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Author Topic: Wands Race 2: The Great War - Abbraccio  (Read 22602 times)

NUKE9.13

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #240 on: January 24, 2019, 11:02:19 am »

By the way, whilst the vote is unanimous, I'm sure eS would appreciate more votes, even if you're in favour of the winning plan- 3 votes isn't a lot. And if you aren't in favour of the winning plan, don't assume that there's no chance of turning things around- there's still time for an alternative suggestion to be considered. Even if it doesn't win out, more suggestions never hurt.
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Rockeater

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #241 on: January 24, 2019, 11:19:31 am »

Quote from: Xobetov
New Projects:
Svanire: (4) NUKE9.13, Jerick, Madman, Rockeater

Dice to spend:
Three: (4) NUKE9.13, Jerick, Madman, Rockeater

Requisition:
2.5"-3" artillery shells, like what Kolubaria has (HE, percussion fuse): (4) NUKE9.13, Jerick, Madman, Rockeater
Nothing:
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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.

SamSpeeds

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #242 on: January 24, 2019, 11:38:10 am »

Quote from: Xobetov
New Projects:
Svanire: (5) NUKE9.13, Jerick, Madman, Rockeater, SamSpeeds

Dice to spend:
Three: (5) NUKE9.13, Jerick, Madman, Rockeater, SamSpeeds

Requisition:
2.5"-3" artillery shells, like what Kolubaria has (HE, percussion fuse): (5) NUKE9.13, Jerick, Madman, Rockeater, SamSpeeds
Nothing:

Don't worry guys, I have arrived to add nothing of value!
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Atomic Chicken

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #243 on: January 24, 2019, 11:44:44 am »

Quote from: Xobetov
New Projects:
Svanire: (6) NUKE9.13, Jerick, Madman, Rockeater,  SamSpeeds, AC

Dice to spend:
Three: (6) NUKE9.13, Jerick, Madman, Rockeater, SamSpeeds, AC

Requisition:
2.5"-3" artillery shells, like what Kolubaria has (HE, percussion fuse): (6) NUKE9.13, Jerick, Madman, Rockeater, SamSpeeds, AC
Nothing:

I like the invisibility spell, but mandating specially cut black tourmalines strikes me as a tad over-the-top given that the materials used in spell focuses do not affect the spell outcome.
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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. 

NUKE9.13

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #244 on: January 24, 2019, 11:56:52 am »

I mean, tourmaline is one of the cheapest black gemstones, according to my cursory research. If you have a suggestion for a cheaper alternative, I'd be willing to change it. As for the cut, that is actually relevant, since the focus should have some relationship to the spell, if I understand correctly- a lens represents the bending of light, whilst it being black represents a lack of visibility.

E: Also, this:
Quote from: Discord
NUKE9.13, Acronomicon Wielder Today at 4:37 PM
@evictedSaint how fast can a Competent mage accelerate a thing using Force Gauntlets, roughly? Ie, is Madman's vision of accelerating objects to >Mach 1 plausible?
[...]
evictedSaint Today at 5:35 PM
If the math checks out, I dont see why not
If the limit of how fast we can make a thing move is just whether the math checks out, we can make things move very, very fast indeed, as Madman has shown. Given this new information, I would absolutely support us acquiring flechettes for use with Force Gauntlets.
« Last Edit: January 24, 2019, 01:34:31 pm by NUKE9.13 »
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Madman198237

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #245 on: January 24, 2019, 10:05:26 pm »

Should I add a second design of flechette/spike/bullet/projectile to the revision proposal, of a smaller 5 gram size? This would allow a mage to throw the heavier ones in controlled situations at extremely high velocities, while throwing the five-gram bullets exactly as fast as needed. They can, in fact, reach Mach 5.75 in the fifteen meter distance from mage to Gauntlet loss of control (we can just call that GLOC without confusing anyone, right? :P ). They will be less stable over long flights than the 10g option, but then we can just use 10g spikes for long range work and the 5g stuff for shotgunning our foes with supersonic darts at average rifle ranges.
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stabbymcstabstab

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #246 on: January 26, 2019, 10:23:58 am »

Quote from: Xobetov
New Projects:
Svanire: (7) NUKE9.13, Jerick, Madman, Rockeater,  SamSpeeds, AC, Stabby

Dice to spend:
Three: (7) NUKE9.13, Jerick, Madman, Rockeater, SamSpeeds, AC, Stabby

Requisition:
2.5"-3" artillery shells, like what Kolubaria has (HE, percussion fuse): (7) NUKE9.13, Jerick, Madman, Rockeater, SamSpeeds, AC, Stabby
Nothing:

I see nothing wrong with add the 5 gram ones to it Madman, the ability to slaughter our enemies in multiple new and exciting ways should be encouraged.
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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.

Jilladilla

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #247 on: January 26, 2019, 10:40:58 am »

You know, the rules do state that we can attempt to perform an infinite number of requisitions at once. We can try and grab darts from the civilian sector and not burn a die revising them for ourselves.

Quote from: Xobetov
New Projects:
Svanire: (7) NUKE9.13, Jerick, Madman, Rockeater,  SamSpeeds, AC, Stabby

Dice to spend:
Three: (7) NUKE9.13, Jerick, Madman, Rockeater, SamSpeeds, AC, Stabby

Requisition:
2.5"-3" artillery shells, like what Kolubaria has (HE, percussion fuse): (7) NUKE9.13, Jerick, Madman, Rockeater, SamSpeeds, AC, Stabby
Darts, from the civilian sector: (1) Jilladilla
Nothing:

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Glory to United Forenia!

If you see a 'Nemonole' on the internet elsewhere, it's probably me

NUKE9.13

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #248 on: January 26, 2019, 11:01:56 am »

I was going to suggest that next turn, though with the intention of using them as a base to revise more potent flechettes from, not as something to actually deploy. I suppose grabbing them now can't hurt.

Quote from: Xobetov
New Projects:
Svanire: (7) NUKE9.13, Jerick, Madman, Rockeater,  SamSpeeds, AC, Stabby

Dice to spend:
Three: (7) NUKE9.13, Jerick, Madman, Rockeater, SamSpeeds, AC, Stabby

Requisition:
2.5"-3" artillery shells, like what Kolubaria has (HE, percussion fuse): (7) NUKE9.13, Jerick, Madman, Rockeater, SamSpeeds, AC, Stabby
Darts, from the civilian sector: (2) Jilladilla, NUKE9.13
Nothing:
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Madman198237

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #249 on: January 26, 2019, 11:52:04 am »

Quote from: Xobetov
New Projects:
Svanire: (7) NUKE9.13, Jerick, Madman, Rockeater,  SamSpeeds, AC, Stabby

Dice to spend:
Three: (7) NUKE9.13, Jerick, Madman, Rockeater, SamSpeeds, AC, Stabby

Requisition:
2.5"-3" artillery shells, like what Kolubaria has (HE, percussion fuse): (7) NUKE9.13, Jerick, Madman, Rockeater, SamSpeeds, AC, Stabby
(5 or 10 gram or so) Darts, from the civilian sector: (3) Jilladilla, NUKE9.13, Madman
Nothing:

I guess we can only try? We're more likely to get literal darts, from the game of darts, which may or may not be stable at ultra-high velocities.
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NUKE9.13

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #250 on: January 26, 2019, 12:00:44 pm »

Well, yes, that's more or less what I expect. But considering we got yelled at for not requisitioning a radio, I figured we might get better results designing 'darts' of our own if we have something to work off of. And since it's from the civilian sector (I mean, we're basically just sending an intern down to the pub to see where they get theirs) we don't risk damaging inter-service relations, so there's basically no risk.
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Madman198237

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #251 on: January 26, 2019, 12:10:54 pm »

I mean, the "darts" in question were meant to be stretched forms of our own bullets so they're a bit more stable without spinning. Though maybe it will work better to revise actual darts with fins now that I remember that stability actually matters.
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evictedSaint

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #252 on: January 28, 2019, 11:50:41 am »

Design Phase, Turn 2

Alright, light-bending invisibility sorcery proposal:

Svanire:
Optical magic has a bright future ahead of it. Notably, whilst it can enable us to see the enemy, it can also be used to make the enemy unable to see us. To this end, we are combining elements of Galilei Lensing and Fulcrum Armour- albeit in a modified form- to drastically enhance our stealth abilities.
Svanire (Vanish) is envisioned as a quick, relatively simple sorcery, that renders the caster temporarily invisible (or at least much harder to see). It does so by utilising the light-bending techniques of Galilei lensing (making much sharper changes, but at much shorter ranges), combined with experience from Fulcrum Armour, where the ultimate direction is not changed, but merely made to experience a small detour, leaving a small area untouched. The spell creates a roughly form-fitting field around the caster, which redirects light from one side to the other. To prevent this from rendering the caster blind, the spell does not affect a small area around each eye- this does mean the eyes will be visible (from the front, anyway), but it should be fairly difficult to notice a floating pair of eyes in most situations.
The focus for this spell is an amulet set with a black gemstone (cheap Tourmaline should suffice, but can be substituted for a more convenient option) cut in the shape of a lens. Casting should be fairly rapid, and the effect should last for as long as the caster maintains concentration (and has the required mana).

Design: Svanire (V Hard) [2]
Invisibility is one of those tricks that people always worry about Mages using for nefarious purposes - sneaking around, spying, evesdropping on private conversations, etc.  The truth is, no Mage has ever been able to competently cast a veil of true invisibility upon themselves.

We manage to get very close, though!  Svanire is a complex sorcery that bends incoming light around the user in a gentle curve.  In order to keep the Mana consumption at 'acceptable' levels, light begins curving at 150 meters out from the user; in early tests, this seems to be the best trade off between "not bending it too hard" and "not casting too far away".  Past 150 meters the user seems like a soft heat shimmer in the air as light is mildly distorted by the spell.  Within 150 meters, the effect becomes immediately noticeable as the area around the caster becomes a black void.

Casting is focused on a cheap Tournaline carefully cut and set within a heavy set of copper wires and an expensive set of engraved plates, which the user hangs from their chest like a backpack worn in reverse.  Casting takes a great deal of focus from the user, though they can still walk and talk while casting.  Mana consumption can be quite high, limiting use to 1 hour for an Experienced Mage.  Despite our best efforts, retaining the ability to see while casting was not possible to do in the limited time available.  Due to the complex nature of bending omni-directional light and the focus required, Experienced Mages are needed to cast this spell.

Progress: (0/16)(3)
Type: Sorcery
Experience: Experienced
Cost: 12



Requisitions
3" Bottiglia Artillery Shells: Italian for "bottle". Bottiglia Artillery Shells are three-inch (76.2 mm) ammo commonly fired from the artillery battery mounts on our destroyers.  They are percussion fuses with HE payloads, and they are fairly common.  Our navy has plenty of them, and with very little ship-to-ship combat going on no one notices if a few go missing.  [1]
Freccette: Italian for "darts".  Finding a 5g dart in the civilian sector that matches our requirements proves to be a little difficult.  We have to get them custom-ordered from a local blacksmith instead.  They're simple, made from cheap iron, and have pointed tip with a "+" shaped tail that goes from the head to the base. They're heavy for their size, and around the length from a man's wrist to the tip of his fingers.   [1]



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Revision Phase, Turn 2

2 Dice left.
« Last Edit: January 29, 2019, 02:22:43 pm by evictedSaint »
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NUKE9.13

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #253 on: January 28, 2019, 12:07:48 pm »

Welp.
I was kinda worried this might happen. The play here is to let it auto-progress to 50% and then scrap it- I don't think revisions will be able to turn this into a useful spell; we'll need a new project, with more experience behind it.
Shoulda coulda woulda gone with camouflage.

Anyway, revisions.

Galilei Lensing v2:
In order to fix the blurriness problem of Galilei Lensing the spell will be tweaked slightly, such that the incoming light is bent a tiny bit more or less depending on where it's coming from, in order that the eventual image can be brought into complete focus. Also included in this revision is a simple lookup table that helps mages figure out how far away the thing they're looking at is (ie, [binocs at 45 degrees] and [curvature at 5km] ---> [thing is 10km away], with modifiers for height difference).

(Multifocal lenses are not available in this time period, or at least not without drastically increasing the cost. The best solution is magic)

Also a revision to the radio to be more effective, perhaps?
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Madman198237

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #254 on: January 28, 2019, 04:09:32 pm »

Yeah, that seems like a total loss to me. Next time we could instead of doing omnidirectional light make use of mana tracers and intentionally confuse enemies who are looking at us. That'd reduce the magical load on the procedure compared to constantly doing an omnidirectional bend of light.

Or for even more simplicity, do a single-direction bend of light, such that someone looking from behind you, at you, would see nothing out of the ordinary, but someone looking from in front (assuming that you're projecting this spell forwards) would see the bent light from behind you.

Well, maybe anyone behind the direction of the spell would see some weird effects from light being bent such that no light from our mages continues forwards. It would also be easier to see through the one-directional camouflage.

An overlapping set of two such spells would be able to cover a wider area, presumably with only minor distortions depending on how the spell worked. Completely invisible at night, almost invisible and impossible to range on during the day.
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