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Author Topic: Wands Race - [Moskurg] {COMPLETED}  (Read 204273 times)

NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #3105 on: August 21, 2017, 02:24:21 am »

Alright, alright. Just one more turn, and we're at the gates of their capital. Let's not mess up now.

Design: Anti-air weapon/spell?
Revision one: Skyskiff windscreens
Revision two: Melee upgrade?
Espionage credit: save it. If we push the taiga this turn, then we can use it next turn to lock in victory. Imagine if we blow up their crystalworks? It'll only stop them for a turn, but what a turn it'll be.

So, let's hear some ideas. I like all of Kashyyk's ideas, but there's always room for more.
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Taricus

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Re: Wands Race - [Moskurg]
« Reply #3106 on: August 21, 2017, 04:19:03 am »

Well, looks like we have a few more converts amongst the Arstotzkans amusingly.
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Quote from: evictedSaint
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Kashyyk

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Re: Wands Race - [Moskurg]
« Reply #3107 on: August 22, 2017, 04:37:14 am »

It's been quiet, so have a design:

Close Air Superiority Ship "Angel"
The enemy has attempted to claim our rightful territory, the very skies. This can not be allowed to continue. Reminiscent of the SkySkiff, the Angel is shorter and squatter, with an enclosed transparent starmetal canopy to protect it's single pilot. The ship is lightly armoured in adamantium, but defence is based mainly on speed and handling. Fixed to the nose of the ship (such that it always fires forwards and the ship must be moved in order to aim) is an all new "lightning cannon". This lightning cannon is effectively a conductive rod with prayers of lucky strike and control engraved into it ()so that the lightning strikes will go mostly in a straight line), along with a firing mechanism for WoTs. The weapon is designed to draw wands in through a belt and activate each one as it passes through the firing mechanism, with an intended rate of fire of between 4 and 10 strikes per second (depending on difficulty of the project). The device that actually draws the wands through the weapon is a large cog with a number of miniaturised pegasus scrolls attached aronud the edge to make it spin. This will then go through a gearing mechanism to pull the belt through. This ship should be able to hunt down and destroy the enemy airships, avoiding their turreted cannon fire with high manoeuvrability. They should also be able to strafe ground forces with lightning fire, although that is not the focus. The only real difficulty I see here is in the lightning cannon, as the rest of the ship is stuff we've already done before. This should hopefully also open up the option for mundane infantry using lightning weapons.
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Taricus

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Re: Wands Race - [Moskurg]
« Reply #3108 on: August 22, 2017, 04:42:38 am »

Miniature pegasi will also be a problem, especially if attached to the teeth of the cog. That's just asking for reliability problems. We need a different system for automatic loading.
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Kashyyk

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Re: Wands Race - [Moskurg]
« Reply #3109 on: August 22, 2017, 04:48:50 am »

Miniature pegasi will also be a problem, especially if attached to the teeth of the cog. That's just asking for reliability problems. We need a different system for automatic loading.
I guess another option would be pedalling a bicycle style mechanism, or just having a dedicated gunner to manage the loading. I just wanted to go for broke.
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Taricus

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Re: Wands Race - [Moskurg]
« Reply #3110 on: August 22, 2017, 04:54:04 am »

We're probably going to need a loader for the system. The important thing is it being able to fire, and it going really fucking fast. We can go for broke trying to combine our halberds with wands of thunder for a really killy combination.
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Kashyyk

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Re: Wands Race - [Moskurg]
« Reply #3111 on: August 22, 2017, 05:40:25 am »

Quote from: Close Air Superiority Ship "Angel" v2
The enemy has attempted to claim our rightful territory, the very skies. This can not be allowed to continue. Reminiscent of the SkySkiff, the Angel is shorter and squatter, with an enclosed transparent starmetal canopy to protect it's pilot and gunner. The ship is lightly armoured in adamantium, but defence is based mainly on speed and handling. Fixed to the nose of the ship in a swivel (allowing the gunner to aim whilst the ship moves) is an all new "lightning cannon". This lightning cannon is effectively a conductive rod with prayers of lucky strike and control engraved into it (so that the lightning strikes will go mostly in a straight line), along with a firing mechanism for WoTs. The weapon is designed to draw wands in through a belt and activate each one as it passes through the firing mechanism, with an intended rate of fire of between 4 and 10 strikes per second (depending on difficulty of the project). The weapon draws the belt through the mechanism via a set of gears powered by the gunner spinning a crank wheel, this motion also triggers the mechanism, requiring the gunner to only point the weapon in the correct location and have a strong forearm. This will then go through a gearing mechanism to pull the belt through. This ship should be able to hunt down and destroy the enemy airships, avoiding their turreted cannon fire with high manoeuvrability. They should also be able to strafe ground forces with lightning fire, although that is not the focus. The only real difficulty I see here is in the lightning cannon, as the rest of the ship is stuff we've already done before. This should hopefully also open up the option for mundane infantry using lightning weapons.

Modified to include a dedicated gunner.
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Madman198237

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Re: Wands Race - [Moskurg]
« Reply #3112 on: August 22, 2017, 10:31:18 am »

If in doubt, apply Maxim 37: "There is no 'overkill.' There is only 'open fire' and 'I need to reload'."
Quote from: Wrack and Ruin
Bursts of Heavenly Wrath
By working on our decades-old control over lightning with our new control of the storms, we can produce a "guided" lightning, that will seek the heathens' crystal, rather than metal. It is also fine-tuned to destroy such abominations in massive explosions of scorching heat, heavenly light, and deafening sound.

The solution to all our problems is obvious: Redesign lightning to destroy crystals/EXPLODE in general, and then teach apprentices to cast the Hammer (Revisions for cost WOOO!) under a Storm Strike/Wrath of Allah produced by experienced mages.

We will BLOT OUT THE SUN! turn night to day in an apocalyptic rain of destruction.
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Detoxicated

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Re: Wands Race - [Moskurg]
« Reply #3113 on: August 22, 2017, 10:39:34 am »


Close Air Superiority Ship Angel (1): Detoxicated
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NUKE9.13

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Re: Wands Race - [Moskurg]
« Reply #3114 on: August 22, 2017, 12:02:02 pm »

Hmm. So, I like the idea of the Angel- I like what it's trying to do. I feel it may be tricky to achieve, though. Plus, even if it worked perfectly, as Madman points out, it takes a lot of lightning strikes to break crystal.

So... I'd be willing to go with Madman's idea, although I really think it needs a better description.


Tawjih Albarq (Channeled Lightning): Long have we sought control over the storm. So far has our knowledge advanced from those early days of flatulent breezes. But it is, of course, never enough. Tawjih Albarq is our latest attempt to gain ultimate power with which to smite the unbeliever.
Through Heretics' Downfall, we have gained some level of control over the path that lightning takes, granting it unparalleled accuracy. But still, lightning chooses its own way, follows its own path, even if we convince it to make its path one that favours us. Once the lightning has been coerced into striking, we abandon it to its journey. No longer shall this be the case.
Through the intonation of a prayer to God, the shepherd who guides all things, we create a microspell within the storm cloud, imbued with the caster's will, which gathers the lightning-in-potentia to it. When lightning is subsequently summoned forth, the microspell is pulled along for the ride by the wrathful elements. Having previously gathered together a greater 'charge', this lightning bolt shall be more powerful than average. In addition, the microspell races just ahead of the current, leaving a path in its wake for the lightning to follow. The microspell, of course, is imbued with its caster's will, and thus has no interest in anything but hated Arstotzkan crystal, which it shall seek out in preference of any other target.
The net effect is a more powerful, more focussed strike.
Bonus feature: Should we have the time, it has been hypothesised that at the end of its journey, the microspell could operate to transmute the electrical current flowing through it into a more explosive phenomenon.

Quote from: Votes
Close Air Superiority Ship Angel (1): Detoxicated
Tawjih Albarq: (1) NUKE9.13
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Taricus

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Re: Wands Race - [Moskurg]
« Reply #3115 on: August 22, 2017, 12:03:34 pm »

Okay, that one's convinced me Nuke.

Quote from: Votes
Close Air Superiority Ship Angel (1): Detoxicated
Tawjih Albarq: (2) NUKE9.13, Taricus
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We sided with the holocaust for a fucking +1 roll

Madman198237

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Re: Wands Race - [Moskurg]
« Reply #3116 on: August 22, 2017, 03:27:19 pm »

Quote from: Votes
Close Air Superiority Ship Angel (1): Detoxicated
Tawjih Albarq: (3) NUKE9.13, Taricus, Madman

Lightning, purposeful destruction of the enemy, and explosions.

Could we do anything MORE Moskurger in nature?
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Kashyyk

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Re: Wands Race - [Moskurg]
« Reply #3117 on: August 22, 2017, 03:29:57 pm »

Quote from: Votes
Close Air Superiority Ship Angel (2): Detoxicated, Kashyyk
Tawjih Albarq: (3) NUKE9.13, Taricus, Madman

What about Lightning and flying? Those are pretty Moskurger after all.

It's almost guaranteed that they will spend this turn creating some sort of bomber now that they have air parity, so having a fighter will force their design to be wasted for another turn.
« Last Edit: August 22, 2017, 03:32:05 pm by Kashyyk »
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Taricus

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Re: Wands Race - [Moskurg]
« Reply #3118 on: August 22, 2017, 03:38:05 pm »

On the other hand, lighting that both seeks crystal and explodes it effectively could be a very powerful tool.
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Madman198237

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Re: Wands Race - [Moskurg]
« Reply #3119 on: August 22, 2017, 03:47:55 pm »

And will work great for shooting down fast movers.
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