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Author Topic: Wands Race 2: The Great War - Abbraccio  (Read 22577 times)

Happerry

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #300 on: February 13, 2019, 04:45:48 am »

Quote from: Votebox
New Projects:
OWL Goggles: (3) Stabby, Talion, Happerry
Rabbit's Speed: (0)
Visione del Calore: (6) NUKE9.13, AC, Rockeater, Jerick, Madman, Happerry
None:

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

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #301 on: February 13, 2019, 09:50:53 am »

A point that hasn't been made yet is that the visione del Calore (or what ever it is we end up calling it) should hard counter their new boulder camo spell as well as giving us a way to see in the dark.
I mean, it's not really a hard counter. It may help our mages detect theirs when they use camouflage, yes, but our mages won't be everywhere, and they won't be using this spell all the time (using it during the day is pointless unless you suspect there is someone in camouflage nearby already).

E: Just FYI, Visione del Calore has been renamed to Observation With Low-Infrared.

Quote from: Votebox
New Projects:
OWL Goggles: (3) Stabby, Talion, Happerry
Rabbit's Speed: (0)
OWL-I: (6) NUKE9.13, AC, Rockeater, Jerick, Madman, Happerry
None:

Dice to spend:
Three: (7) NUKE9.13, Jerick, Stabby, Rockeater, Madman, Happerry
Zero:
« Last Edit: February 14, 2019, 02:02:16 pm by NUKE9.13 »
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evictedSaint

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #302 on: February 16, 2019, 12:52:39 am »

Design Phase, Turn 3


Heat Vision Visione del Calore Observation With Low-Infrared (OWL-I)
Based on our plentiful experience messing with light, we have come up with this remarkably simple evocation. It creates a small panel in front of the user's eyes, which takes IR photons which pass through, normally not visible to the human eye, and adds some energy. In fact it adds just enough energy that really hot things shine bright blue, while very cool things glow a dull red. This allows a user to make out the area around him as it's all radiating dim infrared even at night (in sufficiently warm regions, anyway. The colder it gets, the harder it is to see), and quite clearly make out brightly-shining humans and vehicle engines and gun barrels, etc.

How did we get such precise energy addition? We made the evocation and then lowered the energy until campfires stopped permanently blinding Mages carefully raised the energy until it reached the desired visual intensity for accurate perception of humans and the terrain and whatnot.

Design: Observation With Low-Infrared (OWL-I) [E Hard] (5)

"For the last time," Senior Magineer Happerry Nicodemo says, pinching the bridge of his nose, "Thomas Young and August Fresnel clearly demonstrated the interference and diffraction of light in the early nineteenth century.  Light is wave based! There are no photons!  That's not a thing!  Stop trying to make it a thing!"

Observation With Low-Infrared (or OWL-I, for short) is our first evocation, and is by no means a simple spell.  The evocation takes advantage of our limited experience playing with light-based magicks and performs some rather complex functions - perhaps a bit more complex than what would be ideal for an evocation.  The spell sections off a circle roughly the size of a Mage's hand in the air a few inches from their face.  Light which passes through this circle is phase-shifted to higher frequencies, which would make some frequencies of non-visible light visible to the naked eye.  Thankfully, our Magineers managed to catch a rather critical flaw in this function and limited the phase-shifted light to only the upper portion of the infrared light spectrum.  This prevents other forms of light from being accidentally phase-shifted (such as ultra-violet rays into x-rays, for example).  Additionally, some rather clever Magineers managed to ensure that the spell circle only operated on light coming in from the outwards-facing side, preventing the circle from illuminating the users face.

The spell works surprisingly well, despite the complex nature and our relatively limited experience with light manipulation.  Further-away objects appear dimmer, and closer objects appear brighter.   Cooler objects appear red, while warmer objects appear blue.  In total and near-darkness, this is a massive boon.  There are a few issues, however; the circle is visible to others, meaning anyone 90-135° off to the side and behind the user will be able to see the circle of phase-shifted light.  The circle is not terribly bright, and resolution can be fuzzy.  The range is thoroughly unimpressive, with a detection range of about 40 meters for human-sized targets (note: "detection" range is not the same as "recognition" range).  The performance is also correlated to the ambient temperature, with warmer weather degrading performance noticeably.

Despite these short-comings, it is functional, zero-cost night vision, and it beats Kálmán Tihanyi's invention of infrared anti-air cameras by a solid fifteen years.  The spell is complex, but barely - and I do mean just barely - manages to stay within the realm of "Competent" for our Mages.  More complex variants will undoubtedly increase the required skill level, though off-loading parts of the spell into equipment would likely keep it at more manageable levels.

Progress: (0/10)(4)
Type: Evocation
Experience: Competent
Cost: 0



Spoiler: Relations (click to show/hide)
Spoiler: Equipment (click to show/hide)
Spoiler: Projects (click to show/hide)

Revision Phase, Turn 3

2 Dice left.



« Last Edit: February 16, 2019, 12:42:45 pm by evictedSaint »
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Madman198237

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #303 on: February 16, 2019, 02:48:03 pm »

So this spell is pretty close to good. It's got sufficient range to be very useful for infiltration....but now we need something akin to Svanire to help our soldiers be even more difficult to see even when they can see their enemies. Speaking of which we could in fact see out of Svanire now using this or a sorcery based on this.

I'm a little confused what eS means by "resolution" considering the intended means of operation, but that also shouldn't really matter. If we can pick up humans at, say, 30 meters that'll probably be good enough for infiltration.
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NUKE9.13

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #304 on: February 18, 2019, 03:41:27 am »

Anyway.

Royal Fulcrum Armour:
The longevity of the monarch is of great interest to us. For one thing, he signs our paychecks, whilst his successor may not be as big a fan of the mystical arts. As such, we seek to protect his royal highness against whatever the world may throw against him.
So, we've teamed up with the royal tailors to create a version of Fulcrum Armour, in the form of a snazzy royal uniform with gold braiding and all that good stuff. The aesthetics we'll mainly leave to the tailors, we'll handle the enchantments. As the intention is for the king (who is not, to our knowledge, magically gifted) to wear this, the enchantments must be modified so that they will last longer without needing to be recharged. Cost is of little concern here- we can afford to use more intricate enchantments that can store significantly more mana and operate at a higher efficiency, and high-quality steel wire reinforcements that provide excellent force conduction whilst causing the minimum of discomfort, neither of which would be affordable on production models.
We shall create two suits of 'Royal Fulcrum Armour', and present them to the king with the appropriate pomp and circumstance. A demonstration will be provided, wherein one of our mages will be shot at short range with a pistol whilst wearing the suit. The king's court magician(s) will be instructed in the proper maintenance of the enchantments, allowing them to recharge it. Subsequently, Gioffre will be able to appear in public with a significantly reduced risk of getting Franz Ferdinand'd.


Quote from: Votebox
Royal Present:
Royal Fulcrum Armour: (1) NUKE9.13
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Atomic Chicken

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #305 on: February 18, 2019, 06:24:15 am »

Quote from: Votebox
Royal Present:
Royal Fulcrum Armour: (2) NUKE9.13, AC
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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. 

Rockeater

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #306 on: February 18, 2019, 06:36:51 am »


Quote from: Votebox
Royal Present:
Royal Fulcrum Armour: (3) NUKE9.13, AC, Rockeater
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Jerick

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #307 on: February 18, 2019, 06:41:16 am »

Quote from: Votebox
Royal Present:
Royal Fulcrum Armour: (4) NUKE9.13, AC, Rockeater, Jerick
Personally I'd prefer something more visibly magic as that would raise our prestige anytime our king is in public. BUT seeing as how I can't come up with anything that will be visibly magic, impressive and be something can certainly do easily enough (failing here would be disastrous for our prestige) the best bet is probably the armour.
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evictedSaint

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #308 on: February 18, 2019, 11:06:07 pm »

Revision Phase, Turn 3

Royal Fulcrum Armour:
The longevity of the monarch is of great interest to us. For one thing, he signs our paychecks, whilst his successor may not be as big a fan of the mystical arts. As such, we seek to protect his royal highness against whatever the world may throw against him.
So, we've teamed up with the royal tailors to create a version of Fulcrum Armour, in the form of a snazzy royal uniform with gold braiding and all that good stuff. The aesthetics we'll mainly leave to the tailors, we'll handle the enchantments.

As the intention is for the king (who is not, to our knowledge, magically gifted) to wear this, the enchantments must be modified so that they will last longer without needing to be recharged. Cost is of little concern here- we can afford to use more intricate enchantments that can store significantly more mana and operate at a higher efficiency, and high-quality steel wire reinforcements that provide excellent force conduction whilst causing the minimum of discomfort, neither of which would be affordable on production models.
We shall create two suits of 'Royal Fulcrum Armour', and present them to the king with the appropriate pomp and circumstance. A demonstration will be provided, wherein one of our mages will be shot at short range with a pistol whilst wearing the suit. The king's court magician(s) will be instructed in the proper maintenance of the enchantments, allowing them to recharge it. Subsequently, Gioffre will be able to appear in public with a significantly reduced risk of getting Franz Ferdinand'd.

Revision: Royal Fulcrum Armor [Easy] (5)

We've out-sourced a good deal of the actual design of the armor to a tailor well-renown for his high-end clothing designs.  With the war currently in full swing, he is happy to have some business and offers a discount.

The result is a stylish coat and an equally stylish cloak, both with fine steel wire cleverly sewn into the fabric in a way that accentuates the design.  The enchantments are fine-tuned for longevity, sacrificing some of the high-caliber protection for improved non-Mage use.  The armor won't hold up to rifle rounds, but against small-caliber and low-speed munitions it should be just fine - even withstanding the rounds without destroying itself.  We draw up some plans to have a few Mages keep the armor topped-off, though it's clear doing something like this for many more people will leave our company without enough Mages to function.  Lastly, in order to demonstrate the functionality of the armor, we also plan to have one of our Mages will pull out a gun and prove the armor's impervious nature during the ceremony.

The armor is wrapped up nicely and will be presented at the Kings birthday party.



Spoiler: Relations (click to show/hide)
Spoiler: Equipment (click to show/hide)
Spoiler: Projects (click to show/hide)

Strategy Phase, Turn 3

1 Dice left.

Unit 4 requires a designation!

Spoiler: North (click to show/hide)

Spoiler: Gulf (click to show/hide)

Spoiler: South (click to show/hide)
« Last Edit: March 04, 2019, 12:10:05 am by evictedSaint »
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helmacon

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #309 on: February 19, 2019, 03:39:20 am »

Quote
Lastly, in order to demonstrate the functionality of the armor, we also plan to have one of our Mages will pull out a gun and prove the armor's impervious nature during the ceremony.

I swear to god if we do this by literally shooting at the king instead of a demonstration I'm gonna force the development of a berserker Array just so I can launch myself out of this game.
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NUKE9.13

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #310 on: February 20, 2019, 06:53:23 am »

Right, so, obviously the defence of Porec is our highest priority. I can see Kolubaria going all-in on Porec, but if we abandon Kobarid and it falls, our relationship with the army will plummet, so we shouldn't leave Kobarid completely undefended. I think a 3/1 split is the way to go.
A unit of artillery spotters will do best in Kobarid, I think. For Porec, the rookie unit should be equipped as Footsoldiers, one unit should be spotters, and the last should be Gauntleteers.

Speaking of Gauntleteers, there are a few possible loadouts, but I think the best option is the following:
Quote
Gauntleteer:
(5) Gauntlets of Force
(6) Fulcrum Armour v4
(8) Thaumic Radio v2
(1) Bottiglia Artillery Shells
(1) Freccette
(1) Pavle Sidearm

(Total cost: 22)
Alternatively, we could add Lucky Rabbit's Foot, but that would mean dropping the pistol. It's debatable whether darts alone would be enough to ward off enemies, so having some conventional firepower may be wise.

I propose we call Unit 4 "Guidecca 4".

And finally, a thought about the defence of Porec. We could simply fortify the town and hunker down, hoping that they don't introduce something that tips combat in their favour sufficiently to overwhelm us. A more risky move would be to send out a unit to try and harass their supply lines- but now that I think about it, they have decent scouting abilities, and we don't have camouflage or nightvision yet, so we're not really equipped for that sort of thing. Probably best to just sit tight.


E: First draft of a plan:

Quote from: Plan A
New Loadouts:
Quote
Gauntleteer:
(5) Gauntlets of Force
(6) Fulcrum Armour v4
(8) Thaumic Radio v2
(1) Bottiglia Artillery Shells
(1) Freccette
(1) Pavle Sidearm

(Total cost: 22)



Rename Unit 4 "Guidecca 4"



Deployments:
Quote
Murano 1 | Competent | Artillery Spotter
Deploy to: Northern Theatre
Mission: Observe enemy movement on both northern and southern roads. Provide artillery spotting where needed.
Quote
Torcello 2 | Competent | Artillery Spotter
Deploy to: Southern Theatre
Mission: Observe enemy movement, provide artillery spotting for both local artillery and naval fire support.
Quote
Burano 3 | Competent | Gauntleteer
Deploy to: Southern Theatre
Mission: Coordinate frontline operations using radio (relaying information and orders between troops and commanders) & provide mortar-style fire support to infantry (including, but not limited to, Guidecca 4).
Quote
Guidecca 4 | Rookie | Footsoldier
Deploy to: Southern Theatre
Mission: Rapid response to enemy assaults, moving to shore up defences as needed (with Burano 3 providing the instant-communications needed to react). Potentially act as spearhead of counterattack if local commanders decide to perform one. If retreat becomes necessary, perform delaying action.
« Last Edit: February 20, 2019, 01:20:04 pm by NUKE9.13 »
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Jerick

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #311 on: February 20, 2019, 09:31:56 am »

Looks good.
Quote from: vote box
Plan A: (1) Jerick
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Jilladilla

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #312 on: February 20, 2019, 01:22:11 pm »

Good enough for me.

Quote from: vote box
Plan A: (2) Jerick, Jilladilla
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Talion

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #313 on: February 20, 2019, 01:27:28 pm »

That all made sense.

Quote from: vote box
Plan A: (3) Jerick, Jilladilla, Talion
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NUKE9.13

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Re: Wands Race 2: The Great War - Abbraccio
« Reply #314 on: February 21, 2019, 03:18:39 am »

Right, well, given the lack of alternative proposals, I'll throw a vote on my own plan to speed things along (but I could still be convinced to support a different one).
Quote from: vote box
Plan A: (4) Jerick, Jilladilla, Talion, NUKE9.13


E: An important update about Svanire:
Quote from: Discord
evictedSaint Today at 5:46 PM
Just fyi, the spell [Svanire] is tuned to hide a man-sized object, and light distortion is unnoticeable from 150 m away.  Within 150, you will notice the light bending - and observant individuals might notice some weird effects on the ground regardless of distance, but only if they're looking for it.
Nemonole, Most Sleep Deprived Today at 5:47 PM
So it can't be used to hide a small enough ship?
evictedSaint Today at 5:52 PM
It could definitely reduce the apparent size and baffle the appearance, but you cant obscure an entire ship, no. It was never mentioned in the design parameters.
NUKE9.13, Acronomicon Wielder Today at 5:52 PM
Ah
Nemonole, Most Sleep Deprived Today at 5:52 PM
Fair enough I suppose.
NUKE9.13, Acronomicon Wielder Today at 5:52 PM
Okay, I misunderstood how the spell worked, then.
Nemonole, Most Sleep Deprived Today at 5:53 PM
Could still do things like make them assume they're walking into a DD fight and then bam surprise Armored Cruiser!
NUKE9.13, Acronomicon Wielder Today at 5:53 PM
Although, don't the design results say that once you get within 150m you enter a black void?
Oh, wait.
I see. "The area around the caster" means the small, man-sized area around the caster, not the entire 150m sphere.
I guess.
That does make more sense.
Atomic Chicken Today at 5:58 PM
Ah, the wording's certainly misleading.
NUKE9.13, Acronomicon Wielder Today at 5:59 PM
On the bright side, this means Svanire isn't as useless for personal use as we thought.
« Last Edit: February 21, 2019, 12:03:26 pm by NUKE9.13 »
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