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Author Topic: Wands Race - [Arstotzka] {COMPLETED}  (Read 377871 times)

Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #3555 on: July 05, 2017, 12:26:25 am »

Added helmacon's and VoidSlayer's votes to not make any special orders and to send Myark to the desert respectively.
Quote
BJORN
5 - Plains: RAM, Chiefwaffles, Helmacon, Andres, voidslayer, FallacyofUrist


MYARK
4 - Desert: Andrea, Chiefwaffles, helmacon, VoidSlayer
2 - Plains: Andres, FallacyofUrist

ORDERS
3 - If Moskurg heir is captured, turn her into an Arstotzkan: Andres, RAM, FallacyofUrist
Addendum - 1 - Introduce her to catgirl culture: FallacyofUrist
1 - Allow women into our army to double our troop count: Andres
0 - Allow women into our army with no expectations on troop count because valkyries:
2 - Don't allow women into army (For keeping long term society viable): Chiefwaffles, Andrea
0 - Don't allow mundane women into army but continue to let them be magical forces:
5 - No orders this turn, let culture take it's natural course: Voidslayer, Chiefwaffles, FallacyofUrist(except allowing widows to join as mundane troops), Andrea, helmacon
3 - Let widows join as mundane troops for revenge: RAM, FallacyofUrist, Andres
0 - Bjorn; Under NO CIRCUMSTANCES send him into the thick, even with a Protector.
0 - Bjorn; Make sure he learns to use an AS-R1.
1 - Bjorn; Issue no special orders regarding Bjorn: Andres
Logged
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!

RAM

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Re: Wands Race - [Arstotzka]
« Reply #3556 on: July 05, 2017, 12:26:53 am »

Quote
BJORN
5 - Plains: RAM, Chiefwaffles, Helmacon, Andres, voidslayer, FallacyofUrist


MYARK
4 - Desert: Andrea, Chiefwaffles, helmacon, VoidSlayer
2 - Plains: Andres, FallacyofUrist

ORDERS
3 - If Moskurg heir is captured, turn her into an Arstotzkan: Andres, RAM, FallacyofUrist
Addendum - 2 - Introduce her to catgirl culture: FallacyofUrist, RAM
Addendum - 1 - Retrocon a catgirl culture, complete with ancient epic poems of glorious bloodshed and fishnet-bags filled with human heads: RAM
1 - Allow women into our army to double our troop count: Andres
0 - Allow women into our army with no expectations on troop count because valkyries:
2 - Don't allow women into army (For keeping long term society viable): Chiefwaffles, Andrea
0 - Don't allow mundane women into army but continue to let them be magical forces:
5(4) - No orders this turn, let culture take it's natural course: Voidslayer, Chiefwaffles, FallacyofUrist(except allowing widows to join as mundane troops), Andrea, helmacon
3 - Let widows join as mundane troops for revenge: RAM, FallacyofUrist, Andres
1 - Bjorn; Under NO CIRCUMSTANCES send him into the thick, even with a Protector.
1 - Bjorn; Make sure he learns to use an AS-R1.
1 - Bjorn; Issue no special orders regarding Bjorn: Andres
Logged
Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #3557 on: July 05, 2017, 12:35:32 am »

Quote
BJORN
5 - Plains: RAM, Chiefwaffles, Helmacon, Andres, voidslayer, FallacyofUrist


MYARK
4 - Desert: Andrea, Chiefwaffles, helmacon, VoidSlayer
2 - Plains: Andres, FallacyofUrist

ORDERS
3 - If Moskurg heir is captured, turn her into an Arstotzkan: Andres, RAM, FallacyofUrist
Addendum - 2 - Introduce her to catgirl culture: FallacyofUrist, RAM
Addendum - 1 - Retrocon a catgirl culture, complete with ancient epic poems of glorious bloodshed and fishnet-bags filled with human heads: RAM
1 - Allow women into our army to double our troop count: Andres
0 - Allow women into our army with no expectations on troop count because valkyries:
2 - Don't allow women into army (For keeping long term society viable): Chiefwaffles, Andrea
0 - Don't allow mundane women into army but continue to let them be magical forces:
5 (4 against widows order) - No orders this turn, let culture take it's natural course: Voidslayer, Chiefwaffles, FallacyofUrist(except allowing widows to join as mundane troops), Andrea, helmacon
3 - Let widows join as mundane troops for revenge: RAM, FallacyofUrist, Andres
0 - Bjorn; Under NO CIRCUMSTANCES send him into the thick, even with a Protector.
0 - Bjorn; Make sure he learns to use an AS-R1.
1 - Bjorn; Issue no special orders regarding Bjorn: Andres

I re-fixed it. RAM re-added the "1" to the two Bjorn orders that no one is voting for, so I re-removed them. I also re-bolded the "no orders" order to make Evicted's life easier.
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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 #3558 on: July 05, 2017, 12:51:54 am »

Combat for 942

This year sees Moskurg spend their entire turn to refine their control over the storm even further with a new spell titled "Winds of Ruin".  The spell essentially works by lending the intent of the casters to the storm itself, allowing the rain, snow, wind, tornados, and lightning to be focused and cast Beyond their Line of Sight.  Most importantly, the spell allows the mages to focus on enemy shells flying through the air and attempt to blow them off course.  This manages to blunt Arstotzka's artillery range by two levels...when the wizards casting can maintain focus long enough to use the spell to their advantage.  Thankfully, unlike many of their first attempts at ambitious spells, Winds of Ruin doesn't kill their mages or drive them insane.

Arstotzka, on the other hand, doubles down on their crystal this year.  Their first design is the "Protector", which is essentially a giant, lopsided crystal box on wagon wheels.  Equipped with primitive transmission, guns with limited ammo, and a rather piss-poor mobility system, it's...kind of rubbish.  The most important aspect of the design is the fact that it uses a new type of engine known as an "Internal Detonation Engine".  With a smaller size and greater output than their earlier steam engine, it relies on a rather complicated circuit system and the magical input of a dedicated Apprentice.  Just as important, the Protector opens the door to more advanced land-based vehicles, threatening to change the face of war once again.  For their revision they upgrade their crystalworks to Crystalworks Mk2, which makes a bunch of their crystal stuff and circuitry cheaper.



The jungle sees Moskurg start to push further north.

The Winds of Ruin does its job...most of the time.  Arstotzkan HA1 has its range reduced by two distance units; normally this would put Moskurgs more primitive ballistas in the lead, but Arstotzka's Crystalworks Mk2 managed to put their +ER shells to merely Cheap.  Both Moskurg and Arstotzkan artillery is now at Extreme range, but the age of Moskurgs ballista systems is starting to show.  Though their crews are more thoroughly trained, their shots rely heavily on wizards casting Lucky Shot to hit their targets.  The wizards casting Winds of Ruin are lead by a single Leader who lends most of his will to the storm, but even he occasionally loses focus and Moskurgs own shots are blown off course.  And when they DO hit, the shells have...disappointing effect, compared to the stupendous explosions of Arstotzkan shells.  Though Arstotzka now has more HA1's, they can't field them to their full potential as they need three mages to a cannon and they have just as many cannons as mages.  Nearly every available wizard is pulled to HA1 firing duty; ultimately, though they're firing at the same range, Arstotzka has more artillery cannons and they fire with a greater effect.  On the bright side, the reduced range means Apprentices don't have to go on suicidal artillery-spotting sorties with flares any more.

The jungle doesn't really see the Protector being in use here, as the uneven ground and twisted/fallen trees are not conducive to the touchy wheels.

Arstotzkan HAC-1's are now Cheap, though they're strapped for wizards to man them full-time.  Most of the time an HAC-1 is placed in each artillery nest, and when Moskurg carpet bombers fly over everyone stops what they're doing to shoot at them.  Moskurg War Pegasi riders are now completely useless at carpet bombing, and with the short range on their Wands of Thunderbolts they must stand at afar and call down lightning from the storm.  More powerful is their Airships, which with Arstotzka's blunted range can now once again safely stand at max range and chip and pick away at enemy lines with impunity.  The decks are just large enough to carry a mage group to cast the complicated Winds of Ruin, which is then used to rampage tornados, lightning, and howling winds through enemy lines.  Once again, the frequency of debris in the jungle makes the tornados very effective, and with mages continuously power them they don't lose power over time like a normal tornado.

Arstotzkan infantry still meets with Moskrugs from time-to-time, winning more often than not thanks to their improved armor, razor-sharp crystal axes, and gun-weilding commanders (who generally fire once before switching to their axes as the gun takes too long to reload).

Arstotzkan anti-mage hunters do a decent job at sniping unsuspecting commanders and mages, but with Moskurg off-loading more and more of their wizards to the air they're having less luck making a difference. 

Ultimately, the fact that Moskurg's tornados are extra effective in the jungle and their air-forces tend to stand off and attack from a distance (meaning their untouchable) means they can whittle away at Arstotzkan forces all year long.  The battle is close, and in a fair fight Arstotzka wins every time, but Moskurg manages to scrape out a narrow victory in the jungle.

Moskurg gains a section of Jungle this year.


The battle for the Desert is close.

The desert sands are not kind to the protector here either, though it sees some...limited success.  On the rockier ground it does better, but the contraption is so heavy that the wheels tend to sink into the softer sand.  The effect here is modest, but it does see some work as acting as a stationary pillbox at times.  The cooling system must work overtime to keep the engine (and cabin) at a reasonable temperature, and even then things get...uncomfortable.  The fact that the hull is made out of crystal with no obvious openings means its virtually invulnerable against Moskurg artillery, although concentrated firing is enough to engulf the vehicle in flames.  This means the wheels break down and the occupants must flee to avoid suffocation - the fact that they're merely Expensive means they can be used in surprising numbers and that makes it difficult to shut them down...on firmer terrain.

Tornadoes can be cast from beyond Moskurgs line of sight, along with their lightning and winds.  It takes its toll on Arstotzkan forces, though as long as they can continue pushing forward Moskurg must cede ground.  Again, without much debris like tree branches the tornadoes are less effective unless they pass directly over the heavily armored troops - calvary is virtually untouchable, aside from lightning strikes.

As a matter of fact, Moskurgs naval superiority has a greater effect than their tornados here.  Landing behind Arstotzkan lines does a decent job of throwing their lines in disarray, but Arstotzka still has superior infantry and armor-piercing guns so the surprise landings don't do as much as they could.

Relatively flat ground means Arstotzkan artillery still has the advantage, despite Winds of Ruin blunting range.  Their troops are still better for the occasional brief melee, and no longer requiring water means their guns only fall silent when on the move.  The fact that they can put an HAC-1 nearly everywhere means carpet bombers are a non-issue, though the Very Expensive Airships are once again untouchable at max range.

Moskurgs main saving grace is the fact that both Hayat and al-Mutriqahave taken to the desert, flying about and laying waste with their Wands of Thunderbolt and Wand of Heroism, respectively.  They manage to just barely fight Arstotzka to a standstill, and for a long time it seems like the two sides are at a stalemate.

Coinflip = Arstotzka.

The tide of battle changes when Hayat, brave and reckless as always, flies too low on a strafing run against an Arstotzka artillery nest.  A lucky Magehunter manages to get an anti-magic bomb arrow fired off in her direction, scoring a direct hit.  The Queens Will shreds to pieces beneath her, and she herself takes a frightening amount of shrapnel.  She plummets to the ground, and were it not for al-Mutriqascooping her off the sands and flying her out of the danger Moskurg may very well have lost their Heir.  The tide of battle shifts dramatically after that, with Moskurg reluctantly giving up a section of ground.  Arstotzkan soldiers wearily take another section of Moskurg sands.

Arstotzka gains another section of Desert.  Moskurgs Apprentice is Wounded.


The plains is definitely where the Protector does its best, though its "best" is still lackluster.

The flat ground means it can move around unencumbered (unless it hits a pothole, which stands a decent chance of wrecking a wheel and stranding the vehicle).  The thick crystal makes it virtually invulnerable against Moskurg ballista bolts, and the HAC-1 on the roof keeps War Pegasi riders from getting close enough to smother the thing in fire grenades.  Only firestorm ballista shells stand a decent chance at defeating the device, by burning up the wheels and smoking out the occupants.  Even then, unless the gunners are killed, the ruined machine can act as a limited pillbox with what small ammo supply the gunner has.  Moskurg tactics generally involve waiting for a wheel to break or get shot off, and then rushing the giant crystal box and swarming the occupants. 

The limited amount of occupants means it isn't as effective as a "no-mans land"-crossing device as hoped, but the ingenious men on the field have found a way to artificially increase the number of men it can carry.  By putting the rear metal ramp on upside down so the hinge is on top and propping it open, it can act as a sort of mobile shield for a squad following close behind.  This limits the speed slightly, and if the Protector breaks down everyone is stuck out in the field with no cover moving forward, but it does help.

Tornados and lightning do their job, though tornados do a poorer job here than in the jungle.  Artillery is still in Arstotzka's favor.  No one has naval advantage.  Airships still pick and chip at enemy lines, thoughbeing Very Expensive limits how much they can do.

Bjorn and Myark fight on the plains this year.  Bjorn is frustrated with the rather mundane job of working artillery, eagerly jumping on a nearby HAC-1 for a sudden air-raid.  He succeeds in scoring two confirmed kills this year, though Myark worked himself ragged protecting the blood-thirsty young heir.  His bravery on the battlefield will go a long way towards convincing others in the noble court of his legitimacy as heir to the kingdom.

Arstotzka manages to gain ground.  It's not by a huge degree, but the battle does go solidly in their favor.

Arstotzka moves up another section and gains full control of Plains.  If they hold it for a year, they may exploit it for resources.  Bjorn fights unscathed.


The Winds of Ruin manages to make the Airships relevant on the seas, working full-force to sink every crystalclad ship they can find.  For each ship they sink, two more pop up.  The crystalclad beign Cheap means they can afford to keep pressing forward, despite their losses.  The frequency of the ships means not every crystalclad can field more than one apprentice, but they don't need to.  There's simply too many for the Airships to kill, and the Sirocco is virtually obsoleted at this point and not terribly relevant to the theatre.  Despite their loses, Arstotzka continues sailing further south - though those loses aren't terribly pronounced, as Moskurg has a hard time penetrating the crystal shells at all.

Arstotzka gains a section of shoreline in both the Eastern and Western Seas.

Event!!!

A trader sails into your harbor this year on a very familiar boat...although instead of the familiar Chinese merchant you're used to, it's someone new.  He says his name is Yuan Kang, and he demands that you sell your magical secrets to him.  He refuses to say what happened to the former merchant, although you note that none of the crew seems to be the men who've visited you in the years past.  His grasp on your language is faltering and broken, but he seems to be interested in magical weapons, and is willing to pay you an Expense Credit for three.  This newcomer and his...mysterious nature makes many of the nobles nervous, and some suggest simply seizing his ship.  He's likely a pirate after all, and probably stole the merchants ship.  You technically wouldn't be stealing if you stole a stolen ship...right?


It is 943, the Design Phase.

Spoiler: State of Forenia, 943 (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: July 05, 2017, 12:54:48 am by evictedSaint »
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evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #3559 on: July 05, 2017, 12:53:06 am »

Ah...sorry about the vote ninja, guys.  Not that it made much of a difference, anyways. 

I'll try to announced locked votes more frequently in the future to prevent that.

Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #3560 on: July 05, 2017, 01:10:38 am »

Okay, I have a few questions.
1.) Do we get the revision credit? We advanced in the Plains where we have Bjorn but you didn't mention the credit.
2.) Is the trader on a Fog-O-War? We gave the last trader a Fog-O-War and did not tell him how to make more. So we should be able to get a hint from seeing if this guy has the Fog-O-War. Considering "familiar ship", this is probably a yes.
3.) The design for the Protector says it transports a few men, but the design post for it says "that [it] can carry up to 8 soldiers uncomfortably." Out of curiousity, does this include the crew, and if so, what's the crew of the Protector again?
4.) How much of a factor was anti-magic here against the AS-R1 and Protector?


But other than that, great! We're so close to victory, I can almost taste it.
We should probably see about countering their counter. They're dangerously close to making our artillery useless. Anything would work here - either just directly making their counter useless or going around it.

The Protector can be made a lot more useful if we revise it some treads and a proper transmission. It'll make it a lot more faster and versatile.
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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!

Andres

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Re: Wands Race - [Arstotzka]
« Reply #3561 on: July 05, 2017, 01:39:48 am »

Design: AS-R2

The AS-R2 is the weapon for the new age of magic and technology. The definitive weapon, to be eventually issued to every one of our soldiers. Soon, a day will come when the crystal axe is but an artifact of the past, reserved for the rare instance when Moskurgs manage to get into melee range.

The AS-R2's main improvement is the magazine. What was preventing the effective use of the AS-R1 in infantry combat was its rate of fire. Sure, breech-loading can make our cannons effective weapons, but it's not enough for the fast-paced nature of melees.

The AS-R2 was initially planned to utilise mechanical means of self-loading new bullets, but our Mathemagicians found this boring, "not cool enough", and still required loading of magazines of bullets.
So we did something new. A miniaturised fabricator scroll similar to the ones we have in the Crystalworks lies in the rifle. Fabricator circuits/scrolls radically grow in size with complexity, but a bullet is a relatively simple shape and our new Crystalworks fabricators from the Mk. 2 Crystalworks make this even easier.

The crystal fabricator, being circuit-based, is activated automatically by the firing circuits after the previous bullet leaves the chamber. Of course, recoil is still an issue and fabricating Crystal isn't completely instant, so the gun isn't fully automatic by any definition. We've slowed the fabrication process compared to the Crystalworks to allow for increased energy efficiency. Yet its rate of fire is much faster than anything we've ever made before.
The Crystal bullet is tweaked to be made out of slightly heavier durable crystal. The tweaks here are of course minor. They're not in any shape or form able to be applied elsewhere, but are just enough to allow the crystal bullets to be on par with their more regular counterparts.

The gun can be powered via two methods:
1.) Direct operation by a mage is easy and very viable, as mages can fire the weapon without stopping to reload.
2.) Operation by a mundane user is slightly different. The AS-R2 is powered by AA Magegems attached to sockets located on the bottom of the barrel, with circuits which connect them to the fabrication and detonation parts of the gun. It is not required for all of them to be have magegems in them. The SPSF-C powering the AS-R1 still left some energy in the AA Magegem, just not enough to be useful. We can use this to power the crystal fabrication.

The barrel of the gun takes advantage of the Crystalworks Mk. 2 to be much more exact in its construction and rifling, ensuring great accuracy increases. We're aiming for the AS-R2 to remain accurate up to Extreme range (which is its max range), but remaining accurate to Long range would also be acceptable.

Finally, a scope is placed on the top of the gun using modified Crystal Glass (again taking advantage of the more precise and easier-to-use processes of the Mk. 2 Crystalworks!) that magnifies whatever's behind the glass. This "Optical Crystal" can be used to allow the user to see and aim the gun precisely at Extreme ranges. The Scope can be attached and detached as necessary.

The Crystalworks Mk. 2 should allow for the Rifle to be Cheap in construction. Though mundane users are bottlenecked by the Magegem cost, the actual rifle itself should be Cheap thanks to the new Crystalworks being able to more effectively fabricate complex shapes and whatnot.

If we have time left in the project, we wish to use the enhanced nature of the Crystalworks to implement magic-insulating crystal into the design, protecting the circuits from anti-magic and allowing the rifle to operate in anti-magic fields.


The result shall be amazing. A rifle that doesn't require loading of bullets! For our mages, this shall be a devastating weapon, allowing them to continuously fire without reload. The fact that every mage will be getting one should even assuage our mages' (and Bjorn's) dislike of being human batteries! With this weapon, our mages shall be able to become devastating weapons of war.
Even our mundane infantry shall benefit. The AS-R2 completely obsoletes the longbow by being accurate, deadlier, and quicker-firing. Even if they swap out a magegem every firing, their rate of fire shall experience drastic improvements compared to the much harder bullet breech-loading and Magegem loading every single firing in the AS-R1.
Snipers shall rejoice as they can accurately snipe enemy officers from safety. As they can easily spot and acquire new targets then accurately and quickly dispatch them.
Artillery operators and disposable apprentices alike shall be overjoyed as flare-spotting becomes replaced by the much more effective optical spotting from safe distances!


TL;DR: A new rifle. The main improvement is the loading. Instead of being boring and just implementing self-loading, we give the AS-R2 a crystal fabricator like the Crystalworks. It fabricates new crystal bullets on the fly. This lets our mages fire without reloading, and means our mundane troops only have to load Magegems. Accuracy improvements mean it should at least have an Effective Range of Long, if not Extreme. It should be Cheap for wizards and as soon as we upgrade Magegems/get Aethergems, it should also become Cheap for mundanes as well. The scope makes it much better for sniping. It also serves as a better spotting tool. Anti-magic resistance is frankly unlikely, and should be done first in revisions if we don't get it.
A devastating weapon to bring about a new age of warfare!

Bullet Fabrication - We make a scroll fabricating (machine) crystal bullets that're as effectively tough+heavy as regular bullets (should be easy given size). Should actually be relatively easy given the Crystalworks Mk. 2 and the simple structure of bullets. Fabrication is done automatically because it's a circuit and we already have a circuit controlling firing, but the gun isn't automatic because 1.) Recoil and 2.) fabrication isn't completely instant (we intentionally nerf fabrication time to increase energy efficiency). Should massively increase rate of fire. Especially for mages. See Power Requirements for more details.
Accuracy - Take advantage of the Crystalworks Mk. 2's more precise fabrication abilities to make more consistent and precise rifling+barrels, increasing accuracy. The rifle's max range is already Extreme, but the AS-R1 is accurate only up to Medium. We aim to increase accuracy to at least Long if not Extreme. Shouldn't be hard because it's basically just getting a fairly-reasonable benefit from the Crystalworks Mk. 2. It can make more complicated structures easily, so just apply that here.
Scope - Modify Crystal Glass (using our extreme knowledge in modifying Crystal + the Crystalworks Mk. 2) to magnify distant targets. Put a scope made out of the stuff on the rifle, and allow it to be taken on/put back on in the field.
Power Requirements/Loading - A wizard can operate it for as long as they want, being free of bullet requirements. Mundanes use AA Magegems that fit into sockets located onto the bottom of the barrel. Fluff why: The SPSF-C doesn't completely drain an AA Magegem, so we can use the extra energy to power bullet fabrication. The magegem reloading is still much faster than loading a new Magegem and bullet in the AS-R1 and only has to be done per 2 firings, making the RoF really fast compared to anything else.
Anti-magic Resistance - Low priority. Use the Crystalworks Mk. 2's ability to create more advanced structures to make magic-insulating crystal (based off of resistive crystal) so we can make the AS-R2 immune to anti-magic.
Expense - The Crystalworks Mk. 2 bonus never applied to the AS-R1 even though it applied to the AS-HAC-1 (I may bring this up with evicted directly). So expense-wise, we're basically using a "resource expense credit" here like we did with the Mountains metal bonus and the first Crystalworks bonus when revising our old stuff into crystal construction. So making the rifle Cheap should be extremely easy. Of course for mundane users they're still bottlenecked by Expensive AA magegems.

Quote
1 - AS-R2: Andres

Glory to Arstotzka.
« Last Edit: July 05, 2017, 01:43:24 am by Andres »
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All fanfics are heresy, each and every one, especially the shipping ones. Those are by far the worst.

Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #3562 on: July 05, 2017, 01:43:25 am »

Hey! Give me a chance to post my design first before you go and steal it!

Quote
2 - AS-R2: Andres, Chiefwaffles
    1 - Name it "AS-R2 Service Rifle": Chiefwaffles
    1 - Name it "AS-R2": Andres

Also, did you make any changes other than the name?
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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!

Andres

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Re: Wands Race - [Arstotzka]
« Reply #3563 on: July 05, 2017, 01:55:53 am »

Also, did you make any changes other than the name?
-I removed much of the mentions of it being "easy". Such mentions don't seem to make any of our designs any easier to design and they end up being an eyesore after seeing them pop up so much.
-I took out the crystal slots to allow for external power generation, on the basis that it's already fairly ambitious and it would be good to cut down on some of the designs. Even a moderate-ambition design ((no penalties or bonuses)) will end up having problems so it's better to be conservative considering how much overall importance comes with this design. Necessary stuff only.
-It's no longer 2 AA magegems on the bottom. It now has sockets available along the length of the bottom of the barrel which you can stick magegems in. Not any more complex than the previous idea and gives the gun a bit more flexibility.
-Removed mentions of the Protector in case that increases complexity.
-Just going for Long-Extreme range for the scope rather than potentially BLOS(+1). I want to keep ambition down.

Glory to Arstotzka.
« Last Edit: July 05, 2017, 01:59:49 am by Andres »
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #3564 on: July 05, 2017, 02:07:13 am »

In that case, I won't be voting for it.
Quote
1 - AS-R2: Andres

1.) The "easy" stuff is, in my eyes, necessary. It's to reason why this design is possible and why we shouldn't get penalties for it. To remove it for it being an "eyesore" is frankly just stupid. You say it doesn't make our designs easier to design, but you literally do not know that.

2.) Allowing for external power generation is not ambitious at all. Again, taking this out is stupid. How is it ambitious? Crystal wiring is something we have lots of experience with. This isn't really even a new thing. It's like you just want us to have to spend a revision to get this design working in the future. It adds no complexity to the design and has future benefits.

3.) The scope change makes no sense. We can already see up to Long-Extreme range. The scope should allow us to be precise up to Extreme range while allowing one to see up to BLOS(+1) range, though aiming the rifle at those ranges is impractical even if it could fire that far. This is to allow it to be useful for artillery spotting.
Again, no sense. Literally. In terms of reality and physics, no sense.
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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!

VoidSlayer

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Re: Wands Race - [Arstotzka]
« Reply #3565 on: July 05, 2017, 02:19:53 am »

I have been working on a lighting resistant tree and feline splicing work, down here in the depths under the academy.  A derelict prototype bio dome is my base of operations but experiments fill the halls, half twisted things drawn up from some place I can not even imagine.  As I delve into the depths I realize we have been asking a lot of questions, but not the RIGHT ones.

What is magic?  Where does it come from?  Why can we control it?  What does it want?

Every thing I bring into the world brings me closer to something, hidden in the dark down here, in the depths we pull "crystal" and "fire" and "life" and "wasps" from.  Every layer brings more questions and less understanding, every word and formula rising up like a great wall to block passage, a wall with teeth.

I hope these notes on the few theories I could work out make it to you, as I need to keep going, I need to find out the truth.

The Mind of Madness

A malignant incorporeal supernatural intelligence is summoned to the battlefield to assault those foolish enough to project their minds outwards.  Any attempt to control or perceive at a distance with magic and the mind will result in an assault on the senses sure to drive the wizard mad.

Demondium

A composite supernatural steel using standard steel alloying components like carbon, copper, nickle, bones extracted from the living, the blood of the innocent and so forth.  When the forging process is completed and the final spell intoned the steel becomes covered in a sickly black and grey tone, with orange and red veins running along it like a living thing.  It feels slightly warm to the touch and seems to shift in an unsettling manner as the eye looks at it.  The material is dense, harder then any material we have and has significant resistance to heat, lightning and almost any magic directly touching it.

Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #3566 on: July 05, 2017, 03:12:37 am »

Design: AS-LFV-2 "Titan"

The Protector is a reasonable idea. But it was a stepping stone, ultimately. Serving to further our knowledge of mechanics and transmissions and whatnot. It's from our experience with the Protector that we can fully implement the Titan. The next weapon of our ages.

The Titan is a massive behemoth. It's best described as a landship, though even that term misses many details. The Titan has 3 internal decks in addition to its external deck on top. Crystal Glass windows dot the structure, allowing people to easily look out and view their surroundings. Layering of Resistive and non-resistive Crystal, made easily possible via the Crystalworks Mk. 2, makes the entire ship practically invulnerable to lightning. On the bottom deck, extensive use of ramps allow for quick deployment of infantry from within the Titan.
AAA Magegems line the halls, each one charged to provide fire-less lighting for the halls. A blue glow fills the Titan, accentuating the crystal further. If needed due to passive draining, then the magegems are connected to the Titan's capacitor to always be on. Of course, they present a very minor energy drain.

A small "tower" on the top deck has stairs leading up to a level at the top, where the walls are nearly entirely Crystal Glass. Here, there are control panels filled with many AAA Magegems, each with their own label, that light up based on the corresponding statuses of the Titan. Things as mundane as the status of the left tread's 4th wheel, or the total charge level of the Titan's capacitor, and much much more. There are even some capacitive AAA Magegems that allow for limited control over the ship, like over its lighting, an emergency engine shutdown, and more!
Here, the Bridge, is also the location of the Titan's pilot. At first, we considered using complicated gears to allow manual control over the engine and transmission from all the way up in the bridge, but ultimately we went with circuitry linking the pilot's control panel and the engine. Capacitive AAA Magegems here allow for control over the improved transmission, engine, and general maneuvering of the Titan.

Deep inside the Titan lies the Capacitor, a massive array of connected A-size Magegems. This Capacitor is connected to the rest of the ship via crystal wiring inside the walls (or just the walls themselves). All power-consuming technology is hooked up to the Capacitor. While we may not be able to easily power everything we have with Magegems, we'll definitely try. The Capacitor is designed to be easily swapped out with new energy tech (Aethergems) as it's introduced.

An Atmospheric Control System is in place in the ship - enchantment-style circuits alongside the walls that cool the air to a reasonable (Celsius) temperature and keep the air fit for breathing even when the ship is sealed off from fresh air.
This allows the Titan to go without external air supplies, and when all external hatches are closed, the Titan can even spend indefinite periods of time (with supplies) fairly deep underwater!

Living quarters are in place to allow for long-term habitation on the Titan. The Titan is designed to be a mobile headquarters. Something to obsolete camps. Wherever the Titan is, our soldiers will live and base there, not relying on flimsy raidable hard-to-move camps and tents outside.

The Titan can carry massive amounts of passengers on board, making it a great tool for transport and deployment of troops. Smash through enemy lines guns blazing, deploy troops through the bottom deck ramps, and support with gunfire. In fact, the Titan even has garage bays to deploy Protectors from. Though these Protectors are mostly for longer-term scouting missions and smaller-scale assaults and not many are on board.

For weapons, the Titan has a battery of HA1s on a raised platform on the top deck. Numerous cheap HA1s can barrage close and far away enemies via indirect fire! The platform can be lowered into the hull and a bay door sealing the battery is possible for when the Titan is underwater or under heavy assault.
Portholes dot every side of the Titan. Crystal hatches can be opened for crew to man point-defense AS-HAC-1s to eliminate infantry right next to the Titan and carpets. Multiple AS-HAC-1s are on the top deck as well, of course. Hatches primarily on the front of the titan can be opened to reveal small amounts of HC1-Es. The sides have only a handful of HC1-Es and the front has the most, though that's not a lot. The HC1-Es don't need to be in that large of a quantity since the HA1s largely do the sieging and the AS-HAC-1s largely do the anti-infantry.

Building off our failures from the Protector, we've developed a new system of locomotion for the Titan - the Arstotzkan Treads. These treads are actually based off of an earlier design of the AS-STV-1 Restless when the Academy apprentice misinterpreted the words "tracks" somehow. The treads are created via the linking of many smaller crystal plates making up a kind of loop. This "loop" goes around the actual wheels of the Titan, which are made out of crystal as well, but with spokes that will move the treads. The wheels move the treads, moving the Titan.
While working on these treads, we've taken the opportunity to build off of the Protector's failures again. The transmission has been improved, with circuits working in conjunction with gears to allow for a much more durable system that loses little to no power between the Titan's engines and its treads. If possible, we'd love to incorporate a smaller version of the treads and transmission to the Protector, but doing that is very low in priority.
The transmission combined with the treads allows the Titan to brave any terrain. The treads will simply go over any obstacle and can't just break after hitting any obstacle. The best part is that the crystal's regenerative properties allow the treads to regenerate as they go! The power of the treads combined with the crystal hull of the Titan means it can simply knock over, run straight through, or simple go over any obstacles such as trees or rocks.

For engines, the Titan uses arrays of Internal Detonation Engines all working in harmony to power the treads. Considering that these engines are only Expensive, our only constraint here should be space. We aim to give the Titan a speed at least beating an unencumbered man walking at a brisk pace, but it should be possible to make it faster.


The Titan is an answer to Moskurg. If they want to make close-quarters combat a thing again, they can do so. We'll be ready. The Titan is equipped for close assaults where it can protect itself and nearby forces as hordes of infantry crawl out. Our infantry and forces can live on the Titan as it still moves. Our generals and officers can plan using the Titan as a mobile HQ while it moves. It can go underwater for stealth and easy traversal of the lands. It can go on any terrain (maybe not the Mountains), ignoring obstacles in its path. Truly a devastating weapon.
TL;DR: Imagine if you made a large ship, gave it treads, made it a mobile HQ, added magic, and put it on land.

Structure & Size - 3 internal decks and the top deck. Massive in size in every way. Thick Crystal armor makes it able to shrug off literally any Moskurger weapon and tornado debris. Layered resistive crystal makes it invulnerable to lightning strikes. Lots of Crystal Glass windows, of course. Multiple ramps on bottom deck for quick infantry deployment.
Treads & Transmission - Caterpillar treads are implemented, made with crystal wheels and crystal treads (exploiting crystal regeneration + strength). Transmission is improved to take full advantage of engine power. All based off of failures from the Protector.
Capacitor - A room inside the Titan filled with as many A-size Magegems as we can fit without making this component become a National Expense in cost. Connected to the rest of the ship by crystal wiring (or just sending the magical current through the walls if necessary/possible).
Magegem Lighting - Charged AAA Magegems line the halls and rooms to provide magical lighting instead of fire-based lighting. If needed, these can be pretty easily wired to the Titan's capacitor via crystal wiring.
Engines - The engine rooms boast arrays of Internal Detonation Engines all working in parallel to power the titan. As many as we can fit without making this component NE or before running out of room. Should be easy to have enough IDEs to make the Titan pretty fast, considering IDEs are expensive and are fairly powerful.
Bridge - A small 1-floor tower on the top deck connected to the inside of the Titan and top deck by stairs. Crystal Glass makes up nearly the entire top floor of the bridge to allow for maximum visibility.
Control Panels & Piloting - The Control Panels use AAA Magegems that are charged and discharged to show the status of various things on the Titan, like the status of parts, lighting, the engine, and more. Capacitive AAA Magegems allow for control over circuit-related operations of the Titan remotely. The pilot of the Titan remotely controls the engine, transmission, and other mechanical stuff via remote manipulation of the engine and whatnot via these capacitive magegems nad circuits.
Atmospheric Control System - Implement scaled-up cooling from the Protector (no power - enchantment) and upgrade it to include air recycling (also enchantment style). Seal the Titan to air. The strength of Crystal combined with this should allow the Titan to go fairly deep underwater, provided all hatches and whatnot are closed securely.
Weapons - HA1 battery on the top filled with numerous cheap HA1s configured for indirect fire. Platform with the HA1s can be lowered into the hull and have a bay door close over it, sealing and protecting them from harm if necessary. Portholes (with hatches of course) on all sides of the ships accessible from the inner decks are equipped with cheap AS-HAC-1s for point defense. Numerous AS-HAC-1s on top deck for anti-air. Ship-of-the-line-style configuration for HC1-Es exists mostly on front and a bit on left/right to allow for up-close siege potential.
Living Quarters - Include long-term living arrangements, like a ship, for its crew and a large number of passengers. Wherever the Titan is, we shouldn't need a camp when our soldiers can live and base from here.
Transport Potential - Lots of space for extra soldiers and their equipment, so our infantry can use the Titan as a large-scale transport and deployment vehicle. Multiple ramps are present on the bottom deck to allow for quick infantry deployment as well.
Protector Garages - Has space for a handful of Protectors to deploy from the Titan. Mostly used for side-missions, smaller assaults, scouting, etc.

Difficulty - It's probably pretty hard, but not impossible. Honestly, just look at it yourself.
Expense - Very Expensive is the optimistic goal here. The Crystalworks Mk. 2 is fitted for complicated large-scale structures. Crystal is Super Cheap. All the weapons are Cheap. The engines are Expensive. The Capacitor is Very Expensive. National Effort would be okay, but given the expense of the components, Very Expensive is surprisingly reasonable.



Suure, it's ambitious, but we (probably) have two revisions and are close to winning. Let's do something fun!

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1 - AS-R2: Andres
1 - AS-LFV-2 "Titan": 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!

VoidSlayer

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Re: Wands Race - [Arstotzka]
« Reply #3567 on: July 05, 2017, 03:20:25 am »

The issue I have with that is... our current version barely works to move a much smaller vehicle.

Let's be reasonable and research the steel created with the souls of the damned.

Just to be clear, my suggestions were serious.  My other idea was a tree that could absorb lightning and ballistic strikes but the success of the protector and the new storm power they have kinda killed it.

Other idea, summon burrowing giant scorpions.

Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #3568 on: July 05, 2017, 03:21:55 am »

The reason the Protector is slow isn't because of the engine, it's because of the buggy transmission/mechanical issues of the Protector, which we fix in the Titan. We're also implementing multiple IDEs, as they're only Expensive.
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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!

RAM

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Re: Wands Race - [Arstotzka]
« Reply #3569 on: July 05, 2017, 03:44:47 am »

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Double-down on artillery: "Weightite"
The enemy has made it clear that the skies are against us, and we will stand firm and show them that the ground is mightier by far. We need to pierce through their defences. It is clear that they must be straining the limits of what air can do, so we must produce a weapon that can defeat the winds. This weapon must be forceful and yet small, to maximise its momentum and minimise the wind's purchase upon it. Additionally, it must be supplied in large quantities, and further, with our mastery of conjuring, we ought be able to summon it directly into our weapons. The solution to the small size and great force is weight. The solution to summoning it rapidly enough to act as ammunition, is simplicity. Crystals are too complex to be summoned at such a rate and too stable to be pushed to the extreme weight that we require.

 So it is that we introduce the "Summoning Cap". This platform is derived from the design of the crystalworks. It is a structured platform dedicated to our new Weightite material, purpose-built as a single circuit to rapidly produce bullets directly within the chamber of our largest artillery. Given the great weight of the bullets, the majority of the inner-workings have been reduced in size, allowing more armour around the detonation chamber allowing a more powerful explosion to propel a heavier bullet.

The specifications for this material are:
: primarily the ability to summon it rapidly enough to, at most, half our rate of fire, though an increase in rate of fire due to the lack of reloading is hoped for. Given the simplicity of the material's "just make it heavy" nature, it should be viable.
: Secondarily we hope for weight. We aim for ten times the mass of lead and will perform preliminary considerations according to this. If we can make something even heavier, then so much the better. If it fails to meet this goal, then it should meet design requirements even if it is only two or three times the weight of lead.
: Our third priority is for it to share the crystalworks' immunity to antimagic. Basing it off of the same technology should facilitate this. They are, after all, both material conjuration effects.
: As an addendum, it must perform as ammunition. Liquids or goo would, most likely, be ineffective, but test-fire them first to be sure...

While the material's other properties are unspecified, we would expect for it to be extremely resistant to all effects, and thus might see future use as armour.

Additionally, it ought to be possible to dump bullets in the bottom of ships, to add more ballast if they become unstable.

Celestedemorte
A larger, stronger, more powerful frost tower that effects a pillar of air rather than a disk of air. This creates a massive version of the convection effect that we have been constantly observing around our firewalls and steam engines and fireballs and fire wasps and every single tiny little thing that we do with all this fire in cold climes. This creates a massive Massive MASSIVE wind force as untold millions of tonnes of air are compelled to move down as quickly as they are able, and with al their friends doing the same thing, that is very quickly indeed. This will, in short, rip their storm coulds out of the heavens, and all the pathetic insects shall plummet from the air with them. And, as fortune would have it, it seems that as the water grows colder, the number of storm clouds is reduced.

Enduring this insane force is no small feat. The worked-crystal tower's walls are ten centimetres thick and must be transported in great panels by rails and cavalry teams before being assembled by leaning them against each other and bound together with rapidly grown vines. A great steel pole, 3 centimetres in diameter and running along one corner of the pyramidal structure and sunk into the ground renders the tower and its surrounds immune to lightning as we have learned that lightning loves metal. Finally, there is a 1-centimetre thinck shell around the structure of summoned crystal, that can easily be renewed. Within, the traditional elements of the tower of forever frost have been combined with circuitry to create a massive multistorey circuit to better unify the magic, inhibiting magical seepage and wastage resulting in a much more efficient tower and magems are included to make its operation more consistent. Access is granted by a ladder through a hole in the centre of the crystal foundation slab and requires that a tunnel be huge which benefits from crystal supports.


Quote
Living magic
We create a spell that expresses a will of its own and can subsist indefinitely from ambient or otherworldly energies and perform some form of two-way communication. This would have no immediate benefits, but the potential applications would be impressive. We would derive this spell form our existing wasp spell which does much the same, but in a more mundane form.
« Last Edit: July 05, 2017, 03:28:54 pm by RAM »
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
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