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Author Topic: Wands Race - [Arstotzka] {COMPLETED}  (Read 393070 times)

RAM

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Re: Wands Race - [Arstotzka]
« Reply #2400 on: May 22, 2017, 12:22:25 am »

Living crystal armour
This is a summoned crystal set in a necklace that contains a circuit for the crystal and a pair of circuits that are operated by the crystal, which is capable of reacting to stimuli and directing magic into circuits.
 One circuit extends the crystal's form to completely cover the wearer in a thick layer of armour, enough to withstand a ballista bolt.
 The other circuit expands the crystal out into a field based upon the summon fog spell. The crystal can sense displacements in the field and uses this to sense incoming objects.
 To save on magic, the activation of the armour is extremely brief, and the 'fog' is extremely sparse, being almost invisible.
 The crystal operates by itself, leaving the wizard free to act independently, but requires the wizard's energy.
 We attempt to instil a 'will' into the crystal, so that it is able to will itself into being in opposition to enemy antimagic.
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #2401 on: May 22, 2017, 12:32:35 am »

I think that's inefficient, RAM. It's too much of a field that we may go into in the future.

@Evicted: Makes sense, thanks.
@Everyone else: I'm going to brainstorm some designs.

Meteor - Spire of Frost
This massive construction in the center of Arstotzka is powered at its core by refined meteor ore in conjunction with sprawling magic circuitry alongside the walls and flooring. Those few allowed in gaze in wonder at awe at the complicated linings in the wall and the glowing meteor fragments in the center. A spiral staircase up the massive tower leads to the "control" room. It's here where our team of wizards - similar to the teams that used to operate our sole tower years ago - operates the tower. Circuitry glows as the wizards operate and control the raw power of the Spire of Frost.
When in operation, beams of energy shoot up into the sky and draw clouds around the Tower, giving it an ominous shroud.

The Spire of Frost extends a massive field of influence as far as possible and as intensive as possible. In the plains and jungles, blizzards are a constant sight, and if you look in just the right spot, you can see the ominous Spire in the distance. Our mathemagicians are even planning to use the power of the Meteor to extend its influence into the desert. It may not be as powerful in the desert thanks to the range involved, but it'll be present and a constant issue for Moskurg.

Our mathemagicians have also realized that as brilliant and as we are, we too are vulnerable to some degree of cold. That's why the Spire's advanced circuitry is able to more finely tune the power input by the mages and amplified by the meteor to shield certain areas from its wrath. Namely, the places our civilians, infrastructure, and agriculture inhabit as well as already freezing areas like the taiga are all places spared by the Spire of Frost. Though a mathemagician can visit the tower to tune the circuits in case the impossible has happened and we must induce frost in previously spared areas.

TL;DR: Upgraded tower of frost. +++Range, +Cold. Instead of vulnerable mini-towers in the theatres we control, we have a massive spire in our main city decreasing the temperature as much as possible in as much of the continent as possible. Not something we ever need to replicate, so it wouldn't be a waste either. It doesn't affect places where it would be detrimental to us.

Extreme (hopefully continental) range.
Better cold. (Not as big of a deal, but it is noticeably colder.)
Doesn't affect our civilians or places where it'd hurt us.


EDIT: Added in sparing of our own lands or other places that we don't want colder.
« Last Edit: May 22, 2017, 06:37:52 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!

piratejoe

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Re: Wands Race - [Arstotzka]
« Reply #2402 on: May 22, 2017, 12:34:00 am »

So, I felt like mentioning this, we are arstotzka with a Norse theme, and yet, ES has told me that we don't actually have any Valkyries, at all. I feel like this should be fixed and may or may not suggest something later if someone doesn't beat me to it...
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evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #2403 on: May 22, 2017, 12:43:18 am »

After some thought, I've decided that from now on all battles will result in one side gaining ground.  If the sides are tied, I will flip a coin to choose which side makes progress.

RAM

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Re: Wands Race - [Arstotzka]
« Reply #2404 on: May 22, 2017, 12:49:57 am »

Oh, if we get the living crystals, then we can use one to make a frost dragon.

Frost Dragon Large ice lizard with wings
What appears to be a massive dragon of ice is actually a nearly solid body of crystal. It uses the meteor to construct a massive spell-circuit of pure metal. This cicuit permanently sustains overlapping crystal spells that brute-force their way into allowing the crystal to move like living limbs and also uses the vast and unique magical signature of the ore to project an exclusion zone, rendering the thing separate from external magical influences. Additionally, an internal steam-furnace combined with a fog+frost spell to create snow can produce blasts of sleet from the creature's mouth. While it cannot fly, its wings do allow it to shield the rider, who must possess a great magical ability in order to maintain the flow of the magical circuits, which have a natural inclination to become idle. Within the centre of the beast is the one piece of spell-work that is permanently enabled. It does this by maintaining itself. This is a living, sentient crystal that controls the dragon, leaving the wizard free to hurl fireballs, or whatever else they might be inclined to do.

Special offer! Buy now to recieve a free! Faraday cage metal box to protect your wizard from lightning, pots of fire, and large rocks that may fall from above or high angles!


Fair-day cage
This "dreamcatcher' is a giant cage formed from meteoric metal that accumulats the will of those around it and makes it reality using the unique spiritual properties of the metal. This is attuned to weather, thus allowing the surrounding peoples to gain the weather that they desire. Typically strong winds blowing freezing air into Kegger faces...
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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.
Read the First Post!

VoidSlayer

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Re: Wands Race - [Arstotzka]
« Reply #2405 on: May 22, 2017, 01:16:50 am »

Let's concentrate on our normal design for now.

I still want to make crystal defensive bunkers or longer ranged controlled fireballs.

VoidSlayer

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Re: Wands Race - [Arstotzka]
« Reply #2406 on: May 22, 2017, 01:22:48 am »

So, I felt like mentioning this, we are arstotzka with a Norse theme, and yet, ES has told me that we don't actually have any Valkyries, at all. I feel like this should be fixed and may or may not suggest something later if someone doesn't beat me to it...

We have magic crystal war axes, they just get dispelled easily so are not used right now.

Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #2407 on: May 22, 2017, 01:23:33 am »

MAGEGEMS.
PLEASE.

The sooner we do it the better. It's infrastructure with an extreme amount of uses.
And this turn we're winning. We have an extra design phase. We can do it now and get it over with while still keeping an advantage.

Magegems are a path to the Crystalworks which has the main point of crystal permanence.
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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 #2408 on: May 22, 2017, 01:27:12 am »

MAGEGEMS.
PLEASE.

The sooner we do it the better. It's infrastructure with an extreme amount of uses.
And this turn we're winning. We have an extra design phase. We can do it now and get it over with while still keeping an advantage.

Magegems are a path to the Crystalworks which has the main point of crystal permanence.

I will support mage gems, on the condition you have a weapon we can vote on next turn that use them.  Super axes or soldier wielded fireball wands or whatever.  Crystal works can be after that.

piratejoe

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Re: Wands Race - [Arstotzka]
« Reply #2409 on: May 22, 2017, 01:29:29 am »

So, I felt like mentioning this, we are arstotzka with a Norse theme, and yet, ES has told me that we don't actually have any Valkyries, at all. I feel like this should be fixed and may or may not suggest something later if someone doesn't beat me to it...

We have magic crystal war axes, they just get dispelled easily so are not used right now.
Erm, magic crystal war axes or not, we don't have Valkyries which I dont really see why magic crystal war axes would count as 'Valkyrie equipment' or something...
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VoidSlayer

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Re: Wands Race - [Arstotzka]
« Reply #2410 on: May 22, 2017, 01:33:09 am »

So, I felt like mentioning this, we are arstotzka with a Norse theme, and yet, ES has told me that we don't actually have any Valkyries, at all. I feel like this should be fixed and may or may not suggest something later if someone doesn't beat me to it...

We have magic crystal war axes, they just get dispelled easily so are not used right now.
Erm, magic crystal war axes or not, we don't have Valkyries which I dont really see why magic crystal war axes would count as 'Valkyrie equipment' or something...

We were making close combat equipment  when the brought out anti magic something that effects close ranges, it would make any summon-able close combat warriors quite weak.

Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #2411 on: May 22, 2017, 01:37:50 am »

I'd still prefer Crystalworks and will try to convince you/people otherwise, but I'm very much open to making a direct use of the Magegem next turn.
Because in a way, the Crystalworks does have direct combat use - it makes our crystal weaponry (and caltrops) useful again. Which is like two designs in one!

Copying+pasting Magegems from its last post.
Design: Magegems
We've begun to explore the new areas of magic without the presence of our mages. Magegems are gems (or crystals) based on the anti-magic charm. But where the anti-magic charm actively absorbed ambient energy, a magegem does nothing of the sort. Energy can be actively input into the gem by a mage of any skill level, then the gem can be safely handled by anyone; mundane or not.
A magegem does nothing on its own other than storing energy. But when inserted into a compatible device, circuits on the device can actively draw energy from the magegem, allowing for items with much more drastic effects. Without a magegem, circuits are limited to sustaining low-power existing spells. But with magegems, circuits can actually cast spells and enact significant changes to the surrounding reality. HA1 and HCx series weapons will be able to fire without a mage casting the required spells. Steam engines will be able to start, stop, and last longer without a magician. And more!

Converting our current designs to work with magegems is a simple task. Most modern designs utilize circuits, which means all that has to be done is to configure the circuits to draw power from the magegem instead of a mage. Non-circuit based devices can also be converted fairly easily, as the lack of a circuit suggests making one wouldn't be a complicated task for that particular device. For example, the HA1 already utilizes circuits, so a slot can be very easily added to it and the circuits configured to draw energy from an input magegem.

Magegems at the moment are planned to be only distributed in bulk to sites making use of them, like artillery. But if our soldiers ever require them, they can be issued with a handful of magegems to use on the field to power equipment. Magegems are designed to be reusable - soldiers are instructed to safely store depleted magegems until an apprentice is available to recharge them. But even if there are no apprentices available, the energy stored in magegems should last for long enough. Artillery configured to use magegems, for example, may ultimately require apprentices to charge the magegems, but as each artillery piece won't require the constant attention of apprentices, a single apprentice can be assigned to many different artillery pieces with the simple task of recharging depleted magegems.

As a part of this design, HA1 Onslaughts and HC1-E's have been tweaked to accept magegems. Considerations were made to equip steam engines and other devices with compatibility for magegems, but that was deemed out of scope for now. Future iterations of those devices can be made compatible and the ease of converting likely means adding magegem compatibility can be done as part of a larger revision.

TL;DR: Magic storage. Potentially not immediately useful but has extreme number of possibilities. Mundane artillery, engines, etc. freeing our mages, Crystalworks, Magic Rifles, Grenades (Revision - add a priming mechanism to make them explode), and more.


Quote
Design
1 - Magegems: Chiefwaffles

Meteor Design
1 - Tower of Frost: 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!

piratejoe

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Re: Wands Race - [Arstotzka]
« Reply #2412 on: May 22, 2017, 01:41:20 am »

We were making close combat equipment  when the brought out anti magic something that effects close ranges, it would make any summon-able close combat warriors quite weak.
I wasn't thinking of summoning warriors, I was more thinking elite soldiers who are Valkyries as in warrior women, but your idea isn't a bad one.
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RAM

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Re: Wands Race - [Arstotzka]
« Reply #2413 on: May 22, 2017, 02:03:25 am »

We were making close combat equipment  when the brought out anti magic something that effects close ranges, it would make any summon-able close combat warriors quite weak.
I wasn't thinking of summoning warriors, I was more thinking elite soldiers who are Valkyries as in warrior women, but your idea isn't a bad one.
I think that living crystals are just as capable of antimagic immunity as crystalworks, and are more plausible too, rather than machining crystals which we can already summon pre-formed... Honestly, I can't even see how crystalworks is supposed to ignore magic cancellation. There are very few sane ways for their magic to work, and the G.M. already told us, in this thread, that antimagic is religious, so putting a "will" into spells so that they can insist upon their own existence is a pretty strong counter to antimagic. Giving them magic batteres afterwards to give them resources wth which to maintain themselves would buff that no-end. And living crystals capable of spell-casting with the assistance of circuits would make the perfect crystal-tipped wands or crystalling quaterstaffs for our wizards.

But on the point of warrior-women elites? That should be doable with a revision I think. And we could use some skirmish defense, so we could train them as a night-specialised force...
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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.
Read the First Post!

evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #2414 on: May 22, 2017, 02:08:42 am »

Much like your existing elite units, that would require a design.
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