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Author Topic: Arms Race: War of the Cinder Spires | Spire Wreth  (Read 159526 times)

milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2655 on: May 12, 2018, 06:21:24 am »

Quote from: Votebox of Doom
REAPER (1): Tack
Stormprince Class Destroyer:
 - 6 dice (2 to each): (2) Nuke, Milo

@NUKE: Modified your vote a bit based on your stated intentions.
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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2656 on: May 12, 2018, 10:57:47 am »

Quote from: Votebox of Doom
New Designs
REAPER (1): Tack
Stormprince Class Destroyer:
 - 6 dice (2 to each): (2) Nuke, Milo

Project Progress
1 die to White Powder (4o, 3w): (1) NUKE9.13
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2657 on: May 12, 2018, 12:13:50 pm »

Quote from: Votebox of Doom
New Designs
REAPER (1): Tack
Stormprince Class Destroyer:
 - 6 dice (2 to each): (2) NUKE9.13, Milo

Project Progress
1 die to White Powder (4o, 3w): (2) NUKE9.13, Milo
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10ebbor10

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2658 on: May 12, 2018, 01:49:40 pm »

Quote from: Votebox of Doom
New Designs
REAPER (1): Tack
Stormprince Class Destroyer:
 - 6 dice (2 to each): (3) NUKE9.13, Milo, 10ebbor10

Project Progress
1 die to White Powder (4o, 3w): (3) NUKE9.13, Milo, 10ebbor10
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2659 on: May 14, 2018, 01:33:43 am »

Stormprince-Class Destroyer
[Time: 2 (2,2) Progress: 3+3 (3,3) Cost: 6 (2,6)]

The Stormprince initiative is begun, as all Wrethan projects are, with an ordered maelstrom of paperwork. Drafting boards are filled, emptied and refilled. Requisition forms are filled out in triplicate and sent forth to begin the great migration of bureaucracy, embarking to destinations unknown to gather lumber, crystal, ore, and finances. Unfortunately, the ages old schism between the Engineers and the Auditors has to rear its ugly head. It seems that since the money and resources are flowing like a well oiled machine, the Engineers have to be the ones to put up an uncoordinated front- dickering endlessly over minor design choices and forcing rewrites over the slightest details.

Still, the project promises a low overhead, which is impressive for the venture

Stormprince-Class Destroyer: 6/20 | 3 Crystal +3 ore + 5 wood + 10 from any COW | Rushed 0 Times | Nothing Invested

Prototype
[Efficacy: 5 Cost: 6 Bugs: 6]
The Stormprince can be said to be, without hesitation, the finest and most modern military vessel Wreth has ever conceived.  Modern in appearance and design, she represents the pinnacle of a bureaucratic warship- every part mutually support and possessed of redundancy, and yet still staggeringly efficient in its construction. Her bare hull, despite presenting a considerable target, is remarkably durable. Her lift crystals are ordered with three along the center line, and two across at the midsection. She really only needs three to maintain flight, but the other two allow both for redundancy, increased speed during climbs and dives, and the two off the centerline allow the lifts to compensate for roll instead of engaging trims. Speaking of trims, the Stormprince can hypothetically carry 28 pairs, or 56 individual trim crystals. While her sheer mass makes emergency maneuvers difficult, risking damage to the ship and definitely blowing out some trim crystals, the fact of the matter is that she can turn nearly as quickly as a Windrider can, if the situation calls for it. Her top speed is lower than that of a Windrider, despite the increased thrust, largely due to the drag created by the web cast to harvest aether to keep her two medium cores happy and powered.

Her cores, on isolated circuits so that one runs power to trims/lifts and the other handles the turrets and weapon mounts, behave perfectly. Cannon fuses were installed in engineering just in case- but whatever issue was present in the Windrider's wiring was able to be eradicated when the system was re-designed from the ground-up by engineers who were verified to have never encountered the Windrider's wiring documents. Currently, both Cores are more than able to provide enough energy to all systems, though the weapon's core has a smaller margin if the Stormprince is outfitted with EMERALD cannons.

The eight centerline dorsal turrets, while baked into the design, function smoothly. While the turret turning speed isn't lightning quick, and precise control can be difficult, it does bypass the handcranks entirely. The three tiered super-structure allows frontal and rear fire from a turret pair, while preserving full broadside capability. However, while the superstruction allows some depression of the guns, the ship's primary webbing spars along the side prevent the top guns from firing below the horizon. The guns still retain the ability to elevate to 60 degrees above the horizon. The three ventral turrets enjoy similar functionality, though its their elevation that is limited by the necessarily thick webbing across the sides.

That webbing is the ship's greatest weakness. Because of the need to give the turrets a reasonably clear field of fire and avoid obstructing the commander's view, most of the web is focused in a relatively small band along the sides. While this does mean that the webbing will generally act as a buffer for the thick side-armor, it will make webbing damage more of an issue for this ship. In addition, the shear number of crystals, and the precision with which they need to be operated, makes gunners and pilot engineers cry out for a better control system than the current rheostats and switches. In addition, while space is made to sandwich an ESP-mini into engineering, it's still a bit of a tight fit. The idea of fitting the full size unit would require restructuring a section of the hull, likely resulting in the lost off two or three top turrets, and a reduction in Trim crystals.


Stormprince Destroyer 8 Crystal, 35 wood, 15 ore for one.
The Stormprince is the brainchild of the best engineers Wreth has to offer. The Stormprince is shaped like a cylinder with the top quarter cut off, with a three-tier superstructure on top about 18ft high. She has eight dorsal turrets, and three ventral turrets. Tiered design allows for 3 (2 top, 1 bottom) turrets to be fired to the front or rear as needed. The trim turrets, while unique to the Stormprince, are quite serviceable, along for excellent elevation on top and excellent depression below.

The hull itself is remarkably sturdy, with the redesigned wiring providing invaluable redundancy and power routing. Her dual cores run on isolated circuits, one on turrets and guns, the other on trim and lifts.

Armor
Mounting for up to 10 armor sections
Armament
8 Dorsal Medium Turrets, specially designed to triple mount LACs easily.
3 Ventral Medium Turrets, specially designed to triple mount LACs easily.
Requires:
2 Core Crystal (Must be Medium)
5 Lift Crystals (Must be Small, can fit up to Small)
28-56 Trim Crystals  [28/42/56  Bad/below avg/above average]
30 reams of webbing
Optional:
Can mount an ESP Mini-Transmitter

White Powder
Progress: 14/12
At long last, the white powder project is complete.



Spire Wreth's Production Stands At,
13(+1)/y Crystal, 23/70 Banked
19(+8)/y Ore, 50/135 banked
19(+2)/y Wood, 48/105 banked
10(+6)/y Silk, 32/80 banked

It is now the revision phase. You have 0 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)



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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2660 on: May 14, 2018, 02:58:41 am »

<3 <3 <3

So, it still needs a few revisions (better controls, ESP compartment). Maybe even a quick design for improved webbing. But godsdamn, when we get her running, Kasgyr is gonna get rekt.
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Tack

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2661 on: May 14, 2018, 06:18:11 am »

Maybe those are design suggestions...

Still though, a massive stroke of luck.
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2662 on: May 14, 2018, 09:56:41 am »

Whilst we wait for Kasgyr, we can work on our strategy this turn.

Quote from: Plan A
Production:
3 squads worth of rifles (36o)
1 squads worth of suppressors (8w, 4o) with envenomed bolts (2w, 1s)
4 squads worth of cutlasses (8o)
---
48o, 10w, 1s

Name the Windrider produced this turn "End of the Road"


Ships:
Windrider Black Ink (@Kasgyr): PEEK-A-BOO

Windrider Crystalclear (@BS): Move to Kasgyr, tactic Close Aggressively
Windriders Chimera, Longlast, Payoff (@BS): Dogpile
6 skiffs @BS: SWARM

2 Skiffs @TC: Move to BS, tactic SWARM

Windriders Vicious Quill & Deadline (@BM): Dogpile
2 Skiffs @BM: SWARM

Skiff @TU: PEEK-A-BOO

3 Meteor Skiffs @Wreth: Move to VV, tactic SWARM

WOSV Imafuku (@TC): Load squads D, E, 2xPLACE, White Powder supplies. Move to BS, unload.

WOSV Marge (@HM): Move to Wreth, load squads F & H, move to HM
WOSV Shibboleth (@HM): Move to Wreth, load squads I & J, move to HM
WOSV Ledger (@HM): Move to Wreth.


Infantry:
New Squads F, H, I: Equip rifles, cutlasses, load onto transports
New Squad J: Equip suppressors, envenomed bolts, cutlasses, load onto transport

Squad D: swap pincushions for suppressors from squad G. Transfer 1xPLACE to squad SOE. Load onto transport. Unload at BS. Tactic: Anti-Flanking
Squad E: Transfer 1xPLACE to squad SOE. Load onto transport. Unload at BS. Tactic: Anti-Flanking
Squad G: Transfer 2xpincushions to squad SOE. Fortify.
Squad SOE: Fortify.

Squads A, B, C, M, L, SOA: Fortify
« Last Edit: May 14, 2018, 03:09:07 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 #2663 on: May 14, 2018, 10:00:11 am »

Hold ground and wait for supplies? Not bad. It will delay the capture one turn, but we can handle that.

Also, there is no reason we can't get the jump on voting...

Quote from: Votebox of Power
Plan A: (1) Milo
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Draignean

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2664 on: May 14, 2018, 05:23:41 pm »

Spire Wreth's Production Stands At,
13(+1)/y Crystal, 23/70 Banked
19(+8)/y Ore, 50/135 banked
19(+2)/y Wood, 48/105 banked
10(+6)/y Silk, 32/80 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)



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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2665 on: May 15, 2018, 04:26:49 am »

Quote from: Event Thing
There have been many casualties in this war, each one a tragedy. Yet there is one which outshines the others in its tragicness, the loss of which will be felt for centuries to come. I speak, of course, of the First Bureaucrats' ideals.
The modern Wrethian state was founded by pragmatic idealists, who, having overthrown the tyrants who ruled the spire before, sought to prevent tyranny from ever arising again, by replacing the very concept of leaders with a comprehensive bureaucracy. Per their wishes, there was no one in the spire who did not need to seek the approval of others before acting. Corruption was eliminated by requiring all actions to be documented and verified by so many people that to steal so much as a single coin from public coffers would be woefully impractical. The arbitrary justice of the past was replaced with cold, logical paperwork that treats all equally.
For many years, Wreth functioned as intended. Sure, the bureaucracy could be a little slow at times. Sure, people got thrown in prison for misfiling paperwork. Sure, the cost of all the paper required put a sizeable dent in Wreth's economy. But it worked. The hard-won freedom survived, and the people rejoiced, after filling out the appropriate celebration permission forms.
Everything changed when the Kasgyr nation attacked.
It started out innocently enough. A rush order of weaponry here, a fast-tracked fleet deployment there. But as the war progressed, the checks and balances the First Bureaucrats established started to erode away. Military commanders were given the freedom to make their own decisions, without seeking approval in triplicate. Frustrated designers started to bypass requisition protocols in order to fund their projects. The growing military-industrial complex tore up regulations in order to produce weapons as cheaply and quickly as possible.
The Bureaucracy is not dead, yet. But already the cracks are being exploited. Corruption, once thought banished, has started to creep back into the spire, as unscrupulous figures take advantage of reduced oversight to enrich themselves at the state's expense. Military leaders are ignoring orders, thinking themselves above such things. Failure to file triplicate copies of paperwork is up 347%. Every year the war continues, things grow worse. If it does not end soon, someone might- "for the good of the spire"- seize control, and declare themselves the 'leader' of Spire Wreth.

Remember there's an event, people. There are a total of 6 dice on the line. We could use those dice, and perhaps more importantly, so could Kasgyr. Let's make sure they don't get them.


Here's plan B. The difference is that instead of hunkering down, we continue to advance in BS. We were using just CCC last turn, so hopefully Advanced Navigation + Anti-Flanking will reduce casualties considerably. We do still have a numbers advantage, hopefully, and 4 more squads coming next turn. Yeah, now that I think about it, the sooner we capture BS the better.

Quote from: Plan B
Production:
3 squads worth of rifles (36o)
1 squads worth of suppressors (8w, 4o) with envenomed bolts (2w, 1s)
4 squads worth of cutlasses (8o)
---
48o, 10w, 1s

Name the Windrider produced this turn "End of the Road"


Ships:
Windrider Black Ink (@Kasgyr): PEEK-A-BOO

Windrider Crystalclear (@BS): Move to Kasgyr, tactic Close Aggressively
Windriders Chimera, Longlast, Payoff (@BS): Dogpile
6 skiffs @BS: SWARM

2 Skiffs @TC: Move to BS, tactic SWARM

Windriders Vicious Quill & Deadline (@BM): Dogpile
2 Skiffs @BM: SWARM

Skiff @TU: PEEK-A-BOO

3 Meteor Skiffs @Wreth: Move to VV, tactic SWARM

WOSV Imafuku (@TC): Load squads D, E, 2xPLACE, White Powder supplies. Move to BS, unload.

WOSV Marge (@HM): Move to Wreth, load squads F & H, move to HM
WOSV Shibboleth (@HM): Move to Wreth, load squads I & J, move to HM
WOSV Ledger (@HM): Move to Wreth.


Infantry:
New Squads F, H, I: Equip rifles, cutlasses, load onto transports
New Squad J: Equip suppressors, envenomed bolts, cutlasses, load onto transport

Squad D: swap pincushions for suppressors from squad G. Transfer 1xPLACE to squad SOE. Load onto transport. Unload at BS. Tactic: Anti-Flanking
Squad E: Transfer 1xPLACE to squad SOE. Load onto transport. Unload at BS. Tactic: Anti-Flanking
Squad G: Transfer 2xpincushions to squad SOE. Fortify.
Squad SOE: Fortify.

Squads B, M: Advanced Navigation
Squads A, C, L: CCC
Squad SOA: NO TACTIC (Replace losses in other squads)

Quote from: Votebox of Power
Plan A: (1) Milo
Plan B: (1) NUKE9.13
« Last Edit: May 15, 2018, 09:48:18 am by NUKE9.13 »
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johiah

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2666 on: May 15, 2018, 09:30:02 am »

Quote from: Event Thing
There have been many casualties in this war, each one a tragedy. Yet there is one which outshines the others in its tragicness, the loss of which will be felt for centuries to come. I speak, of course, of the First Bureaucrats' ideals.
The modern Wrethian state was founded by pragmatic idealists, who, having overthrown the tyrants who ruled the spire before, sought to prevent tyranny from ever arising again, by replacing the very concept of leaders with a comprehensive bureaucracy. Per their wishes, there was no one in the spire who did not need to seek the approval of others before acting. Corruption was eliminated by requiring all actions to be documented and verified by so many people that to steal so much as a single coin from public coffers would be woefully impractical. The arbitrary justice of the past was replaced with cold, logical paperwork that treats all equally.
For many years, Wreth functioned as intended. Sure, the bureaucracy could be a little slow at times. Sure, people got thrown in prison for misfiling paperwork. Sure, the cost of all the paper required put a sizeable dent in Wreth's economy. But it worked. The hard-won freedom survived, and the people rejoiced, after filling out the appropriate celebration permission forms.
Everything changed when the Kasgyr nation attacked.
It started out innocently enough. A rush order of weaponry here, a fast-tracked fleet deployment there. But as the war progressed, the checks and balances the First Bureaucrats established started to erode away. Military commanders were given the freedom to make their own decisions, without seeking approval in triplicate. Frustrated designers started to bypass requisition protocols in order to fund their projects. The growing military-industrial complex tore up regulations in order to produce weapons as cheaply and quickly as possible.
The Bureaucracy is not dead, yet. But already the cracks are being exploited. Corruption, once thought banished, has started to creep back into the spire, as unscrupulous figures take advantage of reduced oversight to enrich themselves at the state's expense. Military leaders are ignoring orders, thinking themselves above such things. Failure to file triplicate copies of paperwork is up 347%. Every year the war continues, things grow worse. If it does not end soon, someone might- "for the good of the spire"- seize control, and declare themselves the 'leader' of Spire Wreth.
FTFY
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NUKE9.13

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2667 on: May 15, 2018, 09:47:49 am »

Well, I mean, obviously a dictator would rename the spire to suit their whims. But I guess I could 'fix' it.
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milo christiansen

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2668 on: May 15, 2018, 09:52:16 am »

Quote from: Votebox of Power
Plan A: (0)
Plan B: (2) NUKE9.13, Milo

B is fine.
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johiah

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Re: Arms Race: War of the Cinder Spires | Spire Wreth
« Reply #2669 on: May 15, 2018, 10:29:01 am »

Quote from: Votebox of Power
Plan A: (0)
Plan B: (3) NUKE9.13, Milo, Johiah

Quite.
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