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Author Topic: Wands Race - [Arstotzka] {COMPLETED}  (Read 376933 times)

RAM

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Re: Wands Race - [Arstotzka]
« Reply #3270 on: June 18, 2017, 10:35:15 pm »

But it would probably make them immune to temperature if they had a sealed container. So a sealed compartment with a summone/purify air spell would probably allow them to survive in space... also they could probably use divination to operate a craft even if they couldn't look outside. Just sort of "knowing" where the enemy is and when to drop bombs...
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evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #3271 on: June 18, 2017, 11:45:55 pm »

Did you guys want to deploy the rifle this turn or not? I'll default to "deploy it" but I wanted to make sure, as I know it was discussed

Andres

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Re: Wands Race - [Arstotzka]
« Reply #3272 on: June 18, 2017, 11:48:50 pm »

Quote
ORDERS

1 - Deploy the R1: Andres

MYARK
1 - Jungle: Andres

He won't be able to do enough to turn the battle in the seas. He failed to do so last time we sent him and things have only gotten worse there. In the Jungle there's at least a chance he could force Moskurg back.

Glory to Arstotzka.
« Last Edit: June 18, 2017, 11:50:38 pm by Andres »
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RAM

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Re: Wands Race - [Arstotzka]
« Reply #3273 on: June 19, 2017, 12:24:06 am »

Quote
ORDERS

1 - Deploy the R1: Andres

MYARK
1 - Jungle: Andres
1 - Moutain: RAM
We lost there last time, not sure if anything has changed, but at least they don't have a sea bonus. Of course, they can just counter with almond reeker...
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evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #3274 on: June 19, 2017, 01:07:59 am »

Combat for 940


This year sees Arstotzka get a new weapon they've been working on finally on the field.  Known as the "AS-R1", it is simply a small cannon that a man could hold in his hands.  Using mainly crystal for construction, a long, thing metal handle is used to activate magic stored in the attached A-level magegems, activating a magical circuit that fires off a new type of fireball in the combustion chamber, which then propels a small shell out of the barrel.  Braced against the mages shoulder, it can reach out to Extreme Range, but struggles to hit a target at Medium Range.  Still, it's merely Expensive, smaller than a longbow, has a higher velocity, and can be used by a non-mage for an extra expense level.  It is their first foray into magical spells made usable by non-mages, and yet another step into the world of firearms.  Due to advancements made in the development of this weapon, their cannons no longer require water to operate, lessening the load on their crystal train and increasing the rate of fire of all their weapons.

Additionally, they unveil the next evolution of their armor: Combat Armor.  Constructed entirely of crystal and with a more robust degree of protection, it features a crystal faceplate.  Without eyeslits or gaps in the armor, it's virtually impenetrable to arrows.  It comes with a steel antenna that runs from the head down to the right foot, in order to route electricity away from the more vulnerable internal bits of the soldier wearing the armor.  The antenna is destroyed after being struck, but it means the soldier can at least survive being hit once now.  Antennas are relatively cheap, so six are put on every Crystalclad ship.

Moskurg has surprised everyone by diversifying their weather magic with yet more weather magic.  The next natural evolution of their wind spell, the "Zephyric Destruction" is a powerful tornado that can be cast by a single mage.  Able to reach Extreme Range, the tornado has been amped up in power through a revision and is alarmingly lethal in areas with high amounts of debris - such as the jungle, taiga, and to a lesser extent the Mountains.  It's not very lethal in the plains or desert unless it directly passes over an enemy soldier, but could possibly capsize a ship on the ocean.  Due to the high amounts of wind involved, this spell can't be cast by mages flying on the airships or carpets.

They also tweak their Adamantium to give themselves greater control over the pre-set temperature of the conjured metal.  Able to be mass-set by a mage over an hour-long ritual, their armor now promises to keep the soldiers warm in cold weather.  Only the severely negligent have a reason to freeze to death any more - the metal can be set from freezing to boiling temperatures, permanently.  They make a set of cook-ware for their camp cooks, much to the common soldiers happiness.




Arstotzkas combat armor shows mixed results in the jungle.

No more maneuverable than their previous plate armor, it is at least a bit lighter.  Combat once again sees the resurgence of men slogging across no-man's land to meet the enemy in combat.  The lightning rods tend to explode into a fine, super-heated vapor when struck, often knocking over the soldier hit.  Much to Moskurgs surprise, these men will get up and continue on, with rarely more damage than a crack along the armor where the antenna had been attached.  When meeting with Moskurg troops they once again have the upper hand, as their clear-crystal visors give a greater degree of visibility than their previous eye slits.  Still, no soldier survives getting struck by lightning twice, and Firestorm grenades prove to be just as effective as before.  Combat Armor clad soldiers either suffocate or boil to death when engulfed in the sticky flame, and out-dated ballistas (though fewer in number due to Moskurgs strained supply of apprentices and wizards) can still punch a bolt straight through the breastplate of the armor.  Regardless of the short-comings of the armor, it proves to give them a slightly better edge at both reaching their enemy and for actually winning in the melee.

More useful is Arstotzka's new waterless cannons.  Without needing to wait for water to be supplied, a cannon can be reloaded much more quickly with no reduction of firing velocity.  This helps bump the lethality of their HA1 despite having non-explosive ammo, but more importantly benefits their HAC-1 anti-air cannon.  An apprentice can now get more shots out per minute, which tends to cut down War Pegasi riders when multiple cannons are firing at once.

Moskurgs new tornado manages to pick up the slack where their lightning left off, however; in the jungle, a common branch on the ground becomes a ballista bolt when picked up by the Zephyr.  Charges are often proceeded by multiple tornadoes spinning across the ground towards Arstotzkan lines.  It manages to also make HA1 rounds more inaccurate, if they pass through or near the tornado, but accuracy has never been a major issue as their volume of fire isn't diminished.  The new spell proves to be much more effective than their now-nerfed lightning, but unfortunately must be cast by mages on the ground as the turbulent air is not conducive to fliers.  The Airship is usually fine, though, able to stand off at a distance and continue picking at Arstotzkan lines with lightning and ballista shots even during the tornado rampage.

Arstotzka's new rifle sees an odd use; though envisioned as a weapon that all their troops will one day wield, it is currently used exclusively by their Mage-Hunters for assassinations and wizards for anti-air emergencies.  Mage-Hunters typically crawl through no-mans land on their bellies, both their crystal armor and crystal weapons rubbed with tar, dirt, and grass to help stay out of sight of Moskurg air patrols.  Once in range, the rifle shows its superiority over the long-bow through one simple fact: you don't need to stand up to use it.  Mage-Hunters get as close to Medium Range as they can, take careful aim, and simultaneously take out commanders and wizards in a single volley.  With no steam cloud or movement required on their part, their often unseen and unheard beyond the report of their rifles.  The bullets even punch through pavise shields with ease.  Getting back is much harder, however - Moskurg air patrols are very thorough, and once caught the elite troops are often doused with firestorm shells and die a horrible, messy death.  Still, the assassinations take their toll.

The advantage is still in Moskurgs favor, however, as their control of the adjacent oceans means they get to choose when and where they can launch surprise invasions against Arstotzkan lines.  Able to stay out of range of HA1 artillery and move faster than the troops on land, they often sneak behind Arstotzkan lines and wreak havoc.  Supply lines suffer, and it's not uncommon for the Restless crystal train to not show up at all as the train tracks are an easy target for sabotage.  The naval advantage makes a large difference here.

Though they're no longer immune to lightning, Arstotzkans soldiers at least now can survive a bit longer before death comes for them.  Tornados have now overtaken lightning as the #1 cause of death for Arstotzkans, and though their assassinations are quite brutal on Moskurg wizards, commanders, and moral, Moskurgers are no longer freezing to death thanks to their heated armor.  Charging across no-man's land is still pretty lethal for both sides despite their new armor, and though the HAC-1's can now fire more rapidly they still require time to reload.  Moskurg manages to push Arstotzka back a section, though only barely and largely due to the destructive capabilities of their tornadoes when given plenty of debris to throw around and their naval advantage.

Moskurg gains a section of jungle.

In the mountains, Moskurgs tornadoes have a harder time. 

Though they now have rocks and the occasional tree to throw at enemy troops, the uneven terrain makes controlling the tornado - or even keeping it alive - quite difficult.  The terrain benefits Arstotzkan snipers here even more, who occasionally even take shots of opportunity at the low-flying carpet bombers overhead.  Arstotzka still has the artillery advantage here in the mountains, and with Moskurgs diminished carpet bombing, lightning, and tornados, they are eventually forced to concede the mountains.

Arstotzka gains control of the mountains.  If they hold it for a turn, they gain the metal bonus.

With less debris in the plains, the tornadoes generally require going directly over enemy troops to inflict casualties.  Likewise, Arstotzka's Mage-Hunters have a harder time sneaking close to enemy lines in the wide open, flat terrain.  The increased rate of fire of Arstotzka's HA1's has started to put strain on their supply lines, even despite the fact they no longer require water.  This is exacerbated by al-Mutriqa personally leading raids on enemy supply lines, leading the way with his Wand of Heroism and Black Phantoms entourage.  When the cannons fall silent, it's often due to a train being blasted while carrying a supply of shells.  Normally when this happens, Arstotzka can simply out-wait their opponents, knowing they'll all eventually die of the cold, which is not the case any more.  Battles must be fought and won, and on the rare occasions troops actually meet it's Arstotzka who has the upper hand, despite Moskurg dropping firestorm shells and blasting about with their Spear of Allah.  Their new R1 rifle can punch through Moskurg Elite Lamellar Armor with ease, thanks to the large bullet and the relatively close range it's used at.  It suffers due to the fact that the rifle can be shut off by Moskurgs anti-magic fields, though there's fewer now due to their mages being used elsewhere and getting assassinated by Mage-Hunters.

Ultimately, the fact that lightning can't kill with every strike (though it still has a profound effect if a mage uses the Spear on the same target twice), the fact that the tornado has less debris to pick up, and the fact that the increased fire rate of HAC-1's push raiding War Pegasi riders away means Moskurgs forces suffer.  Likewise, HA1's suffering from al-Mutriqa's raids, the relatively little impact of the R1 in this theater, untouchable Airships standing off and plinking away at their lines, and the fact that their superior troops must stomp through killing fields before being able to kill their counterparts means that Arstotzka's forces suffer. 

At the end of the day, it's Moskurgs ability to land troops behind Arstotzkan lines that gives them the advantage.  Arstotzka might have been able to push them back, but without a way to stop incursions from the coast their lines are ragged and bent and they must concede anther section of plains to Moskurg.

Moskurg gains a section of the plains.

The lightning-rods and faster-firing HAC-1's prove to be game-changers on the open seas.

Moskurg was already struggling to sink the Crystalclad ships with their out-dated ballistas, relying heavily on lightning strikes and War Pegasi to keep the ships suppressed.  The lightning rods do a good job of keeping the lightning from hitting troops immediately, buying time for the ships to either get out of range or shoot down the carpet-bomber casting the spell.  The Alsamma Safina is still virtually immune to anything the ships down bellow can throw at it, standing out of range and spamming their accurate Spear of Allah until the lightning rods are gone or until the crew dies, but the Sirocco has a much harder time.  Inferior to the the Crystalclad in both armor and weaponry, they're used exclusively to sink suppressed Crystalclads and to launch carpet-bombers.  The sea is mostly a deadlock, but Myark manages to push the advantage in Arstotzka's favor.  Surprisingly accurate with the R1, he excels at shooting down the fast-moving War Pegasi even at Long Range, and his Wand of True Light can make the weaker-hearted Moskurg sailors turn tail.  The tornadoes are harder to use on the open sea, and though Moskurg manages to capsize a few Crystalclads it's not enough.

Arstotzka manages to push Moskurg out, reclaiming their northern seas - the balance of naval power has shifted towards Arstotzka once again.

Arstotzka regains control of the Northern Sea.
 

Research Credit!!!
It has come time for you heir to complete their education and move from an Apprentice-level mage to a Wizard-level mage.  However, in order to "officially" receive the title of "Wizard" they must make some advancement in the field of magic.  For many, this is a rather minute advancement; a slightly streamlined piece of magical circuitry, or a better interpretation of the Word of Allah.  This task is known as a "Thesis", and your heir must go through the arduous task of researching and writing it. 

Of course your heir will gain the title whether they are worthy or not; it would not do for the future leader of the kingdom to remain a lowly apprentice.  That being said, they're actually quite magically skilled so failure on their part is unlikely, but still your King is worried.  There are some who grumble that your heir is too frail to be a decent leader, and his fits of rage (learned from Myark) makes him rather unstable and unpredictable.  Perhaps this Thesis is a chance to show dissenters (a group supporting the leader of a powerful clan, despite the fact that they've all pledged fealty to your current King) the legitimacy of your heir as the future King?  He has asked you to guide young Bjorn with his research.

Whichever side writes a more competent Thesis for their heir will gain a Research Credit for the next turn (2 rolls for each Effectiveness, Cost, and Bugs, highest roll picked.  Penalties and bonuses still apply to rolls).  Limit 1 submission per person, limit 750 words per submission.  Sides will vote on the Thesis to submit.


It is 941, the Design Phase.

Spoiler: State of Forenia, 941 (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)
« Last Edit: June 19, 2017, 06:21:34 pm by evictedSaint »
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RAM

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Re: Wands Race - [Arstotzka]
« Reply #3275 on: June 19, 2017, 01:58:00 am »

Well it is time to show them all that they are wrong! Bjorn is not weak, he is thoughtful. And his rage is not folly, it is wisely directed at the enemy's sponsor which is too cowardly to face us directly. Thus, his thesis:
It has come to our attention that the Keggers are convinced of vile foreign influences upon our world granting them their perverse abilities to corrupt the natural forces of our world. While normally the Kegger mind is drowned to expiration in their insipid folly, this only proves that in this matter they are correct, for they most assuredly lack the intellect to comprehend the subtle energies that our mathemagicians have so cunningly refined. Knowing that our enemy is grasping at the power of these forces which so obviously harbour ill intent towards our world, and will most assuredly make prompt work of enslaving the weak minds of our enemies once their corruption has weakened this land to suit these inhuman malevolences' despicable tastes enough to exert their vile wills here. Thus falls upon us to end this threat before such monstrosities can gain footing.

Alas, no measure we know of can navigate beyond our ken, and no strike we know of can harm the place of magic's origin. We cannot enter the land of such terrors to best them upon their own lands. Yet confronting them is necessary. For while these horrors persist they shall simply wait until they spy yet more foolish and ignorant humans such as our stunted adversaries. And it is with fortune that I have realised the means by which we may face such things. We shall take to the fields with our weapons. With the magics that we have wrested from the incomprehensible and made our own. We shall pluck from the heavens the source of the enemy's perversion of reality and slay it upon the field of open battle. We shall continue to slay such monsters until none remain, and from the corpses of their faith we shall rip the Kegger will and break it!

Conjure Hexographic Origin of Magical Perversion
We construct a bunker of crystal, anchored deep into the earth, with a great rod of metal to channel from it the enemy's daggers. Within this structure shall be a ritual chamber, deep with circuits and protections. From within this chamber shall be forged a great spell of conjuration. It shall tear forth the first enemy magic to enter its reach, as the great charm bind the villains' disgusting powers of mind corruption. That thread of magic shall be pulled into the ritual and spun like yarn upon the wheel. We shall pull upon the revolting distortion until it pulls upon its most terrible source. Bringing that most terrible agency into the ritual's focus shall enact the ritual's completion. It shall enter the being into a pattern of conjuration, eneact it according to the manifest laws of our world, and incarnate it into a form that may be matched with the strength of our arms. We shall force it into our world and in doing so deprive the Kegger magic at its source. I know not the powers of such a thing, but I know that we have bested its will for as long as this conflict has lasted, and that with the same strength and conviction we shall surely best its person.

Summon the source of Moskurger magic. Possible effects:
 Prevent the use of Moskurger magic for the duration of the event due to the lack of access to its source.
 Summon a bighuge monster that must be slain, but summon it in front of a battery of cannons.
 Slay said bighuge monster and demoralise Moskurg.
 Find out that the bughuge monster was not slain, but merely weakened when its body was pummelled to death.
 Find out that the bighuge monster is no longer an issue for the forseeable future, but that Moskurg is in collusion with a whole host of cosmic horrorterrors and thus we have to keep doing this over and over again.
 Learn a whole lot about summoning things that we maybe ought not to.

Process:
 Acquire enemy magical power: antimagic charms line of items. Upgraded to pull on a specific spell in a region, typically a tornado but wind used to move a carpet, mind-reading used on anyone who is not using a charm, it presumably happens... Magic used to detect ambushes, reciprocal traces from lucky strike... There gotta be something nearby.
 Pull on magical power: This is a circular circuit, it works like a spinning wheel, or particle accelerator, or fishing reel... Circuits channel magic so reeling a spell in from its roots ought to be easy enough.
 Summon whatever is at the other end: All of our actual starting spells and everything that was derived from such. Conjuration is a thing that we can do. Conjuring big things... well that is why we made this a big spell...
 Killing it: We kill things good.


I humbly submit that better acronyms would be "S.I.N." or "F.U.N.!" but that my skills were too weak to get any further than "Summon Inimical"...

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« Last Edit: June 19, 2017, 02:10:07 am by RAM »
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Andres

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Re: Wands Race - [Arstotzka]
« Reply #3276 on: June 19, 2017, 02:05:20 am »

GM, can we get a report from our commanders, asking for their advice on what we should design?
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helmacon

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Re: Wands Race - [Arstotzka]
« Reply #3277 on: June 19, 2017, 06:01:42 am »

Explosive ammunition and Crystal optics. Final answer.
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #3278 on: June 19, 2017, 07:35:02 am »

I think I may agree with Helmacon here. I'm not set on the revision yet though. Upgraded Magegems would mean we can deploy the AS-R1 widespread amongst mundane soldiers, which could really help. And also...
Future Revision: Combat Armor Air Recycling System
We have extensive experience in the control of air. Maybe not the movement of air like Moskurg, but air. Our Fireballs, after all, are really just summoning a special atmospheric mixture and "throwing" it at the enemy. And with all our experience in fireballs, this should be easy.

The Air Recycling System, or ARS, is a new system to be implemented in all Combat Armor. Making full use of circuits' abilities to keep enchantment going without extra power, the ARS doesn't require magical input. It has two functions:
1.) Temperature control. Our Magical Condensor is essentially a tiny climate control system for our magitech. We can simply make some cooling circuits which we've had extreme amounts of experience in - cannons, steam engines, and more - and add them to the Combat Armor via use of Scroll circuits. This will keep the occupant of Combat Armor at a set temperature regardless of what their surroundings are. Even if they're on fire.
2.) Atmospheric Control. Using the same philosophy of our fireballs, we create an enchantment to maintain air quality.

With these advancements, we can completely seal Combat Armor and allow its enchantments to provide the user with a neverending supply of fresh breathable air. Combat Armor occupants will be able to march underwater for virtually unlimited amounts of time, and will be able to be the recipients of direct firebomb hits and merely shrug off the fire from their climate-controlled atmospherically sealed armor.
TL;DR: Completely seal combat armor and give it atmospheric control, making soldiers completely invulnerable against fire and other environmental hazards. Also lets our soldiers do cool things like walk underwater.
EDIT: Also, this paves the way for other completely-sealed designs, such as submarines! And experience in air control, while small, could prove useful in other areas perhaps.


Anyways, now for explosive ammunition. Here's a quote from Evicted regarding our cannons and their airships, which are even more troublesome now:
Quote from: evictedSaint
Range.  HC1-E's can't reach at 45 degrees like the HA1 can, but could maybe penetrate if they hit it at 60-75 degrees up? They lose a LOT of power travelling straight up.

None of your cannons can hit it when it's at stand-off range, though, and it can plink and chip at your forces non-stop, especially with lightning.
So, what if we increased the range of our cannons as well? So the HA1 could hit their airships as far away as possible, preventing that them from "plinking and chipping at [our] forces non-stop".
EDIT: That and if/when we increase the firing angles of our cannons, the HC1-E could still do damage when firing nearly straight up.

I'm giving two explosive ammunition designs here. Variant A adds rocket propulsion to our shells, increasing range. Variant B adds anti-magic resistance to its circuits. +Range will upgrade the range of every single cannon and increase impact velocity, making the HC1-E (and AS-HAC-1) more effective at armor piercing. AM Resistance can be applied to our other circuits, making our magitech function in AM fields.


Design: Blastshell [A: +Range]
The Blastshell is a shell powered by a continuous concussive blast. The Blastball variant propelling it is powered by an AA Magegem; this may not be the optimum amount of power for a true Blastball, but the Blastball only needs to add to its velocity. Our Mathemagicians are calling this "rocket propulsion". We've made a rocket-propelled shell.

This method of propulsion should greatly increase the range of any cannons using it to levels we haven't ever seen before. HC1-Es will be able to fire at Beyond LoS range, HA1s will be able to fire even further, and who knows about the AS-HAC-1s.

But that's not it. Two AA Magegems inside the shell power an additional Blastball variant. On impact, a circuit connected to the AA Magegems will activate, activating the "stored' Blastball. The entire shell will detonate in a huge explosion that also includes lethal shrapnel from its broken-apart crystal exterior. The Blastball won't be "fully powered", but as this variant doesn't require its own propulsion and dedicates more magical energy to pressure rather than heat like the Fireball, the explosion from a landing Blastshell should be just as, if not more, devastating compared to a PSF.

The most important shell caliber is one fitting the HA1. The second-most important is the AS-HAC-1, the third the HC1-E, and finally, if our Mathemagicians are feeling unusually lucky, some work into Blastshells for the AS-R1 would be nice as the lowest priority aspect of this design.

TL;DR: A crystal shell with constant Blastball rocket propulsion, enhancing the range and impact velocity of any cannon with it loaded. Upon impact it breaks apart with another Blastball easily blowing apart the crystal shell in an explosive impact. 1x AA Magegem powers propulsion (it's steady and low-powered as it just assists range+velocity) and 2x AA Magegems power as big of a blastball as is possible for detonation. Uses Crystalworks bonus.

Blastball Propulsion - Use a constant blastball to assist in the propulsion of the shell. This should be very easy as we already have experience in constant fireballs (Firewall) and can very easily make modifications to Blastballs and Fireballs. Powered by 1x AA Magegem, which would mean that a proper Blastball would be hard, but with the use of circuits + the fact that this is only assisting range makes it viable.

Blastball Detonation - Use 2x AA Magegems to power a Blastball detonation on impact. Priority here is getting the Blastball to fit the 2x AA Magegems, not the other way around. The Blastball may be weaker than normal, but fireball modification is extremely easily and we can always upgrade Magegems later. That and even a weaker-than-normal explosion would be great, as a PSF (which wastes energy on heat) can wipe out squadrons. Should be pretty easy.

Expense - Hopefully cheap or expensive. Circuits/scrolls are cheap, AA Magegems are Expensive, the Crystal shell gets the Crystalworks bonus, etc.

Difficulty - The Blastshell is mostly just an application of 3x AA Magegems and some circuitry for modified Blastballs. We have extreme experience with modifying Fireballs - it should be as easy as breathing. And the Magegems are things we've already made and can just throw in without a second thought.



Design: Blastshell [B: AM Resistance]
The Blastshell is an all-crystal shell. Inside it are two AA-size magegems and some circuitry. The circuitry is set to create a Blastball configured for the 2x AA gems when sufficient pressure is applied to the tip of the shell, such as an impact with the target.

When the Blastshell hits it target, the circuit triggers, the Blastball is created, and the shell explodes with it. Lethal crystal shrapnel is sent out everywhere as the (relatively) brittle crystal shell breaks apart. The actual Blastball has a wide area of effect itself, and will devastate the surroundings far more effectively than a fireball wasting energy on heat as well as expansion.
The 2x AA Magegems means the Blastball isn't as effective as it could be, but without wasting energy on propulsion, the explosion should still be very respectable.
The Blastshell does require a specially configured Concussive Fireball (Blastball), yes, but considering the ease with which we created the Blastball and Flare, something like this should be extremely easy.

A requirement for this design was configuring our circuits to be able to resist Moskurg anti-magic. It was discovered that if we "insulate" the circuits with a variant of Crystal, then magic can't "leak" outside of the circuits due to anti-magic. Therefore, the circuits can continue operating even in anti-magic fields. The shell won't suddenly become a dud if under the influence of anti-magic.
We hope to apply this anti-magic resistance to as many circuits as possible, starting with that of the AS-R1.

The Blastshell is to be created for two cannons in particular: The AS-HAC-1 and the AS-HA1. After this is done, variants can be made for other cannons and maybe our Mathemagicians can even look into the possibility of a less-explosive-but-still-explosive variant for the AS-R1.

The result is devastating. An explosive shell that can spread devastation over a large area. It can also be used to break through Moskurg's armor present on their airships and boats, instead of the shell merely ricocheting or shattering against the armor.

TL;DR: A crystal explosive shell that's resistant to anti-magic. And if possible, we should apply the anti-magic resistance to the AS-R1 + all our other circuit-based designs. Explosion is a Blastball easily breaking apart crystal shell; Blastball is as big as 2x AA Magegems can power. Uses Crystalworks bonus.


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0 - C.H.O.M.P.:
1 - Blastshell [A: +Range]: Chiefwaffles
1 - Blastshell [B: AM Resistance]: Chiefwaffles
« Last Edit: June 19, 2017, 05:04:44 pm by Chiefwaffles »
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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!

helmacon

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Re: Wands Race - [Arstotzka]
« Reply #3279 on: June 19, 2017, 08:49:29 am »

Optics would be awesome though.

In use, they would extend the effective range of our rifles, allowing us to use them outside of their anti magic. Scopes would also let us track moving aerial targets with much more accuracy, to take down carpet riders.They would help coordinate and spot for our artillery, so no more people are lost or tired up as spotters. That's more mages with rifles and on cannons. They would help us immensely at sea, letting us hit them at our full artillery range, and coordinating attacks. With our faster ships and longer range, we would never even have to engage them directly. I envision a highly coordinated navy, where we shell them from afar, they give chase, and we pull back before they can engage. Then another ship pulls in and starts shelling them from another direction. Let's not forget about their general use in scouting either. Just being able to observe enemy troop moment that much better is extremely valuable on its own.

In production, we already have clear Crystal from the armor, and lots of experience working with Crystal in general. The design is just tweaking the refraction bits, so it should be almost trivially easy. Cost wise, we have the bonus from the Crystal works, and it's a relatively simple thing in the first place. I would be surprised if they were anything other than cheap.
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #3280 on: June 19, 2017, 09:02:47 am »

I have an awesome idea for optics that's probably possible because of Combat Armor's progress in the field.

Future Revision: Induced Crystal Optics
We have experience in adjusting the way light flows through crystal. The ease in which we created Combat Armor's crystal faceplate is evidence of this. If we can

This project is revising Crystal Glass - Reactive Crystal Glass. When exposed to a very light and precise magical current, Crystal Glass can change forms into a new form of Crystal Glass, "Magnifying Crystal Glass," which doesn't just allow light through, but amplifies it. Distant targets will appear like they're a few steps away. One could see the intricate details of an object miles away that they wouldn't even be able to notice with just their bare sight.

We could just make a new item with this new form of Magnifying Crystal Glass to serve our needs, but that's not enough. We already easily know how to flawlessly incorporate Crystal Glass into our Combat Armor, so let's do it with this new item. Reactive Crystal Glass is used to make up the faceplate. Normally, this doesn't make a difference for the soldiers, but we also include an AAA Magegem embedded in the helmet. When the soldier applies pressure to the AAA Magegem, they connect it to a cheap circuit which sends a tiny amount of energy through the faceplate, turning it into Magnifying Crystal Glass. With another press of the Magegem, the faceplate is turned back into regular Crystal Glass. Given that only mild amounts of energy are needed, and it's a one-time power consumption, the AAA Magegem can last for months before running out of power and can be easily replaced or recharged.

This allows any soldier in Combat Armor to easily manify distant targets. Artillery operators will be able to spot targets themselves and flares will only be needed if the target is obscured by some huge thing. At sea, our Crystalclads will be able to equip HA1s anad make use of the increased range as the sailors will be able to easily spot distant targets. Independent squads can make out distant targets. Users of the AS-R1, AS-HAC-1, and bows can easily spot targets themselves without distracting themselves from aiming their weapon. And much, much more.

Reactive Crystal Glass should be able to be rolled out to all Combat Armor, but if our Mathemagicians fail and it's not Cheap, then it shall be rolled out to officers first, artillery operators second, snipers third, and everyone else fourth.

TL;DR: Allow our Combat Armor's faceplate to have a toggleable mode where it turns into basically a giant spyglass. Sure, this may not be easily possible in real life, but we're drawing the magnification from a special kind of magic crystal, not like the real-life methods for spyglasses. This should be easy because we already modified the way light interacts with Crystal in the Combat Armor designed; all we need to do is modify it a bit more.

EDIT: I would like to point out that optics would not increase the range of our rifles. The problem is inaccuracy at longer ranges - you can aim the rifle somewhere with perfect precision, but at long ranges the bullet just won't end up where you want it to.
« Last Edit: June 19, 2017, 09:11:01 am by Chiefwaffles »
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Re: Wands Race - [Arstotzka]
« Reply #3281 on: June 19, 2017, 10:11:33 am »

So we summon demons. Nice.
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andrea

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Re: Wands Race - [Arstotzka]
« Reply #3282 on: June 19, 2017, 11:56:15 am »

[...]They would help us immensely at sea, letting us hit them at our full artillery range, and coordinating attacks. With our faster ships and longer range, we would never even have to engage them directly. [...]
Our problem at sea is range, not effective range. Cannons won't be able to shoot farther with more power by mounting an optic, therefore we will still be unable to hit their airships.

Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #3283 on: June 19, 2017, 11:58:54 am »

Actually, it's effective range.
Our Crystalclads can mount HA1s, but at the moment they don't due to the fact that they can't fire beyond the LoS. At land, we solve that problem with flares. At sea, our flares aren't as useful.
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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!

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Re: Wands Race - [Arstotzka]
« Reply #3284 on: June 19, 2017, 12:14:33 pm »

Ah, I forgot that our ships were made to be able to carry an HA1. In that case yes, optics would help us at sea.
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