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Author Topic: Wands Race - [Arstotzka] {COMPLETED}  (Read 394579 times)

Andres

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Re: Wands Race - [Arstotzka]
« Reply #4275 on: August 20, 2017, 11:01:05 pm »

Quote
Myark:
4 - Tundra: FallacyofUrist, Chiefwaffles, Andrea, Andres

Expense Credit:
4 - Do not spend: FallacyofUrist, Chiefwaffles, Andrea, Andres

Glory to Arstotzka.
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Light forger

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Re: Wands Race - [Arstotzka]
« Reply #4276 on: August 20, 2017, 11:02:44 pm »

Quote
Myark:
5 - Tundra: FallacyofUrist, Chiefwaffles, Andrea, Andres, Lightforger

Expense Credit:
5 - Do not spend: FallacyofUrist, Chiefwaffles, Andrea, Andres, Lightforger
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evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #4277 on: August 20, 2017, 11:50:33 pm »

Combat for 947

Arstotzka makes progress reverse-engineering Moskurg's Lucky Strike into their own variant, named "HonestStrike".  It's modular, and can be slotted in and out of weapons to improve the long-range accuracy.  It's Very Expensive, and requires the user to loudly praise Allah with each shot, but it makes the R1 rifle accurate out to Extreme Range for their Mage Hunters; an improvement over the Medium-Range accuracy that the gun had previously.  They had to spend one revision making it cheaper, but the other revision was spent improving their turrets.  The Lightning now uses a modified version of their Blastballs spell to pneumatically power the rotation of the clear-crystal turret using a spherical control like in the cockpit.  This allows them to turn the turret smoothly, quickly, and allow them to track targets more easily.  The guns are all still limited by their bolt-action reloading sequence, but it's a step towards modernization.  They chose not to spend their Expense Credit.

Moskurg has spent their design getting their Adamantium closer to the same versatility that Arstotzka enjoys from their crystal.  Named "Star Metal", they've devised a way to give the metal ferrous capabilities and glass-like transparency.  They were unable to get control over the seven other traits they wanted, and the Star Metal is noticeably more brittle than standard Adamantium.  For their revision they attempted to give their Thundergun better ammunition, but didn't get a working version.  For their second revision they tried again, and did better.  Their induction cannons now use a pointed shell that is a mix between an artillery shell and a modern bomb.  It uses a circular hoop on the tail to keep it straight and the shell uses a blast-cap made out of a pressure switch and a Wand of Thunderbolts; it must be latched into place since Moskurg metal-priests can't make screw threads with a tight enough tolerance.  They chose not to spend their Espionage Credit.



The Taiga sees some of the most pitched fighting thus far in the war, so we will change things up and start with the Mountains this report.

Moskurg relies heavily on their air power to shell distant strongholds and artillery nests to clear the way for their ground troops, since they're becoming increasingly rubbish against Arstotzka in a straight melee.  This is exacerbated by Arstotzka's new powered turrets, which make fly-by assaults on Skyhawks more common.  The ability for the guns to rotate smoothly and track targets evenly makes it easy to hit the large and mostly-immobile floating artillery platforms and knock them out of the sky.  Moskurgs Skyskiffs do their best, but they can't go as fast as a Lightning at max speed, and their ability to fight is limited solely to short range due to the limited range of the Wands of Thunderbolt and the fact that they have no other offensive air-to-air weapon.  They can't catch Lightning's either, since the pilots can't see before they even reach max speed.  Then, with the the ability for the Lightning to track targets more easily, they start finding their own fighters getting shot down.  For the very first time, Arstotzka is on par in the air.

That being said, Arstotzka still struggles to project their air power when it comes to supporting their troops on the ground.  The inefficient previous generation fighter is the only one that can drop bombs, and it's easy prey for Skyskiffs.  However, all of Moskurgs air forces can hit ground troops, whether it's a Skyskiff dropping grenades on troops walking up and down the cliffs or Skyhawks shelling enemy positions from far away; not that it's needed for that.  While the air-borne artillery platform is handy, the invention of shaped ammo for the Thundergun makes their ground-based artillery accurate enough to thoroughly out-range Arstotzka.  Much like the air, the artillery game has begun to favor the other side.  The explosive ammo is less useful in the rocky terrain where there's plenty of cover, but it still a deadly tool.

Perhaps the biggest, newest factor in the Mountains is Arstotzka's HonestStrike modules.  Snapped into the R1 rifles that the elite Mage Hunter troops use, it makes trudging up any slope a deadly affair for Moskurg troopers.  Ambushes are common, and the accurate, deadly, and sneaky weapon rules the mountain peaks.  The only downside is that the ambushers always prelude their attacks by loudly declaring their love for Allah, which kind of gives away the surprise of the attack to some extent.  With the loss of total air superiority and Arstotzkas new "Super Accurate Guns For Shooting Long Distances That You Can Hold" (also referred referred to as "Sniper Rifles" by some of the users) Arstotzka manages to keep the southerners from stomping back up the mountain side.  By using the natural high ground from the mountains, they press into the desert.

Arstotzka gains a foothold in the Desert.


Artillery makes all the difference in the Plains to the east.

As it has for every year since Moskurg brought ballistas to battle, artillery decides who advances in the plains.  The Thundergun is now accurate enough to shell enemy trenches, although only out to Beyond Line of Sight.  It can hit out to BLOS+1, but accuracy drops off at that range and without the exploding shells it would barely be a factor beyond determining the distance between trench lines.  Still, that doesn't stop Arstotzka Anti-Mages from crawling across the lines in suits made of grass and dirt to use their new, more accurate guns.  They can reliably hit at only Extreme Range, and the Mage Hunters go without armor to reduce their noise and profile, but it is enough to keep Moskurg soldiers from lifting their heads over the edge of the trenches.  At least for Moskurg the trenches are nice and dry; for an Arstotzkan soldier crouched in the trenches criss-crossing the land ahead of their Towers of Frost, "dry" is a foreign concept.  It rains non-stop, and during the winter it snows. 

When it comes time to move across no-mans land, Moskurg must stockpile ammo for a few weeks before hand.  Then, they shell non-stop for days preceding the assault, and finally use close air support to cover their men as they charge across the blasted landscape.  Arstotzka attempts similar tactics, but their inferior bombers and artillery range means they must rely almost entirely on the superiority of their troops to win the engagement.  It's not enough; especially considering Moskurg rules the coast and can raid their backfield with impunity.  Trains frequently don't arrive with much-needed ammo, troops, and weapons.  The fact that Arstotzka can afford to liberally reinforce their lines with HAC-1's and R1 rifles is their greatest asset in this theatre, but they can't exactly use that to advance and when they're getting attacked both from the front and back their single-fire guns can't keep the enemy away.  The Protector, which has struggled for years with fragile wheels, primitive transmissions, and obsolete weapons, can't even be used to protect troops part-way across the field like it had before.  Thunderguns rip them to shreds with artillery barrages, and the exploding shells shatter more fragile components and chip away at the thicker parts.  By the end of the year Arstotzka's lines are overrun and Moskurg presses up another section of the Plains.

Moskurg gains another section of the Plains.


The Taiga, much like the Jungle down south, grows into a minefield of splintered and wrecked trees.

Moskurg struggles getting enough ammo up north to keep their Thunderguns supplied, but when the things fire it's definitely worth it.  Tornadoes carve swaths through the trees and frozen swamps, sending whole tree branches through troop lines and toppling wooden forts.  Arstotzka knows the land better and can frequently surprise Moskurg by sneaking their artillery closer under tree cover or by lying in wait beneath the snow until the southerners pass over.  This is a real problem, and it's made more difficult by the fact that the dense tree cover makes their close air support less effective; it's still by far more effective than Arstotzkas though, especially thanks to their floating artillery platforms (which are periodically shot down).  Melee's still go firmly in Arstotzka's favor, but the tree cover makes their HonestStrike-boosted R1's less effective at sniping.  Sniping missions involve their Mage Hunters hiding up in the trees in full-white clothes and hitting Moskurg soldiers when they think they're safe.

Surprisingly, the Phoenix sees itself being used here, and only here.  When they can manage to keep the giant ships alive, Moskurg will pass over tree lines and set the forest alight.  It's useful for smoking out hidden Arstotzkans and clearing ground for open battles, but the giant tankers of Alnnar are juicy targets for Lightnings.

Myark and al-Mutriqa, age-old enemies with gray beards and wrinkled faces, meet once again on the battlefield in the frozen north.

It's close, but ultimately Moskurg manages to gain another section of ground.  Troops mix Alnnar into their drinks in an attempt to keep themselves warmer despite their temperature-controlled Adamantium and mutter darkly about the white devils who hide in trees.

Moskurg gains another section of Taiga.  Myark has been wounded and will be unable to fight next year.


In the frozen northern seas, battles are fought and won in the air.

The fighting was even last year, and Arstotzka's powered turrets make the biggest difference in the air.  Thus they are able to shoot down airships faster than Moskurg can sink their boats, and manage to barely regain a section of coastline.

Arstotzka regains a section of shoreline in the Northern Seas


Research Credit!!!
The fighting in the north is often isolated, regulated to sudden, viscous stabfests and one-sided gunfights, when the forest isn't being obliterated by fire or artillery barrages.  As such, the fight between Myark and al-Mutriqa has few existing survivors and reports of the encounter are vague and conflicting.  al-Mutriqa refuses to speak of the conflict out of respect for his enemy, and Myark is too badly wounded to give a coherent report.  Whichever side gives a more epic report of the event (as the need for moral is more important than the need for an honest retelling of events) will gain a Research Credit, where two dice will be rolled for each trait of their next Design Phase and the higher of the two will be taken.


It is 948, the Design Phase.

Spoiler: State of Forenia, 948 (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)

RAM

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Re: Wands Race - [Arstotzka]
« Reply #4278 on: August 21, 2017, 12:35:14 am »

RAM-MAP-948 "Pashmad" Mobile Artillery Position
The protector demonstrated clearly that a slow vehicle is as bad as no vehicle. We need to close range with the enemy and they are too mobile for half-measures to work. We need something aggressive, fast, and dangerous. Fortunately, our crystals are light, with some ingenuity, we can maintain significant armour while massively improving performance.

The first and most obvious issue is weight. Things keep breaking. We revise the armour to contain complex structures. It ends up being formed of innumerable little pyramids, inspired by hawk eggs, that lose strength per volume, but are much stronger for the same weight, and hopefully regeneration rate. While we actually reduce the thickness, and thus leave the vehicle potentially vulnerable to sustained artillery, the armour should still be capable of deflecting an initial hit from ballista and its speed should make for a very difficult target. There have also been hints that the new structured armour is much better at insulating against heat and shocks.

Then there is the force on the wheels, to reduce this we further take weight off of it. We start with a protector and add a rear-mounted reactor with additional armour casing. Thick axles with steel cores to transmit impacts rather than risk severing. We power the axles using lightning propulsion around the axle and wheel. These two axle assemblages are separated from the rest of the vehicle and implement a suspension system using crystals. The axles are guided by heavy crystal beams that pass through grooves on the axle to prevent nonvertical mobility and transmit magical energy via a "contact circuit, that triggers when these beams are in contact with the grooves. The craft is then suspended over the axle by a thick layer of innumerable fine crystal spikes. These spikes crush as the wheels encounter shocks, allowing them to rise gradually instead of lifting the whole vehicle, and then the very fine crystals all regenerate simultaneously, pushing the wheels back to their original position. If the crystals break too much then the vehicle can be slowed or they can just continue with the hopes of nothing catastrophic happening.

Finally the wheels are made wider and sturdier to handle uneven terrain and a lead keel is added to improve stability. The armament is replaced by a single forward-mounted powered turret from the lightning design. The central gun allows the wheels to be moved further towards the edges, to further enhance mobility, and a central pair of raised unpowered wheels are added to inhibit getting stuck. Steering is performed by firing brief jets of force from the bottom of the front of the craft, to make the front jump slightly to one side or the other. Honest Strike comes standard.
I don't realy want more tanks, but we gotta engage them and that means, well, engaging them. I wanna do weightite summoners, but meh, nobody seems to want heavy ammunition...
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #4279 on: August 21, 2017, 12:41:53 am »

Just a note - I asked evicted about our reasons for losing in the Taiga since it was mildly unclear for me. This is his response:
Quote from: evictedSaint (Discord)
Their tornadoes are extra effective there, they out-range you with artillery, and though you are slightly better at dogfighting, they have decent CAS and flying artillery platforms.  You can beat them man-to-man, but they're not fighting you man-to-man if they can help it.



I think it's clear that we have to regain the artillery advantage. Honestly, I think I made a huge mistake to not push this sooner. Therefore, I propose two things:

Design: AS-SGO-1 "Seeker"

The Seeker is, in a way, a severely upgraded Blastshell.

Spoiler: Fluff (click to show/hide)

KPD4 - The Seeker uses constant KPD4 propulsion to move itself, though primary-forwards propulsion uses a nozzle to increase effectiveness. KPD4 is massively scaled down to decrease mass and power costs, but should hopefully be able to give speeds better than a Lightning thanks to the fact that it's propelling a shell, not a 2-man gunship.
Reactor Mk.2 - Supercharged (the Seeker is one-use after all) and with safeties removed, placed at the front without armor. The Reactor is of course downscaled to fit the missile too. Acts as warhead, and should hopefully provide great detonation based on past observations of non-supercharged Reactor detonations.

TrustStrike - Take HonestStrike, and rip out everything but the part that divines targeting information. Hook it up to the KPD4 to allow the missile to move itself to aim at targets instead of "generally more lucky". Should be easier+cheaper since we're just providing targeting information for one object, instead of targeting info and individual guidance for every individual projectile fired from a weapon. Should allow for a robust/agile guided missile, hopefully.

Application - Should come with a very simplistic mount vaguely like the AS-HAC-1 mount for ground-based firing. Should fit 1-3 on Blastshell mounts of F44 Avengers, and low priority fit single one onto the Lightning.

TL;DR - Slap a Reactor+KPD4 on a shell, and make a guidance system devised from HonestStrike, and bam, you got a guided missile.




Revision: Aethercut Crystal

We already know how to make crystal anti-magic charms from the Mk. 2 Reactor design.

So we make crystal with very minor anti-magic elements, and we place this crystal on the HA1 shells. While the anti-magic shouldn't be strong enough to affect the casting of magic and whatnot, it should notably decrease the effectiveness of wind magic around the shell, allowing it to move through the air unaffected by Moskurger anti-shell spells.

If the Crystal doesn't compromise the integrity of our designs, we also wish to make the Lightning (or at least parts of the Lightning) out of Aethercut crystal to allow for resistance against Moskurger wind magic to allow for increased organization in the air. Perhaps also implement it in Combat Armor too if integrity isn't compromised and flipping a switch in the Crystalworks isn't too hard, to maaaaaaybe decrease the direct effectiveness of tornadoes against our soldiers?

TL;DR: Put very minor anti-magic crystal bits (which should be makeable thanks to Mk.2 Reactor design) on our HA1 shells to decrease effectiveness of Moskurger wind magic that debuffs artillery range. If it doesn't hurt integrity, do the same with the Lightning (and maybe Combat Armor) to decrease general effectiveness of wind magic on them.




I think the Seeker is a good idea. Develop a guidance module and tracking shells which should help immensely against anti-shell magic. I'll talk about the Aethercut revision once we actually get to revisions.

Quote
DESIGNS
0 - RAM-MAP-948 "Pashmad" Mobile Artillery Position:
1 - AS-SGO-1 "Seeker": Chiefwaffles

ORDERS
0 - Acknowledge that we are comfortable with multiple votes from the same person towards a single design or revision action:
0 - Denounce multiple votes from the same person on the same design or revision action and request that the G.M. discount such votes:

And @RAM: Personally I think we should revise in the Crystal Ammunition Fabricator this turn (AUTOMATIC WEAAAPONRRRYYYYY), then revise in Weightite next turn (or this turn too if there are no other revisions). Crystal bullets/whatnot shouldn't really have a loss in effectiveness because they're only a bit lighter than steel, then we can increase their effectiveness beyond steel with the Weightite revision.

I like the Pashmad design, but wouldn't it be slower than the Moskurg artillery aircraft (just by the nature of ground vs air) so how would it make up for "Pashmad moves forward, Airship moves back while continuing firing"?
Though if we don't do something like the Pashmad, we should definitely heavily consider fixing the Protector. It'd make things like the Pashmad easier and would make the Protector non-useless.
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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 #4280 on: August 21, 2017, 02:18:56 am »

I would rather do the fabricator and weightite as a single design. Cite the simplicity of weightite as a solid substance over crystal's inherent complexity as a means to increase summoning speed... I think that the crystal is quite a lot lighter than steel. Like, maybe 40% or thereabouts? It being light feels to me like a large part of the reason that our aircraft have so much armour. I feel that a steel box with those dimensions would, well, require a lot more than an eighty millimetre round every three-quarters of a second to get it to flip over. But the exact value is vague and it is probably easier to just leavt it in the "somewhere between 90% and 10% of steel" weight that it has enjoyed thus far...
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #4281 on: August 21, 2017, 02:53:10 am »

Definitely reasonable, though for our design we should probably do something to counter their aerial artillery/push our aerial advantage. If this turn goes well then I definitely want to push for something like your idea as either a design or revision - whatever people want more.

This design is based off of a discussion Andres and I had. The idea is that it massively helps troop deployment as well as helping apply our infantry advantage against their aerial artillery (via boarding). That and it makes our infantry more resistant to artillery as our troops can just go over No Man's Land and deploy in Moskurger territory, even if they can shell our stationary stuff.


ASAF-QAT48 "Valkyrie"
Quick Action Transport

The Valkyrie is a straightforward design. A quick aerial transport vehicle to protect and move our troops for both land deployment and boarding action as well as transporting heavy cargo where the Restless network can't take it.

Spoiler: Fluff (click to show/hide)

Cabin/Cockpit - A cabin that can hold at least 10 geared-up passengers. Aim for more as long as it doesn't compromise speed too much. Cabin should have considerations to allow for reliable security of passengers when cabin door is open during flight. Small crystal glass cockpit connected via hatch to cabin holds single pilot.
Cabin Ramp Door - A simple and large door that forms the rear wall of the cabin when closed, and opens via simple pneumatics to form a ramp to the ground. Think like the Chinook helicopter.
Hook - A hook (that can be opened/closed/whatevered from the cockpit) on the bottom to hold external heavy cargo (like maybe even HA1s/vehicles!); speed with external cargo isn't a design consideration. This is purely additional and is thus very low priority, though it should be very easy to implement regardless of priority.

Power & Propulsion - A KPD4 upscaled enough to use all of the power from the Reactor bar the occasional simple pneumatic door activation. Should be stronger compared to the Lightning KPD4 that also has to power turret and whatnot.
Speed Target - Should at least be notably faster than a Moskurger airship, with an optimistic goal of matching the Lightning in speed.

TL;DR - A quick 10 person (at least) dropship that can optionally carry external cargo, designed for quickly deploying our troops across the theatre and for boarding action on Moskurger airships. Think like the Pelican from Halo.


I still like the Seeker and would still be willing to vote for it, but I'm completely switching my vote to the Valkyrie for now since I do prefer it.
Quote
DESIGNS
0 - RAM-MAP-948 "Pashmad" Mobile Artillery Position:
0 - AS-SGO-1 "Seeker":
1 - ASAF-QAT48 "Valkyrie": Chiefwaffles

ORDERS
0 - Acknowledge that we are comfortable with multiple votes from the same person towards a single design or revision action:
0 - Denounce multiple votes from the same person on the same design or revision action and request that the G.M. discount such votes:

EDIT: I also think we should heavily consider using the Expense Credit on the Lightning (or the Reactor if that cheapens the Lightning too). The Lightning has shown to be very effective and even at Expensive it's brought the air war to parity. If we push our advantage we can severely hurt their artillery advantage as well.
« Last Edit: August 21, 2017, 04:38:35 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!

Andres

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Re: Wands Race - [Arstotzka]
« Reply #4282 on: August 21, 2017, 03:33:51 am »

A quick, agile, aerial transport vehicle to protect and move our troops for both land deployment and boarding action as well as transporting heavy cargo where the Restless network can't take it.
Agility should not be a focus of the design. It's not a dogfighter. It should have enough agility to do the job but no more. Any extra "design space" should go towards upping the armour, upping the speed, or both.

Hook - A hook (that can be opened/closed/whatevered from the cockpit) on the bottom to hold external heavy cargo (like maybe even HA1s/vehicles!); speed with external cargo isn't a design consideration.
Unnecessarily complex and sub-optimally effective. Make it like this thing except fully closed.

Glory to Arstotzka.
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #4283 on: August 21, 2017, 03:38:37 am »

Agility should not be a focus of the design. It's not a dogfighter. It should have enough agility to do the job but no more. Any extra "design space" should go towards upping the armour, upping the speed, or both.
It's pretty clear that agility is not a focus as the actual design specifications don't really mention it. That and the Valkyrie should be fairly agile - it's just a natural consequence of the KPD4. But I'll remove it since in the quoted example it doesn't really matter if it's gone.

Hook - A hook (that can be opened/closed/whatevered from the cockpit) on the bottom to hold external heavy cargo (like maybe even HA1s/vehicles!); speed with external cargo isn't a design consideration.
Unnecessarily complex and sub-optimally effective. Make it like this thing except fully closed.
The idea is so things can be more easily and quickly dropped, and potentially in combat situations.
It shouldn't take any extra effort because we already did mechanically similar things - the Blastshell mounts in the F44 Avenger - with ease. This should be no different.
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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 #4284 on: August 21, 2017, 04:00:54 am »

Quote
DESIGNS
0 - RAM-MAP-948 "Pashmad" Mobile Artillery Position:
0 - AS-SGO-1 "Seeker":
2 - ASAF-QAT48 "Valkyrie": Chiefwaffles, Andres

Glory to Arstotzka.
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All fanfics are heresy, each and every one, especially the shipping ones. Those are by far the worst.

FallacyofUrist

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Re: Wands Race - [Arstotzka]
« Reply #4285 on: August 21, 2017, 08:30:02 am »

Well this ain't good. 2 of our homeland conquered.

Trains frequently don't arrive with much-needed ammo, troops, and weapons. 
We need to upgrade our trains!
But we can do that in one of our two revisions.

EDIT: I also think we should heavily consider using the Expense Credit on the Lightning (or the Reactor if that cheapens the Lightning too). The Lightning has shown to be very effective and even at Expensive it's brought the air war to parity. If we push our advantage we can severely hurt their artillery advantage as well.
... as long as you acknowledge that this was my idea in the first place.
~~~
Quote
DESIGNS
0 - RAM-MAP-948 "Pashmad" Mobile Artillery Position:
0 - AS-SGO-1 "Seeker":
3 - ASAF-QAT48 "Valkyrie": Chiefwaffles, Andres, FallacyofUrist

ORDERS
0 - Acknowledge that we are comfortable with multiple votes from the same person towards a single design or revision action:
0 - Denounce multiple votes from the same person on the same design or revision action and request that the G.M. discount such votes:

I do like the Valkyrie design. For our revisions, I think we should fix our artillery advantage and upgrade our trains.
~~~
Future Revision: Relentless Engine:
Our Restless is a steam train that relies on power actively supplied by apprentices.
This is madness.
We use our extensive experience with explosions to replace the steam engine powered by apprentices with an IDE powered by Aethergems, greatly increasing speed and reliability, along with freeing up apprentices to work in the front lines.

Future Revision: Rocketshell:
Our current Blastshells are frequently blown off course by the blasted Moskurgians' Winds of Ruin or whatever it was called. We need more power.

By replacing the Magegem in the Blastshell with an Aethergem, and adding an MKPD or such to the back of the Blastshell, replacing the current thrust addition, we can generate continuous thrust to greatly extend our shells' range.

Glory to Arstotzka.
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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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VoidSlayer

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Re: Wands Race - [Arstotzka]
« Reply #4286 on: August 21, 2017, 12:28:49 pm »

Is the seeker meant to be fired from a cannon or is it an entirely new weapon?

I will probably support that either way as we need some way to out range the enemy and fight against their wind shit, which the design does.

andrea

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Re: Wands Race - [Arstotzka]
« Reply #4287 on: August 21, 2017, 12:46:55 pm »


Quote
DESIGNS
0 - RAM-MAP-948 "Pashmad" Mobile Artillery Position:
2 - AS-SGO-1 "Seeker": Andrea, voidslayer
3 - ASAF-QAT48 "Valkyrie": Chiefwaffles, Andres, FallacyofUrist

ORDERS
0 - Acknowledge that we are comfortable with multiple votes from the same person towards a single design or revision action:
0 - Denounce multiple votes from the same person on the same design or revision action and request that the G.M. discount such votes:

Voted for the seeker. A guided missile should help greatly against enemy ships if we pull it off, eliminating their biggest advantage.

The valyrie is great as well, I am just not yet sure it will be able to actually board their ships. On the plus side, it should still be the doom of their artillery, if we can drop soldiers quickly anywhere.

I may be easily swayed, I like the idea of greater mobility and it does surely help against one of our problems.

Draignean

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Re: Wands Race - [Arstotzka]
« Reply #4288 on: August 21, 2017, 12:50:55 pm »

I'm on my phone, could someone put me in for the V-2 the seeker?
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andrea

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Re: Wands Race - [Arstotzka]
« Reply #4289 on: August 21, 2017, 12:57:45 pm »

Quote
DESIGNS
0 - RAM-MAP-948 "Pashmad" Mobile Artillery Position:
3 - AS-SGO-1 "Seeker": Andrea, voidslayer, Draignean
3 - ASAF-QAT48 "Valkyrie": Chiefwaffles, Andres, FallacyofUrist

ORDERS
0 - Acknowledge that we are comfortable with multiple votes from the same person towards a single design or revision action:
0 - Denounce multiple votes from the same person on the same design or revision action and request that the G.M. discount such votes:

Done.

For revision, I was thinking ( assuming design goes well) that we could do the crystal ammo fabricator ( at least our HAC just got a caliber upgrade, so losing a bit of weight won't hurt much and the high rate of fire will help a lot) and a cheaper honest strike.
Honest strike is already proving very useful, but it is only deployed in the hands of snipers. if it became expensive, we could mount it on all our lightninings, improving performance greatly against fast moving ships and more reliably hitting vulnerable spots in bigger ships.
« Last Edit: August 21, 2017, 01:01:50 pm by andrea »
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