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Author Topic: Arms Race: War of the Cinder Spires | Spire Kasgyr  (Read 153117 times)

Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #60 on: July 16, 2017, 02:53:52 am »

We've presumably experienced it before, even if just in training, but how long does a skyskiff engagement typically last? If it's only a couple of minutes then our kettle guns are easily good enough,  but if they take half an hour then we should definitely see about improving the cooling further. 
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somemildmanneredidiot

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #61 on: July 16, 2017, 08:11:12 am »

Part of the point of banking a die last turn was so that we could start 2 Designs this turn.

I'll have an updated vote box and a few Designs suggested in a few hours.
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"As to why you'd want to [throw your sword in combat] at all? The answer is pretty simple: There's someone you want to stab, but they're all the way over there, and walking is for peasants." - Starke of How To Fight Write

NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #62 on: July 16, 2017, 08:54:03 am »

Crab Class ship of the line.

A large ship, wider than is is long. It has a broad rounded front, and a small tail at the rear.
The front menaces with 5 cannons, and another two guard to sides and rear to protect from flanking. The front is also armoured light copper plating.

The ship is built to annihilate ships the moment it encounters them, then survive and win the ensuing battle if they survive it's alpha strike. It's relatively vulnerable to flankers and will need to fight with escorts.
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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.

somemildmanneredidiot

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #63 on: July 16, 2017, 09:32:59 am »

Quote from: Votes
Designs
Jump Pack (3 dice + 1 for bugs) : [1] Kashyyk
Military-Industry Moderate Docks: [1] Shadowclaw
Tri-Linked Lift Crystals (3 dice + 1 for bugs) : [1] Jerick
Medium Core Crystal (3 dice) : [1] SMMI
Crab Class SotL :
Projects
Witch Hunter Crossbow - 1 die + 1 Wood: [4] Kashyyk, Shadowclaw, Jerick, Nav

My thinking is that we can get a larger power supply onto our ships, which will allow us to get the greatest advantage out of any efficiency designs or revisions.

Plus, if we spend only 3 dice then we can start another Design this turn as well, and spend most of the dice next turn advancing existing projects.
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"As to why you'd want to [throw your sword in combat] at all? The answer is pretty simple: There's someone you want to stab, but they're all the way over there, and walking is for peasants." - Starke of How To Fight Write

Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #64 on: July 16, 2017, 09:50:51 am »

Quote from: Votes
Designs
Jump Pack (3 dice + 1 for bugs) :
Military-Industry Moderate Docks: [1] Shadowclaw
Tri-Linked Lift Crystals (3 dice + 1 for bugs) : [1] Jerick
Medium Core Crystal (3 dice) : [2] SMMI, Kashyyk
Crab Class SotL :
Projects
Witch Hunter Crossbow - 1 die + 1 Wood: [4] Kashyyk, Shadowclaw, Jerick, Nav

I'll switch to the crystal,  because we will need it in order to produce anything larger than the skiff. I'm not so keen on doubling down on designs though.  We don't want to flood ourselves with projects we can't complete.
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somemildmanneredidiot

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #65 on: July 16, 2017, 10:01:11 am »

Fair. I'm thinking that we should be able to swing the Crossbow, the Medium Core Crystal, and either a New Ship or a revamp of the Skiff with another Design/major Revision in time for combat to start.
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"As to why you'd want to [throw your sword in combat] at all? The answer is pretty simple: There's someone you want to stab, but they're all the way over there, and walking is for peasants." - Starke of How To Fight Write

NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #66 on: July 16, 2017, 10:23:53 am »

Quote from: Votes
Designs
Jump Pack (3 dice + 1 for bugs) :
Military-Industry Moderate Docks: [1] Shadowclaw
Tri-Linked Lift Crystals (3 dice + 1 for bugs) : [1] Jerick
Medium Core Crystal (3 dice) : [3] SMMI, Kashyyk, NAV
Crab Class SotL :
Projects
Witch Hunter Crossbow - 1 die + 1 Wood: [4] Kashyyk, Shadowclaw, Jerick, Nav

Medium crystal for medium ship seems incredibly logical.
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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 #67 on: July 16, 2017, 10:39:41 am »

We've presumably experienced it before, even if just in training, but how long does a skyskiff engagement typically last? If it's only a couple of minutes then our kettle guns are easily good enough,  but if they take half an hour then we should definitely see about improving the cooling further.

Under the current strategy, Skiff fights are often short and brutal. Both ships close distance at maximum speed, firing their weapons at the oncoming vessel. Success on the initial pass usually determines whether the enemy ship has to run out more webbing (or exists at all) in order to get the power to adjust course at a reasonable speed. If neither ship is crippled, it becomes a knife fight, with both ships trying to dodge enemy fire while their cannons cool down, and maneuvering forwards in order to fire their own salvos.

You only have six dice available, so (unless something changes soon) I'll lock in
Medium Core Crystal
and
Witch Hunter Crossbow - 1 die (1 Wood):
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #68 on: July 16, 2017, 12:02:31 pm »

Medium Core Crystal
[Time: 5 Progress: 5 Cost: 5]

Developing larger core crystals has long been a coveted goal for vattery owners, pursued in times of peace the way gardeners pursue having the largest individual vegetable. With military funding, however, things are getting underway at an alarming rate. The trouble with growing larger crystals is both the time investment (substantial) and the inherent flaws which cause larger core crystals to shatter under their weight if you're lucky, and explode devastatingly when powered if you're not. Still, experiments to find a new chemical bath formula and adjust tending techniques are promising, and only a few fingers have been lost in the name of progress so far.

Medium Core Crystal: 5/15 | 4 Crystal | Rushed 0 Times | Nothing Invested



Ongoing Projects
Witch Hunter Crossbow
Progress: 1     
Prototype 1d2: 2, prototype made!
[Efficacy:6  Cost:2  Bugs:2]

Despite disappointingly limited progress, the engineers working on the Witch Hunter Crossbow finally manage to produce a working prototype. It is... an interesting beast. The cranequin mechanism is much swifter than many similar designs (though that isn't saying much), and is integrated directly into the weapon in order to avoid a cumbersome stage of attaching and reattaching. A trained infantryman operating the weapon can crank back that 175 pound arms and fire in approximately 45 seconds. The bolts themselves are typically made with a bronze broadhead point to better shred infantry, and have passed every performance test asked of them- and engineers are confident that they could go through light infantry armor if modified with a chisel point. While critiques are quick to claim that much of this performance is already present in the flintlock, her proponents refute that argument in two ways: she doesn't explode, and she's bloody beautiful.

Which is where things start to fall down. The Witch-Hunter is a glorious weapon dark wood and fitted brass, lacquered and ornately sculpted. The front of the weapon is designed so that the bolt exits through the open mouth of a bronze eagle head, the beak of which has been sharpened to a point to serve as a bayonet. Ornately sculpted feathers flow down from the carved head and ripple across the bronze arms. The string is first grade aethersilk, and the entire stock has been chased in brass and engraven with Kasgyrian stories.

In short, it's ridiculously overdone for an infantry weapon and would cost a bloody fortune. It's also much heavier than initial specification owing to the metal ornamentation, and the beak weighing down the front of the weapon makes it incredibly tiresome to hold to the shoulder for a long period of time. The design of the bayonet, though viciously effective due to its size and weight, also has a tendency to rip off a gobbet of flesh and lodge it inside the eagle's mouth- where it fouls any subsequent shots until dislodged.

Projected Cost:  2 wood 3 ore to give one to every fireteam, 8 wood 12 ore to give one to every man in a squad.

It is now the Revision Phase. You have 2 dice to spend.
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I have a degree in Computer Seance, that means I'm officially qualified to tell you that the problem with your system is that it's possessed by Satan.
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A: "No, not particularly."

Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #69 on: July 16, 2017, 12:24:03 pm »

Revising the crossbow should be pretty obvious.

Specifically we should remove all of the fancy stuff; the wood sculpting,  eagle head and lacquer all need to go. Keep the designs for it though, ostentatious parade weapons are always nice to have. This should reduce the cost drastically,  whilst also reducing the weight.

I think we should also revise the kettle gun to be more accurate. Standard ways of doing this include some form of sight/scope (dunno if it has one)  and a lengthened barrel.
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NAV

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #70 on: July 16, 2017, 01:40:24 pm »

-Revise away the ornamentation
-Revise a version with lower draw weight, higher gear ratio, and a spring loaded magazine or at least easy access quiver Lever that reloads and fires in one motion. +spring loaded magazine.
-Give our best soldier the beautiful prototype cause why not
« Last Edit: July 16, 2017, 01:55:52 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.

VoidSlayer

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #71 on: July 16, 2017, 03:30:36 pm »

One shot a minute is damn good, we just need it to be accurate and not have ornamentation.

Let's design a larger combat hull we can mount the medium crystal core and a couple of the small cannons on.

Taricus

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #72 on: July 16, 2017, 03:32:33 pm »

The skiffs already mount a couple of cannons, so I think we can go to about 10-20 cannons for the new ship, especially given that it'll be larger.
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VoidSlayer

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #73 on: July 16, 2017, 03:38:12 pm »

I was wondering if a dedicated shield crystal, maybe protecting a single side instead of the whole ship, would be a good idea.  Or maybe copper armor with better heat displacement.

Personally I would prefer if next turn we researched a larger ship and a longer range cannon.

Kashyyk

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Re: Arms Race: War of the Cinder Spires | Spire Kasgyr
« Reply #74 on: July 16, 2017, 04:50:25 pm »

Another option, if we don't intend to develop any more tech for use on skyskiffs, is to revise our skyskiff production pattern to get them all produced for free.

I'm quite keen on the idea of a dedicated shield crystal as well.
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