships unless they run with their lights off at night. In that case(starless night, lights off) they need to use their radios to find each other and keep a good formation and I firmly believe that we can pick up radio signals further then our RADAR towers can see. In the air it would help but, we are getting cheap stingers next turn which will make sure they can't contest our air control. Using the RADAR out in the open sends clear signal to them to fix up their air power lest they be over run. If we act like we got a failed design we can spring a surprise on them next turn when we hopefully get a decent roll.

As a side note on discord the Cannalans said they got a 1 on their design and where quite salty for a while so, while it could be a ruse I'm doubtful. If it's true all the more reason to not tip them off.

277
Quote from: Tactics
Tundra Island (2): Powder Miner, Lightforger
Northern Jungle (2): Powder Miner, Lightforger
Keep the radar a secret (1): Lightforger

I don't think the RADAR will do enough this turn to warrant tipping the Cannalans off to it. Also they reline heavily on their navy advantage to give them more troops which we have a decent chance of getting down to contested.

278
Quote from: Race Car
"FUN CCCAR" (1): RAM
"Glorious" (9): Strongpoint, Azzuro, evictedSaint, Baffler, NUKE9.13, Hibou, GUNINANRUNIN, Wolfhunter, Lightforger
"Veter" (7): Andrea, Piartejoe, Funk, Mulisa, stabbymcstabstab,NAV, Helmacon

No trying to add a jet engine to our car. That's really unlike to work.

279
Quote from: Race Car
"FUN CCCAR" (1): RAM
"Glorious" (6): Strongpoint, Azzuro, evictedSaint, Baffler, NUKE9.13, Helmacon
"Veter" (5): Andrea, Piartejoe, Funk, Mulisa, stabbymcstabstab
UFC-RC-1939-S 'Valor': (1) Lightforger

I went back and changed the engine into a supercharged V-12. Superchargers cause the engine to burn more fuel but, not only give to much more horsepower and let planes fly at higher altitudes. The increased fuel use is more then corrected by just putting more fuel in the plane to the point which supercharger let plane fly further.

280
Alright here is my bad idea about the radar. We keep it a secret and come up with some other design that rolled a 1 and can't be used. Then next turn we do it right and regain any lost ground. We aren't at real risk any where can can eat a turns worth of defeats without any overall severe issues. For our revisions lets finally get a good torpedo.

UFN-TPD-1939-S 'Lamprey'
A overhaul of our current dolphin torpedo the lamprey is heavier and packs a notably larger payload, greater range and wooden break away fins. It's main feature however is a magnetic detonator which rather then once active it's close enough it cleverly waits until it starts to move away from the target. This is done by a very simple computer in the nose which detect magnetic activity and its set to detonate the torpedo once it a: reaches a certain threshold and b: starts to have the amount go down. This means our torpedo have solid chance of going off directly below an enemy vessel for massive damage.

281
Forum Games and Roleplaying / Re: Wands Race - [Arstotzka]
« on: May 09, 2017, 10:01:49 pm »
You know the whole not putting some form of flamesheirker shell back I lied... probably.
On to others things:

Crystalworks:
To much too soon. Your trying to get not only a full magic factory but, also better crystals in the same design. Which like the HA1 probably won't fly. Further more until we get a better way to use magic other then apprentices spam more stuff won't help that much. On that note.
Magegems:
Better suited to being one design the main thing I would change is to make each gem hold a preset spell and then active it on command. So we can just make it use whatever spell makes our cannons work and hand them out en mass and, then also possibly let our troops use spells like fog without a mage. Chance are this will be design I vote for next time when the shells fail again.

282
Quote
RADAR (w/ Research Credit): (4) GUNINANRUNIN, evictedSaint, Happerry, Stabby
UF-39-APC "Croc": (3) Kashyyk, Khan, NUKE9.13
UF-39-LT "Barduk": (1) Mulisa
Radar Defence Network RDN ‘DEATH RAY v2’ 39-2: (5) Kot, Piratejoe, Taricus, Madman198237, Lightforger

283
Here is my suggestion for the race car:

UFC-RC-1939-S 'Valor'
Forenia first and probably last race car. Just behind the middle of the car sits a massive V-12 supercharged engine. The supercharger significantly increases engine output at the cost of burning more fuel. This helps the car from ironic becoming air-borne with it's massive horse power. The driver and the transmission sit right in front of the engine and gives the car a center of mass roughly close to the middle.


Quote
RADAR (w/ Research Credit): (3) GUNINANRUNIN Piratejoe, Lightforger

284
Forum Games and Roleplaying / Re: Wands Race - [Arstotzka]
« on: May 09, 2017, 02:39:51 pm »
Speed, you can turn steam into water over a few seconds. You need to turn water into steam almost instantly.
Anyway swapping to the cannon we need more guns.

Quote from: Designs
Spell-forged Steamworks: (3) RAM, 10ebbor10, Roboson
AS-HA1 "Onslaught": (2.75) Chiefwaffles, RAM.75, Lightforger
Shrouder Shell: (1) FallacyofUrist
More powerful, longer ranged MFTs: (1) Andres
Pillar of unmagic: (.5) RAM.5

285
Forum Games and Roleplaying / Re: Wands Race - [Arstotzka]
« on: May 08, 2017, 09:07:12 pm »
Flameshrieker Shells
So named for their distinctive noise this conical rounds designed to be fired by both the HC-1 and HC-E and, have a small infused quartz gemstone placed in the back of the round. Once exposed to enough heat(like that of our cannons firing) the gemstone is enchanted to produce a long lasting powerful jet of flame. The jet of flame help to propel the shell granting it significantly increased range. After the shell hits something the gemstone will shatter and release all of it's remaining magical energy in a single blast. This explosion, provided the shell didn't travel too far is more then able to incinerate a man wholesale if he is within a few feet of the round. As added befit the shell with also send burning hot iron fragments everywhere and causing multiple fires or igniting Moskurg's greek fire jars. The gems are made by a mage enchanting a gemstone with a prestored spell(in this cause an extremely modified fire wall spell) and then infusing it with magic roughly equal to a dozen for so casings of fireball.

Posting this again because I still think it's our best option but, don't worry I will stop after this turn. Any who we need artillery our commanders aren't asking for anti-magic stuff they are asking for better guns.

Quote
Designs:
1 - Shrouder Shell: FallacyofUrist
1 - AS-HA1 "Onslaught": Chiefwaffles
1 - Flameshrieker Shells: Lightforger

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