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Author Topic: Wands Race 2: The Great War - Abbraccio  (Read 22604 times)

Madman198237

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #120 on: January 02, 2019, 06:13:46 pm »

Quote from: Votebox Populi
Number of dice to spend:
Five: (3) NUKE9.13, Chiefwaffles, Madman
Four: (1) Rockeater

New Projects:
Evocation: Hardened Air: (1) TricMagic
Thaumic Radio: (3) NUKE9.13, Rockeater, Madman
Translucent Radio (1): Chiefwaffles

Project Progress:
One die to Galilei Lensing: (4) NUKE9.13, Chiefwaffles, Rockeater, Madman
One die to Fulcrum Armour: (3) NUKE9.13, Chiefwaffles, Madman
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

NUKE9.13

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #121 on: January 02, 2019, 11:40:00 pm »

Guys,

I feel like we are definitely overthinking the communications barrier with magic radio.
Why don't we just modify the crystal memory mind spell to put an image in someone-else's eye?

Actually, I think it would be best to just put the image in the monocle instead of the eye, and then have a system of linked monocles that share the image whenever someone looks through them.
So, there are two main reasons why magic radio is better than your suggestion.
A) We need to explain how a spell works; how is the image transferred from one monocle to another? If, like radio, it is broadcast in a 360-degree arc, then the mana costs would (presumably) be enormous, even for very grainy images. Magic radio works on known and proven principles- ie, the same as conventional radio.
B) Magic radio would be fully compatible with conventional radios; our mages could contact military command without there having to be another mage stationed there. Whereas your monocles or Chief's mana-pulses would require there to be mages at both ends of the conversation. We only have so many mages to go around, so I'd rather not have to station one anywhere we might want to contact.
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Long Live United Forenia!

stabbymcstabstab

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #122 on: January 03, 2019, 12:32:10 am »

Quote from: Botebox Populi
Number of dice to spend:
Five: (4) NUKE9.13, Chiefwaffles, Madman, Stabby
Four: (1) Rockeater

New Projects:
Evocation: Hardened Air: (1) TricMagic
Thaumic Radio: (4) NUKE9.13, Rockeater, Madman, Stabby
Translucent Radio (1): Chiefwaffles

Project Progress:
One die to Galilei Lensing: (5) NUKE9.13, Chiefwaffles, Rockeater, Madman, Stabby
One die to Fulcrum Armour: (5) NUKE9.13, Chiefwaffles, Madman, Stabby
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Long Live Arst- United Forenia!
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Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

Atomic Chicken

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #123 on: January 03, 2019, 04:05:07 am »

Quote from: Botebox Populi
Number of dice to spend:
Five: (5) NUKE9.13, Chiefwaffles, Madman, Stabby, AC
Four: (1) Rockeater

New Projects:
Evocation: Hardened Air: (1) TricMagic
Thaumic Radio: (5) NUKE9.13, Rockeater, Madman, Stabby, AC
Translucent Radio (1): Chiefwaffles

Project Progress:
One die to Galilei Lensing: (6) NUKE9.13, Chiefwaffles, Rockeater, Madman, Stabby, AC
One die to Fulcrum Armour: (6) NUKE9.13, Chiefwaffles, Madman, Stabby, AC
Logged
As mentioned in the previous turn, the most exciting field of battle this year will be in the Arstotzkan capitol, with plenty of close-quarter fighting and siege warfare.  Arstotzka, accordingly, spent their design phase developing a high-altitude tactical bomber. 

evictedSaint

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #124 on: January 06, 2019, 07:09:22 am »

Design Phase, Turn -1

Thaumic Radio:
Radio is, at this point, a well understood technology. Minor advancements are being made every year, making it ever more powerful and portable. Who knows, perhaps a few decades from now there will be radios you can hold in your hand? Unfortunately, war is not going to wait. We could really use such hand-held radios right now. And with magic, we can have them!

The Thaumic Radio operates in a manner closely resembling a standard radio; it transmits using conventional radio waves, the amplitude of which is modulated to encode a signal. However, the way in which said waves are generated, and the source of power, is different. Instead of using an inefficient and bulky vacuum tubes, the Thaumic Radio does it by magic. More specifically, it contains an engraved cylinder which is connected to the 1 meter long collapsible antenna, which is enchanted to replicate the effects of a radio transmitter. A similar cylinder acts as a receiver. A microphone, speaker, and some dials to adjust settings complete the package. The whole thing shouldn't be much larger than a brick.
As it requires mana to operate, the Thaumic Radio can only be used by mages. However, since it transmits and receives regular radio waves, it is fully compatible with conventional radios, such as those used by the army and navy.

This shouldn't require us to requisition a radio first, since we're not actually building a radio- we just need to Understand how radios work, which is publicly available knowledge.

Design: Thaumic Radio (3) [E Hard]
Our Magineers struggle initially with the Thaumic Radio design for a couple reasons. 

Firstly, we are designing our radio from scratch without a radio of our own for reference; we find plenty of literature on how radios work and how to build one, but having a physical radio to tinker with would have been helpful. 

Secondly, we're replacing a large number of the integral components with freshly-designed magical ones.  We manage to borrow some of the jumbled logic components from the Lucky Rabbit's Foot in order to replace the bulky vacuum tubes, but the radio will go faintly static-y whenever the accompanying Mage takes a step.  Next, the heavy battery is replaced by a newly invented Mana-powered generator, which takes us a significant amount of time to design but thankfully isn't terribly Mana-inefficient. 

Despite these draw-backs, the Thaumic Radio succeeds in acting as a functional Mage-powered radio.  It is capable of transmitting on standard AM radiowaves, although the current communication abilities are limited to pulse modulation for Morse code based messages.  Even better is the relatively small size of the radio, making it capable of being carried and operated by a single Mage.  The internals consists of a pair of engraved sheets rolled into cylinders to handle both transmission and reception logic, and a slightly larger Mana-generator underneath.  The antenna is a long, swishy wire that sticks up into the air about a meter and a half.  The entire ensemble is rigged as a backpack with a wired handset and a set of dials to adjust the settings.  Range extends out to nearly 2 kilometers, which everyone agrees is a respectable distance.  Oddly enough, Thaumic Radio operators are reported to be "bizarrely seductive" when in use.

Due to the complexity of the design, it is fairly expensive to maintain and unfortunately requires a Competent Mage to trouble-shoot it when it inevitably breaks down.  The Thaumic Radio is a promising design, and can easily be improved to superior capabilities later down the line.


Progress: (0/15) (3 per turn)
Cost: [8]
Skill Level: [Competent]
Type: Enchantment



Accelerated Progress

Galilei Lensing: (2)  We manage to bully a few of the Magineers into staying late, letting us accelerate progress on the Galilei Lensing.  At the current rate of progress, it should now complete 1 turn sooner. (2 Turns)

Fulcrum Armor V2: (2) Now becoming known as the "Exploding Coat Project", Fulcrum Armor V2's manufacturing deal has been worked out ahead of schedule.  At the current rate of progress, it should now complete 1 turn sooner. (5 Turns)



It is now the Revision Phase.

2 Dice Available.

Spoiler: Projects (click to show/hide)
« Last Edit: January 07, 2019, 04:47:25 am by evictedSaint »
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Rockeater

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #125 on: January 06, 2019, 07:26:09 am »

I'll edit the revision soon but I want to put the vote now
Quote from: Revision use
Directed radio: (1) Rockeater
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TricMagic

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #126 on: January 06, 2019, 08:37:18 am »

Nope nope nope..

When can we request a radio from the military and navy? That will give us something to work with to demystify it.
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Jerick

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #127 on: January 06, 2019, 09:08:16 am »

Nope nope nope..

When can we request a radio from the military and navy? That will give us something to work with to demystify it.
Why? Our thaumic radio is already better than anything they have. The complexity isn't coming from us not understanding radios it's coming from having a lot of complicated, newly invented components in a small space. Directing a revision towards to work out some of the technical bugs of the new tech of a goddamn, man portable, mana effcient (relatively speaking), mana powered electrical generator! That's probably going to come in handy in the future.

Still I want to suggest another crack at fixing the fulcrum;
Fulcrum structural reinforcement
The Fulcrum trench coat is still vulnerable to enemy fire due to the threads breaking apart as they conduct the force through them. The suggested modifications to the fulcrum armour is more extreme than the previous attempted fix. Rather than adding wire, small connected segments of steel are to be added to the inside of the coat. The segments of steel are to be light and are to be arranged in bands around the body and arms. These segments are to conduct the force through them as they will be far more durable than basic thread. In addition these plates will provide some limited non magical protection to the wearer even if the enchantment is broken.
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Chiefwaffles

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #128 on: January 06, 2019, 09:39:51 am »

I'm thinking we're going the wrong way about revising the Fulcrum coat. It was intended to redirect force and it clearly has great potential for improvement in the efficiency in which it does so.
Improving that efficiency builds our magic experience and, well, it plays more to our strengths. We're the guys who design magic stuff. Not the ones who would be trying to mundanely reinforce trench coats.


Revision: Fulcrum Armor V3
We aim to set out to discover the flaws in the Fulcrum enchantments that cause ineffiencies of redirection of force and to remedy them. This should hopefully put less strain on the armor.
Any force that is failed to be redirected all the way to the other side is to be aimed for the air in front of the armor instead of the armor itself. This of course won't be 100% effective, but it should increase armor survivability in the scenario where the enchantments fail to properly redirect.


Gauntlets of Force - Energy Burst
We revise the Gauntlets of Force to add a new capability to them.

Instead of regular operations, the gloves briefly act as a conduit for mana to physical force instead of the complicated conversion of aforementioned regular operations. Both gloves channel as much mana as put into them (and that the enchantment can handle) directly into forwards force. It should hopefully result in a large amount of sudden force, at the cost of a complete lack of any semblance of precision or control and range.

This can be used for "throwing" things (like boulders!) with surprising amounts of force -- use regular operations to pull something into the air, then use Burst to throw it away. It can also be used in close combat, to stun and otherwise attack enemies.

Quote from: Container That Contains Tallied Votes In It
Revisions
Directed Radio (1): Rockeater
Fulcrum Armor V3 (1): Chiefwaffles
Gauntlets of Force - Energy Burst (0):

Dice Spending
Save 2 Dice (0):
Save 1 Die, Spend 1 Die (1): Chiefwaffles
Spend 2 Die (0):
The radio is, while not super-duper-amazing, seemingly fine on its own. In my opinion it's best that we let the project be completed without revisions, then eventually make a new design that polishes the radio and makes lots of general improvements.

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You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

NUKE9.13

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #129 on: January 06, 2019, 10:17:02 am »

Not bad, not bad. It's gonna take a while to complete- it'll be 9 short come the first combat, if we don't advance it, which would on average require 3 dice to deal with, so probably not worth it.
I think another revision to Fulcrum Armour makes sense. Possibly even two, actually. It needs better endurance both in a structural and mana-drain sense. Done correctly, it'd be the most powerful piece of kit in our arsenal when it comes to making our mages more effective in direct combat.
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Doubloon-Seven

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #130 on: January 06, 2019, 03:15:12 pm »


Quote from: Container That Contains Tallied Votes In It
Revisions
Directed Radio (1): Rockeater
Fulcrum Armor V3 (2): Chiefwaffles, D7
Gauntlets of Force - Energy Burst (0):

Dice Spending
Save 2 Dice (0):
Save 1 Die, Spend 1 Die (2): Chiefwaffles, D7
Spend 2 Die (0):
I think radios involve too much magical "circuitry" if that makes any sense, to do in a revision.
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Avanti!

TricMagic

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #131 on: January 06, 2019, 03:24:49 pm »


Quote from: Container That Contains Tallied Votes In It
Revisions
Directed Radio (1): Rockeater
Fulcrum Armor V3 (3): Chiefwaffles, D7, TricMagic
Gauntlets of Force - Energy Burst (0):

Dice Spending
Save 2 Dice (0):
Save 1 Die, Spend 1 Die (2): Chiefwaffles, D7
Spend 2 Die (0):
I think radios involve too much magical "circuitry" if that makes any sense, to do in a revision.
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NUKE9.13

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #132 on: January 06, 2019, 09:27:38 pm »

b]Revision: Fulcrum Armor V3[/b]
We aim to set out to discover the flaws in the Fulcrum enchantments that cause ineffiencies of redirection of force and to remedy them. This should hopefully put less strain on the armor.
Any force that is failed to be redirected all the way to the other side is to be aimed for the air in front of the armor instead of the armor itself. This of course won't be 100% effective, but it should increase armor survivability in the scenario where the enchantments fail to properly redirect.
So, there's a major problem I have with this revision. The whole point of Fulcrum Armour is that it only redirects the force a little bit- the direction remains the same. Trying to reflect the force would be much harder, I think. I still think the way forwards is to add stronger 'channels' to redirect the force through. The steel wire would've worked if the people doing it weren't idiots who tried to feed it into a loom (read: if we hadn't rolled a two).

Adding steel plates would probably work, but has the downside of making the armour much heavier.

Fulcrum Armour, V3b (Steel wire, again):
Fire the people who tried to feed steel wire into a loom. Obviously that's not what we meant. Rather, the idea is to add steel wires afterwards. So let's try this again. The principle remains the same; the steel wires will serve as channels for the redirected force which are less likely to break (not channelling 100% of the force, but reducing the strain on the fabric to the point where a single bullet won't shred it). These specifically designed ‘channels’ should also serve to redirect force with less ‘bleed’, further reducing strain.

I think we should leave the final Fulcrum Armour revision (the one fixing the efficiency and adding stand-by mode) until next turn, when the Force Gauntlets will have reached 50%, giving us a little extra experience in manipulating force. I could even be convinced to do no revision this turn, since any FA revision would benefit from FG experience (if only slightly).

Quote from: Container That Contains Tallied Votes In It
Revisions
Directed Radio (1): Rockeater
Fulcrum Armor V3 (3): Chiefwaffles, D7, TricMagic
Gauntlets of Force - Energy Burst (0):
Fulcrum Armour, V3b (1): NUKE9.13

Dice Spending
Save 2 Dice (0):
Save 1 Die, Spend 1 Die (3): Chiefwaffles, D7, NUKE9.13
Spend 2 Die (0):
« Last Edit: January 07, 2019, 06:35:34 pm by NUKE9.13 »
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Atomic Chicken

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #133 on: January 07, 2019, 04:47:52 pm »

Quote from: Container That Contains Tallied Votes In It
Revisions
Directed Radio (1): Rockeater
Fulcrum Armor V3 (3): Chiefwaffles, D7, TricMagic
Gauntlets of Force - Energy Burst (0):
Fulcrum Armour, V3b (2): NUKE9.13, AC

Dice Spending
Save 2 Dice (0):
Save 1 Die, Spend 1 Die (4): Chiefwaffles, D7, NUKE9.13, AC
Spend 2 Die (0):
Logged
As mentioned in the previous turn, the most exciting field of battle this year will be in the Arstotzkan capitol, with plenty of close-quarter fighting and siege warfare.  Arstotzka, accordingly, spent their design phase developing a high-altitude tactical bomber. 

Jerick

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #134 on: January 07, 2019, 06:08:36 pm »

Quote from: Container That Contains Tallied Votes In It
Revisions
Directed Radio (1): Rockeater
Fulcrum Armor V3 (3): Chiefwaffles, D7, TricMagic
Gauntlets of Force - Energy Burst (0):
Fulcrum Armour, V3b (3): NUKE9.13, AC, Jerick

Dice Spending
Save 2 Dice (0):
Save 1 Die, Spend 1 Die (5): Chiefwaffles, D7, NUKE9.13, AC, Jerick
Spend 2 Die (0):
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