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Author Topic: Arms Race: War of the Cinder Spires | Spire Wreth  (Read 159441 times)

Madman198237

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2190 on: November 28, 2017, 03:50:39 pm »

Quote from: Votebox
Khipha Cost Reviews: (4) Milo, Jilladilla,10e10, Madman
Galerider Frigate: (4) Milo, Jilladilla, 10e10, Madman
HELP: (4) Milo, Jilladilla, 10e10, Madman
Renegotiate Deal: (2) Milo, Jilladilla
PAIN: (1) Madman

I *may* have forgotten some votes. Maybe.
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2191 on: November 30, 2017, 08:45:27 am »

Khipha Cost Reviews
Efficacy: 2
The old SNAFU of bureaucratic red tape that facilitated Nepotism and primarily used mining contracts to funnel money to already wealthy families has been replaced with a new SNAFU of bureacratic red tape that facilitates nepotism but only 'often' uses mining contracts to funnel money to already wealthy families.

Professional Mining and Geological Team: Costs: 3 ore, 5 wood, 3 Crystal, 3 silk, occupies demi-spire space as though it were 3 squads of marines | A team of government issue surveyors and miners, lead by a geoscientist from the Khipha university. Causes a spire to produce 1 more ore every turn. Cannot go beyond 150% (rounded up) of the Spire's original production. Upon completion, 2 of these teams are produced automatically for the Home Spire.


Galerider Corvette
Efficacy: 1
The Galerider variant of the Windrider is, shall we say, a bit of an ugly duckling on the line. Poor quality control lead to initial versions of the upper deck collapsing onto the test vessels, causing severe damage to the main lower deck and to the deck crew. This has been 'fixed' by overbuilding upper deck structure, which has its own problem. The post production modified gun-deck is all right on paper, but throws the Windrider's already carefully balanced weight distribution all to hell. Turns have to be taken slowly, or the ship will begin to heel and tip. Evasive maneuvers likewise result in... unstable flight. The Galerider is upgunned, but she's also loses a lot in terms of the Windrider's legendary maneuverability.

Windrider Corvette, Galerider Modification: | 15 wood, 8 ore for one. 6 wood, 4 ore to convert from a Windrider Corvette.
A Windrider with an additional deck placed over its main gunnery area, supporting 4 centerline light mounts.
She has no usable cargo capacity.
Armor
Light Copper skin (Built-in)
Mounting for 2 Armor Sections
Armament
14 light cannon mounts. four on each broadside, four on the centerline top deck, and two bow guns.
Requires:
1 Medium Core Crystal
2 Lift Crystals (Must be Small, can fit up to Small)
4-16 Trim Crystals  [4/8/16  Bad/Poor/Average maneuvering]
8 reams of webbing


HELP
Efficacy: 3
How best to compensate for sudden acceleration? Buckles. How best to compensate for comet level acceleration? Many more buckles. The HELP system meets expectations admirable, and allows Comet crews to stay on position during a maneuver. Windrider crews likewise benefit, and the largest flaw with the HELP is that it is terribly slow to take off, though designed to be a good bit faster to put on.


Renegotiate Deal
Efficacy: 4
The counteroffer is drafted, finalized, sent, and handed off to the former marine officer. Without leaving her position, it's reported that she contemplated the letter for several days before sending back a new reply.  For 96 marines, and a steady supply of prisoners, she'll have shipments of the two resources of your choice sent in. However, it is conditional upon all armed forces either leaving or being given over, and no military force may be garrisoned. As for the reason why she needs 96 marines, she merely explains 'there's no flavor like patriotism'.




Spire Wreth's production stands at
13/y Crystal, 17/65 Banked
17/y Ore, 15/85 banked
19/y Wood, 30/95 banked
10/y Silk, 20/50 banked

It is now the production, deployment, and tactics phase.

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)


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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2192 on: December 01, 2017, 02:29:59 pm »

Quote from: Plan Let's Be Monsters And Also Cowards (LBMAAC)
Production: Nothing

Infantry:
Squads U-B,C,D: Transfer all equipment to squad U-A. Tactic: Follow The Nice Lady
Squad U-A: Take all equipment and board transport.

All Squads @Three Captains: Anti-Flanking.

3 Squads from Wreth: get transported to the Unfinished. Tactic: Follow The Nice Lady

Ships:
Transports @The Unfinished: Load squad U-A, move to Wreth.
Transport Marge: Load 3 unnamed squads, move to the Unfinished, unload.

Comet @TU: Move to Wreth. Tactic: AGILE, attempt to escape.
Ships @Three Captains: Move to Wreth. Tactics: AGILE, attempt to escape. Repair Chimera on arrival. 
In which we deliver the men to the Master, and pull back all other ships to Wreth.
« Last Edit: December 01, 2017, 03:19:24 pm by NUKE9.13 »
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2193 on: December 01, 2017, 03:27:54 pm »

Quote from: Plan LBMAAC: Infantry and Transports Edition.
Infantry:
Squads U-B,C,D: Transfer all equipment to squad U-A. Tactic: Follow The Nice Lady
Squad U-A: Take all equipment and board transport.

All Squads @Three Captains: Anti-Flanking.

3 Squads from Wreth: get transported to the Unfinished. Tactic: Follow The Nice Lady

Ships:
Transports @The Unfinished: Load squad U-A, move to Wreth.
Transport Marge: Load 3 unnamed squads, move to the Unfinished, unload.

Quote from: LABMAAC: Ship Edition
Comet @TU: Move to Wreth. Tactic: AGILE, attempt to escape.
Ships @Three Captains: Move to Wreth. Tactics: AGILE, attempt to escape. Repair Chimera on arrival.

Quote from: Votes
Production:
No Production: (1) Milo

Infantry Plans:
LITE: (1) Milo

Ship Plans:
LSE: (0)

Split the plan for better voting.
« Last Edit: December 01, 2017, 03:32:19 pm by milo christiansen »
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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2194 on: December 03, 2017, 03:47:03 am »

I stand against all acquiescence.
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2195 on: December 03, 2017, 05:00:21 am »

Quote from: Votes
Production:
No Production: (2) Milo, NUKE9.13

Infantry Plans:
LITE: (2) Milo, NUKE9.13

Ship Plans:
LSE: (1) NUKE9.13
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Jilladilla

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2196 on: December 03, 2017, 03:09:08 pm »

I have half a mind to keep that one Comet at the Unfinished, to help ensure that the deal goes through now, but I suppose it would only help if they sent a scout to TU and nothing more. In that scenario, we lose both a transport and a Comet..
Quote from: Votebox
Production:
No Production: (3) Milo, NUKE9.13, Jilladilla

Infantry Plans:
LITE: (3) Milo, NUKE9.13, Jilladilla

Ship Plans:
LSE: (2) NUKE9.13, Jilladilla
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2197 on: December 11, 2017, 04:45:27 pm »

Three Captains

Fog, thick enough to cut with a knife, rolls in during the fleet's retreat action and allows them to disengage cleanly- albeit with more than a little worry as to unseen pursuers suddenly charging out of the white.

Inside the Spire
The marines inside the Spire understand that now is the time to pitch tents and wait things out. More detailed exploration, now that the Kasgyrites are gone, is possible- but the limited numbers of men make it infeasible to explore every crevice. An interesting phenomenon is discovered, however, in that as one goes deeper into the Three Captains, in that there are a large number of small caves that appear to be leading into the same area beneath the mist-line of the spires. Due to an overabundance of spiders, and the relative ease with which such passages can be avoided, Soldiers don't press further, but it's something that will be explored more deeply when this Spire is secured.



The Unfinished

The transports pull away, with almost all the marines that were sent in still on board. Rumors speculate among the men, but justifications are made by the commanding officers, and no soldier truly wanted to stay a moment longer in that Unfinished Spire than they had to.

As for the squad that remained behind, and the three squads that were sent in after, nothing is heard from again. They are officially listed as MIA, with their transport lost and assumed attacked by mist-maw en route. Shipments of materials, however, begin to flow back steadily from the Unfinished Spire. Questions are directed to the department of inquires, where they will remain pending for the foreseeable future. What must be done, must be done.



Spire Wreth

Three more comets have been produced and are ready for battle. Two additional squads of marines have been trained. The WOSV Chimera's belt armor is repaired to like-new condition.



Prototype Boogaloo

E.S.P
[Efficacy: 6 Cost: 1 Bugs: 5]

The E.S.P system is the kind of success that people like to talk about constantly, largely because the more they talk about its fantastic benefits the more they can forget its fantastic costs. The ship-scale broadcast system is a wonder of modern technology, a fusion of metal and crystal that fills its bay with the characteristic scent of ozone and machine oil. In operation, it's capable of generating sharp, powerful sparks with a good sympathetic affect on the receivers, which, with a little bit of legwork, can be coded into a 'language' of its own. Its range is currently limited both by the amount of power run through the antenna, and the enormous intensity of the spark generated by higher power levels, which as the tendency to create uselessly messy signals. However, the ship-scale transmitters is more than sufficient to communicate with all vessels within a Spire's vicinity with good clarity.

 The receiver prototype systems are small and compact, capable of fitting inside a cabin with ease, and they can receive a clear reading of the broadcast system's spark even under moderately adverse conditions.

The issues with the system are twofold: One is its size, an issue which will likely diminish as we gain further mastery of the technology. The windrider has been a cramped vessel for a long time, and we're going to have to give something up or make major successful renovations in order to have it mount the transmitter. Skiffs simply lack the power generation to use the transmitter, though they're quite capable of utilizing the receivers. The second is the enormous cost of the transmitter and receiver units, which is even more than one might expect for devices at the bleeding edge of technology.

(You have 1 transmitter and 3 receivers as the prototype.)

ESP Transmitter: 6 Crystal 12 ore | A  machine of considerable size, functioning as a ship-scale spark-gap radio. It's a large, first generation design, but the quality is excellent. It's durable, with good range and clarity, and is capable of sending a signal to any receiver in the same region.

ESP Receiver:  3 Crystal 2 Ore | A small device capable of picking up the signal generated by the ESP Transmitter. Its compact scale allows it to be added to nearly any vessel.


Aether Forge
[Efficacy: 2 Cost: 5 Bugs: 4]

The prototype Aether Forge's limited documentation is matched only by the limited nature of its success. While the method of smelting ores using modified weapon's crystals and shroud friction is novel and indeed rather useful, it isn't the industry revolution that many hoped it would be. The process is still time and energy intensive, though it turns out to be easy enough to replace the forging crystals, and is best suited for specialty work with ores that don't respond as well to typical furnace treatment. Our chemists are particularly interested in it, as it could very likely pave the way to processing several previously irreducible compounds extracted during mining events.

Prototype Benefit: Furnace Crystals: Modified weapons crystals that channel sustained barrages of small packets of hard aether. Incredibly short ranged, but very effective at heating objects, and likely the gateway to several breakthroughs in metallurgy.

Completion Benefit: Furnace Upgrades: 2 Crystal 2 Ore 4 Silk | Modernization of existing furnaces allow for ore to be extracted more quickly and efficiently. Increase's a spire's ore production by 1, up to a max of 3 or its max ore production, whichever is lower.


Windrider Production Line
[Efficacy: 5 (2,5) Cost: 4 (4,4) Bugs: 4 (4,1)]

A review of the paperwork not lost to cigar related incidents reveals that the Windrider project is on track to revolutionize the means of production. Currently, she's expected to be able to produce a fully equipped Windrider every other year, and maintain a fleet of up to four. There won't be a lot of room in that budget for future upgrades to the design, not without some dock improvements, but it's phenomenal news that does something to ease the concerns of the rather alarmed bureaucrats in charge of her budget.



It is now the beginning of the year 371 AR.

Spire Wreth's Production Stands At,
13(+8)/y Crystal, 39/65 Banked
17/y Ore, 30/85 banked
19(+6)/y Wood, 55/95 banked
10/y Silk, 30/50 banked

It is now the design and project Maintenance phase, you have 5 dice 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)

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Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2198 on: December 11, 2017, 07:14:44 pm »

I am dissatisfied with our cowardice, but did not submit an alternative plan so can’t really complain.
It’s an annoying situation.

Nice rolls on the prototypes though.
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andrea

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2199 on: December 12, 2017, 09:52:18 am »

Well. The production line is nice, and with average luck it is fairly close.

I am proposing to spend 2 dice on its completition this turn.

Quote from: projects and designs
projects
-Windrider production line
--2 die (20C, 16O, 42W, 16S) (1): Andrea

johiah

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2200 on: December 12, 2017, 10:51:10 am »

S.P.A.R. Cannon (Sharp Projectile Aether Ray)
The SPAR Cannon is an attempt to rectify the current issues we have in short ranges, by removing the need to be in short ranges. The SPAR Cannon builds on previous SUCKERPUNCH experience, but in the opposite direction. The crystal is downsized and shaped so as to have the same rough energy output, but instead of firing a sphere, it fires short beams of hard aether. If done correctly, this effect should server to puncture shrouds better, and have a longer firing range due to less surface area to bleed energy off into.

My first or second attempt at writing a design. We'll see how this goes.
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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2201 on: December 12, 2017, 10:57:17 am »

If we're posting cannon ideas, here is mine. Poke holes in it if you find any, please:

Electro-Magnetized Emitter for Rotational Aether Lances Device, E.M.E.R.A.L.D.
Kasgyre's latest developments in the field of airship weaponry is alarming, and as such warrants a response from us. A new weapon is needed to once more secure our superiority in weapon quality. Which is why a report from the Department of Theoretical Sciences has been given some attention: The fact that they discovered that magnetic fields can influence aether is an intriguing discovery, one that may give us the edge if pursued.

So far, the proposal of the combined team of Theoretical Scientists and Weapon Engineers is as such: By wrapping a wire many times around a Nickel plated long-barrel, the concentrated electro-magnetic field should cause the aether blast to twist and compress upon itself, becoming far more concentrated as a result. The effects of such an Aether Lance on the performance of the weapon is twofold: By having the blast occupy a smaller space, less air will be superheated, reducing the heating strain on the weapon. In addition, the smaller cross-section of the lance will mitigate energy losses from superheating the air, effectively increasing its range when compared to our standard LAC's and improved SUCKERPUNCH cannons. Overall, the long-barreled EMERALD cannon is expected to be larger than a LAC, to the point where only 3 would fit on a Windrider broadside.

The theorists of the team wonder if there may be other, less dramatic, effects of compressing hard aether in such a fashion, but they suspect it won't be anything that may impact the practical performance of the weapon. Although their excitement over this and their ready acceptance of the project's designation fills some with worry.
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2202 on: December 12, 2017, 10:58:54 am »

Quote from: projects and designs
projects
-Windrider production line
--2 die (20C, 16O, 42W, 16S) (2): Andrea, Milo

Revision for later!

Quote from: ESP Transmitter Size Reduction
The existing ESP transmitter is a marvel of engineering, and the design team is justifiably proud of it, however the fleet captains are less impressed. True, the receivers are fairly small, and the transmitter is powerful and robust, but it is also too large.

For a fleet flagship the existing ESP transmitter is fine, but sadly Wreth has no flagships, something is needed for tactical, rather than theater, control.

To this end a smaller transmitter is envisioned. Range will be reduced by some amount (as little as possible), and as many large and heavy parts will be replaced with lighter and less robust versions. This will make the transmitter easier to damage, but so long as it is placed inside the hull and protected this should only be a minor issue. There is some talk about the coils produced by the EMERALD team, they should be consulted during the planning stages to see if they have produced any useful insights. Ideally this transmitter should be able to fit on skiffs with some modification, and on Windriders without a major refit. Range should be enough to cover local combat, but sadly, probably not the whole area around a spire.
« Last Edit: February 05, 2018, 09:16:42 am by milo christiansen »
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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2203 on: December 12, 2017, 11:08:14 am »

Complex Crystal Matrices
Whilst our understanding of crystals is already blooming into a science, the Itshana and Ikusasa being great examples of our endeavours, there still is lacking any look into fields of science related to alternative and experimental matrices for our Crystals.

Whilst crystals are currently available as lift, trim or power, the construction and cultivation of these crystals are regarded as little more than superstition, applying our scientific knowledge as a blanket over the rigid formulae and structures set down by the manuals of the builders.

With a rigid field of study allocated to understanding the core forms of crystals, the language they speak in, and how they can be cultivated layer by layer with seperate instructions, we open the stage to new forms of crystals with purposes limited only by the extent of our imagination- including the oft-mentioned “Aether Passthrough” Crystal.
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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2204 on: December 12, 2017, 11:12:19 am »

Quote from: Projects and Designs
New projects
Complex Crystal Matrices (1): Tack

Ongoing projects
-Windrider production line
--2 die (20C, 16O, 42W, 16S) (2): Andrea, Milo
—1 die (10C, 8O, 21W, 8S) (1): Tack
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