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Author Topic: Wands Race 2: The Great War - Abbraccio  (Read 22625 times)

Rockeater

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #150 on: January 10, 2019, 09:23:54 am »

Mirage is very useful to protect people. Best way to not get killed is to not be shot in the first place.

That and it gives us light bending experience. Which is, again, extremey useful.
Idk, it's feel a bit hard to scale, and unless our mage squads becomes more than infantry that harder to kill it's large scale effect feel limited.
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Chiefwaffles

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #151 on: January 10, 2019, 09:50:18 am »

Well, our mages will see combat. And if we want them to keep a Mage unit helpful to the war, then stuff like Mirage (as well as any other defensive stuff) becomes useful. It keeps mages alive so they can keep on helping.

It’s not meant to be the end-all to defense, of course. It’s  meant to be a convenient evocation that allows us to deploy our units with confidence knowing that they’ll never be relatively defenseless.
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Quote from: RAM
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!

Madman198237

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #152 on: January 10, 2019, 09:53:59 am »

Quote from: botes
Number of dice to spend:
Three: (1) Chiefwaffles
Four: (2) NUKE9.13, Madman

New Designs:
Trench Broomstick (2): NUKE9.13, Madman
Hardened Air (0):
Animated Wire Whip Wand (0):
Mirage (1): Chiefwaffles

Project Progress:
One die to Fulcrum Armour: (2) NUKE9.13, Madman

Why don't we have enough experience to do so, though? We have a pair of precise motive spells (Rabbit's Foot, Gauntlets of Force), we have magical mana-tracer-whatevers that allow us to "aim" in a way, and we have rifles.
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Chiefwaffles

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #153 on: January 10, 2019, 10:00:35 am »

We have exclusively the rabbit’s foot. Which deals with very minor course corrections with a very small “detection” range, and is explicitly a consulated archaic mess which we don’t actually really understand.

Quote
Enchantments
Lucky Rabbits Foot: A preserved rabbits foot, using a rather convoluted weave of magic.  Effects seem dubious, but through rigorous testing it is revealed to subtly move the wearers foot just enough to avoid stumbling over unseen rocks or stubbing toes on furniture.  Further testing reveals it performs an on-going analysis of the users gait and compares the projected footfall with the terrain immediately ahead.  Replenishes naturally while in close proximity to a mage, but will otherwise run dry within an hour.  [Rookie] [4]

We don’t understand it to the point that we only know what it does because of testing the end product. You can have a gun and know how to shoot it and know what happens when you shoot it, but that doesn’t mean you understand how the gun works and how to make a better gun.
And notice it’s effect is limited to “avoiding stubbed toes and less stumbling over unseen rocks.” That’s pretty minor.

Something like your design is definitely a good idea, and there’s a reason it’s been talked about a lot, but let’s not get too ambitious too quickly please.
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Quote from: RAM
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!

Madman198237

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #154 on: January 10, 2019, 10:04:25 am »

We have TWO precise motive spells. The Gauntlets of Force are noted at being good at enforcing precision over power at least somewhat, and we're stripping away all the pesky predictive and detection bits of Rabbit's Foot, in essence anyway. What's left should be a rather simple spell capable of moving the barrel, with a perhaps more complicated one governing where that spell moves the barrel to point out.

If you never try, you never get a sense for what we can and can't do. This is probably the best time to try it, too. Nothing's really riding on this turn, not yet at least, and this rifle is something that will serve us really well for a long time even if it doesn't work out the first time.
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Chiefwaffles

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #155 on: January 10, 2019, 10:12:03 am »

The gauntlets of Force have little to nothing to do with this particular issue. They translate the caster’s intentions into movement using mana. Sure, they have some use in the design, but the rabbit’s foot parts? No way.
The rabbit’s foot is a convoluted enchantment that we don’t actually understand that works at an insanely short range while continuously calculating the immediate terrain combined with the user’s movement and moves the users’ feet in subtle ways to adjust for subtle terrain changes.

We already know what we can and can’t do. We’ve already learned how the difficulties are judged.  We don’t need this rifle in any way, and it can wait until we have more experience with the area of the rabbit’s foot to do.
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Quote from: RAM
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!

Madman198237

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #156 on: January 10, 2019, 10:49:23 am »

The Gauntlets of Force translate movement and mana and Will into precise movement at a distance. We want a lower-complexity, lower-range, lower-power version of that on our gun barrel.

I added mention of the Rabbit's Foot as an inspiration for the "calculating and making minor adjustments" bit, as NUKE recommended on Discord some time ago. Even if we don't understand all of it, we still have it *and know how to make them*, thus we know something about it. Enough to help with another spell? I hope so, otherwise why bother giving it to us at all if we need to waste an entire action to figure it out before making any meaningful use of it?

Evidently he, you, and I disagree somewhat on what is a reasonable stretch and what is not. We absolutely need this rifle, otherwise our guys are going to be glorified trench-diggers only slightly faster than people with shovels, with a thing for trench coats and steel wire, with no realistic offensive options whatsoever. With this rifle plus a (lightly modified to give us the proper range?) set of binoculars for spotters, we could at least deploy elite sniper teams to make a mess wherever necessary. Or just this rifle and we can deploy a more-effective-than-average infantry unit, etc.

I absolutely want to do Mirage, and am considering voting for two designs this turn to get it going, before using next turn to wrap up as many projects as we can/as are necessary. I just worry that Mirage may be a little too difficult for an Evocation, and will require highly-experienced casters or a quick remake into a [multi-caster] Sorcery to actually be field-deployable.
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

TricMagic

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #157 on: January 10, 2019, 10:51:16 am »

Quote from: botes
Number of dice to spend:
Three: (1) Chiefwaffles
Four: (1) NUKE9.13

New Designs:
Trench Broomstick (1): NUKE9.13
Hardened Air (0):
Animated Wire Whip Wand (0):
Mirage (2): Chiefwaffles, TricMagic

Project Progress:
One die to Fulcrum Armour: (1) NUKE9.13

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NUKE9.13

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #158 on: January 10, 2019, 10:52:43 am »

You missed Madman's vote, and also didn't vote for how many dice to use.
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Atomic Chicken

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #159 on: January 10, 2019, 10:58:24 am »

Quote from: botes
Number of dice to spend:
Three: (2) Chiefwaffles, AC
Four: (2) NUKE9.13, Madman

New Designs:
Trench Broomstick (3): NUKE9.13, Madman, AC
Hardened Air (0):
Animated Wire Whip Wand (0):
Mirage (2): Chiefwaffles, TricMagic

Project Progress:
One die to Fulcrum Armour: (2) NUKE9.13, Madman
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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 #160 on: January 11, 2019, 03:57:07 pm »

Quote from: botes
Number of dice to spend:
Three: (2) Chiefwaffles, AC
Four: (3) NUKE9.13, Madman, Jerick

New Designs:
Trench Broomstick (4): NUKE9.13, Madman, AC, Jerick
Hardened Air (0):
Animated Wire Whip Wand (0):
Mirage (2): Chiefwaffles, TricMagic

Project Progress:
One die to Fulcrum Armour: (3) NUKE9.13, Madman, Jerick
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Talion

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #161 on: January 11, 2019, 04:01:49 pm »

Quote from: botes
Number of dice to spend:
Three: (2) Chiefwaffles, AC
Four: (4) NUKE9.13, Madman, Jerick, Talion

New Designs:
Trench Broomstick (4): NUKE9.13, Madman, AC, Jerick
Hardened Air (0):
Animated Wire Whip Wand (0):
Mirage (3): Chiefwaffles, TricMagic, Talion

Project Progress:
One die to Fulcrum Armour: (4) NUKE9.13, Madman, Jerick, Talion
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Doubloon-Seven

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #162 on: January 11, 2019, 04:28:02 pm »

Quote from: botes
Number of dice to spend:
Three: (2) Chiefwaffles, AC
Four: (5) NUKE9.13, Madman, Jerick, Talion, d7

New Designs:
Trench Broomstick (5): NUKE9.13, Madman, AC, Jerick, D7
Hardened Air (0):
Animated Wire Whip Wand (0):
Mirage (3): Chiefwaffles, TricMagic, Talion

Project Progress:
One die to Fulcrum Armour: (5) NUKE9.13, Madman, Jerick, Talion, D7
Aimbot semi-auto wizard guns. Nice.
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Avanti!

Rockeater

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #163 on: January 12, 2019, 04:03:45 am »


Quote from: botes
Number of dice to spend:
Three: (2) Chiefwaffles, AC
Four: (6) NUKE9.13, Madman, Jerick, Talion, d7, Rockeater

New Designs:
Trench Broomstick (6): NUKE9.13, Madman, AC, Jerick, D7, Rockeater
Hardened Air (0):
Animated Wire Whip Wand (0):
Mirage (3): Chiefwaffles, TricMagic, Talion

Project Progress:
One die to Fulcrum Armour: (6) NUKE9.13, Madman, Jerick, Talion, D7, Rockeater
Not much tempted by anything but that the better option
Logged
Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

stabbymcstabstab

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #164 on: January 12, 2019, 04:24:22 pm »

Quote from: botes
Number of dice to spend:
Three: (2) Chiefwaffles, AC
Four: (7) NUKE9.13, Madman, Jerick, Talion, d7, Rockeater, STabby

New Designs:
Trench Broomstick (7): NUKE9.13, Madman, AC, Jerick, D7, Rockeater, STabby
Hardened Air (0):
Animated Wire Whip Wand (0):
Mirage (3): Chiefwaffles, TricMagic, Talion

Project Progress:
One die to Fulcrum Armour: (7) NUKE9.13, Madman, Jerick, Talion, D7, Rockeater[/size], STabby
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Long Live Arst- United Forenia!
"Wanna be a better liberal? Go get shot in the fuckin' face."
Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.
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