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Author Topic: Wands Race - [Arstotzka] {COMPLETED}  (Read 392642 times)

Urist Mc Dwarf

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Re: Wands Race - [Arstotzka]
« Reply #4365 on: August 31, 2017, 02:30:41 pm »

Spoiler: Sentence 16 (click to show/hide)

FallacyofUrist

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Re: Wands Race - [Arstotzka]
« Reply #4366 on: September 01, 2017, 07:05:20 am »

Spoiler: Sentence 17 (click to show/hide)
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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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Andres

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Re: Wands Race - [Arstotzka]
« Reply #4367 on: September 02, 2017, 07:25:05 pm »

Spoiler: Sentence 18 (click to show/hide)

Glory to Arstotzka.
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #4368 on: September 02, 2017, 07:34:37 pm »

I've compiled the sentences with some very minor edits:

Spoiler: Final Product (click to show/hide)

Surprisingly okay.
Arstotzka seems mildly OP though.
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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 #4369 on: September 02, 2017, 10:40:12 pm »

Yay! teambuilding! look at us all, building a coherent story and all.
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #4370 on: September 03, 2017, 04:35:00 am »

Alright! Time for designs/revisions while evicted is surely trying to think of more ways to describe Moskurg getting utterly annihilated by Arstotzka.


This one's Andres' idea on Discord. Not something I particularly care about, but interesting enough to me to write up a design for it. It's a revision because it's tweaking (revising) Crystal to adopt properties of existing technology. Pretty straightforward. Should get bonuses if anything.
Future Revision: Blastcrystal (I know it uses the same name as a prior crystal revision, but it fits this one better.)

We already know how to make crystal that explodes - solid-state Aethergems. We know the mechanics of the explosion. We even know how to make the explosions bigger via supercharging the Aethergems. We're also good at tweaking crystal.
So let's revise a Crystal variant that explodes. Violently.
Blastcrystal is pretty straightforward. It's crystal revised to, once detonated, explode in magical energy. How it's detonated isn't a huge concern - optimally via a safe & tiny "activation" circuit, or by just inputting magical energy, or even by impact if all else fails.

If all goes well, CAFs should begin manufacturing Blastcrystal projectiles. In the future, perhaps we can issue stable Blastcrystal packages to soldier for field detonations, sabotage, and other fun activities.

TL;DR: Explosive crystal to serve as a substantial, versatile, and simpler upgrade to the prior "Magegem + Blastball circuitry + trigger mechanism/whatever" system in Blastshells.


My own idea that I quite like.
Future Design: ASA-FV49 "Artificer"
A simple land vehicle equipped with a smaller-scale IDE (speed isn't a huge issue, but even at smaller scales the IDE should work quite well without notable transmission/suspension issues), a Mk.2 Reactor, and most importantly, a modified Crystal Fabrication suite.

Spoiler: Fluff (click to show/hide)

The Artificer can be used for many things. Producing infantry armor and weapons at the front. Making new vehicles (relatively) quickly and easily as needed! Providing logistics support! Building Restless tracks! Building any kind of infrastructure, such as homes, support buildings like kitchens and command outposts and barracks and more. Numerous very-quickly-built expansive bunkers wherever our forces go. Reinforced trenches. And much, much more.

Vehicle Frame - Small enclosed driver's cabin at front. Lightly-armored Mk.2 reactor, slightly-smaller IDE (or just regular sized), unarmored and open frame.
Crystal Fabrication Suite - Bunch of circuitry hooked to Reactor to allow for quick and versatile crystal fabrication, even compared to a Crystalworks Fabrication Unit. Greatly upscaled to take maximum reactor power and to maximize speed+versatility.

Premade Designs (Cartridges) - Accepts Cartridges (just the existing Crystal Design Circuitry but covered in small crystal shell for convenience+portability) for pre-made 100% crystal designs. Like Combat Armor, Crystal Axes, and other stuff.
Realtime Designs - Mages can directly dictate fabrication in real-time to make large structures as needed. Just like casting a spell except combined with transferring energy to circuitry. Great for any crystal structure - buildings, fortifications, infrastructure, etc.. Imperfect, but imperfections are very acceptable at large-scale.

TL;DR: A vehicle that can build structures out of crystal and can manufacture any existing 100% crystal designs in the field. Like those builder units in RTS games.


Future Design: ASAF-FC49 "Thunder" (Placeholder nickname)

The Flying Carrier 949 is a very self-explanatory name.
Lightnings are a formidable weapon. But they're unorganized. We're stuck to makeshift landing pads haphazardly spread across the front lines in order to deploy our Lightnings. While effective, it could be so much more effective. The FC49 is a way to remedy this.

Spoiler: Fluff (click to show/hide)

Hull Layout - Small living quarters, small cargo bay, crystal glass bridge, armored reactor room, hangar, and other miscellaneous stuff. No top deck bar for sparse maintenance hatches/walkways. Moderately armored, but not really designed to actually be in a close-quarters fight.
Hangar - Largest part of ship, basically a rectangular hole cut out through center designed to fit 6 Lightnings (with the ability to also fit in Valkyries) and with armored pneumatic hangar doors on both sides.
Indefinite Deployment - The very modest living quarters+cargo bay should allow for relatively long term deployment without supply lines, and with use of easy Valkyrie supply runs, should allow for indefinite deployment.
2x Lightning Ball Turrets - Placed for maximum coverage; self-defense. Should still stay out of combat.

Expense - Low-priority. If there's an incompatibility between "Enough reactors to allow for flight" (though optimally there shouldn't have to be a choice) and "not super expensive", choose the latter. Though cheaper is of course better still.
TL;DR: An air carrier.


Edit: I have decided to make MORE DESIGNS.

Future Design: AS-UFD49 "Architect"
UFD - Universal Fabrication Device

The Architect is a straightforward device. It's a simplified Crystal Fabrication Unit. The extreme majority of a Fabricator's circuitry is in the precision and complexity. Crystal designs must be interpreted perfectly. Each bit of crystal must be laid in the perfect place, with zero room for error. The Architect takes a more haphazard approach.
The Architect is a tool for our infantry. A small lightly-armored Mk.2 Reactor is mounted like a backpack onto the back of Combat Armor. The Mk.2 Reactor is connected by wiring to the actual Architect device - a handheld "gun"-like tool housing the small amount of crystal fabrication circuitry required.

Once the trigger is pressed, the Architect, in layman's terms, "sprays" Crystal forward. Crystal is fabricated in front of the Architect. Due to the large amount of power generated (even in the smaller reactor) and the much greater simplicity of the Architect, the fabrication process is extremely quick. After all, this is just directing a very large amount of power towards "make crystal here" and nothing else. Whereas actual crystal designs can have thousands of individual instructions. Small dials on either the reactor mount or the handheld tool itself allow for adjusting the size of the fabricated crystal, meaning large structures can be built and small adjustments can be made both very quickly.


The Architect represents the future of construction. Construction materials won't have to be shipped to the site. A single man can "spray" down a Bunker in an hour. Trenchs can be easily reinforced. Cover can be made nearly instantly on demand. Infrastructure like armories, kitchens, barracks, and much more can be made quickly as needed. Restless tracks can be easily laid down wherever our army goes. Even in our cities, the Architect can be used to create large glorious structures quickly for the government, military, and perhaps citizenry.
TL;DR: A Crystal gun. It makes Crystal where you point it. Because of high power input and a very simple design, it should be able to work extremely fast. Obsoletes all other construction. Etc. etc.
« Last Edit: September 04, 2017, 07:06:12 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!

evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #4371 on: September 05, 2017, 04:36:44 am »

Combat for 948

Moskurg spends their design phase furthering their control over lightning.  This attempt wasn't quite as successful as it could be, but they do manage to extend their Wands of Thunderbolts effective range out to Medium.  They follow this up by tweaking their lightning to have a more explosive result when it strikes, and though it doesn't throw shrapnel it should be quite effective against harder targets.  Their second revision is an overhaul of their Phoenix airship.  The Alannar is removed out of the tank, the turrets and defenses are stripped out, and a hatch/ramp is added to the tank.  The most immediate effect is that Moskurg can now effectively supply their artillery cannons, so baring unfortunate circumstance they shouldn't run short of ammo.  It can also transport troops and other equipment, but the craft is rather unweildy and vulnerable so it won't see much combat action beyond getting troops into position before and after battles.  They choose not to spend their espionage credit this year.

Arstotzka likewise creates air-borne troopers with the invention of the Valkyrie - an overhauled Lightning with a cargo bay.  Like Moskurgs transport Phoenix, it should help with troop movements and ammo supplies.  It carries fewer troops than the Phoenix, but its smaller size and more robust armor - on the Aether Reactors, at least - make it more suited to dropping troops in combat zones, to some degree.  It doesn't function optimally in turbulent weather and is prone to capsizing if the pilot is negligent.  For their revision, Arstotzka attempts to develop fully automatic weapons and fails, primarily due to the ambition of the design for a revision.  For their second revision they improve the aerodynamics of their artillery shells, furthering the range by one and helping to make up the difference between the two sides.  Moskurgs Thunderguns still out range them, but only just.  They spend their Expense Credit on their Aether Reactors, dropping the cost by one.  This makes their Lightning and Valkyrie Normal Cost.



Arstotzka makes an attempt to further their foothold in the desert.

The flatter, more open terrain makes targets easy to spot, and with no cover to be had troops on the ground are at the mercy of whatever happens to be above.  Whether it be bombs, artillery shells, falling skyships, or lightning blasts, the men on the ground trudge through it all.  Melees are bloody and brief, but the majority of the combat is determined by the airforce and artillery.  Arstotzkas new Valkyrie and cheaper Lightning still struggle in Moskurgs control of the air, and with lightning blasts now hitting with more devastating results it's hard for the crafts to stay airborne.  They take significant troop losses whenever Moskurg manages to catch Valkyries flying out and about, and soon the transport crafts are regulated to hauling where the Restless trains cannot.  It's pretty handy for getting troops further inland, and less so for pulling troops out of compromised positions.  Moskurgs Phoenix is too much of a target and Expensive, so it is regulated solely to bringing up troops and dropping off supplies from the capitol.  This effect is less pronounced than Arstotzka's limited air-dropped troops, but the fact that their Thunderguns outrange anything Arstotzka has and their nowhere to hide in open desert makes their non-stop firing deadly.

Arstotzka has some success air-raiding, but their progress is continually hampered by their inability to easily air-strike the artillery positions.  The Lightning can't drop bombs or angle their turret towards the ground, and the obsolete Avenger must be brought in to drop artillery shells where it can.  The Valkyrie is more useful, as it's able to drop squads right on artillery positions - when it can get through.  Most are shot down by lightning blasts cracking through their limited armor, and the ones that get through generally don't make it back when the Skyskiffs come in to mop up.  They take heavy losses, but they're ultimately able to hit Moskurgs artillery positions, even if their own artillery can't.  Moskurg is still even with Arstotzka in the air, but the longer range on their Wands of Thunderbolts and the inclimate weather helps make up their lost advantage.  Tornadoes, lightning strikes, and non-stop rain and snow are mixed in with artillery barrages, chipping away at the invading forces.  Moskurg is still garbage when Arstotzka manages to meet their troops man-for-man, and oasis town after oasis town is lost as they march further south. Their control of the coast lets them drop troops behind enemy lines, but Arstotzka is able to quickly respond with their Valkyries...sometimes, if the weather isn't too bad, and they are aware of the attack.  Arstotzka is still operating on a flare-based communication system, which has flaws of its own.  Moskurgs short-range teletalk wands aren't much better, and in some cases worse - at least once, Arstotzkan Anti-Mages manage to land behind their lines in a brave Valkyrie mission and disrupt a supply center, hampering the war effort.  With the wands being so short ranged, Moskurg doesn't get the alarm out and the center is razed.  The Phoenix, despite its successful overhaul, can't quite compete with the same versitility, but at least the troops it carries don't call it the "Flying Coffin".  The name Valkyrie is quite fitting for Arstotzka's troop transporter, it seems.  More often than not, the men inside are carried off to Valhalla rather than war. 

The Protector, as always, is garbage.

It's close - very close.  Arstotzka makes up quite a bit of the gap between themselves and Moskurg, but Moskurg still has the longer stick when it comes to artillery, barely.  Moskurg may not have the better troops, but they can land behind Arstotzka - a feat no longer unique to naval forces, as Arstotzka can do the same with very limited success.  The weather makes up for where Moskurg is lacking in air power, preventing Arstotzka from making coordinated air sorties and knocking a few of them out of the skies.  The fact that troops on the ground have limited use in the wide-open coverless terrain means that Moskurg ultimately wins, barely.  It's too close for comfort, but they manage to beat the northern invaders back to the mountains.

Moskurg regains the Desert.


Arstotzka barely manages to hold the plains to the east.

Their new aerodynamic shells means Arstotzka can match Moskurg's artillery out to their accurate range, even if they can't match their inaccurate range.  In the plains, troops can at least dig in for cover.  Moskurg shells fall day-and-night, but their accuracy at BLOS+1 means successful strikes are uncommon.  Arstotzka must push forward a range to get into firing range with their own artillery, and in this case it becomes a heavy-weight slug-fest between artillery batteries.  A near-strike is enough to knock out an opponent, regardless of which side fired.  Arstotzka has slightly more artillery, so they can out-perform Moskurg through sheer volume of fire, but Moskurgs Skyhawks still rule up above in the artillery game.  Essentially flying battleships, they are still the single-most long-range cannon on the battlefield, and though they're Very Expensive they help even the score.  Ultimately the artillery is tied between the two, but Moskurg still sets the distance between trenchlines.

Much as in the desert, the two airforces are more-or-less even, with Moskurg edging out slightly ahead with their Wands hitting out an extra degree of range.  Arstotzka is still faster, Moskurg still has better maneuverability and acceleration, and Arstotzka still has the longer-range offensive armament.  The two airforces have come to a begrudging respect for one another, although both will point out their own advantages when the topic of who would win in a dogfight comes up.

The Protector is still pretty awful.

Moskurg has the landing advantage with their control of the coast.  Arstotzka's Valkyries give them a similar advantage, but it is noticeably less pronounced due to the unreliability of the craft.  Arstotzka makes up for it with their blatantly superior infantry, and their snipers help knock out key personnel and harass Moskurg troops whenever they poke their heads out of the trenches.

With the loss of their overwhelming artillery advantage, the loss of their air advantage, and the loss of their unique landing advantage, Moskurg must cede a portion of the ground to Arstotzka and pull back.  It's not an overwhelming loss, as their landing advantage is still superior, their control of the weather and the air still exists, but with Arstotzka managing to match more of their artillery and get troops across the ground with less harm than normal, they ultimately lose ground this year.

Arstotzka gains a section of the Plains.


The Taiga fills with smoke as the fighting creeps ever closer northward.

Moskurg makes good use of their Phoenix as a transporter to get troops and ammo up in the inhospitable north.  The tanks of food, ammo, and alnnar is well-recieved by hungry and cold infantry men.  The standard Phoenix is still infrequently used to burn out patches of trees; or at least the ones Moskurgs tornadoes don't tear up.  As always, the amount of debris available makes the pillars of wind extra lethal against infantry regardless of how armored they are.  Lighting bolts from above and bombing runs are less effective with the dense pine-tree air cover, but they still play a role.  This lack of effectiveness hurts Moskurg more than it does Arstotzka - not that it's necessarily a good thing for Arstotzka either, but this is their home and they know it quite well.  Anti-Mages continue their brutal sniping campaign from the trees, but there's only so many of them and Moskurg infantry has always outnumbered Arstotzka's.  Artillery barrages bracket known areas of Arstotzkan snipers with mixed success, but what's most devastating is Arstotzkan troops erupting from the tree lines to ambush their desert counterparts.  Screaming, clad in blue crystal armor and swinging crystal axes, the vikings are brutal when they meet in melee.

The Protector does nothing useful here.

The Valkyrie's usefulness is further limited as the dense tree cover makes it impossible to find a good landing zone, but all this does is level the playing field between the two sides.  Moskurg doesn't control the sea, and their Phoenix isn't a combat transporter.  Nevertheless, the air battle rages on to see who can provide their own brand of limited aerial usefulness. Moskurg edges out most of the time, but fewer Skyskiffs come home each day - the device is starting to show its age.  Still, for random bombing runs and artillery strikes, Moskurg has the advantage.

With Arstotzka winning out in the melee's and Moskurg winning out when it comes to support units, the battle is actually pretty even.  One side must ultimately win, however, and the fact that al-Mutriqa is still standing (at times with the use of a cane) makes the difference. Moskurg manages just barely to grind out another section of controlled Taiga.  None of the Moskurg soldiers are particularly thrilled with their progress.  The battles were bloody and indecisive, they are quite a ways away from home, and the blasted cold makes everything miserable. The fact that they can see Arstotzka's wooden walls from the frontlines is the only thing that gives them hope; next year will be fought in Arstotzka's capitol, and if they win it will be the end of this age-old war that has dragged on for decades.  The Arstotzkan defenders will not likely just hand the capitol over, however; the designs this year could determine whether the war ends with a victorious Moskurg, or whether Arstotzka will manage to drive the southern invaders back out of the north.

Moskurg gains another section of Taiga.  NEXT YEAR WILL BE FOUGHT IN THE ARSTOTZKAN CAPITOL.


As it has been for the past few years, the ocean battles are being mostly determined by air power.

Arstotzka had the advantage last year with their new powered turrets, but this year Moskurgs explosive lightning and longer Wand range they can scrape out a very small advantage.  Moskurg manages to to sink a few more ships and shoot down a few more airships, which technically makes them the winner in this theatre this year.

Moskurg regains a section of shoreline in the Northern Seas

evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #4372 on: September 05, 2017, 04:37:19 am »


Espionage Credit!!!

After the brutal in-fighting that disrupted the Arstotzkan design team a few years ago, the team has taken pains to generate an atmosphere of love, well-being, and acceptance for their members.  Their traitor, after going a few years without Moskurg taking up their offer for espionage, disappears from the capitol in the south.  Apparently their issue has been resolved; as such, Moskurg loses their Espionage Credit.


Research Credit!!!

The battle reports have been compiled.
Spoiler: Moskurg: NUKE9.13 (click to show/hide)

After comparing the two extraordinary reports, the Moskurg report is ultimately superior.  Anyone familiar with the rivalry between al-Mutriqa and Myark would know that al-Mutriqa would never strike down his fallen rival; never once in all his years of fighting has the crazed fanatic struck down the crazed berserk, no matter how many chances he'd been given.  That detail in the Arstotzkan reports instantly brings skepticism to even the most casual listener, defeating the purpose of building moral.  Moskurg gains the Research Credit.


It is 949, the Design Phase.

Spoiler: State of Forenia, 949 (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 #4373 on: September 05, 2017, 05:19:12 am »

Bullets Of Weightite
Quote
We summon a new material called weightite. Modelled on the crystalworks summoners, we instead seek out somthing simpler than crystal, a mathermagical simplicity that can hasten the summoning process with its simple simplicity. Likely a metal or stone. The hope is for something one hundred times the weight of water per given volume... By working it into our existing bullet summoning, newly revised to solve the kinks, we hope to produce ordnance that are much heavier and faster to summon. It is hoped that these can be implemented with our cannons, starting with the HC1-E
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FallacyofUrist

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Re: Wands Race - [Arstotzka]
« Reply #4374 on: September 05, 2017, 06:55:36 am »

Oh no. Well, we really need to do some good work here, or it's game over.

I'd recommend for our design the Firestorm bomber, possibly simplified to make it more likely to succeed. Our lack of air support is really hurting us.

For our first revision, I'd fix the Firestorm if it needed fixing, and if not... maybe try to make the CAF work? Or more reliably, go with Nickel Honest Strike to decrease the expense level of Honest Strike. They would be much more useful at Expensive level as opposed to Very Expensive.

For our second revision, I'd either implement Honest Strike in either our Lightning or our Firestorm, or manufacture a new type of crystal armor that's lightning resistant.

Basically, deal with all the things that are hurting us the most. I expect lengthy discussion before bandwagoning this time around. Arstotzka depends on it.
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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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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #4375 on: September 05, 2017, 10:13:43 am »

We need to undo their stupid air debuffs on our stuff for our revision. Make our artillery useful again and improve the effectiveness of our Cheap air stuff.
Then maybe we can improve the effectiveness of Crystal as armor.

For our design, I dunno. I'm not sure about a bomber, since for some reason we don't have air dominance right now and considering the hints Evicted put in this update, there's a very large chance Moskurg will make a new interceptor.
Maybe a new interceptor-bomber? Just make a new better version of the Lightning then give it a couple bombs.
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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 #4376 on: September 05, 2017, 10:27:10 am »

Design: CAF Regulator
The regulator is a CAF design for automatic fire. It summons a series of hollow crystal shells from drawn power and uses a mechanical system to feed them into the firing mechanism and discharge the weapon. It summons shells up to a dozen at a time, keeping the others in reserve. An explosively wired mage gem can be placed inside the chamber, and the crystal will be summoned around it. While operating the regulator in this manner reduces the speed at which it operates, it allows for the retention of special ammunition. The explosive is placed in a feed slot which simply uses gravity and a latch to feed one at a time into the summoning chamber. This allows special ammunition to be fired at a faster rate than manual loading.

The device itself takes the shape of a large box, and can (with minor modifications to the circuits) be attached to any weapon. With slow firing weapons, this should push the rate of fire to the maximum the weapon is capable of. With weapons capable of firing faster, the multiple reserve summons allow for extremely rapid burst fire, with a significantly faster rate of fire afterwards.

The regulator is primarily designed with our R1's and lightning turrets in mind, but with groundwork to significantly improve larger munitions at a later date.   

The device contains a medium aether gem for power, but can be attached to an external power source as well.



automatic fire will greatly increase the effectiveness of our aircraft, and our ground troops.
Revision 1 as weightight.
Revision 2 as a heavy armor using weightite and insulated armor.
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #4377 on: September 05, 2017, 10:39:44 am »

The CAF regulator feels like a bunch of sacrifices we don't need. We don't need to manually insert Blastshells components as everything in one can be made by a crystal fabricator. And it seems a bit like a waste to develop an auto loading mechanism - the entire point of the CAF was to avoid an automatic mechanism in favor of using known magic.

It also doesn't seem to focus on fixing power usage and complexity, which were the main issues with the CAF1.


Maybe we should go all out - make a new CAF2 HA2. Most of the work goes into the CAF2 but some extra stuff is added to modernize the HA.
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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 #4378 on: September 05, 2017, 10:51:31 am »

I just wrote it to get the idea of a new CAF out there in case rolls happen before i can properly post. It's by no means the best design. Feel free to re write it.
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #4379 on: September 05, 2017, 11:11:19 am »

Right. I made a CAF2 post earlier that I'll rewrite once off mobile.

We should consider making a design specializing in defense. Especially in city combat.
Or we should just invest in artillery. I don't think we can reliably remove their air advantage in one turn, so let's just make our artillery useful again. I'm thinking:

-Pneumatics for easy tracking of airborne targets.
-Included scaled-down Mk. 2 Reactor (considering we definitively know the power requirement of the HA1. And it's pretty relatively small. )
-KPD4 propellant.
-Integrated watered-down lucky strike?
-CAF2. Biggest part.
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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!
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