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Author Topic: Arms Race: War of the Cinder Spires | Spire Wreth  (Read 159830 times)

Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1305 on: August 10, 2017, 03:55:11 pm »

So, I try to keep the rules revisions staggered so they don't give away what questions a team just asked, but would people like me to put the clarifications for using multiple revisions and for rolling revision at advantage up in the Core thread now, or after next turn?

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10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1306 on: August 10, 2017, 04:15:29 pm »

Quote
The votebox does not agree with either of these assertions. For reference, the relevant version is here. The double-down is a single revision. You did not win the vote. You lost, 2:3.  If there is an error on my part, you will have to be more specific. The votebox was honored.

My assertion is that the winning option is seperate from the attempt to roll at advantage, because both where rolled seperatly. You'll note that I'm not arguing nor have ever argued that we only wanted to spend 1 die, which is what the option I voted for is.

The old votebox is relevant in that it clearly shows that the proposed revision is seperate from the Roll at Advantage plan.

Quote
The first paragraphs clearly correlate. The engineers did their brief analysis and got a working weapon, their analysis revealed that the mechanism behind the failure is still a complete mystery, one that was clearly stated in the last revision to require more than a simple revision to solve.

The second paragraph also correlates. The engineers don't know exactly what's happening, and they can't really improve the efficacy further without basically hitting things until it works. The magic of buzzwords did not compel them to spontaneously making sweeping improvements to a system they do not fully understand.

In my impression, both of those corellate better to the retry of the SUCKERPUNCH. SUCKERPUNCH was just trying the old parts again, and that's what happened here. But I can see how it rellates to the other, especially since our engineers apperently don't understand it without a design, and hence their analysis was pointless.

Quote
That is not the case here.

Not really relevant to the original argument, but I don't see how it is different. We had 2 revisions.

Suckerpunch 2.0 : The old suckerpunch revision, which rolled a 4.
Suckerpunch Double Down : The analyse revision, which rolled a 6.

Clearly, the double down fixed all the issues present with the cannon, hence removing the need for the ordinary 2.0. As such, like the spackle, it wouldn't exist?

Or did both only do partial fixes?
« Last Edit: August 10, 2017, 04:29:27 pm by 10ebbor10 »
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Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1307 on: August 10, 2017, 04:26:53 pm »

After next turn please.

Gotta say though boy do I hate it when people argue with the GM.
There's a reason most of the arguments against you are nothing more than "stop being a dick" because that's all there is to say. He's not going to improve our outcomes if we go on strike due to the unfairness of his revision interpretation.
Suck it up already, and learn from your mistakes re: doubling down on dice. It's not like hr's setting a double standard and if he was it'd logcally be in our favour.
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10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1308 on: August 10, 2017, 04:30:50 pm »

Bringing up complaints is allowed.

Using ad hominem's is not. You'd make a better case is you didn't make me appear as a paragon saint of virtue by comparison.
« Last Edit: August 10, 2017, 04:33:56 pm by 10ebbor10 »
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1309 on: August 10, 2017, 04:42:54 pm »

Quote
The votebox does not agree with either of these assertions. For reference, the relevant version is here. The double-down is a single revision. You did not win the vote. You lost, 2:3.  If there is an error on my part, you will have to be more specific. The votebox was honored.

My assertion is that the winning option is seperate from the attempt to roll at advantage, because both where rolled seperatly. You'll note that I'm not arguing nor have ever argued that we only wanted to spend 1 die, which is what the option I voted for is.

The old votebox is relevant in that it clearly shows that the proposed revision is seperate from the Roll at Advantage plan.

Okay, after going back and looking at old voteboxes, I see where you're coming from. However, as a player it is part of your responsibility to keep the votebox up to date and accurate. This could have been avoided by not adding the hyphenated section and keeping the SUCKERPUNCH 2.0 and the Double Down as separate entities with their own vote trackers.

I will never consult old voteboxes when making the current turn.

Quote
That is not the case here.

Not really relevant to the original argument, but I don't see how it is different. We had 2 revisions.

Suckerpunch 2.0 : The old suckerpunch revision, which rolled a 4.
Suckerpunch Double Down : The analyse revision, which rolled a 6.

Clearly, the double down fixed all the issues present with the cannon, hence removing the need for the ordinary 2.0. As such, like the spackle, it wouldn't exist?

The old Suckerpunch 2.0 did not roll a 4. The old suckerpunch was never even rolled for, because I had no idea you had a second revision. As far as I was concerned, it was not a separate revision. There was no text headered SUCKERPUNCH 2.0 that I could find in the revision phase, and Jilladilla specifically noted that they were (I quote) basically rolling at advantage.

The Double Down is not an analyze revision, that's the problem. It's clearly a revision to make a cannon and time permitting do more.

In future, please be more careful to make sure everyone is on the same page as you are, keep the votebox up to date, and provide links to the text for revisions. Less stress all around.

After next turn please.

Gotta say though boy do I hate it when people argue with the GM.
There's a reason most of the arguments against you are nothing more than "stop being a dick" because that's all there is to say. He's not going to improve our outcomes if we go on strike due to the unfairness of his revision interpretation.
Suck it up already, and learn from your mistakes re: doubling down on dice. It's not like hr's setting a double standard and if he was it'd logcally be in our favour.

Ebbor has a point, Tack. His problem was due to his failure to communicate, not any personal malice. You shouldn't tell people on your own team to 'suck it up'.

That's my job.
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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1310 on: August 11, 2017, 01:52:19 am »

Ah, true. I didn't really have any vested interest in the outcome of the SP, so I guess I'm not coming from a neutral place when I argue against arguing. I saw a good result and was happy with taking it at face value.

In other news, arguing with the GM is a pet peeve and I've had games sunk in the past because of it (admittedly because I'm an awful GM), so I will reserve the right to bitch about that to anyone in any game.
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10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1311 on: August 11, 2017, 02:19:49 am »

So, to get it straight. You're arguing with the GM, directly flaunting both his rules and explicit statements, because you don't like other people arguing with the GM.
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Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1312 on: August 11, 2017, 02:35:05 am »

I'm glad you also see the irony.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1313 on: August 12, 2017, 12:32:29 pm »

Three Captains

The WOSV Windrider and her six skiff escorts are able to rendezvous at the Three Captains without incident. There is some initial concern that the ships might have been spotted as they came in from different directions, but a lack of movement from the Spires indicates these fears were never realized. The seven strong fleet rises to ambush height and moves in. Sailors make various warding symbols and rub stiff hands together as the air grows thin and cold. Moving at this height is a boon as far as stealth is concerned, but it's hard on the men. 

A little hardship, however, must be endured in order to secure victory.

When in position, it becomes clear that the Kasgyrites have moved to reinforce their position. The transport seen earlier is here, along with both of the known Kasgyrite Corvettes. There does not, however, appear to be any skiff support, which fives the Wreth a distinct numerical advantage. Not that a lack of one would have affected the Wrethan courage. The attack is swift. Three skiffs and the Windrider dive, streaking from above as fast as they can push their hulls. Wind whistles past hull and rope as the ambush approaches, the interminable distance closing fast, but it would only take a single Kasgyrite sailor looking up to compromise the attack.

That doesn't happen. None of the three ships raise shroud before the Wreth vessel manage their opening volley. Unfortunately, whether due to the high speed of the maneuver making aiming difficult, or frigid fingers interfering badly with timing, ever shot aimed at the vipers either misses or simply grazes their outer web. The transport, however, is a different story. Two SUCKERPUNCH cannon blasts rip into its side, shattering many of its webbing spars and very likely eliminating half of its trim crystals.

The Vipers don't have much of a chance to get off a parting volley as they desperately raise shroud, turn about to track the Windrider and the three skiffs, and dash off in pursuit. In short, the opening maneuver goes nearly perfectly, excepting the amount of missing in the opening volley. Both the Windrider and the Skiffs are faster in a straight run than the Vipers, and staying just out of their weapon's range isn't terribly difficult. One shot weakened from being made at extreme range, ruffles the Windrider's shroud as she dances back to keep the Vipers interested, but the maneuver to draw the Vipers away is otherwise well executed.

It's unlikely that the Viper captains even noticed the second trio of skiffs diving, the likely didn't even notice their opening barrage over the thunder of their own cannons. Their crippled transport's shroud exploding in a shower of sparks, however, probably caught their attention. Not they had time to do anything before the three skiffs in the second ambush wave finished eviscerating the transport and sending her down to the surface in flaming chunks. It's clean kill, and practically free from a standpoint of ships expended.

After executing the crippled transport, the trio of skyskiffs zoom in (with the Vomit Comet leading noticeably) to join the fray against the vipers, which is when the true fight begins.

Actually engaging the Vipers is a dangerous affair. They're much lighter than the armored Windrider, and despite how well the Windrider can dance, the Vipers can still turn and accelerate substantially faster. The higher linear max-speed of the Windrider becomes less relevant, and she's initially forced into a circling game, trying to stay below the angle at which the Vipers can tilt and retain gun control. Unfortunately, the ability of the Viper to make quick adjustments in the air usually just results in shots coming down into the Windrider at an angle that (without shroud) would smash through the top of the deck. In the end, she ends up rising to the Viper's level, in order to bring her belt armor on line with their guns if they do get through her shroud.

Which seems very, very likely. The Vipers advantages over the Windrider are concentrated fire, higher acceleration, heavy shroud, and low inertia. It's desperately hard to get a full broadside on her, and the weight of the Windrider means that the vipers have a much easier time leading her. Though a man of good Wrethan character, the captain of the Windrider has no doubt that a two-against-one fight would end disastrously for the Windrider. The skiffs, however, provide a decisive advantage in the battle. The Kasgyrite vessels spin and whirl to chase the small and less powerful vessels, frequently wasting frontal barrages trying to pin down the evasive vessels. The Kasgyrite captains failure to focus fire on the Windrider does result in steep skiff casualties, but it also allows the Windrider to swap shroud and turn when needed to cover holes.

The close of the battle is vicious. The sum shroud strength of the Windrider is still a bit weaker than that of an individual viper, but the skiff's harassment has put all three ships on a roughly even keel. The Windrider, still, is the first ship to have a shroud buckle. The more maneuverable Viper is able to get a partial barrage across the shroud, shattering it in a burst of light, and the second Viper then fires its full frontal battery into the Windrider's side.  Two shots go wide, but six slam into her armor. Most of it hits the belt armor, slagging copper into soft putty, and two shots hit the lower regions where her lighter skin is still exposed, turning copper into vapor and setting the hull beneath on fire.  The Windrider retaliates with a broadside volley, hammering into the already thinned frontal shroud of the slightly less maneuverable Viper. Two shots hit, generating a hole, and the third shot slips through to hit the lower port quadrant of the ship's broad head. The primary explosion of the SUCKERPUNCH hitting unarmored wood is lost in secondary explosions that race across the vessels lower gun deck, annihilating the jawline of the vessel in a rush of light and flame.   

By the time the Kasgyrite vessels have another volley ready, the Windrider has her already tattered second shroud up. The Damaged Kasgyrite warship begins to retreat, and the Windrider hits the remaining ship with another volley. This one doesn't pierce the Viper's shroud, it buckles it completely, but fails to penetrate. The Viper retaliates with another assaults that punches another hole in the Windrider's shroud and sends a shot across her deck, eliminating one cannon and fouling the next cannon on the broadside with a spray of molten metal.

Both Kasgyrite ships begin disengaging, and, considering the damage and fires on his own vessel, the Windrider Captain does not pursue. The Vomit Comet, however, does. It's able to dance though the fire of the Viper Stern guns for a time, putting two cannon shots into the webbed core section of the (formerly) more maneuverable Kasgyrite vessel. Its pursuit ends when it gets hit squarely with a cannon blast. Its improved shroud holds, but it loses too much of its web to pursue effectively.

The engagement isn't fully decisive, and neither side can be said to 'control' the air, but the Kasgyrite vessels are definitely worse off. The captain of the Windrider notes that, except for the cannon, there is nearly no structural damage. The armor belt on the starboard side is pretty much worthless, and the copper skin there is compromised as well, but that's the same side that lost the cannon. As long as he doesn't have to tank hits with his starboard side, he's confident that the Windrider could go another engagement with the damage Kasgyrite vessels. Assuming he got a few more skiffs.

Inside the Spire

Wreth marines pull up stakes and pull back. It's not terribly glorious, but it does prevent losses. The Kasgyrites don't seem to be charging forward (Likely for fear of charging into a corridor and getting immolated), which gives them ample time to make an orderly retreat.

Damaged Ships: WOSV Windrider: Compromised Armor, Destroyed Cannon, Damaged Cannon. WOSV Vomit Comet:  Low Webbing
Damaged Enemy Ships: Unknown Vessel A: Likely heavy structural damage, four guns destroyed, trim crystals likely damaged. Unknown Vessel B: Compromised Webbing
Losses: Four Skyskiffs

Wreth has Lost Ground at the Three Captains



Spire Wreth

Two additional squads of Marines have been trained and stand ready. Two additional Skyskiffs have been constructed.



It is the beginning of 358 AR

Spire Wreth's production stands at
13/y Crystal, 27/65 Banked
17/y Ore, 18/85 banked
19/y Wood, 95/95 banked
10/y Silk, 43/50 banked

It is the the beginning of the Design and Project Maintenance phase. You have six dice left to spend.

Spoiler: Projects (click to show/hide)



Spoiler: Map (click to show/hide)

Spoiler: Ships (click to show/hide)

Spoiler: Infantry (click to show/hide)

Spoiler: Misc. Goods (click to show/hide)


Current Technology

Spoiler: Tech (click to show/hide)

Spoiler: Tactics (click to show/hide)

« Last Edit: August 12, 2017, 12:44:13 pm by Draignean »
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Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1314 on: August 12, 2017, 12:38:46 pm »

VICTORY IN THE AIR
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10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1315 on: August 12, 2017, 12:56:52 pm »

That could have gone worse, but I do wonder where the enemy Skiffs buggered of too.

If they had been present, damaging the Kunai's wouldn't have gone nearly as well.
« Last Edit: August 12, 2017, 01:06:38 pm by 10ebbor10 »
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Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1316 on: August 12, 2017, 01:25:27 pm »

Advanced Crystal Matrices (National Boon)
It has become clear that current crystal quality is inferior for the requirements of wartime ship construction. Whilst core crystals were free to grow intergenerationally in peacetime, the tendency of crystals grown under duress to have flaws and flimsy design means that new techniques need to be developed in order to bring our crystals up from the basic and fractured attempts they are now to the Wrethian standard of excellence. Our challenges are twofold. Swiftly grown matrices are extremely unstable, and our knowledge of crystal circuitry after the revolution is sub-par.

Our solution? We must begin by learning to create a malleable and incredibly fine matrix, so tiny that it will be impossible for the human eye to see unaided, which will require new equipment, new specialists, and vast leaps in research. However, the benefits are unimaginable, literally, as we cannot yet fathom what the new "advanced (or intermediate, again, I don't know what the crystal grade scale is) crystals will have their shapes and purposes able to be moulded towards, or the new sizes which will be able to be achieved from the more stable crystals.

Beginning this great research is an enormous ask, however this is a task which Wrethian national pride could never fail to meet, and so all scientists from all of the nation's Demi-spires, engineers, vatters, magisters and philosophers are being gathered to bring their heads together on this one all-important task, to shape the future of Wrethian progress.

"Pocket Rocket"/"Skyleaper"/"Pirahna" class skyskiff.
--Review Phase--
The effectiveness of the alarmingly-named 'Vomit Comet' has been noted, sent home in letters, disseminated into action reports and collated in triplicate.
The results are in, and they look good. Now is the time to revise our standard pattern of Skyskiff.
By removing one of the guns and upgrading the other to a SUCKERPUNCH-pattern chase cannon, we will be free to upgrade the lift crystal to an Itshana Select, causing improvements in speed, manouverability, impact and shroud with little reduction in sustained firepower.

COWS-count prev: 100.69
COWS-count after: 99.63

Edit: Alt (COWS-count w/ Itshana select core: 103.1)
« Last Edit: August 13, 2017, 02:25:05 am by Tack »
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Yeah, he's a banned spammer. Normally we'd delete this thread too, but people were having too much fun with it by the time we got here.

10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1317 on: August 12, 2017, 01:33:23 pm »

Anyway, here's an idea for updating the Skyskiff pattern.

New Skiff

2 SUCKERPUNCH Light Aether Cannons+ (Flanged Heatsinks, Itshana Refinement, Itshana Select). 
1 Very Small Itshana Select Core Crystal
1 Very Small Basic Itshana Select Lift Crystal+ (Itshana Refinement)
4 Itshana Select Trim Crystals+ (Itshana Refinement)
1 Ream of Webbing

Cost :
11 ore
11 crystal
2 Silk

Total cost : 99.8
Old skiff cost : 100.69

This gives us a very powerfull skiff, with as only caveat that we need to spend 4 silk per turn to give them a full Web.


Design Not valid
« Last Edit: August 12, 2017, 02:37:48 pm by 10ebbor10 »
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Nirur Torir

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1318 on: August 12, 2017, 01:56:20 pm »

I like the crystal matrix (4 dice, 2x time) and Ebbor's skyskiff pattern. Let's also spend a revise to optimize the load-out for SUCKERPUNCH cannons and Select crystals.
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10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #1319 on: August 12, 2017, 02:00:16 pm »

My Skyskiff pattern doesn't work. I kind of forgot to include the actual Skyskiff.
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