A mist cloud would likely be blown away. And their lucky-strike spell doesn't rely upon sight. I like the idea, but we would need an antimagic dpell design to make the fog viable. Living magic would be a good first step towards that.
Why is anyone still trying to
convince this person? Their arguments are completely lacking in any evidence, reasoning, or even compromise. They are not trying to achieve any semblance of accuracy or balance, they are just trying to verbally beat you into submission so that it looks like you agree with them.
It's... not summoning ghost wasps.
Was this ever relevant? The ghost wasp thing was speculation.
It's summoning an omnipresent fogmind able to drive wizards that cast spells in it crazy and to magically detect when wizards cast spells. When all we know how to do is A.) Make fog and B.) Make copies of already living creatures (with some simple modifications like "tons of fire") and C.) Simple modifications to simple existing physical minds.
- Fog is one variant. In my mind the lesser variant because fog is vulnerable to wind. The other option is an admittedly ambitious incorporeal entity.
- Driving wizards crazy is the goal. Much like antimagic immunity and perpetually breathable air was the goal of Protectors, except this time it is less ridiculously overambitious. Does anyone else actually read Chiefwaffles' designs? All it needs to do is reduce their casting effectiveness. It doesn't take long for artillery to make a mess, so it only needs to cause delays and interruptions. A bit of mental static ought to suffice.
- It needs to occupy the space that the enemy do. Wasps can do that. It is somewhat difficult to detect things when you cannot be detected, but I don't see any issue with it being visible so that ought to be trivial.
- They still obsess over "copies of mundane things". Firewasps were a new variant. We can clearly expand beyond that. Firewasps were, what, our first ever revision? And we easily made something that has never existed? We can do much more. And "
minds" are not physical. Oh, wait, my mistake, the context of "they were one of our greatest minds" refers to a whole person, and thus is physical, but that context is not relevant. Just try to find any hint at all anywhere that there is anything physical about the term "mind" used in describing our hawk-taming spell. Sure, we can infer that the brain might have been altered, but with magic, that is not necessarily true. All this to try to pretend that our taming spell gives us experience in making naturally-occurring giant birds.
I recognize the need to man all our artillery. That would be nice, except Moskurg's going to complete their artillery counter next turn, and then where will we be? Mind of Madness will stop that artillery counter and let us push forwards.
Not if we fix the Protector, which uses canons. And it's going to be exponentially harder for them to increase the effectiveness of the spell.
Yes, the protector relies upon cannons, so a hard counter to them would nullify it. Well, not completely, it could still move pitifully small groups of infantry around to use their hard-countered rifles... Or they could come up with yet another hard counter to crystals because it wasn't enough the last time...
Question: Does the Aethergem include a means of using it to power a HA1? Will it even generate enough power to do so, repeatedly?
"Will it even generate enough power to do so, repeatedly?"
This is a matter of time. The Aethergem is not a battery. It generates power. It will generate enough power. Worst case scenario (other than really awful rolls of course) is that a practical amount of Aethergems isn't enough to power the HA1.
In which case, we still decrease the amount of apprentices it needs to man a HA1, still greatly increasing the number of artillery pieces we can field.
Personally, I feel that recharging a magem in an hour would be optimistic, a day would be pessimistic, a week would be something that we ought to be prepared for, five minutes would be a thousand birthdays at once, and "enough to maintain a third of our current rate of fire" would be something that we can potentially hope for, but really shouldn't. So, by my own admittedly humble assessment, they will not do more than trivially reduce the number of apprentices. And they will need to be swapped out over and over again in order to maintain decent rates of fire, which mean we may as well use magems and some separate generator. So, while technically true, the above statement is colossally missing the point. They will generate enough power, but may require reworking the cannons to get enough of gems into it to fire, because aethergem might have less capacity than magems. And it may take too long to be practical.
So to answer the question that you meant to ask of "Will these maintain a practical rate of fire with no other power source?", the answer is "we don't know, but probably not on the first attempt, wait and see how manyt revisions we need to burn to get it working to specifications"...
And at this moment our tech uses circuits, which are extraordinarily simple to power via Magegems, and thus Aethergems. HA1 emplacements don't explicitly have slots for Magegems, but we can very easily jury-rig a way to use Aethergems with HA1s, even if that means gluing them to the barrel.
Pkay, just to be clear, gluing them to the barrel won't work, but that was just a figure of speech? But the need of circuits to make use of magems reinforces the irrelevance of whether the battery and generator are the same unit or split into separate units so that we can have dedicated storage and generation and thus change the ratios without making new revisions to do so. Unless we want to upgrade both simultaneously as one design? But that really isn't a thing for reasons I hopefully won't need to point out.
But we also have lots of tech already using Magegems, and thus lots of tech which we can easily use Aethergems into without any existing consideration.
Assumng that Aethergems have the same performance. If the same number of aethergems as were formerly magems do not have the power to fire a single shot, then it is not compatible. If they do not have enough generation ability in the likely small numbers that are currently employed as magems, then they are not an appreciable upgrade. There are lots of ways in which it could require an extensive rework to get anything out of them.
If the Mind of Madness won't stop Moskurgian magic completely, that's what our revisions are for. If we have two of them, we could likely stop Moskurg's magic in its tracks. I think we can win this game if we go this route.
Honestly, some small part of me wants Mind of Madness to win so I can be proven right. But I'd rather have Aethergems win in the first place so I don't have to be proven right. Because it seems like I just can't convince you any other way.
Since 1.) The Protector is broken and needs a single revision to fix it. 2.) The Protector and AS-R1 are nearly useless close-up (where the Protector should be) because of their anti-magic; we can revise anti-magic resistance in.
And it's always a good idea to not have to use Revisions to fix a Design.
"My design is broken, just spend a revision to fix it" "Spending revisions to fix designs is bad, for vague reasons that I am not going into but are very real so long as they don't apply to me"
And really, does anyone here have the idiocy to honestly believe that antimagic resistance is a revision? No, we are not going to get our antimagic resistance from a specific process in a static facility that produces permanent materials into a small, complex, contraption that generates large numbers of explosions in the field with a revision. That is ridiculous. It is a design, probably one with good rolls, to completely nullify the effects of their antimagic upon our active spells(But you said hard counters were bad?!?!?). As a small component of a revision that also adds caterpillar tracks(which ARE ridiculous given the technology level we are dealing with, but I accept that the G.M. disagrees and it is their call.) along with modern transmission and suspension. If our plan for this turn includes that revision, then give up now.
Balance, balance. Odds are it'll work, but Evicted will make it Very Expensive. That's okay, we can send Myark to the desert to use it.
See top part in response to the quote before this one.
I really don't get the thought here, but I am inclined to agree that if it works, and we do have two revisions to burn on it, that we win. But it does seem sort of cheap...
Moskurg's likely non-hard-counter... I think they're going to complete their Winds of Ruin to neutralize our artillery first. If we have the mind of madness, we can preemptively counter their upgrade.
See above. It's going to get exponentially harder for Moskurg to counter our artillery with that spell.
Yes, they would need a "lucky hail" spell that has the artillery get deflected by hailstones enough to miss. They would really need something dynamic to just endlessly perfect the spell. Not like we didn't go the hard-yards refining our fireball spell into something that would let an apprentice fry a whole squad.
What does it matter if we get into a counter chain? We're currently superior, if Moskurg spends all their time countering us, we'll take their homeland in the meantime. Also, I don't think one revision will suffice to kill the Mind of Madness, because balance.
I mentioned why it was bad multiple times, actually.
And you were wrong multiple times. which is what happens when you realise that you can't argue with reason and try to just shout people down.
In a counter chain, Moskurg wins.
Why? Because we spend a design to make it, and they can spend a revision to undo it. We lose a design, they lose a revision; who wins?
And watch!
Fake Moskurger Revision: Mindshield
Our mages work, using our mind magic that we have extensive experience in, to collectively shield their minds from outside attacks.
Oh, wonderful! An effect is driving us insane when we extend our minds beyond ourselves, let counter it with a spell to extend our minds beyond ourselves!!! Even if it worked, they would need to maintain it, which would be expensive, and thus they would fail and the artillery would get through in the downtime.
Fake Moskurger Revision: Fans
Our stupid acrobat Heir has figured out another mundane use of our magic - fans! We simply use wind magic amplified by a device to make giant streams of air from a distance! It's merely an enchanted piece of our stupid unthermodynamic metal adamantium!
We can use this to blow away their mist easily without exposing our minds.
Assuming that we use the mist version. The incorporeal version is better.
Fake Moskurger Revision: Mindshield Variant B
We use our experience in mind magic to simply revise a variant of Read Mind to "Strengthen Mind", allowing one to resist attacks.
Permanently?
And so on.
And so on...
RAM, remember how I said you constantly make up things?
It's somehow getting even more blatant.
Has anyone noticed that they have never once justified this statement? Yes, really blatant, so blatant that it leaves no trace...
EDIT: After making the mistake of skimming through some of RAM's post:
Their hard counters haven't worked. Notice how we're still winning via artillery even though they spent a design and revision on an artillery hard counter? And notice how we haven't even bothered to try undoing their frost tower hard counter.
WHAT artillery hard counter? They blew wind at artillery shells. How is wind versus metal "hard" from Team Wind? It was only ever going to deflect, and some shells were always going to get through it. Is there any actual evidence that it was ever intended as a hard counter? Not to the people who are not looking at the enemy thread at least... But hey, we don't have to make up stories about hard counters that don't exist, we can just pretend like "we have yet to figure out and design by which we can achieve this" is the same as "we could have easily fixed it any time we liked, with a simple revision, we just didn't feel the need to restore the thing that single-handedly kept us in the war for several turns and would very obvious be more effective at greater altitudes". Lets just revise up an antimagic charm with an "off"switch on it. We press the switch, and their adamantine turns into cuttlefish!