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Author Topic: Wands Race - [Arstotzka] {COMPLETED}  (Read 377925 times)

Azzuro

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Re: Wands Race - [Arstotzka]
« Reply #1890 on: May 03, 2017, 06:34:49 pm »

Look, I'm really against this anti-divine magic you guys are going on about. Can anyone quote an example of when a Moskurg mage has specifically invoked gods or whatever to cast magic? If you guys are correct about the divine origin of magic, then yay, but if you're wrong we just wasted an entire design uh... giving a middle finger to their culture and religion?

Divination sounds like divine, but it's not the same thing. The issue is that their starting spellbook doesn't actually make much sense, how is mind reading divination? Maybe they're looking into the future to see our future actions and fake mind reading that way ... but that's way way O.P. for a starting spell. And I don't even see how as you postulate, anti-magic is related to divination.

All that said, I'll be in favor of an anti-divination jammer shell if that helps us against Lucky Strike. But that requires that we get in range of their ballistae, which we can't do without getting into their range as we didn't roll out enough HC1-E's. I still think the best anti-Lucky Strike is:

For what it's worth, I actually think how we were described as doing it this round seems like a good route to try. Blanket the battlefield with fog, rely on outside spotters to call back targets. We could venture into scrying spells to extend this further (yes I know it's a new field of magic). Can't hit targets when you don't even know if they're there or not, after all.

Scrying spell, then spend a revision to fix it or set up a specialised artillery spotter corps. We won't get to cheapen our cannons, but this'll give us the range advantage without going down the rabbit hole of revising our cannons for increased range. HC1s will be given a new lease of life and usefulness.

And as for Moskurg anti-magic, here's what we do know, not speculation:
-SPELL named Tubikh Rrahim
-cast using a white ivory staff. This is pretty significant as our own anti-magic are charms that require no magic at all to use, as we've issued them around to our guards and commanders, while Moskurg is stuck needing wizards to set up their anti-magic spell. Which didn't go well for them as can be seen from our anti-mage hunters, sniping the very obvious staff-wielding mages. I think this gives us an advantage in anti-magic ammunition, which they might not be able to do at all except in the case of ultra-fanatic mages, heh.
-In 927, they rolled out a significant revision to the spell, allowing them to shape its area of influence and thereby focus its range to mid-range, at the cost of making the boundaries of the field visible. It also seems to have made the anti-magic selective if it wasn't already, invaliding the anti-magic use of our arrows.

Our main issue is that our anti-magic charms were really only made to counter the sleep spell, not exert a significant influence on combat spellcasting as theirs is. If we want to match them for antimagic, we have to upgrade the charms, perhaps making them cheap enough to issue to every soldier, or making anti-magic ammunition that isn't affected by their own anti-magic.
« Last Edit: May 03, 2017, 06:37:28 pm by Azzuro »
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #1891 on: May 03, 2017, 06:43:43 pm »

Yeah. I think Anti-magic charms by themselves are a dead-end. They fulfill their purpose just fine as they are.
Like I said, revising them to be useful for what we need now isn't practical. The enemies are casting lucky strike on their artillery and ranged units. Having medium range charms won't cut it, and even if we did upgrade our charms' ranges, we'd have to implement selective blocking to avoid effective military suicide.

But ordinance like the SO1-AM (Anti-magic shell) can circumvent this. Our spells are primarily done at range, so we don't need selective blocking if the anti-magic only affects the places where our artillery typically strike. By bringing it to them, we also don't need to bother with range revisions.


For anti-divination in the future, I recommend building on the jammer idea from the SO1-AD. It doesn't have to be Anti-deity, but the wave "jamming" method is the anti-magic of the future. Bonus if we can have our Anti-divination stuff hurt their wizards as well.
Perhaps a tower or similar device to deliver the effect?
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RAM

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Re: Wands Race - [Arstotzka]
« Reply #1892 on: May 03, 2017, 07:19:43 pm »

waste a design giving a middle finger to their culture
I hear the words but I just can't parse the concept of wastage in this context. Are you concerned that it may not be the firmest, longest, broadest, most erect and thrusting middle-finger that they have ever encountered? I am confident that our mathemagicians will put all of their efforts into perfecting this design!
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FallacyofUrist

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Re: Wands Race - [Arstotzka]
« Reply #1893 on: May 03, 2017, 08:32:35 pm »

Indeed! Bonus points if it drives Alm-you-tricker insane!
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evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #1894 on: May 03, 2017, 10:34:04 pm »

Combat for 930

The jungle sees Moskurg once again gain the advantage.

First and foremost was the executive decision to use their new fire artillery shells as impromptu-grenades [2d6 = [3, 4] = 3].  Moskurg calvary ride into Arstotzkan camps in the dead of night, flinging clay pots filled to the brim with their flammable liquid.  Every calvaryman carries at least one; as they charge through our camps they fling them into tents and fortifications.  The splash is limited in range, and again limited by their throwing distance, but when every man has one it has a devastating effect.  Our camps burn in the night and smoke chokes the air after every raid.  Truly they are honorless cowards; what sort of low snake would resort to fire to win a war?  Our own attacks are still successful, doing well against Moskurg soldiers shivering in the cold, but their new fire tactics are terribly effective.  Without needing a mage to cast the fire their troops are a frightening force to reckon with.  Both sides slaughter each other bloody, but Moskurg does more damage.

This year saw our Tower of Frost being torn down.  Our men are sad to see it go as the ivory sides were long a symbol of Arstotzkan pride, but the new Minor Towers are just as good, if not better.  By spreading the spell throughout several different towers Moskurg must tear them all down to completely negate our frost ability.  They dot the line dividing the jungle and our men rally around them, crowding the battlements with cannons and archers and padding the ground with wooden fortifications and stakes.  We watch from above as Moskurg artillery rolls into range of the HC1-E's mounted on our towers and laugh.  If our knowledge of their equipment is correct, they must march a long way through our cannon fire before they can even hope to touch us.  Indeed we begin shelling them from far away, even scoring a few solid hits that cause their ballistas to burst into flames.  It appears their fire shells are delicate and will go up easily, and it fills our hearts with joy to see Moskurg soldiers burning to death again.

But then they stop, just inside the range of our Elite Cannons.  Boulders, javelins, and clay pots filled with flames fall soon after, hitting us from Extreme Range.  We watch as the cold air whooshes past their ballistas before firing, carrying their ammunition aloft until it ultimately crashes among our troops.  Our first tower crumbles under sustained fire and the chill in the air is noticeably lessened.  Our Theatre Commander orders a charge to drive them back before we lose more of our bastions, but our HC1's must wheel closer to be in range and our HC1-E's aren't as plentiful as their ballistas.  The charge through the dying jungle is met with a slaughter, and Moskurg's al-Mutriqa leads a counter-charge that sends our men into a route.  Along the border the same scene plays out; our stationary towers are brought down from long range, our artillery can't match them, and we are ultimately repelled time and time again.

We are pushed back and our battle lines are reassembled further north.

Our Theatre Commander asks for better artillery.  Longer ranges, better accuracy, and more of them.  Surely we have the knowledge to craft something like that, right?  If not, then we need some other way to change the nature of battle as soundly as Moskurg has when they introduced their ballistas.  We are holding onto the barest rim of the jungle, and that is a very tenuous grasp.

Moskurg gains a section of jungle.


The mountains...the mountains are different.  With our Minor Towers of Frost the high peaks - already a cold, inhospitable place - drop to an even colder temperature.  To our men it must feel like the tangia back home, but to Moskurg troops it must be a frozen hellscape.  They sustain multiple casualties as their men struggle to maintain warmth in their cold, stolen castles, but with such poor soil there's hardly any wood for them to burn.  They resort to burning their fire ammunition to stay warm as it will remain lit for a long, long time, but the noxious fumes make them sick and a few even die.  It's preferable to freezing to death, but they don't have to worry about either.  Our cannons roll up and blast their castles apart with ease.  Their garrisons are ragged from the cold temperatures and guards favor their warm bunkhouses over their posts.  Even with their longer ranged artillery, our men easily steamroll through and mop up what filth still clung to the castle walls.  With Myark leading the charge, there's no contest and they are once again forced off the mountaintops and down into the sands far below.

Our Theatre Commander proudly reports he's pushed the Moskurgs out of the mountains once more.  He's taken pains to ensure his troops will not once again fall into the trap of complacency that lost us the section of mountaintop before.


Arstotzka gains ground in the Mountains.  If they hold it for a year they will gain the resource bonus.



In the western seas we are met with a source of frustration.  Our new Fog-O-War, initially designed to match Moskurg speed and out-range their artillery, now simply matches them in both areas.  Our heavier ship construction means we can survive more mundane hits, be it rock or javelin, but their fire is nearly impossible to put out.  Our men have resorted to hacking off parts of the ship that catch on fire and dumping them overboard, even if it results in a leak.  It's the better alternative than burning up.  Our cannons are equally effective; the small, dense, shaped cannon shot punches holes through the light, delicate Moskurg ships.  Every hit results in a sunk ship, but that's only coming from our limited steam ships.  They carry their weight, bringing down many with them, but once they're gone Moskurg has the advantage.  It doesn't help that nearly any damage to the steamship inevitably results in it sinking; it sits so low in the water that once it starts to flood it's nearly impossible to stop.  Still, they prove their worth today and manage to keep Moskurg from gaining ground, even with their new extreme-range ballistas mounted on every ship.  It was an expensive stalemate and we will likely lose ground unless something changes next year.

Our Theatre Commander understands the use of the Fog-O-War.  Arstotzkan ships are sturdy by design, and the fact that we can tank hits when they can't is a big boon to our side.  If we had an entire fleet of them, the battle would have been over just as quickly as it started.  He points out that the Fog-O-War is sturdier, but the fact that they tend to eventually sink after a single hit is a big issue.  A ship designed entirely around the steam engine would be far more efficient, and would let us field more cannons aboard her decks too.  Their fire is still an issue; perhaps crystal armor could help keep the wood and tar beneath from burning up...?

Neither side gains ground in the Western Sea.



We surprise Moskurg with an assault on the plains.

Our cannons get the drop on their emplacements; after years of quiet the sudden assault leaves their troops scrambling.  Our HC1-E's manage to get the drop on their ballistas from behind smoke screens, and within minutes they're mostly all destroyed.  Our HC-1's roll up during the barrage to get into range, supporting our heavy calvary as they sweep across the open fields and gain massive ground.  Moskurg struggles to mount a counter attack, but their men have grown fat and complacent after so long that their lines are laughable and their artillery support is nonexistent.  Our heavy horsemen sweep them from the field, easily closing the distance without enemy artillery to stall them or coherent archer fire to repel them.  Our constant shelling from behind thick fog leaves them disorganized, and despite their best efforts we push them back immediately, claiming the wreckage of their border forts.

The battle for the rest of the year is bitter.  Their calvary immediately takes up the firebombing doctrine, dropping fire grenades in our camps and being a general nuisance.  It's too late for them to make much of a difference, however; our Towers are up and the plains plunge into tagia-like temperatures.  Much like the mountains their men freeze to death often and their fighting prowess is hampered.  They still have better range than the majority of our artillery, but our initial route was so thorough they have a hard time coming back.  We push Moskurg back a section.

Our boats are just as lucky along the east coast; in the west they'd been expecting us, but here in the east we are able to catch them at port.  With nowhere to run we are able to get in close and unleash the fury of the cannons on our ships.  Their harbor burns and we claim a section of coastline.

Our Theatre Commander points out that the battle was fairly even here.  Had Moskurg had a more competent fighting force, they might have fought us to a stalemate.  Their Extreme-Range artillery is a problem, as is their incredibly lucky accuracy.  He does mention that our calvary did very well here; if they were lighter or faster, we might be able to rush their artillery next year before they can move their lines in to defend them.  He also points out that we might wish to take care to guard against that, as Moskurg could just as easily do it to us with their far lighter calvary.

Arstotzka gains ground in the Plains and the Eastern Sea.  Moskurg no longer has the resource bonus.


Moskurg has done the unthinkable.  They've invaded our homelands.

Their grenadier horsemen continue using their despicable tactics of firebombing and attack our infrastructure.  They ride into a nearby village and burn it to the ground, fleeing before we can mount a counter attack to stop the raid.  Many civilians are slaughtered, and with no one to attend the crops in the nearby fields our troops will suffer for it.  Luckily it doesn't seem like a full-blown assault; they don't bring in their artillery or their infantry. 

Their ships sail up the coast, catching our ships by surprise at harbor and sinking many.  The harbor closest to the eastern sea is completely razed and Moskurg claims it like the filthy cowards they are.  We might have been able to fight them to a stalemate had we expected the attack, but we are caught by surprise and lose a section of coastline.  Without complete control of the seas we will be unable to use our fleet to deploy behind enemy lines or bombard offshore, if they invade.

Our Theatre Commander stresses the critical nature of this loss.  If we wish to keep our homeland secure, we will need to regain the seas.  Simply not controlling them entirely is a huge problem, let alone if the unthinkable happens and Moskurg gains complete control.

Moskurg gains ground in the Northern Sea.


Expense Credit:  After some debate (and a careful analysis about the benefits of just seizing his ship) we decide to make amends with T’ung-K’ao.  After all, we did endanger his livelihood when we sold him a crate of disappearing axes.  To make things up to him we offer a more thorough instruction in the arts of magic.  This includes a brief stay at the Academy for some formal magical instruction.  We teach him the secrets of Dogwood wands, and his seething fury gives way to childlike wonder as he grows plants with little more than a carved twig.  We give him enough dogwood seeds so that he may start his own orchard when he goes back to his homeland, and we train him in how to summon and maintain crystal weaponry.  He struggles with this as his magical prowess isn't as potent as one of our full-time wizards, but he can manage a few odd shapes here and there.  By the time he and his men are ready to leave we also send along Roboson, our best and brightest designer.  We tell him that the Mathemagicians will suffer without his keen knowledge and insight, but that we understand he must go to maintain relations.  We reluctantly decline his offer to stay and gently push him on the boat and tell him to write us a postcard.  We also send along another crate of crystal axes, only this time we also send along an apprentice to help maintain them.  By the time T’ung-K’ao sails out of our harbor he's smiling once more, our earlier scandal seemingly forgotten.  Our relationship with the trader has been repaired.


It is 931, the Design Phase.

Spoiler: State of Forenia, 931 (click to show/hide)

Spoiler: Arstotzkan Elite Units (click to show/hide)
Spoiler: Arstotzkan Spells (click to show/hide)



Behavior Rules.  Please Read.
Spoiler (click to show/hide)

Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #1895 on: May 03, 2017, 10:43:14 pm »

So my current ideal plan order:
1.) Design: HA1
2.) Revision: SO1-AM  (Anti-magic shell: Explodes in shrapnel over an anti-magic field, carpeting the area with active anti-magic fragments. Not a focus on damage, but on disabling magic for swaths of enemy lands)
3.) Design: ??? (No idea here, but I like flexibility. I'd very tentatively say living crystal, a new fog-o-war design, or some design to give sight for our hopefully super extreme-range HA1's.)
4.) SO1-AD (Anti-divination shell [Called anti-deity shell when I last wrote it out]: A revision of the SO1-AM, but instead of shrapnel it lands and "sinks" into the ground, where it then "jams" a certain type of magic/their mages' heads. There'll be a new write-up at some point to make it a more fitting SO1-AM revision, or it could be the design and the revision could be left to decide on.)

Why the HA1?
Right now, we have four types of artillery: The HC1, our current long-range mainstay and the only Expensive one. The HC1-E, which we can only deploy ~3 of due to cost and has extreme range + accuracy and is thus extremely useful and would be more useful with less expense. The HC2, which doesn't explode and has a higher firing rate. Just good in general except for the part where it's broken and very expensive. And the HC2-E, which is the accurate and extreme-ranged version of the HC2.
Because we have all these different types already made, we know quite a lot about these improvements. Then we have the SBP1-A Fog-O-War, which utilized the part from the HC2 responsible for the breaking but fixed it - this should allow us to even get bonuses to fixing HC2's problem.
Because consolidating the cannons is so easy and advantageous, we can afford to add other improvements like even further range and a lower expense rating. The further range wouldn't even be completely useless to our lack of sight - it can still be used to assault known enemy fortified areas, castles, etc., and doing this means that if we ever want Super-Extreme-Range artillery, we just make a spell to facilitate spotting for the artillery and bam, there you go. The lower expense rating is obvious. Right now our HC1-E is really good artillery but we can't fully capitalize on it because of the sheer expense.

And oh would ya look at that. GM ninja.

I'm sad that we didn't get the expense credit for being so nice to the merchant, but I have high hopes for it becoming useful later on.

So. We need to fix the sea situation. Luckily, the HA1 solves this! Time to actually submit the design!
Design: HA1 "Onslaught"
Hybrid Artillery 1  "Onslaught"
Development of the HCx series recently grinded to a halt. With every single new idea and concept being implemented leading to failure and requests for the budget to improve things such as expense denied, the lead Mathemagician of the Hybrid Cannon project decided to turn to a new direction. He'd re-invent the Hybrid Cannon. The HC2 was an unfortunate failure, and salvaging it is frankly useless. The HC1 is reliable, but simply won't fare as the battlefield changes. The HC1-E variant has gone as far as it can. Revisions don't last forever, and sometimes you just need to consolidate your improvements into one design and include some breakthroughs.
The HA1 uses the lessons learned from the SBP1-A in fixing the problems inherent to the HC2, along with the advantages of the HCx-E variants. This is all very simple stuff and normally could be left to a revision, but that's not all.
"Cannons" are the way of the past. Using a name the lead Mathemagician heard being discussed nonchalantly in the hallway - "artillery", he has came up with a new series name - the HA. Hbrid Artillery. "Extreme range" was a name given to the capabilities of the HC1-E by awe-struck field commanders, but it doesn't give you a true insight into the capabilities of the HC1-E. Really, the project lead explained, it's best described still as "long range". But this - this new technology - will finally be deserving of the "extreme" label thrown around so carelessly in the past.
The HA1 utilizes the longest barrel we've crafted. Using simple gears, the barrel can be easily rotated like the stubby HC1-E. A larger and improved pressurization compartment combined with the aforementioned longer barrel increases the range of the projectile to true extreme ranges far beyond that of the HCx-E variants. The rate of fire and reliability improvements from the HC2 are also implemented in the design along with the lessons of the SPB1-A (and to a lesser degree, the frost towers) to actually get these improvements to reliably function. The new barrel can even field larger shells that should be able to reliably do more damage to the filthy Moskurgians!
The HA1 utilizes advanced manufacturing techniques to be able to be produced at a rate rivalling the HC1. Standardized equipment used for measures and things such as casting and pouring given to workers significantly reduce the amount of time to craft individual parts. Hiring many laborers and teaching them how to only work at one part of a time then having them work together in a line of assembly greatly reduces cost and the need for individual trained craftsmen. The Project Lead has taken to calling the places where the manufacturing would occur "factories".


Quote from: Chiefwaffles
In short: A consolidation of the HC1-E, HC1, and HC2, with increased range and damage, and an Expensive target. "But Chiefwaffles," some may say, "that sure sounds complicated!"
But does it?
The HC2's design elements were incorporated into the fairly-successful SPB1-A. The HC1-E is perfectly functional, and so is HC1. We have a very sound advantage in the basic consolidating of improvements. Then increased range and damage are all simple things and given our experience with this stuff and the idea of "learning through failures" like the two revisions in a row rolling 1 make those trivial things. The most questionable part is the expense, but with all the other things locked down, expense shouldn't be that big of a deal. (The factory thing is just fluff - there's no automation.) The revision can be used making the CO1-AM I posted a few pages ago to somewhat effectively counter Lucky Strike and other spells.


Quote
Designs
1 - HA1: Chiefwaffles


NINJAEDIT: I would again like to stress the use of the HA1's super-extreme-range as being useful against enemy fortified positions: Harbors, castles, camps, known artillery emplacements, and more. The HA1's would mostly focus on Extreme range but when a viable Super Extreme range target comes up, they'd be of huge use.
Also, Evicted, this can be done in a revision, right?
Revision: SO1-AM "Equalizer"
Simply put, the SO1-AM is more so of a revision of both the anti-magic bomb and the standard HCx shell. It can be used with any current cannon, from the HC1 to the HC2-E (if someone feels like losing that day). Mathemagicians have reviewed the poorly thought-out plans for the archaic anti-magic bomb; a fossil of a more primitive non-cannon way of fighting.
However, before the paperwork was to be burned as is standard for mediocre designs, the lead Mathemagician in the room came up with an idea: To adapt the anti-magic bomb to standard shell regulations and make it useful. The mathemagicians got to work!
After a few days, a preliminary design was laid out:
The center of the shell is hollowed out and filled with a crystal very similar to the anti-magic bomb. However, this crystal is intentionally made more stable and somewhere between a cross between the already-known anti-magic charm and the anti-magic bomb. Upon absorbing a large amount of magical energy once entering the vicinity of a filthy Moskurgian mage, the crystal and the shell will explode, raining crystal shrapnel across the area and hopefully causing some amount of damage. But the damage isn't the point here. The crystal, while unstable enough to explode in its "complete" form, separates into uncountable more stable shards. These shards will disrupt and absorb magic in the vicinity. Individually, one shard isn't going to do much and expires after some period of time unlike the anti-magic charm, but the combined shards coming from the explosion of a shell will carpet an area and make it unusable for those smelly Moskurgians to use Lucky Strike or other cowardly spells.

Special Ordinance - Anti-Magic "Equalizer"

There. A working anti-magic bomb that utilizes the extreme-range and accuracy of our cannons and counters any enemy spell in the affected areas, including lucky strike.
"How is it a revision?", you may ask. The answer is simple: Ultimately, this is a revision of the shell and the anti-magic bomb. It's just making anti-magic bombs into shell form from arrow form and having them leave still-active anti-magic shards.

« Last Edit: May 03, 2017, 10:46:15 pm by Chiefwaffles »
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You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

VoidSlayer

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Re: Wands Race - [Arstotzka]
« Reply #1896 on: May 03, 2017, 10:49:14 pm »

Freeze Wands - These miniaturized versions of the tower of frost freeze a small, specific location instantly.  Able to quench the fire of the fire artillery or even freeze the pots mid air, preventing them from exploding even when they hit the ground.  They can also be used to brutally kill individual soldiers. 

This spell will be highly accurate and fast cast, hit only a small area but be devastatingly cold.

Flash Cast Crystals - This spell summons a small shield of crystal instantly in the air far from the mage.  It is made to intercept the enemy bolts before they hit the ground, wasting the shot.

This spell should be fast to cast accurate and far ranged but can be weak and short lived.  It only needs to impact the bolts then be disrupted.

evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #1897 on: May 03, 2017, 10:51:26 pm »

That level of complex ammunition would likely fail during a revision. 

VoidSlayer

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Re: Wands Race - [Arstotzka]
« Reply #1898 on: May 03, 2017, 10:57:16 pm »

If one of their designs can invalidate all our magic with a few revisions no reason we can't develop something to intercept their ranged weapons and force them to fight us.

evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #1899 on: May 03, 2017, 10:58:22 pm »

ok

FallacyofUrist

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Re: Wands Race - [Arstotzka]
« Reply #1900 on: May 03, 2017, 11:00:03 pm »

Consider this:  rather than proposing two things and immediately adding them to the list of votes, you can propose two things and for either of them to be added to the list you need two people to "second" each one.

This prevents the list from inflating with zero and one vote items because you need at least two other people to go "this is a good idea".  They don't have to vote for it, they just need to agree that it is a relevant and practical idea.
As per the above,

Design: HA1 "Onslaught"
Hybrid Artillery 1  "Onslaught"
Development of the HCx series recently grinded to a halt. With every single new idea and concept being implemented leading to failure and requests for the budget to improve things such as expense denied, the lead Mathemagician of the Hybrid Cannon project decided to turn to a new direction. He'd re-invent the Hybrid Cannon. The HC2 was an unfortunate failure, and salvaging it is frankly useless. The HC1 is reliable, but simply won't fare as the battlefield changes. The HC1-E variant has gone as far as it can. Revisions don't last forever, and sometimes you just need to consolidate your improvements into one design and include some breakthroughs.
The HA1 uses the lessons learned from the SBP1-A in fixing the problems inherent to the HC2, along with the advantages of the HCx-E variants. This is all very simple stuff and normally could be left to a revision, but that's not all.
"Cannons" are the way of the past. Using a name the lead Mathemagician heard being discussed nonchalantly in the hallway - "artillery", he has came up with a new series name - the HA. Hbrid Artillery. "Extreme range" was a name given to the capabilities of the HC1-E by awe-struck field commanders, but it doesn't give you a true insight into the capabilities of the HC1-E. Really, the project lead explained, it's best described still as "long range". But this - this new technology - will finally be deserving of the "extreme" label thrown around so carelessly in the past.
The HA1 utilizes the longest barrel we've crafted. Using simple gears, the barrel can be easily rotated like the stubby HC1-E. A larger and improved pressurization compartment combined with the aforementioned longer barrel increases the range of the projectile to true extreme ranges far beyond that of the HCx-E variants. The rate of fire and reliability improvements from the HC2 are also implemented in the design along with the lessons of the SPB1-A (and to a lesser degree, the frost towers) to actually get these improvements to reliably function. The new barrel can even field larger shells that should be able to reliably do more damage to the filthy Moskurgians!
The HA1 utilizes advanced manufacturing techniques to be able to be produced at a rate rivalling the HC1. Standardized equipment used for measures and things such as casting and pouring given to workers significantly reduce the amount of time to craft individual parts. Hiring many laborers and teaching them how to only work at one part of a time then having them work together in a line of assembly greatly reduces cost and the need for individual trained craftsmen. The Project Lead has taken to calling the places where the manufacturing would occur "factories".
I second the "Onslaught".

Flash Cast Crystals - This spell summons a small shield of crystal instantly in the air far from the mage.  It is made to intercept the enemy bolts before they hit the ground, wasting the shot.

This spell should be fast to cast accurate and far ranged but can be weak and short lived.  It only needs to impact the bolts then be disrupted.
As well as this.

I do have some ideas of my own, however.
~~~
Supreme Predictive Algorithms Machine: This crystal monstrosity is filled with a truly ridonculous level of mathemagics and magic energy. Given good input information, it can effectively predict the actions of our foes in large and small scale, making our theatre commander's job much easier.

Tower of Growth: This new giga-tower projects an amplified version of our Dogwood Wand's effect over an entire theatre. The idea is that it can be applied to turn other areas into jungle which is good for us. No more plains. Also, good luck using artillery if you don't have a clear area to set them down.
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Generic Arms Race.

Would you like to play a game of Mafia? The subforum is always open to new players.

Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #1901 on: May 03, 2017, 11:01:11 pm »

Revision: SO1-AM "Equalizer"
Simply put, the SO1-AM is more so of a revision of both the anti-magic bomb and the standard HCx shell. It can be used with any current cannon, from the HC1 to the HC2-E (if someone feels like losing that day). Mathemagicians have reviewed the poorly thought-out plans for the archaic anti-magic bomb; a fossil of a more primitive non-cannon way of fighting.
However, before the paperwork was to be burned as is standard for mediocre designs, the lead Mathemagician in the room came up with an idea: To adapt the anti-magic bomb to standard shell regulations and make it useful. The mathemagicians got to work!
After a few days, a preliminary design was laid out:
The center of the shell is hollowed out and filled with a crystal very similar to the anti-magic bomb. However, this crystal is intentionally made more stable and somewhere between a cross between the already-known anti-magic charm and the anti-magic bomb. Upon absorbing a large amount of magical energy once entering the vicinity of a filthy Moskurgian mage, the crystal and the shell will explode, raining crystal shrapnel across the area and hopefully causing some amount of damage. But the damage isn't the point here. The crystal, while unstable enough to explode in its "complete" form, separates into uncountable more stable shards. These shards will disrupt and absorb magic in the vicinity. Individually, one shard isn't going to do much and expires after some period of time unlike the anti-magic charm, but the combined shards coming from the explosion of a shell will carpet an area and make it unusable for those smelly Moskurgians to use Lucky Strike or other cowardly spells.

Special Ordinance - Anti-Magic "Equalizer"


NOTE: This post is missing the priming mechanism. See this post (link) for the updated version.


I'm submitting the AM shell instead of a special anti-divination one because this one is simpler to design and having an anti-magic shell is kind of critical at this point. HA1 can be delayed to next turn and HC1-E can be cheapened in a revision this turn.



So, we're losing at sea. We need to stop this, and we know Moskurg will probably be focusing there as well. How do we improve our performance at sea?
1.) The SBP2, a successor to the SBP1 Fog-O-War. This ship would be, as suggested by the theater commander, designed around the steam engine. The boat would fit numerous cannons and would be designed in such a way that even with the steam engine powering it and the cannons loaded it won't sink so soon after a hit.
2.) Again, like the theater commander suggested, crystal armor. I suggested something like this for our platemail before this combat phase. Basically, we could maybe "crystallize" normal material to make it stronger and lighter. Maybe a revision, a separate design, or incorporated into a design for the SBP2.
3.) Cheaper artillery. The HC1-E's work great at sea, but are very limited in deployment. Cheap artillery like a revision to the HC1-E's or the HA1 would be a huge benefit at sea.

Yes, I'm voting twice. It's to keep both options open - if there's a tie or something similar I'll remove one of them by the end of the phase.
Quote
Designs
2 - HA1 "Onslaught": Chiefwaffles, FallacyofUrist
1 - SO1-AM "Equalizer": Chiefwaffles
0 - Freeze Wands:
1 - Flash Cast Crystals: FallacyofUrist
0 - Supreme Predictive Algorithms Machine:
0 - Tower of Growth:
@Void: In case you didn't notice yourself, that suggests we can try the AM shells as a revision, but it's a risky shot. I don't think it's completely out of the question as revising the AM shells into existence but the risks should definitely be considered.
« Last Edit: May 04, 2017, 10:38:38 am by Chiefwaffles »
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You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

VoidSlayer

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Re: Wands Race - [Arstotzka]
« Reply #1902 on: May 03, 2017, 11:09:17 pm »

I personally like the freeze wands, but flash cast crystals are good too.

I would be in favor of anything targeting or defending against the enemy weapons that is not trying to anti magic their luck spell.

Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #1903 on: May 03, 2017, 11:21:58 pm »

Oh yeah, and Evicted, if we improve our steam engines they'll automatically be fitted onto the Fog-O-Wars? Or is the engine too integrated to do that?
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #1904 on: May 03, 2017, 11:25:32 pm »

Oh yeah, and Evicted, if we improve our steam engines they'll automatically be fitted onto the Fog-O-Wars? Or is the engine too integrated to do that?

So long as the design isn't too different, you can retrofit your fog-o-wars as a free action if you spend the design solely on the steam engine - akin to equipping your army with new armor after designing it.
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