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Author Topic: Wands Race - [Arstotzka] {COMPLETED}  (Read 392809 times)

Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #1860 on: May 03, 2017, 01:22:45 am »

Heh. I was worried about that. Sorry.
And the way I write those types of designs may be a biit too similar to the way Evicted writes the game posts. The tenses, how problems are "solved", etc., all kind of match that after-action report style.
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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!

Roboson

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Re: Wands Race - [Arstotzka]
« Reply #1861 on: May 03, 2017, 01:41:28 am »

I went back to the first post to see if there was any info on lucky strike that I missed and I noticed their spell book was labeled "divination". And I remembered their hero also seems like a zealot. Now I'm not so sure how literal they took that divination thing, but if they're getting help from a higher power, it would explain a lot. Perhaps we don't need antimagic, but really need anti-divination magic. If their arrows are guided by angels, then all we really need is an anti-prayer radio jammer.
« Last Edit: May 03, 2017, 01:49:47 am by Roboson »
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10ebbor10

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Re: Wands Race - [Arstotzka]
« Reply #1862 on: May 03, 2017, 01:57:17 am »

On good, I'll put that on the list.

"Wage War Against The Heavens"
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #1863 on: May 03, 2017, 02:08:15 am »

"anti-prayer radar jammar"
That sounds awfully Arstotzkian of you, Roboson. Jamming their prayers? I'm proud and we should do it.

Related design:
Joke Design: SO1-AG "Rod to God"
"You know what? Just shoot them. The whole thing. We don't need them."
~Project Lead

An anti-magic charm is tuned up to insane proportions. Through intense efforts by many of our best wizards and the leadership of Myark, we may bring up the anti-magic field of an anti-magic charm to extreme proportions. The area is extremely small, but the power is so intense that the charm can disappear from reality once any more energy is added. This charm is loaded into a hollow Special Ordinance shell along with the best explosive we can find in Forenia.
The SO1-AG is then shot out of a cannon and once it hits an enemy magic field, the entire shell will disappear into the Heavens, where it will blow up any local supernatural deities, with a particular tendency to blow up the deity that person is likely praying to thanks to the shell currently homing in on them. Rinse and repeat until the gods are dead.

Special Ordinance 1 - Anti-God "Rod to God"
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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 #1864 on: May 03, 2017, 02:22:17 am »

I have three ideas to deal with lucky strikes. The Antiluck Charms I described twice already, I think? The Pillar of Unmagic(intended to be a national effort and might take time and/or revision to attune it to "the thing that is making their artillery accurate") and finally:
Living Crystal Charms
While referred to, and appearing as, charms, this is not actually derived from antimagic charms.
 By imbuing the "spark of life" found in our conjured fire-wasps instead into a crystal we have granted the crystal the ability to react to stimuli.
 By combining it with a gem(A ruby, ideally, over the heart, though other red gems also work if you don't mind a risk of cracking under stress.), mages are able to recharge it, and imbue it with reserve energy.
 By imbuing it with a variant of channelled fog, it can continuously resummon an extremely fine, effectively invisible, cloud of minute crystal particles. These particles only last a moment before fading and being resummoned, as any more would have an immense magic cost, but it can transmit its "will" through this cloud and sense any movement or magic within the cloud.
 Being crystalline in nature, the charm's "life" is only partially physical, as it lacks the moving parts required for conventional life, it needed to be a living entity that exists partially as a "pure" expression of magic. This grants it some measure of magical awareness that can be matched only by the most sophisticated of our gem arrays back at the lab, and can thus react to them much faster than anything we could hope to match using current techniques.
 Finally, the crystal charm effectively exists in two forms. The first form, is an unassuming necklace with a crystal growth around a red gem. The second form is that of a crystal shell, of a thinckness that defaults to five centimetres, that completely coats the wearer while perfectly contouring to their body, actually suspending their clothing and equipment within its structure to completely encase the subject. We had some, unfortunate incidents... with the prototype, but have included strict protocols to prevent it lasting more than 20 seconds in this latter form.

The basic functionality is to encase the wearer in a nearly invulnerable shell of crystal as soon as imminent injury to the wearer is detected. We have done what we could to keep our first experience in living crystals from being too eagre or shy in this duty, but... well, we are hopeful that it will properly defend against anything lethal or crippling and disable itself promptly to conserve power when the threat has passed.
The advanced functionality is to have the charm respond dynamically to threats. A single centimetre of crystal shell is far more than enough to deflect any arrow, but we worry that the enemy could expand their project and something even greater than the absurd five-centimetres projected for the production model would stop, and we have not tested it against a point-blank fireball or cannon round... So we hope that it will use its "mind" to determine what is required and protect accordingly, but should stick to the default if it doesn't know.
The metamagic effect is that it is a wilful being with a significant awareness of magic and a reserve of magical power, it can "fight" magical attacks to its own being, and in doing so, defeat the enemy effects to disable its magic. We have tried training them against antimagic charms, which obviously do not dispel the crystal construct but have been noted to often "blind" them and inhibit their transition into a shell. We don't know how similar this is to enemy antimagic, but we hop to question some of these magical beings after they have had first-hand experience of the enemy's effect, assuming that they survive or can be regenerated from the original gem after being dissipated... This is all conjecture, but the "living spell" project has shown great promise as a theory of countering the enemy antispellcraft.

The projected performance is to persist 20 seconds of shell form or two hours in charm form. Or 10 seconds in shell form AND 1 hour in charm form. Or some other combination following that ratio. On a wizard the power can be restored with focus and will, allowing it to remain indefinitely so long as the wizard takes regular breaks from their other duties...

And thus we have something that will make our wizards extremely uncomfortable in order to make them continue living. It isn't anchored though, and crystals are light, so it is less likely to break than a steel fortress of the same thickness, but a particularly forceful blow could injure or kill them by accelerating them quickly... Also, lightning is fast, so it may not stop lightning until it learns what the buildup of charge means, so people should be encouraged to loot these from the dead, as they can learn and the same thing ought not to work "lightning doesn't strike twice"...

...
Rod to God literally gets my vote.
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Roboson

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Re: Wands Race - [Arstotzka]
« Reply #1865 on: May 03, 2017, 02:25:13 am »

@Chiefwaffles “God is dead. God remains dead. And we have killed him." - My good friend,  :)Nietzsche.

Also voting for Rod to God, almost no matter what.
« Last Edit: May 03, 2017, 02:29:05 am by Roboson »
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #1866 on: May 03, 2017, 02:31:48 am »

Serious design based on that prayer thing though: (Only way other than shell was a new version of the AM charm, but its range would be too hard to improve to useful levels.)
Future Design: SO1-AD "Hopeless"
Special Ordinance 1 - Anti-Deity "Hopeless"
"The Moskurgians could potentially be praying to their gods. We aim to fix that."
~Proposal introduction

Upon the revelation from one of the Chief Mathemagicians in the Arstotzksan Design Bureau that the Moskurgians could potentially be using some kind of religion-based method to power their magic, a design to remedy their praying was immediately put forward. First, the proposal and preliminary design for the SO1-AM, the preliminary anti-magic shell was taken from storage and a new team was assigned to it.
Instead of a loud and obvious shrapnel-based effect, the shell was to be made in such a way that it would essentially "bury" itself. Instead of blowing apart on impact, the shell would embed itself into the ground along with slightly-reduced damage to its surroundings. A crystal-based device similar to an anti-magic charm fills the insides of the shell. Magic waves were measured with many different types of anti-magic charms tweaked to heat up with varying types of waves. A wave was found that corresponds to "prayer" and was recorded down.
But instead of going with the same approach as the anti-magic charm: absorbing waves; we went with a different approach that we call "jamming". The anti-diety crystal produces an ambient magical wave which directly conflicts with the prayer waves and cancels them out. When a very religious person, such as presumedly a Moskurgian mage, is very close to the device, they tend to experience headaches and confusion as well, but this is a mild effect not useful in the field due to its tiny range. The "jamming" design of the internal crystal produces a much greater range than that of the charm which just passively absorbs magic.
The intended use of the SO1-AD is to be launched in a compatible launcher and carpet enemy lines. The "anti-diety charms" inside the shells will remain active as the shells are spread across the enemy lines. The enemies will lose the ability to pray and thus hopefully lose contact with their so-called "gods" and therefore many of their powers.


Above is my actual answer to this religious thing. Similar principle to the SO1-AM (I'm naming it "SO" instead of "CO" for future name-compatibility if designs like the HA1 get passed in future design rounds.) where the goal is to bring the anti-______ to the enemy instead of spending multiple revisions extending the range of our current stuff.
I'd still rather do the HA1 next design round because this is a very risky design in that it may be completely 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!

Roboson

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Re: Wands Race - [Arstotzka]
« Reply #1867 on: May 03, 2017, 02:51:51 am »

I like it. I particularly enjoy that it creates a localized field around the shell. If we just litter their lines with these things (and we don't get majorly boned by rolls) then we should be able to counter, at the least, their starting spells. At the very least, it will scare the shit out of them knowing that their god can't hear their screams. Science > religion, even when magic is involved.
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RAM

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Re: Wands Race - [Arstotzka]
« Reply #1868 on: May 03, 2017, 03:39:48 am »

This would, of course, mean picking a fight with their gods directly. I am okay with that!
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Roboson

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Re: Wands Race - [Arstotzka]
« Reply #1869 on: May 03, 2017, 03:52:00 am »

This would, of course, mean picking a fight with their gods directly. I am okay with that!

The prayer jammer probably wouldn't be. Shooting at it/them probably would be. Either way, I'm in.
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #1870 on: May 03, 2017, 03:55:51 am »

I wonder if we could fit the SO1-AD in a revision? Because I'd still really like to get the HA1 in design.

Doing cheaper HC1-E as a revision with the SO1-AD as the design could work, but I'd still prefer the benefits of the HA1 and the SO1-AD.
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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!

Azzuro

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Re: Wands Race - [Arstotzka]
« Reply #1871 on: May 03, 2017, 06:59:01 am »

I think you're all getting way ahead of yourselves. I like the HA-1 design a lot, but for the rest, is it actually known for certain that Moskurg magic originates from the gods? Maybe al-Mutriqa is just a very religious person. Not to mention it'll be pretty unfair if it does and we don't have any friendly gods on our side to counter theirs (2meta?).

Anyway we should probably wait for the combat report before deciding on designs to make.
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andrea

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Re: Wands Race - [Arstotzka]
« Reply #1872 on: May 03, 2017, 07:00:58 am »

The jamming idea agaunst divination might work... it opens a new field of magic, but perhaps now that we close some loose ends we can afford it. But lets see the report.

Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #1873 on: May 03, 2017, 09:32:08 am »

Yeah. This is all just possibilities to go with next design phase. Mostly it's just that I like typing out the designs.

EDIT: And I wouldn't be surprised if they don't actually necessarily have gods and still use a religious power. That's a thing in fantasy, no? It could be a belief in gods that grants magic, not the gods themselves.
Maybe. This is just a guess on a guess
« Last Edit: May 03, 2017, 09:41:05 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!

evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #1874 on: May 03, 2017, 09:38:41 am »

Sorry guys, I was going to update last night and I got distracted by Sensei's game
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