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Author Topic: Wands Race 2: The Great War - Kolubaria  (Read 23893 times)

Twinwolf

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #240 on: January 29, 2019, 08:44:56 am »

Joined the team via discord but haven't actually posted here yet whoops.

My logic for voting for the mana timer is fairly simple - it's an (attempt at) an answer for the enemy's armor, which so far as I can tell isn't really something we can currently deal with. The sky-eye projection is pretty much so that the recon is better. Right now it's the primary purpose of recon units, rather than being snipers as well - if they were actually using the Lanner Special, it would mean something had gone wrong. Not to say we can't have recon units double as snipers down the line or just have magic-sniper units, but not something that seems valuable now.

Quote
Revisions (3 dice available)
Sky Eye Projection : (4) Kashyyk, Doomblade, Taricus, Twinwolf
Siebolg's Sealing Stick : (2) MoP, Taricus
Mana Timer: (2) Powder Miner, Twinwolf
The Lanner Special: (2) Powder Miner, Kashyyk

Requisition
Shotgun Turkey Choke : (1) Kashyyk
None: (5) Doomblade, MoP, Powder Miner, Taricus, Twinwolf

Dice
Hold 0 Dice: (0)
Hold 1 Die: (4) Taricus, Powder Miner, Kashyyk, Twinwolf
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Man of Paper

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #241 on: January 29, 2019, 08:46:35 am »

In response to Andres, Siebolg's Stick is just slapping something we have onto something else we have, with the results being what should be the logical result of such an action. Wands "allow an efficient flow of Mana from the user into the target" according to the OP, time to cast should go down since the mage doesn't need to draw the rune in ink, and a better symbol could hold more power. Admittedly the last one's a little stretch goal, but it's the only part of the Revision I think adds any level of difficulty.

It might not be the super easiest revision, but we need to actually try taking a step in a direction and until we get eS to saxdog us we won't know if we're actually reaching our potential in regard to using our actions to the fullest. Sure this could be thrown up as a design, but it's also a good test of revisions without, I think, being too ambitious.

Sidenote, the last thing we need is our guys being snipers (edit: right now). Army's gonna shit on us even more, especially because our guys are mages before anything else and they have guys who are riflemen before all else. Keep in mind what they thought about us after our last turn.
« Last Edit: January 29, 2019, 08:48:31 am by Man of Paper »
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Kashyyk

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #242 on: January 29, 2019, 10:53:08 am »

The Abbracio armour is ablative, we could just keep putting bullet holes in it until we hit a spot that already got shot. I'm not sure if detonating via Timer will actually help at all, as they're still tkaing the full brunt of the detonation whether it explodes at their feet or at chest height. And this assumes we can accurately predict the flight time of the shell such that it reliably explodes where we want it, purely with the Mk. 1 Eyeball.

IMO, the Mana Timer will not do what you want it to do.
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Doomblade187

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #243 on: January 29, 2019, 11:12:47 am »

Quote
Revisions (3 dice available)
Sky Eye Projection : (4) Kashyyk, Doomblade, Taricus, Twinwolf
Siebolg's Sealing Stick : (3) MoP, Taricus, Doomblade
Mana Timer: (2) Powder Miner, Twinwolf
The Lanner Special: (2) Powder Miner, Kashyyk

Requisition
Shotgun Turkey Choke : (1) Kashyyk
None: (5) Doomblade, MoP, Powder Miner, Taricus, Twinwolf

Dice
Hold 0 Dice: (0)
Hold 1 Die: (4) Taricus, Powder Miner, Kashyyk, Twinwolf
Logged
In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #244 on: January 29, 2019, 11:28:20 am »

The Abnraccian armor design actually explicitly states that it is weak to multiple impacts, which is the point of the revision — it’s not about the brunt of the explosion at all, it’s about shrapnel distribution.

As for the Lanner Special; the army isn’t mad at us for “taking their role” or anything like that; they’re mad at us for requisitioning things and then being seemingly redundant. The Lanner Specual isn’t meant to be a mainstay role on its own, or anything, it’s meant to add something to a role we are creating so that our recon mages can do something besides just hold the Scrying Focuses; it by no means lessens anything we do, and thusly shouldn’t anger the Army at all.

I also want to reiterate my nervousness about the fact that the way this revision phase is shaping up, because we are, with the current vote total, going to absolutely fail to improve our combat potential at all. The Recon Loadout is going to already sharply increase our support potential by letting the Scrying Focus augment our intel gathering greatly. By only voting on support revisions, Doomblade and Taricus, you’re essentially guaranteeing that we lose any sort of combat matchup. And considering that the army seems to be judging us on our overall performance (“The General is unimpressed by your lack-luster performance”), NOT whether we’re oriented to support or not (the Rune of Power seems to have had no appreciable effect on army opinion at this point), choosing to spend our revisions this way is begging to get kicked in our weakpoint for little gain.
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Detoxicated

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #245 on: January 29, 2019, 12:18:55 pm »

Quote
Revisions (3 dice available)
Sky Eye Projection : (4) Kashyyk, Doomblade, Taricus, Twinwolf
Siebolg's Sealing Stick : (3) MoP, Taricus, Doomblade
Mana Timer: (2) Powder Miner, Twinwolf
The Lanner Special: (3) Powder Miner, Kashyyk, Detoxicated

Requisition
Shotgun Turkey Choke : (2)Kashyyk, Detoxicated
None: (5) Doomblade, MoP, Powder Miner, Taricus, Twinwolf

Dice
Hold 0 Dice: (1) Detoxicated
Hold 1 Die: (4) Taricus, Powder Miner, Kashyyk, Twinwolf
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Twinwolf

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #246 on: January 29, 2019, 02:42:16 pm »

Changing vote.

Quote
Revisions (3 dice available)
Sky Eye Projection : (4) Kashyyk, Doomblade, Taricus, Twinwolf
Siebolg's Sealing Stick : (3) MoP, Taricus, Doomblade
Mana Timer: (1) Powder Miner
The Lanner Special: (4) Powder Miner, Kashyyk, Detoxicated, Twinwolf

Requisition
Shotgun Turkey Choke : (2)Kashyyk, Detoxicated
None: (5) Doomblade, MoP, Powder Miner, Taricus, Twinwolf

Dice
Hold 0 Dice: (1) Detoxicated
Hold 1 Die: (4) Taricus, Powder Miner, Kashyyk, Twinwolf
Logged
Sigtext!
Of course, Twin is neither man nor woman but an unholy eldritch abomination like every other Bay12er. The difference is they hide it better.
Quote from: Caellath on IRC
<Caellath>: Twinwolf, your thirst for blood has been noted.

Andres

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #247 on: February 01, 2019, 06:27:47 am »

For our next design, I think we should make some kind of mind control magic. Aside from the usual boring battlefield stuff that it's good for, we can also use it to learn all of the enemy's magic. Once we do that, we win the war. Magically, we become just as good of them, but better due to having our pre-existing magic stuff. They'll make countermeasures to the mind control, but then we'll counter those countermeasures, putting them back at square 1, all while we keep the edge and win the war with that edge.
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Kot

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #248 on: February 01, 2019, 06:55:35 am »

For our next design, I think we should make some kind of mind control magic. Aside from the usual boring battlefield stuff that it's good for, we can also use it to learn all of the enemy's magic. Once we do that, we win the war. Magically, we become just as good of them, but better due to having our pre-existing magic stuff. They'll make countermeasures to the mind control, but then we'll counter those countermeasures, putting them back at square 1, all while we keep the edge and win the war with that edge.
Can people actually read the rules for once?
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Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #249 on: February 01, 2019, 07:09:48 am »

kot bro i'm not sure how you read all the way through that and take it seriously
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Doomblade187

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #250 on: February 01, 2019, 08:18:27 am »

My main issue with the 'special'is that it doesn't really lead anywhere magically. As many revs as possible should be dedicated to improving our primary techs.
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #251 on: February 01, 2019, 09:50:04 am »

I don't actually think so, Doomblade. It seems to me that we're at a point with our revision usage where a new design is going to be our best bet for outright "tech advancement", so to speak -- revisions can only take us so far. I wanted to get the rest of our arsenal out this turn but now that we have, we can put out a new project next turn.

Revisions are only so useful for advancing our magic, because they have to be based off of something unless we're making some little minor thing. Instead, I believe revisions should be used for filling in holes strategically first and foremost, allowing us to focus the rest of our efforts on advancements with creating/finishing/deploying projects.

In this case, while we have the camo cloak and scrying focus combo for the recon loadout solidly down, there's a gigantic hole in the rest of what the fuck these mages are supposed to do other than sit there with the focuses, so the revision phase is a chance to slap a patch on that for this upcoming turn and however many turns until a project would address it. It also gives them a little bit of combat bite, which would be nice since we don't excel there.
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Doomblade187

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #252 on: February 01, 2019, 12:03:46 pm »

I honestly feel the reason we aren't appreciated yet is because ee aren't developed enough in our areas of specialty.
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

Andres

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #253 on: February 01, 2019, 10:53:02 pm »

Mind control is the best thing to do. It's something that the muggles can't do but that wizards can do, so we'll be appreciated.
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Doomblade187

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #254 on: February 01, 2019, 11:52:05 pm »

Mind control is the best thing to do. It's something that the muggles can't do but that wizards can do, so we'll be appreciated.
Sadly, that breaks the mind rule.
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.
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