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Author Topic: Wands Race - [Arstotzka] {COMPLETED}  (Read 393078 times)

Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #3765 on: July 12, 2017, 06:47:17 pm »

Actually, what if we bring in Myark to try to pseudo-mind control the crew with the Wand of True Light?

We could get information and the supplies without hostilities and without the extreme potential of screwing up future relations if there are any. Of course, this is the only scenario where Myark is even arguably potentially worth it. They won't have enough time to scuttle the ship. We can simply send in a squad of soldiers and eliminate any resistance before they have time to react. Remember that their weapons are useless against our armor and our weapons are super good.

But yeah - maybe sending in Myark to make them a bit more agreeable could help gather information. Maybe an action to give them the weapons and have Myark subvert them, then ask them again about their origins, then either seize the ship or let them go?
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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 #3766 on: July 13, 2017, 12:36:19 am »

Combat for 943

Arstotzka makes a breakthrough in gem-based magical technology this year.  Dubbed "Aethergems", these contraptions seemingly generate magical energy from nothing.  They're basically a few anti-magic gems, circuits, and wires strapped to a magegem, but the largest of the series can produce enough energy in ten minutes to power a PSF-C blast.  The most frightening aspect is how they seemingly render mages obsolete; though they are still rather slow, Aethergems mean that mages aren't required for every little magical task.  They spend the first of their revisions putting three A-level Aethergems on a variant of their HA1 cannon, which allows them to fire it once every ten minutes without mage intervention.  By itself, this isn't particularly useful, but it does work as a proof-of-concept.  For their second revision, they modify their Flare spell to work as an offensive spell.  Requiring very little energy, it produces a bright white light that can temporarily blind anyone who didn't have their eyes closed at that particular second.

Moskurg likewise makes a breakthrough in their special brand of magical technology.  Dubbed the "Skyskiff", this flying device is an Adamantium canoe with two War Pegasi attached to the sides.  The armor is thick enough to prevent HAC-1 penetration at medium range, and is practically invulnerable to anything smaller caliber.  The most important aspect of this development is their own development of "Scrolls" - their War Pegasi are made out of rolled Adamantium now, which is rather uncomfortable for carpet riders but vastly improves the ease of production.  By keeping an open center to allow air to pass through, these Adamantium War Pegasi Scrolls experience a vast increase in speed.  Despite the heavy Adamantium construction and the fact that the Skyskiff carries two passengers, it is by far faster than the previous carpet-based version.  For their revision, they give their Firestorm concoction a bit of TLC and upgrade it to Explosive.  Now their Firestorm shells and grenades should explode rather violently once the clay shell is broken, although for the moment that just means they can spread their fire further than before rather than using shrapnel to cause injuries.  Many Moskurg soldiers complain about the new firestorm liquid, as it makes a terrible mixer for Arak.



Much the same as last year, Moskurg pushes further into the jungle.

Their tornadoes don't require line-of-sight to operate and is particularly effective around so much free debris, their lightning is effective against ground troops, and their Skyskiffs mean they don't have to worry as much about getting shot down.

Arstotzka has the advantage of heavy artillery on their side and they win most melee engagements, but their Protector is still rubbish on uneven ground. 

Moskurgs new explosive artillery shells have the most effect here and do a better job of setting the jungle on fire, but Arstotzka has been doing that for decades.  Arstotzkan artillery is still slightly better as they can field more of them (especially with the Mundane chipping in it's 1 round every 10 minutes) and their explosive shells actually send out lethal shrapnel when it hits, but both are matched for range.  Moskurgs better accuracy helps make up the difference, and in the end their tornadoes, Skyskiffs, and lightning do enough damage they can drive Arstotzka from the jungle.

Arstotzka builds fortifications on the edge of the Taiga in anticipation of further Moskurg gains next year; the tall pine trees of their homeland will likely be just as lethal in high winds as the jungle wood to the south.

Moskurg gains a section of Jungle this year.  If they hold it for a year, they may exploit it for the Jungle Wood.


The battle is less clear-cut in the desert.

Both Arstotzka and Moskurg have deployed their heroes here as it is the most critical (and the most bloody) field of battle this year.

In the relatively flat dunes and rocky wastelands of the southern end of the continent, Arstotzkan artillery reigns supreme.  Their Mundane doesn't do much by itself, but their Blind-Flare does its job as a close-range panic spell to give the user time to mount a defense.  The last thing a surprising number of Moskurg soldiers see is a bright white light illuminating the sweaty face of an Apprentice, with his eyes squeezed shut.  With less to burn Moskurgs artillery relies on precise hits and near-misses to splash fire onto enemy troops - the fumes do most of the work rather than the actual fire, but that hardly makes a difference to those engulfed.  Incredibly enough, the Firestorm shells are like smaller-scale Arstotzkan Fireballs, but with more smoke and slightly more range.  This makes plenty of Arstotzkan wizards grumpy, and they waste no time in switching from artillery duty to fireball-flinging as soon as enemy troops are in range.  Battles are easy enough to find from all the smoke, though constant rain and howling winds wither flames pretty quickly.

The Protector still suffers here, as its wheels still break easily and are susceptible to fire.  It's biggest contribution to the battlefield is acting as a mobile bunker that can fire a few times before being burnt-out, as even if it COULD get closer than Long Range before getting shut down Moskurg's anti-magic would render the magical circuitry inert.  It's a very promising piece of equipment, but until these flaws are addressed it will likely not be a major part of the battle in the south.

Moskurgs Skyskiff does a much better job here than the Protector.  The original carpet-and-saddle riders are obsoleted by the well-protected body of the craft with its two Adamantium Pegasus Scrolls providing surprising forward thrust.  It can only be flown so fast before visibility becomes impossible for the driver, but that's enough to throw off the aim of soldiers on the ground.  Even if the rare shot DOES hit, beyond Medium Range an HAC-1 is unlikely to do more than dent the underside.  With one mage steering, the other is free to pick-and-choose his targets, dropping the highly explosive Firestorm grenades on enemy emplacements and striking out with their cheap wands of thunderbolt.  Unless they get caught in a banking maneuver that exposes the top part of the canoe, they're virtually unkillable.

Again, as it was last year, Moskurg ships are able to land troops behind Arstotzkan lines and field Skyskiff sorties deep in their backfield, but the effect is mostly nullified by Arstotzka's Wand of True Light.

Myark and al-Mutriqa fight it out this year on the battlefield, facing one another for the first time in nearly a decade.


Spoiler: Duel (click to show/hide)

Myark has been wounded and will be unable to fight next year.

Moskurg regains a section of Desert.


With Moskurg forces tied up fighting in the desert, they are unable to push north to fight in the Plains.  No battle occurs there this year.

Arstotzka has retained control of the Plains for a year.  They may exploit it for resources.


Moskurgs Skyskiffs are fast enough to catch Arstotzkan Steam Powered Boats.  Being nearly impossible to shoot down with HAC-1's, they easily dominate the air and suppress Arstotzka's navy this year.  Many Arstotzkan sailors die this year of asphyxiation, as Moskurgs only way of getting to soldiers hiding behind crystal barriers is to smoke them out with their pungent fire.

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


Other News:

Both nations decide to seize the Traders assets this year.  His sudden appearance and reluctance to speak is suspicious enough, as well as the familiar boat from the trader from years past.  Neither side has any trouble capturing him and his crew, and they've been put in both sides respective dungeons.  Interrogation will prove what his intentions were soon enough.  His ship was, as he said, full up enough with various treasures to give both sides an Expense Credit this year.

Hayat has recovered from her injuries from the previous year.  Once very beautiful, her face is now a mess of scarred tissue.  She wears the scars proudly as a badge of honor, as none may now say she was too cowardly to fight for her nation.  Her ruined Queen's Will is replaced with an Adamantium Pegasus Scroll, courtesy of Moskurgs Design Team.  She seems quite pleased with it, as it's by far faster than the old cloth variant from years past.  She names it the "Malicious Intent".  The name unsettles those in the court, but none denies it is a fitting name.  With her wounds healed, Hayat may now work with Moskurgs Design Team to provide a Research Credit.

In accordance with Arstotzkans Scholarship, all non-drafted apprentices who serve for at least two years after being educated at Arstotzkas Academy for Adequate Apprenticeship are free to retire from active duty.  Though the number of apprentices who either survive that long or choose to retire rather than attain a Wizard-level ranking is quite small, enough have trickled back into society over the past few years to be noticeable.  Most are crippled in some way, but those who still have hands prove to be quite capable farmers with Dogwood Wands.  It took quite a while to see the return on investment, but the increase in crop harvest is enough to earn Arstotzka an additional Expense Credit this year.

In brighter news, two members of the Arstotzkan design team decide to get married this year!  Formerly bitter rivals, Watcher the Ram and Chief Waffles put aside their differences to confess their undying love towards one another.  (Order: [6/5] -> [5])  Their wedding proves to be so lavish and ornate and their love so pure that the King has agreed to give the design team a minor increase in funding this year (+1 to Expense Roll this Design Phase).


!!DESIGN CREDIT!!
A strange man has arrived on the eastern shores of Forenia.  He claims to be a "magician" - true enough, he has managed many surprising feats of magic that our wizards cannot replicate.  He seems to draw from many schools of magic at once, in fact.  He is able to Conjure and Disaparate living creatures from the confines of his headwear, namely a rabbit (our mages confirm that yes, it is a real, living rabbit).  He is able to read the minds of our most formidable mages and discern which slip of paper from an entire stack they had chosen, then magically conjure that paper to the top.  At one point he even chopped a living woman in twain with little more than a saw and a pair of boxes, but without harming her or spilling a drop of blood!  To make the feat even more incredible, he healed her injuries to the point where it was impossible to tell she was ever injured at all. 

He refers to himself simply as "The Saint".

Our design team agree that such a powerful Legendary Wizard would surely benefit our side, if we can attract him thusly.  Hostile action is absolutely out of the question - there is little doubt that such a powerful wizard would be able to squash our entire kingdom with ease, if he so chose.  Whichever side can offer the most attractive proposal will gain his magical knowledge and a second design that turn through a Design Credit.


It is 944, the Design Phase.

Spoiler: State of Forenia, 944 (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 13, 2017, 12:45:46 am by evictedSaint »
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Draignean

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Re: Wands Race - [Arstotzka]
« Reply #3767 on: July 13, 2017, 12:44:13 am »

Quote
In brighter news, two members of the Arstotzkan design team decide to get married this year!  Formerly bitter rivals, Watcher the Ram and Chief Waffles put aside their differences to confess their undying love towards one another.  (Order: [6/5] -> [5])  Their wedding proves to be so lavish and ornate and their love so pure that the King has agreed to give the design team a minor increase in funding this year (+1 to Expense Roll this Design Phase).

Yes. So much Yes.

Congratulations to the happy couple!

Moskrug regains a section of Desert.

Moskrug... Even the GM hates the bastards!
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helmacon

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Re: Wands Race - [Arstotzka]
« Reply #3768 on: July 13, 2017, 12:51:33 am »

Quote
    It's a very promising piece of equipment, but until these flaws are addressed it will likely not be a major part of the battle in the south.
re proposing the Manticore, and we can do the anti magic resistance as the revision.

Edit: Best of wishes to the happy couple!
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #3769 on: July 13, 2017, 12:53:01 am »

Hah.
We have 2 Expense credits and a +1 to our next expense roll.


But anyways, for now I shall post what I think our next revision should be. This one is almost vital because right now Moskurger fire's only advantage is that it asphyxiates our troops.

Future(-ish) Revision: Atmosphere Control System

A simple scroll to be attached to Combat Armor as well as Arstotzkan vehicles and potentially even buildings. The scroll is to be placed within a closed environment, and controls two aspects of that environment's atmosphere: Temperature and oxygen. The scroll requires no power due to its passive nature, and while already small, is to be scaled to its environments. Something as small as Combat Armor will only require a miniature scroll, while something such as a Crystalclad will require a more hefty but still very manageable scroll.

The ACS's first component is simply cooling circuits, something we've had extensive experience with and can practically implement into new designs with our eyes closed. The second part is a tweak to cooling circuits using our extremely expansive knowledge of fireballs. We know that Fireballs and Blastballs create gases, so we just use that knowledge to make a circuit for oxygen. The circuit just keeps the oxygen at a certain level fit for breathing.

With the ACS implemented, we can eliminate any provisions given towards venting. Namely in Combat Armor, where we can place a tiny ACS in the helmet and eliminate the small covered holes used for ventilation. The same goes for the Protector and the Crystalclad.

Our soldiers will now be practically immune to Moskurger fire. Combat Armored soldiers will be able to walk through it as their temperature is kept cool and oxygen is kept stable. Protectors will be able to drive through fires if their wheels don't break with their crew and operations other than their wheels unaffected. Crystalclads will practically be immune to fire and crew fit in combat armor will still be able to operate its cannons.
Also the Protector if the wheels don't break and our troops will totally be able to walk underwater.


TL;DR: Make a passive circuit based off our cooling circuit + fireball (gases) knowledge. Regulates oxygen+temperature, allowing anyone in an enclosed environment to remain cool and be able to breath despite external conditions. Makes Combat Armor soldiers practically immune to fire (and able to walk underwater!). Makes Protector immune to fire OTHER THAN THE WHEELS, and makes the Crystalclad's interior immune to fire. The Crystalclad will also be able to operate when on fire with the ACS because combat armor crew can operate it regardless of fire.



I'll edit in or post a design later. I'm thinking an upgrade to the AS-HAC-1.
Or we can make a rocket interceptor. That'd be cool.

Also what would be really nice is undoing their artillery range penalty.


@helmacon: Manticore doesn't fix our problem. They'll just fly over the Manticore, asphyxiating its crew with fire + not being shot at due to firing angles.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

helmacon

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Re: Wands Race - [Arstotzka]
« Reply #3770 on: July 13, 2017, 01:17:29 am »

Actually, you know what? Scratch the Manticore idea for now. Let's do something daring. Design incoming. For now, I'll leave you with the name. Prepare for The Berserker Array.
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #3771 on: July 13, 2017, 02:04:17 am »

So let's cut this off at its source!
(Advance TL;DR: It's a very very cool fighter that you should totally read the entire thing for it 'cuz it's awesome.)

Design: ASAF-F43 Interceptor
This is an outdated design. See this post for the up-to-date version.

Arstotzka needs a presence in the air. There are only so many ways we can prevent aerial attacks from the ground. We need to cut off the Moskurger threat at its roots - in the air.

The F43, named after the year of its design, is interesting. At first we looked at the bird with its large wings made purely for flying. After a few failed prototypes, we gave up on this idea. Sure, it could be made to work. But we don't need to work within the bounds of something so mundane.

We decided to base the F43 off of the Blastball. We already use it for propulsion - for the Blastshell. But we need something more versatile. Something that isn't just shaped explosions near an object to change its velocity.
Introducing the Kinetic Propulsion Drive. In a way, it's based off of the IDE. Using our extensive Fireball experience, we fill the KPD with extensive circuitry allowing it to exert a precise constant Blastball-derived propulsion. Calibrated for the shape of its host's hull, it creates constant pressure just outside the hull. Not explosions, but just... force. Allowing us to move any kind of object throughout the sky regardless of its shape, and giving us great freedom with weight.
The KPD is powered by an AAA Aethergem array, filled with as many AAA Aethergems as possible. We hope to allow for the KPD to remain powered without requiring a human mage, but as that's unlikely, a more reasonable goal is to allow for the Mage to only have to spend very small amounts of concentration on powering the craft and to allow for future upgrades to the power supply.

The F43 has an interesting shape. Ultimately we did choose to go with a vaguely bird-related aerodynamic shape to allow for increased efficiency when moving forwards. It's a small craft, as we don't wish to have to spend too much time on the KPD's power.
It's small. The pilot sits in a small "cockpit". The cockpit is almost entirely Crystal Glass for protection and visibility, and is shaped like a bubble or tear. The cockpit is just big enough to fit the pilot somewhat comfortably and the controls for the craft and its weapons. The Crystal Glass should be able to tank a ballistae bolt though we recommend not getting hit (which should be easy) regardless.
The cockpit is enclosed in small crystal hull. "Wings" extend from the cockpit backwards and forwards. These wings leave empty space in front of and behind the cockpit for maximum viewing angles and look almost like if you cut an oval down the long side in half and stuck both sides on the left and right sides of the cockpit.

Resistive/Non-Resistive crystal layering is in place to provide protection against lightning. This is possible thanks to the Crystalworks Mk. 2; all we have to do is flip a switch!

The F43 is equipped with three considerations for combat:
  • A single AS-HAC-1 is placed in the front of the cockpit, with its barrel largely being exposed to the outside and the breech-loader being open to the pilot.
  • Two single-use Blastshell (+R, +E, or +R/E) "pods" to be reloaded when the F43 is landed. These pods are essentially HC1-E barrels put on the left/right bottom of the cockpit. Capacitive buttons in the cockpit fire the pods. Preferably AA-Magegem powered but since that's low priority requiring mage power is fine. However, the Blastpods use a weaker blast, shorter barrel, and thinner walls (possible because of weaker blast) to significantly reduce weight; a Blastpod can only fire a standard shell up to Medium range.
  • A "bomb bay" equipped with a single +E Blastshell to be dropped towards the ground. A lever in the cockpit controls the bomb bay hatch. Holds one ton of bombs.
The F43's main weapon is the AS-HAC-1. The Blastpods are for larger enemies and the +E Blastshell bomb is to allow for better ground support.

The pilot controls the F43 through a series of capacitive AAA Magegems controlling the KPD. As the KPD is essentially a large complicated circuit, controlling it via magic current should present absolutely zero problems.

The F43 can (probably) float. We assure you there's a reason for this.
With very careful precaution a F43 can be secured onto a Crystalclad for later liftoff, and it being powered by a Mage or Aethergems, it can be launched from the shore with a virtually unlimited range as well.

Kinetic Propulsion Drive - An "engine" filled with circuitry taking advantage of our Fireball experience + circuitry experience to allow it to use a Blastball-derived propulsion system, where it effectively just applies force to parts of its parent hull for movement. This is the main focus of the design. The rest is essentially building something to put the KPD inside. Basically, the KPD is a relatively large "wand" that casts the blastball-like propulsion around the hull of the craft for propulsion. Think of it like a wand that casts a derived-from-Blastball spell that "pushes" the hull at specific places in order to move the ship.
Power Generator - An integrated array of as many AAA Aethergems as possible without increasing expense and while remaining practical. The AAA Aethergems should focus as much as possible on powering the KPD without need for a Mage, but I realize this is by far the best-case scenario. If this (unlikely) goal doesn't get achieved, the Power Generator will be to allow the Mage to concentrate on other things, stop powering the KPD for a bit at a time, and for future upgrading so we can make it mundane-useable.
Range - Being fuel-less, the F43 has a virtually unlimited range. Its only limiting factor here is how long the pilot can stay awake/survive.
Propulsion - The KPD allows for UFO-like free movement with great speeds in any direction, through the F43 will still be streamlined in one direction to make it a bit faster when going "Forward".
--Hovering - Its propulsion naturally allows for hovering with no extra effort other than developing the KPD itself. Hovering doesn't really require any interaction by the pilot (as long as it's not knocked off balance when hovering) as long as the KPD is charged.
Armor + Anti-Lightning - Armor should be enough to stop a ballista bolt, and resistive layering (Thanks to CW Mk. 2) allows for the craft to be lightning-resistant.

Weapons - An AS-HAC-1 on the front of the cockpit as the main + highest-priority weapon. Two single-use (reloaded when landed) HC1-E-style Blastshell "pods" (Blastpods) activated from the cockpit. The Blastpods use a weaker blast, shorter barrel, and thinner walls to significantly reduce in weight - a regular shell can be fired to Medium range. And a "bomb bay" holding one (AND ONLY ONE) +E Blastshell as a primitive bomb.

Deployment - The F43 is of course to be deployed everywhere. On sea, it should mostly be able to be deployed from the shores thanks to its range, though if needed a single F43 could probably be secured onto a Crystalclad due to its small size.

Difficulty - This is fairly ambitious, but definitely not impossible. We have so much experience with the Fireball, and we've even already used the Blastball as propulsion. The challenge here is creating the Kinetic Propulsion Drive using our experience with Fireballs. Then we just make a small+light hull out of crystal and slap on some weapons.
Expense - I'm aiming for Expensive (Cheap may be possible but is really just a pipe dream) but Very Expensive is a very possible outcome. +1 to expense should help here. Circuits (which the Kinetic Propulsion Drive is practically made of) are cheap. Crystal is cheap + the Crystalworks. AS-HAC-1 is cheap. HC1-E (which the Blastpods basically are) is cheap. Every part is cheap, so that shouldn't be a problem.


TL;DR - We make an "engine" able to give its parent object UFO-like propulsion (can move in any direction with great speed). Then we build a small+light crystal hull around it. Then give it weapons.
Basically, a very cool multi-role aircraft. That is 100% most certainly not the Haast. Trust me.

The F43 would probably be well paired with the Crystal Fabricator, as right now its weapons are lacking. But the ACS would be pretty nice for it too I suppose?

The idea is to very suddenly introduce Moskurg to dogfighting then immediately beat them at it. Their aircraft is meant to quickly get in, bomb us, then get out. It's not meant for dogfighting. At all. So if we make Dogfighting a thing, we will win.

Quote
DESIGN
1 - ASAF-F43 Interceptor: Chiefwaffles
I will be very receptive to feedback regarding the F43, by the way.
« Last Edit: July 14, 2017, 06:18:56 am 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!

RAM

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Re: Wands Race - [Arstotzka]
« Reply #3772 on: July 13, 2017, 02:24:34 am »

Just going to repeat my designs. Weightite is more important than ever, it ought to be easier to summon than crystal due to its simplicity. I mean, sure, mass might require more magic to summon but I like to imagine that complexity and volume are larger issues when it comes to magic. So it would be idea for summoned ammunition, assuming that it is easy to summon. It would give us a second material to try with my 'crystals grown through heavy material' plan which I like to think could give us something insanely resilient...

But most importantly. They are armouring up, and hitting us with range. High density is good against armour. There are other things, shaped charges, hardened penetrators, discarded sabots... But ultimately it always comes down to density, and an extremely dense material ought to have a fair load of strength compared to things much lighter than itself. Gold may be softer than enamel but I still wouldn't put my teeth in front of a gold bullet... And then there is their wind. Much greater density means much more inertia for a much lower air displacement and cross-section ala sails. Weightite, well used, could solve our range and armour penetration issues, and combined with a tweak to our crystal summons we ought to be able to get some really wonderful discarded sabots with a revision.

It is annoying to do something boring like summoning a new material, especially when all its properties amount to is "really really heavy", but it gets our artillery back in the game for the foreseeable future.

It also doesn't seem 'that' ambitious. 100 grams for each cubic centimetre is insanely heavy for an actual tangible material, but it is within and order of magnitude of real things, and is stabilised by magic, so we can go way off the periodic table. It is, however, extremely remote from the likes of neutron stars, so it is comfortably "materials denser than this exist" by such a large degree that we should have no fear at all of creating a black hole. It is, basically, the holy grail of ballistic materials, and it is the very familiar conjuration magic. We have done so much in the field of "conjured materials" with crystals that branching out really ought not be too much trouble, and an extremely simple requirement of "super-duper mega-mass ought to be a good first step to branching out our material conjurings.

"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.

This design, on the other hand, is just to get our existing frist towers to affect weather-patterns according to modern weather theory. Cold air becomes denser, denser air is no longer supported by the warmer, thinner air around it. With nothing to support it, the air falls. Account for a volume of air with a radius of at least 50 kilometres... We are probably talking about tens of thousands of tonnes of air, I am not going to bother with the calculations here, someone else can if they like and I admit that I am just pulling that figure out of nothing. This is enough to set up weather patterns. It is enough to BREAK weather patterns. Tornadoes lift, when the whole sky is falling there will be no way to get momentum enough to rise. It pulls their aircraft into our gunnery positions, gets us heay armoured structures to defend and plays merry havoc with everything that they know of aiming weather magic because everything is moving regardless of what a few puffs of gas they might generate would have to say on the matter.
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.


Shall we make an all clear-crystal protector with the light behind it and cause it to disappear by washing the dust off of it while behind a curtain for the stage magician?

I do not believe that the interceptor is wise while they have so many air manipulation spells and we have no way to inhibit them. I doubt that it would take much to cause the aircraft to stall, they have stable hovering weapon platforms with 360 degree motion from which to defend, A lightning strike to the wrong component could probably cause munitions to explode or throw off the craft's balance. The first experiments in flight will probably be ludicrously unstable and a strong gust at the wrong moment would likely throw them into an unrecoverable spinning dive. At least get living magic up so that we can get a nice hawk's soul to possess the craft and play a nice little flight computer to handle the finer details of aerial stability first...
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #3773 on: July 13, 2017, 02:35:50 am »


Quote
I do not believe that the interceptor is wise while they have so many air manipulation spells and we have no way to inhibit them. I doubt that it would take much to cause the aircraft to stall, they have stable hovering weapon platforms with 360 degree motion from which to defend, A lightning strike to the wrong component could probably cause munitions to explode or throw off the craft's balance. The first experiments in flight will probably be ludicrously unstable and a strong gust at the wrong moment would likely throw them into an unrecoverable spinning dive. At least get living magic up so that we can get a nice hawk's soul to possess the craft and play a nice little flight computer to handle the finer details of aerial stability first...

The thing is we already have propulsion experience. Sure, it's limited, but it's there. We also have experience with aerodynamics, as shown by our shells. Again, limited, but still present.
But then there's the experience we have with Fireballs and by extension Blastballs. We have so much experience we get a +6 when designing the Blastball and a +6 when designing the Flash-Flare.
The Kinetic Propulsion Drive benefits from this. Sure, it won't get a +6, but our extreme knowledge in Blastballs, circuits + our lesser knowledge in aerodynamics + using Blastballs for propulsion means this won't really be a stumbling first foray into flight.

Sure, it may not even be as fast as Moskurg's stuff, and that's okay. Remember what I said in the F43's post - they haven't prepared for dogfighting at all. Their ships won't be particularly maneuverable.
That and their weapons. They have lightning, which is useless against the F43's resistive layering. They have ballistae bolts, practically useless against the crystal armor. They have fire-shells, but getting enough hits to cause potential asphyxiation will be near impossible with the F43's maneuverability.

And their ballistaes may have 360 degree firing angles, but they're out in the open and have to be manually reloaded + manually aimed and should be pretty bulky. Lucky strike may be powerful, sure, but not that powerful. They have to be aiming at something for lucky strike to help.

The plan is that we take advantage of their current anti-ground flight doctrine and suddenly introduce dogfighting. Then, while they scramble to make their craft better for dogfighting/try to use wind to counter the F43, we improve the F43 in any areas where it's lacking.


Also, you should probably rename Weightite. I thought it was just heavier crystal, but it turns out YOU STOLE MY IDEA it's heavier crystal and methods to fabricate it directly into the barrel.
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You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

helmacon

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Re: Wands Race - [Arstotzka]
« Reply #3774 on: July 13, 2017, 02:37:45 am »

Design: The Berserker Array
The origins of the berserker array lay with a small group of engineers who were looking into alternatives to cargo transport for the Arstotzkan military. Using a modified directed blastball-C they were attempting to accelerate cargo without causing damage to the goods. With all the recent advances in fireball tech, controlling a blastball in this manner became trivially easy. Although they could now accelerate relatively fragile materials at high speeds without damage, the expanding infrastructure and use of the restless made this obsolete. Not to be discouraged, the engineers sought alternative uses for their technique. The Berserker array is that use.

Essentially a modified HA1, the berserker array can launch fragile payloads without putting stress on the contents. The obvious use? Launch our soldiers out of them. The Berserker fires a single soldier payload, with the soldier being clad in reinforced crystal armor. The specialized armor suite contains airfoils and glide wings to allow the soldier precise control of his flight. Using his maneuverability, he can land on airships or skiffs to directly attack enemy crew. A skilled pilot can even tackle pegisi riders out of the air. Once his mission is complete, or he begins his downwards descent, He utilizes a prototype parachute to safely return to the ground. The Berserker array can be used to put our men in the sky to deal with their ships, or rapidly deploy reinforcements to critical locations.  When fired en mass, they can even create a sudden powerful strike force that can be launched behind enemy lines.
Because they are often on their own, Berserker pilots are only our most highly trained soldiers (and occasionally mages).

Alternatively;
Design: S.A.F.E.
When it comes down to is, antimagic itself is a type of magic. It is simply an inert form that overpowers all other types in an area. Seeing as our anti magic crystals are tethered to an actual physical object, it is much more powerful (though much more contained) than the enemy's alternative. Our anti magic crystals actualy cancel out the effect of of enemy anti magic, though this is normally not important as it is still antimagic.

Recently, we have found a way around this roadblock. We can imprint mages or specific equipment to an anti magic crystal, allowing them to use magic inside its area of influence. Since the crystal is canceling out the enemy antimagic, it create a safe zone of magic use around it. The major advantage of doing anti magic resistance this way is that it is universally applicable. It dosent require any special integration or complicated machinery. Imprint what you need to work around it, and stick it anywhere! 
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RAM

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Re: Wands Race - Design Phase 914 [Arstotzka]
« Reply #3775 on: July 13, 2017, 03:32:36 am »

As much as I love a good berzerker array. We are currently having difficulty hitting them with bullets, because they can blow bullets away. I just do not see our troops doing better than bullets can...

As for S.A.F.E.? All I can say is that the enemy antimagic has been consistently superior to our own. It goes through our own antimagic fields without impediment. I would have thought that it would at least slow down a little, get little pock-marks just after going over a thane, but nope, just breezed through... I think that at least some effort would be best delivered towards attuning the antimagic against antimagic. Which out to be plausible, as it is essentially a magical suction effect. It ought to be able to suck antimagic away if it can get get any traction, where as the enemy antimagic seems to be a great big "no fun allowed" field that should be ephemeral enough to yoink...

P.S.
Arrow summoning bows, self-repairing armour, holy hand-grenades patriotic flame-throwers, spontaneous tower-shields...
summon crystal shells
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Andres

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Re: Wands Race - [Arstotzka]
« Reply #3776 on: July 13, 2017, 03:45:00 am »

I think it's time we unleashed our emergency plan, the one we planned to design where we quickly and surely want Moskurg to lose ground. Since they are about to take advantage of the Jungle and Myark is wounded, I believe it's time.

Design: Direct Application Frost Towers

This design for frost towers does not merely pump coldness into the atmosphere as previous frost towers have done. Instead, it directly lowers the temperature of everything within its radius, bypassing such things as hard barriers. This should allow our frost towers to once more freeze Moskurg soldiers to death, their warm armour no longer protecting them from the cold now that their very insides are being directly made to be cooler. No form of insulation or heating can protect against it - it bypasses it all. The aim is to make the towers capable of a temperature drop of at least 10 degrees Celsius. A lowering of 10C is the point at which the human body begins to die. Our current frost towers can lower the temperature much lower than by 10C, so this goal shouldn't be difficult.

To ensure our own soldiers do not suffer from the effects of the DAFTs, they will be given simple anti-magic charms to wear. There's hardly any difference between these ones and the ones we already make - they are simply smaller so that we can make more of them, but their area of effect should still be large enough to cover an individual soldier. These charms will, however, be covered in a cheap fabric of some kind with some random symbol painted on them. The fabric and the symbol aren't meant to really do anything, they're just meant to trick Moskurg so that they don't know the answer is to simply apply anti-magic to the problem.

Quote
DESIGN
1 - ASAF-F43 Interceptor: Chiefwaffles
1 - Direct Application Frost Towers: Andres

Glory to Arstotzka.
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Re: Wands Race - [Arstotzka]
« Reply #3777 on: July 13, 2017, 04:28:02 am »

I would not be surprised if we have to spend a revision on the antimagic charms to get the direct frost working as requested, and even then it would greatly reduce our troop counts. Although, perhaps it could just not affect ground-level?
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FallacyofUrist

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Re: Wands Race - [Arstotzka]
« Reply #3778 on: July 13, 2017, 07:37:28 am »

Quote
DESIGN
1 - ASAF-F43 Interceptor: Chiefwaffles
1 - Direct Application Frost Towers: Andres
2 - Berserker Array: helmacon, FallacyofUrist

I've wanted something like this for some time! Time for the Man Cannon!

Edit: The Saint sounds like a trap.
« Last Edit: July 13, 2017, 07:45:26 am by FallacyofUrist »
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andrea

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Re: Wands Race - [Arstotzka]
« Reply #3779 on: July 13, 2017, 08:35:16 am »

The saint looks like a stage magician, so I would imagine any design credit would be restricted to tricks. However,  stage magicians have a place in war as well.

Now, the berserk array really looks like a deadly trap for our men. Is a cannon the best way you can imagine to delvier troops? I am really worried about side effects of that one.

I am going to propose an old idea I had.

Showstopper antimagic shell

An evolution of the equalizer antimagic shell, the Showstopper takes a different approach to magic area denial. While the equalizer relies on being a big unbroken ball of antimagic crystal, the Showstopper contains a magegem rigged to explode on a time. The purpose of this is not to cause direct damage ( although it is welcome), but to spread shards and dust of antimagic crystal in a large area. It is hoped that by doing such a large area can be covered, causing large scale disruption of casting and enhancements. Furthermore, if detonated in the air the airborne dust is theorized to make their air manipulation more difficult and less controllable, although complete denial is considered unlikely.
Clearly, the developement of this shell is centered around making the circuits that cast the explosion immune to the antimagic of the shell itself.
It is hoped that by reducing the quantity of antimagic crystal used (due to the need of a magegem cavity inside) and removing the need of it being a huge block, instead allowing it to be composed of small gems and shards encased in a crystal shell, the cost can be reduced compared to the old equalizer.


Later I might post something about air vehicle as well.
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