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Author Topic: Arms Race: War of the Cinder Spires | Spire Kasgyr  (Read 153471 times)

Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1380 on: October 30, 2017, 07:01:10 am »

Flintlock/Forge Should be broken up into two Mad science designs. They're not seriously co-dependent in any way that I can see.
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1381 on: October 30, 2017, 07:06:30 am »

Quote from: Votes
Plans
Bide Our Time: [3] Talion, Kashyyk, Jerick

Mad Science
Flintlock/Aether Forge discorse: [-] Talion, Jerick
Rise of Flintlocks:
Aether Forge:
Ship Power: [3] Jerick, Kashyyk, Talion
Aether Pulse Generator: [1] Kashyyk
Crystalline Gel: [3] Kashyyk, Jerick, Talion
Aetherproof Iron:
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Talion

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1382 on: October 30, 2017, 07:14:49 am »

Quote from: Votes
Plans
Bide Our Time: [3] Talion, Kashyyk, Jerick

Mad Science
Flintlock/Aether Forge discorse: [-] Jerick
Rise of Flintlocks:
Aether Forge: [1] Talion
Ship Power: [3] Jerick, Kashyyk, Talion
Aether Pulse Generator: [1] Kashyyk
Crystalline Gel: [3] Kashyyk, Jerick, Talion
Aetherproof Iron:

I didn't really view the flintlock part as mad science so much as the logic that gives rise to the aether forge.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1383 on: October 30, 2017, 01:37:02 pm »

Votes locked.

Your Mad Science designs are...

1. Crystalline Gel
2. Ship Power
3. Aether Forge
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1384 on: October 30, 2017, 03:36:28 pm »

Three Captains

The scouting skiff receives its orders to disengage during a minor storm, an event that forces it out of the upper cloud layer but also provides additional cover during the retreat. It's a tense action, with watchful crew jumping at every bizarre cloudform illuminated by flashes of lightning, but no pursuing Wreth vessels emerge from the rain.

The disengagement is successful, and the scout is able to safely flee the area to make its way back to Spire Kasgyre.

Inside the Spire

The Kasgyrite guerrillas keep up the good fight, but their severe shortage of usable supplies is definitely showing. The last of their grenades is used in a fiery ambush that claims the lives of several Kasgyrite marines, and the remaining soldiers basically take turns sleeping, sniping, and laying simple stonefall traps or trying to poke spiders. The Wrethan soldiers are evidently attempting to make full use of their new cannons, and have taken to firing them down every corridor they traverse, burning away tripwires and blasting through detritus designed to create choke points. While it makes the Wreth more difficult to approach, it makes them childishly easy to track.

Not that knowing their location is too much of a boon.

Confirmed Kills: About half a squad
Losses: Unit 1



Spire Kasgyre

The Mercury and its escort make it safely back to Spire Kasgyre, though not without incident. Enemy skiffs are sighted on approach from the three captains, attempting to make an ambush on anything they can find.  Thankfully, the effort is clumsy, and though it might have succeeded had the Mercury been unescorted, their ambush is caught in her four skiff vanguard. It's still a messy fight, with the pair of superior Kasgyrite vessels managing to inflict a casualty- despite being outnumbered 2:1.

The Ophidian and the Anguis are refitted to the new specs, and the brand new Artemis transport is christened and brought into service. The first Natalie skiff likewise makes it off the line, her performance shaming the older generation skiffs.

Confirmed Kills: Skyskiff x2
Losses: Skyskiff x1



Event: The Late Savant

Round 1: Wreth
Round 2: Kasgyre
Round 3: Wreth

You have gained 1 die to spend in the next round. In addition, you may choose to develop one of the three designs below as a special project. This special project as a duration of 40, but costs no resources to pursue- only dice. Its prototype rolls cannot be influenced by any special credits. The results are whatever use your engineers can make of it, and are not (necessarily) exactly as described.




It is the beginning of the year 367 AR.

Spire Kasgyre's production stands at,
13(+10)/y Crystal, 26/115 Banked
17/y Ore, 17/85 banked
19/y Wood, 95/95 banked
10/y Silk, 18/50 banked

It is now the design and project maintenance phase. You have 6 dice to spend.




Spoiler: Projects (click to show/hide)

Spoiler: Map (click to show/hide)

Spoiler: Ships (click to show/hide)

Spoiler: Goods Stockpile (click to show/hide)

Spoiler: Infantry (click to show/hide)


« Last Edit: October 30, 2017, 04:05:03 pm by Draignean »
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1385 on: October 30, 2017, 03:37:02 pm »

Current Technology

Spoiler: Tech (click to show/hide)

Spoiler: Tactics (click to show/hide)

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helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1386 on: October 30, 2017, 03:50:32 pm »

Tfw your lore based science loses to a regular generator that uses Crystal instead of magnets. Feels bad man.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1387 on: October 30, 2017, 03:55:03 pm »

Tfw your lore based science loses to a regular generator that uses Crystal instead of magnets. Feels bad man.

I know. That one was, by far, the hardest to decide.
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1388 on: October 31, 2017, 05:10:49 am »

Okay, our marines at the Three Captains can survive another turn before they must be reinforced.

My suggestion is to throw 3 or 4 dice at Mobile Cover this turn. 2 would give us only ~25% chance of completion, 3 gives us a ~75% and 4 gives us ~95% chance. Remember we will save the dice if we complete it early, but we will lose the resources. So as we need this ready to be built for shipping out at the end of next turn, I think we can afford to go with just three dice.

Quote from: Votes
[1] Mobile Cover (3 dice, 9c, 6o, 21w) + bank 3 dice : Kashyyk
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1389 on: October 31, 2017, 10:46:31 am »

Quote from: Votes
[2] Mobile Cover (3 dice, 9c, 6o, 21w) + bank 3 dice : Kashyyk, NAV
Ideally and most likely we can send our attacking force this turn. With no grenades left our marines won't accomplish that much even with prepared bait and strike so the sooner we reinforce them the better.

We could spend up to 2 of those 3 banked dice on developing one of the special projects. I am leaning heavily towards the mist dissipator. We should definitley keep the last die for fixing any flaws THE WALL has.
« Last Edit: October 31, 2017, 10:57:12 am by NAV »
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Highmax…dead, flesh torn from him, though his skill with the sword was unmatched…military…Nearly destroyed .. Rhunorah... dead... Mastahcheese returns...dead. Gaul...alive, still locked in combat. NAV...Alive, drinking booze....
The face on the toaster does not look like one of mercy.

helmacon

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1390 on: October 31, 2017, 12:46:51 pm »


Quote from: Votes
[3] Mobile Cover (3 dice, 9c, 6o, 21w) + bank 3 dice : Kashyyk, NAV, helmacon

Imo, we should attack this turn, and hold off on the special project entirely this turn.

3 dice to above project, 1 dice to combine aerial ambush and coordinated fire tactics, 1 dice to make an offensive tactic utilizing the mobile cover, and one dice to grenade bolts revision.
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1391 on: October 31, 2017, 02:25:50 pm »

One of the revisions I'd like is proper handling of reserves. If Draig is willing to allow it, we can cheese the resource costs for equipment by creating a strategy that solely consists of "pick up dead guy's gear, take his place in combat squad". Thus making heavy combat cost only marines and not boatloads of resources as well.
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1392 on: October 31, 2017, 02:46:53 pm »

Some equipment would still be lost or destroyed in battle but that would probably help.

Edit: I really like helmacon's three revision plan, but the grenade bolt 2nd try should be postponed to fix the mobile cover if it ends up having any serious flaws.
« Last Edit: October 31, 2017, 05:13:30 pm by NAV »
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Highmax…dead, flesh torn from him, though his skill with the sword was unmatched…military…Nearly destroyed .. Rhunorah... dead... Mastahcheese returns...dead. Gaul...alive, still locked in combat. NAV...Alive, drinking booze....
The face on the toaster does not look like one of mercy.

Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1393 on: November 02, 2017, 08:09:45 am »

Mobile Cover
Progress: 20/15 (3+5+6)

The engineer's tournament-style design process, after tearing through dozens of ideas (and almost as many budget extensions) finally comes to a close. The winner may be a bit scarred, but hopefully her blueprints hold the keys to success.

Prototype
[Efficacy: 3 Cost: 2 Bugs: 6]

That vague 'Witch-Hunterish' feeling that several auditors had about the project appears to have been validated. The prototype, when all cleaned up, is... elaborate. Touted as armor against crossbow bolts  and 'high-area radiation surfaces' to reduce the damage of gauntlets, intricate bronze spirals decorate the business end of the mobile cover platform. The spirals swirl and merge at the head of the platform, joining to form the regal face of a lioness, and colored lacquer on the exposed wood around the head completes the image- turning the cover platform into a 3-dimensional (and rather fanciful) rendition of the flag.  From the top down, the mobile cover device takes the shape of a chevron, wide enough to cover four people easily if they kneel, or about twice that if they're able to bunch up. Behind the point of the edge is a small control system to activate the trim crystals and control the core functions. The trim crystals, while well placed along the cover platform in order to ensure it doesn't flip easily, aren't trusted to do much more then put the platform into a hover. Once in a hover, a marine is expected to push it forward, rather than attempt to do a pilot's job and balance trims for thrust. Webbing cables are run across the inside of the cover platform, allowing the actual webs to be deployed along the sides in order to avoid hindering the soldiers taking cover.

The main function of the cover piece, the ability to generate a shroud to cover the men, is... mostly effective. The VS core used is capable of generating a shroud, a large enough one for an entire squad to at least shelter behind, but the issue is power. Skiffs run web in the open air, where currents constantly refresh the aether conducted into the ship's core.  In an enclosed environment, the draw from the webs has a definite effect on the energy gradient, and the effect on the cover platform is noticeable. When shrouding is active, all of the energy absorbed goes into maintaining the shroud itself- which means there's nothing for the trims. Now, if she's been run gently, there'll be a bit of energy stored in the core that can be used for light maneuverability, but that comes at the cost of shortening the shroud's lifetime. Essentially, the instant it's raised, the Shroud begins decaying. Ten minutes appears to be the longest time that can be eeked out under good conditions, but this number drops dramatically if the trims are run or there are multiple Movile Cover pieces operating in the same area.

Mobile Cover Platform 5 Crystal, 4 ore, 4 wood, 2 silk for one. Limit 1 per fireteam. Requires 1 TU. A floating chunk of wood and bronze with integrated VS core and trim crystals, capable of generating a shroud and resisting limited physical weapon's fire. Wide enough to provide concealment cover to a fireteam, and capable of generating a shroud large enough to protected a grouped squad. However, drains aether in the area rapidly, greatly limited the shroud's lifetime.

Project Complete



Spire Kasgyre's production stands at,
13(+10)/y Crystal, 17/115 Banked
17/y Ore, 11/85 banked
19/y Wood, 74/95 banked
10/y Silk, 18/50 banked

It is now the revision phase. You have 3 dice to spend.



Spoiler: Projects (click to show/hide)

Spoiler: Map (click to show/hide)

Spoiler: Ships (click to show/hide)

Spoiler: Goods Stockpile (click to show/hide)

Spoiler: Infantry (click to show/hide)



Current Technology

Spoiler: Tech (click to show/hide)

Spoiler: Tactics (click to show/hide)

« Last Edit: November 02, 2017, 02:24:45 pm by Draignean »
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Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #1394 on: November 02, 2017, 08:26:07 am »

When you can build and equip a boat for the cost of two glorified shields you know they're gone overboard on the gloriousness of the design.

But I'm reasonably happy with that. Have two revisions to make it a bit less expensive:

Quote from: Aether Cables
As we bring more powered materiel into a spire, the already aether-poor environment will be quickly drained. It may only be mobile-cover platforms now, but eventually we will have a full suite of equipment. The solution is to expand the area of retrieval. By fitting controlled ground with a network of aether cables, powered devices can simply connect to the network and benefit from the aether acquired by the entire system. When defending, our hardware will maintain its power supply for far longer, and when attacking we can attach an extendable power cable on a spool. There will be slightly reduced mobility when attached, but as the spool will by connected on the hardware side that shouldn't matter.

TL;DR: Give the mobile cover a power cable.

Quote from: Mobile Cover - Light
By stripping down the excessive beautification features we will be able to field more cover platforms for the same cost. There will be an added benefit of less weight, which translates to less lift crystals required and less energy spent. Also, it'll make it more mobile by being lighter.
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