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Author Topic: Wands Race - [Moskurg] {COMPLETED}  (Read 186536 times)

somemildmanneredidiot

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Re: Wands Race - [Moskurg]
« Reply #2430 on: June 15, 2017, 09:12:26 pm »

My read on the new anti-magic is that it's much more likely to succeed than the anti-Crystal, and if certain aspects of it fail then other aspects should work just fine. Plus it's a step up to allow for a more likely Crystal Solvent.

I feel like this is a good compromise between wanting better actionable anti-magic and wanting a new attack spell. Presuming decent success, it should allow us to continue pushing, or at the very least attempt to counter any anti-Lightning measures they come up with.

I still want our revisions for the Adamantium and the Airships, but this is a solid defensive and offensive design that should allow us to counter pick their attempts to stop our designs with a focused revision on that particular attempt. Next turn, we should be able to make more attack spells with the confidence that we'll be able to halt or limit enemy advances fairly easily.

Or next turn, we could look into more defensive options again. There's worlds of Divination we haven't explored, and all sorts of Weather that we haven't taken advantage of.
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"As to why you'd want to [throw your sword in combat] at all? The answer is pretty simple: There's someone you want to stab, but they're all the way over there, and walking is for peasants." - Starke of How To Fight Write

evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #2431 on: June 15, 2017, 10:23:29 pm »

Designs locked. Zephyr it is.

evictedSaint

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Re: Wands Race - [Moskurg]
« Reply #2432 on: June 15, 2017, 10:34:08 pm »

Design: Zephyr of Allah [1+2, 4+1, 4+1]

Controlling the air is trivial, at this point.  Therefore, making air that goes in a circle is also trivial.

Zephyr of Allah is an attempt to use wind offensively for the first time.  Based on a phenomenon witnessed during our campaigns over seas (tornadoes are not native to Forenia) our mages attempt to recreate the stories of wind that swirled about in a powerful, destructive tube of air.  The result is...well, a tornado.  Able to be cast by one mage (assuming he stands still and concentrates) the wind will gust up and coalesce in a single tornado over the course of a minute or so.  It's enough to stagger men and frighten horses, and it will pick up small stones or tree branches and whip them around.  It's not terribly lethal, though - the intensity is about equal to what we can do already with a regular Gust of Wind, although centered around a point.  A mage can keep the tornado going by himself out to Extreme Range, regardless of his line of sight.  Beyond that the winds fall apart and the tornado dies.

Due to the inherent danger of casting a tornado while airborne, our men cannot safely cast from War Pegasi or the Airship.  Expensive.

somemildmanneredidiot

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Re: Wands Race - [Moskurg]
« Reply #2433 on: June 15, 2017, 11:08:02 pm »

Well. I had hoped for time for people to wake up, but at least this can be used for night time disruption, breaking calvary chargers, and disrupting Arty firing after being dropped off into position?
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"As to why you'd want to [throw your sword in combat] at all? The answer is pretty simple: There's someone you want to stab, but they're all the way over there, and walking is for peasants." - Starke of How To Fight Write

Detoxicated

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Re: Wands Race - [Moskurg]
« Reply #2434 on: June 15, 2017, 11:39:21 pm »

Revise Zephyr of Allah

By giving the tornado time to grow up for some time, the mage can release the bundled mess into the enemies location. The tornado is strong enough to knock over machinations and destroy them
as well. Multiple mages can charge one tornado to make it even stronger.
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Kashyyk

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Re: Wands Race - [Moskurg]
« Reply #2435 on: June 16, 2017, 12:56:39 am »

Quote from: Votes
Temperature controlled Adamantium: (1) Kashyyk
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NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #2436 on: June 16, 2017, 04:32:00 am »

Quote from: Votes
Temperature controlled Adamantium: (2) Kashyyk, NUKE9.13
This one's obvious. Changing the temperature like this should be fairly easy now that we have experience summoning Adamantium.
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Long Live United Forenia!

somemildmanneredidiot

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Re: Wands Race - [Moskurg]
« Reply #2437 on: June 16, 2017, 06:08:34 am »

Quote from: Votes
Temperature controlled Adamantium: (3) Kashyyk, NUKE9.13, SMMI
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"As to why you'd want to [throw your sword in combat] at all? The answer is pretty simple: There's someone you want to stab, but they're all the way over there, and walking is for peasants." - Starke of How To Fight Write

Khang36

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Re: Wands Race - [Moskurg]
« Reply #2438 on: June 16, 2017, 06:41:26 am »


Quote from: Votes
Temperature controlled Adamantium: (4) Kashyyk, NUKE9.13, SMMI,Khang36
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Atomic Chicken

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Re: Wands Race - [Moskurg]
« Reply #2439 on: June 16, 2017, 07:24:48 am »

Quote from: Revision 1 Vote Tally
(5) Thermogenic Adamantium: Kashyyk, NUKE9.13, SMMI, Khang36, AC
(0) Revise Zephyr of Allah
(0) Airship Construction Yards
(0) Revise Academy of Magic
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As mentioned in the previous turn, the most exciting field of battle this year will be in the Arstotzkan capitol, with plenty of close-quarter fighting and siege warfare.  Arstotzka, accordingly, spent their design phase developing a high-altitude tactical bomber. 

somemildmanneredidiot

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Re: Wands Race - [Moskurg]
« Reply #2440 on: June 16, 2017, 08:17:02 am »

I think the big question now is, revise the Zephyr to be lethal, boost our airships, boost our Wizard making, or go back and boost our Arty Divination Detection?

I'm split between the Zephyr and airships.
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"As to why you'd want to [throw your sword in combat] at all? The answer is pretty simple: There's someone you want to stab, but they're all the way over there, and walking is for peasants." - Starke of How To Fight Write

Madman198237

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Re: Wands Race - [Moskurg]
« Reply #2441 on: June 16, 2017, 08:20:42 am »

Quote from: Revision 1 Vote Tally
(6) Thermogenic Adamantium: Kashyyk, NUKE9.13, SMMI, Khang36, AC, Madman198237
(0) Revise Zephyr of Allah
(0) Airship Construction Yards
(0) Revise Academy of Magic

(If people agree, this accomplishes everything the link for "Thermogenic Adamantine" does, except with some additions in case we roll a 6 and have +3)
I believe this is what we want from adamantine right now:

Climate-Controlled Adamantine
Utilizing our knowledge of adamantine and its inherent temperature, we create adamantine that can change temperature at will. A mage can, with some small effort, change the temperature of a large amount of adamantine. When marching into wintry conditions, our mages will adjust our soldiers' body armor to be warmed, and vice-versa. However, given enough time, our Researcher Priests will not stop there. They shall look through the Holy Texts for mentions of divine smiting, especially smiting that involved weapons that were abnormally warm or cold. They will then utilize the information gleaned to create an improved adamantine that can be made incredibly hot, or incredibly cold. This shall be applied to our arrows and ballistae bolts, as they are fired, or our swords and halberds where possible, when drawn.

THIS IS NOT A SUGGESTION FOR RIGHT NOW!!!!!!!
But I'm going to leave it here anyway, since I'm feeling inspired.

Divine Direction
Our soldiers are inspired by Allah, and therefore need the ability to do what must be done. This spell shall give them that chance. Using magic similar to that which controls lightning in the Wands of Thunderbolts and the Spear of Allah, we inscribe divine markings on our soldiers, which direct lightning around our soldiers and anything they wear. It allows for direct infantry advance through the blinding flashes of the Hammer and even something as dangerous as casting the Spear on Myark, right next to al-Mutriqa. Our soldiers shall be terrifying, and then enemy will never see them coming---many mages will work together to bring hundreds of lightning bolts down every minute during the advance, blinding the Arstotzkans until it is too late.
« Last Edit: June 16, 2017, 08:22:42 am by Madman198237 »
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #2442 on: June 16, 2017, 09:48:12 am »

Alright, so, Thermogenic Adamantium is pretty much locked in. Let's discuss our second revision.

We've discussed it in the Discord, and come to the conclusion that a Zephyr upgrade is the way to go. There was some debate as to whether to use it offensively or defensively- defensively would mean specifically designed to deflect cannonballs. We came to a compromise, which Madman will post shortly, I think.
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Madman198237

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Re: Wands Race - [Moskurg]
« Reply #2443 on: June 16, 2017, 10:01:49 am »

Zephyric Destruction
By improving the spell, we have managed to summon a much stronger Zephyr. Like a real tornado, the force is directed in a circle flowing strongly upwards. This allows for the deflection of cannon shots that enter the area, hopefully over our lines entirely. Our mages will be capable of covering our entire front line during combat, by spreading a string of Zephyrs in front of it. Furthermore, the stronger winds allow it to be deployed offensively, knocking over enemies and occasionally even sending lightweight weapons flying.

Here it is.
« Last Edit: June 16, 2017, 10:10:37 am by Madman198237 »
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Kashyyk

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Re: Wands Race - [Moskurg]
« Reply #2444 on: June 16, 2017, 10:19:26 am »

Quote from: Revision Vote Tally
Revision 1
(6) Thermogenic Adamantium: Kashyyk, NUKE9.13, SMMI, Khang36, AC, Madman198237

Revision 2
(2) Zephyric Destruction: Madman, NUKE
(0) Airship Construction Yards:
(1) Revise Academy of Magic: Kashyyk

I choose this, as I imagine this would effectively reduce the number of apprentices we have in exchange for increasing the number of wizards. Pretty much every spell we have requires wizards over apprentices, so we will have a slight quantity bonus to everything.
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