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Author Topic: Generic Arms Race - Design Phase, 0001  (Read 3191 times)

FallacyofUrist

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Re: Generic Arms Race - Battle Phase, 0000
« Reply #15 on: February 20, 2024, 09:19:54 pm »

Battle Phase 0000:



At least for the time being, the battlefield remains an endless slate of grey granite. No sun hangs in the sky, and for that matter, there is no sky, really.

This is not a world. This is a battlefield. Fortunately, your constructs have sight beyond light, or else you'd all be fighting blind.

Pawns still make up the bulk of each faction's forces. The simple, fragile spear-wielding constructs are easily destroyed, and not the most effective, but come in great enough numbers to make up for that.

Forces clash. Knights roam, sprinting to crash into the sides of the Pawn formations.

Now here is something interesting. Since constructs do not heal, a sufficiently damaged construct will not bother to retreat - its existence is better spent in a final assault, buying space for its more functional fellows to return. Pawns in particular are too slow to bother retreating.

At least, that's how it is for the Blue faction.

This battlefield sports no masterful generals, no brilliant tacticians, but the Rooks of the Blue faction and the Bishops of the Red faction do their part.

See, the Red constructs do retreat, and far more often than their Blue counterparts. And when they return from their retreat, it seems indeed that they've been repaired. The Bishop wields no weapon, but it has the coordination capabilities of a Rook, and it projects an aura. Within the immediate presence of a Bishop, the Red constructs are mended. It's not a quick process, but the mere availability of this repair means that the damaged forces of Red can afford to retreat, when possible. Pawns often don't bother. Knights do, however, as do the very few Rooks that Red still use.

This poses something of a problem for Blue, as unless they actually destroy the constructs they fight, they may find that their efforts will be undone. Fortunately for them...

A sphere of energy hurls in from above, slams into the latest Knight raid, and detonates. The Knight's durable metacrystal armor plates don't help too much, and several of them go shatter from the explosion. Behind row after row of Pawns, and a special bodyguard, the Bulwark, the Wizard stands. The Wizard is built of fragile metacrystal, and wears a robe of purple-colored metacrystal cloth, which allows it to channel and concentrate energy into a sphere, shaped above the tip of its cyan-colored stave. This task requires a substantial amount of focus, and would likely be easily disrupted. The Wizard takes some time to compress each sphere, but they inflict comparatively devastating damage, and have the highest range of any attack on the battlefield. Of course, it's just medium-range, but the only other ranged attack is the Rook's precision beam, which is only short-ranged.

The Wizard moves at the aggravatingly slow pace of a mere Pawn, and would be so easy to destroy if Red could just reach it. But in the path of any aggressors, is row after row of Pawns, and far more effectively, the Bulwark. Undoubtedly it would have been cheaper if it weren't made purely of durable metacrystal. Each Wizard only has a single Bulwark bodyguard attached, Blue can hardly afford anything more. Against the twin tower shields (also durable metacrystal) wielded by the Bulwark, and its brisk movements and coordination, Red's constructs simply struggle to do any damage whatsoever.

So the Wizards, sparse as they may be, cannot be stopped, and what they blast, tends to be irreparable. While it cannot manage to one-shot a Bishop, the second or third shot will typically get the job done, assuming no other Bishop moves in to repair it, or the original manages to hide behind enough Pawns.

So the Red faction does the sensible thing and retreats behind their walls. The Tophat, a roving four-legged disk of fragile metacrystal, can extrude blocks of grey construction metacrystal, and with some guidance, construct simple structures. There are more than enough Tophats to ensure that, behind the Red lines, walls and towers are built. No gates, sadly, but a passage can be closed once passed through, and that is good enough when pursuit is so difficult (only the Knight can sprint, and Wizards move at Pawn-pace).

As it turns out, the construction metacrystal is less durable than durable metacrystal, but substantially more so than fragile metacrystal. If it could be repaired, no doubt Blue would never breach it, but it doesn't seem to benefit from the presence of a Bishop.

So the siege begins. Any construct that approaches the walls gets bricks of construction metacrystal thrown at them by the Red forces (Pawns are not up to the challenge, and Tophats are not strong enough, but the remainder can make an attempt at it), so on pain of brick-smashing, only the medium-ranged and rather rare Wizard can really make attacks against the walls.

It looks like that'll be taking a while.



During the first two Battle Phases, Progress shall not change. Progress remains at 50% to 50%.



Terrain Table: 4.

The battlefield begins to morph and change, fluctuating. The next Battle Phase's terrain will be a rocky expanse of many small mountains.



It is now the Shift Phase.

Soft deadline for Shift Phase 0001 is Friday, February 23rd at 8 PM Central time. Each team that gets their Shift selected before the soft deadline will get a +1 roll bonus to their first Design of Design Phase 0001.

Hard deadline for Shift Phase 0001 is Saturday, February 24th at 8 PM Central time.
« Last Edit: February 20, 2024, 09:23:22 pm by FallacyofUrist »
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FallacyofUrist

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Re: Generic Arms Race - Shift Phase, 0001
« Reply #16 on: March 05, 2024, 05:17:21 pm »

Well, that sure was a forums crash and unavoidable delay!

For fairness' sake, I'm extending the deadlines.

Soft deadline is now Thursday, March 7th, 8 PM Central time. (The bonus remains available.)

Hard deadline is now Friday, March 8th, 8 PM Central time.
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FallacyofUrist

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Re: Generic Arms Race - Shift Phase, 0001
« Reply #17 on: March 08, 2024, 12:30:08 am »

Shift Phase 0001:



The Red Entity grinds gouges into reality, gouges which split into cracks. The Menagerie exists (has always existed) to collect the strange and mundane creatures which fall from these cracks. Now, though, as the Menagerie is overflowing, its extradimensional keepers have been forced to consider alternatives to keeping every crackborn creature.

The keepers of the Menagerie have decided that some of the Menagerie's creatures may be sold to any individual or faction willing to feed and care for them. In a sunless realm, however, where the most life to be found is shifting, starving plantlife, this may pose something of an issue.

Alongside a lack of capable negotiators.

Fortunately, it looks like the Blue Entity has taken the time to solve half those problems.

Mercenaries rules updated.



The Blue Entity drills into the metaphysics of this plane, and partitions existence into its primordial elements. No, not iridium, cobalt, and sodium. Six primordial Core Elements revolve around the Neutral Element that is Metacrystal. Fire burns, Water flows, Earth stays steady, Air is omnipresent, Electricity leaps, and Natura grows.

These elemental roots give new possibilities to the Designs that could exist, but their power is not unlimited. To make an animate construct using the Core Elements, it must either be fully alive by grace of Natura, or have within it a powering, bolstering metacrystal core.

An unexpected surge of energy flows, and both factions find themselves in possession of the Elemental Gate design, to facilitate the use of the new Core Elements.

Design Considerations rules updated.



It is now the Design Phase.

As a reminder, for the first three Design Phases, each team gets two Designs instead of one. While the majorities weren't quite as solid this time around, both teams still got a Shift selected before the soft deadline, so the +1 bonus to the first Design remains present.



Spoiler: Design Phase (click to show/hide)
Spoiler: Design Considerations (click to show/hide)
Spoiler: Usage Levels (click to show/hide)
Spoiler: Mercenaries (click to show/hide)
Spoiler: Shift Phase (click to show/hide)
Spoiler: Battle Phase (click to show/hide)
Spoiler: Terrain Table (click to show/hide)
Spoiler: Progress (click to show/hide)



Quote from: Elemental Gate
A tall ring of metacrystal, energy flowing within. Colored a deeper version of the color of the faction it belongs to. Immobile, unintelligent, but may be controlled by other constructs. Very slowly performs complex fabrications of the Core Elements, quickly performs very simple fabrications of the Core Elements. Cannot produce metacrystal, but if a metacrystal core created by a Gate is provided, it may make use of said core. Making a new one requires painstaking assembly of metacrystal components made by a normal Gate. Disassembly is impossible without breaking it. Currently provides 2 / 2 sustenance upkeep. Low Usage.



It is now the Design Phase.

Soft deadline for Design Phase 0001 is 8 PM Central time, Saturday March 9th.

Hard deadline for Design Phase 0001 is 8 PM Central time, Sunday March 10th.
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Jerick

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Re: Generic Arms Race - Design Phase, 0001
« Reply #18 on: March 08, 2024, 05:21:55 am »

Just to clarify are mercenary request designs in addition to regular designs or in place of them?
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FallacyofUrist

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Re: Generic Arms Race - Design Phase, 0001
« Reply #19 on: March 08, 2024, 10:35:43 am »

In addition to. However, there's no such thing as a 'Mercenary Request Design', rather, a successful roll on a Mercenary Request provides a Design. Which is to say, you don't get the same level of detail on a Mercenary Request compared to your own Designs.
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

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FallacyofUrist

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Re: Generic Arms Race - Design Phase, 0001
« Reply #20 on: March 11, 2024, 06:11:51 am »

Well, neither team really has solid picks for their Designs, and it was a bit audacious of me to expect everything to get done over the weekend, anyways.

To make things more reasonable and fun, hard deadline is extended to 8 PM Central time, Tuesday the 12th.

If you haven't gotten your Design votes done by then I will break out the dice and see what they say, though.
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

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