I mean, it's nice, and I'm glad it's cheap, but the lack of protection against lightning is extremely disappointing.
So.
Revision: Lightning RodsLightning rods are cheap crystal spires connected to a specially-designed Magegem.
When lightning hits the Lightning Rod, electricity flows through the conductive crystal to the Magegem, where the electricity is "used up" exciting the Magegem and turning into magical energy. The amounts of energy harnessed are far too little to be used for anything, but this method allows for the electricity to be neutralized without a grounding element. We don't need a large Magegem to use because of this.
As a lighting rod is small and made using machine Crystal, it should be extremely easy to manufacture and distribute. It can be secured to our vehicles and the ground while being fairly portable. It can be connected to the ends of our ships, near our artillery emplacements, carried with our troops, and more. If time allows, a scaled-down version (with literally just the crystalwork formula for the rod tweaked for a minute) can be made to attach to Combat Armor.
With a nearby Lightning Rod, Moskurger lightning will strike it instead of its intended target, protecting our forces from harm.
Revision: BlastballMagic is, of course, a science. Things can be tweaked and adjusted with ease. But some things come easier than others.
Like the Fireball.
We've had the Fireball since the very beginning. We've experimented with it, and utilized it to its fullest potential. The Fireball forms the basis of nearly all Arstotzkan technology and society today.
We have
experience with the Fireball. Our Mathemagicians know it inside and out; they know every detail of it and how exactly we utilize magic to create the various types of Fireballs.
We can utilize our
extensive knowledge with the Fireball to make some simple changes to it. Today, the Fireball isn't as relevant as it once was. Moskurg's armor threatens to make fire practically obsolete, and our new methods of projectile propulsion require a new type of Fireball.
Enter the Blastball. It's merely a variant of our Fireball, but with the extreme majority of its magical energy going towards pressure and a general "explosion" instead of simply heat. This has multiple uses - when a large-enough Blastball is detonated in an uncontrolled explosion, it'll do
much better against Moskurg's armor than anything that came before. When detonated in a controlled environment, it creates
muuuch more pressure than ever before, making Blastball-propelled bullets extraordinarily fast, with great piercing capabilities, muzzle velocity, and range.
The Blastball is very easy to do. We've already done this exact kind of tweak with the Flare. We've adjusted properties of the fireball at the costs of others. With the flare, we raised brightness and added colors at the cost of heat and destruction. With the Blastball, we're greatly raising pressure at the cost of most of the Fireball's heat.
The Blastball is a variant of the Fireball, and the goal by the end of the year is to have a Blastball variant for each Fireball type - SPSF, PSF, and the SF. The SPSF Blastball variant is the most critical one, followed by the PSF and SF. The Blastball should immediately replace the Fireball in the AS-R1 rifle and, if time allows, the AS-HAC-1 should have some modifications made to accept use Blastball-propulsion instead of steam-propulsion. Outside of weaponry, the Blastball will be used against armored Moskurger targets.
TL;DR: Revise the Fireball to use mostly pressure instead of heat. SPSF Blastball variant is the most important, with the PSF and SF variants being the second most and least important respectively (but preferably all are done via this revision). The Blastball should be effective against Moskurg armor, and extremely effective as a magical propellant for bullets/shells whatnot. The AS-R1 immediately benefits from this, with a greatly increased muzzle velocity increasing stopping power and range by potentially huge amounts.
With our extreme amounts of experience with Fireballs and the tweaking thereof, this revision should be easier than normal.EDIT: Added thing to Blastball comparing it to Flares.
Revisions:
1 - Conjure Water: RAM
1 - Beachfront Frost Tower: RAM
0 - Anti-Magic Mist:
1 - Blastball: Chiefwaffles
1 - Lightning Rod: Chiefwaffles
I'm not set on this, but at this moment it seems like the best course of action. The Lightning Rod I'm not in love with, and if anyone comes up with a better way to counter their lightning/air advantage I'm game.
Also, people should be on the discord for discussion!