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Author Topic: Wands Race 2: The Great War - Kolubaria  (Read 23874 times)

Taricus

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #30 on: December 26, 2018, 09:40:14 pm »

Well, the rifle wand is more or less cutting down on the equipment our mages need to carry (And the army will like us for at least arming our mages too), and dedicating a wand to a spell seems like a relatively simple task.
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Maxim_inc

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #31 on: December 26, 2018, 09:50:06 pm »

Well, the rifle wand is more or less cutting down on the equipment our mages need to carry (And the army will like us for at least arming our mages too), and dedicating a wand to a spell seems like a relatively simple task.
A rifle would have more room to carve spells onto with the stock and forgrip.
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Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #32 on: December 26, 2018, 09:54:43 pm »

If our mages are performing the simple role of army infantrymen, then they have failed to make a meaningful impact in their positions as mages. This cutting down on the equipment they carry seems to be a completely negligible benefit (the wooden wands are free, so there's no Budget benefit, and it's WW1 so we don't have a desperate need for a very minor mobility difference), and the only way I can see it being particularly useful for our mages to have rifles instead of sidearms is if we intend to provide them with enhancing capabilities to rifle combat. And even in THAT case, we shouldn't be making the rifles now because we can better design them to fit that role without having to blow a revision on it.

Not that I think we should be trying to make our mages riflemen. We do not exist in a vacuum -- we exist in World War I, and it's not a war of rifles, it's a war of artillery. Are we going to sit our mages in the front trenches and have them blindly plink away at entrenched opponents, hoping they don't get killed by artillery? Are we going to be sending them over the top? We might as well then be throwing them into a blender, we don't have many mages and especially this early on when they would even with focus have little to keep them alive we should not be using them as fodder.

Not only is the rifle wand not very useful, it is actively detrimental in that it pushes our mages into a role that is dangerous and marginal, and it takes up a design we could instead be using in a far more effective manner, AND takes up a design for a wand at the worst time possible to do so.

Instead, what I believe we should do is use our mages to actually attempt to affect the flow of battle as it is in 1914. This means that back-line magic is more useful than anything else for our starting projects; note that our army primarily depends upon artillery in combat. If we spot for our artillery, and thusly contribute to the bulk of our land power, we can do a far better job of affecting the war, and similar back-line improvements would as well.

The Skysight would also improve army relations a hell of a lot better than would the rifle -- what do you think the General cares about more? Providing him an extremely useful tool in conducting the main body of his warfare, or following his sarcastic remark about turning our mages into base Army troops because we're doing absolutely nothing as is? "Mages would be better suited as Army infantrymen - at least that way they'll be contributing to the war effort, if only barely." Does this sound like arming our troops would actually be any more useful than providing him concrete aid? Spotting for artillery is unquestionably more contribution to the war effort than that.
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Maxim_inc

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #33 on: December 26, 2018, 10:08:34 pm »

...fair nuff', you win.
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Doomblade187

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #34 on: December 26, 2018, 10:20:45 pm »

Sky Eye [Sorcery] Credit to Kashykk

The legends surrounding astral projection claim it is a way for the soul to temporally abandon the body and explore the wordl at its leisure. While we have still to confirm the existence of a soul, it seems that the travelling aspect shows tremendous potential for intel gathering. As such, we have managed to teach our resident magicians to move their senses around, using magic to see along a vertical axis that passes through the Earth´core.

Using a bowl of clear water as a focus, the mage will be able to view the world from above (and below too), as if seeing through a bird's eye. The picture can be zoomed in and out, and the caster can shift his focus forwards or backwards, or to either side of themselves, aiming for a range of at least a 200m radius. The bowl of water has a tripod stand that folds up for stability.

Note: this is enhanced to take advantage of the first 4 turns cushion time.

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Sky sight(2): Wizgrot, Powder Miner
Sky Eye (1): Doomblade
Germanic Courage (0):
SAWS (0) :
Rapid regeneration (0):
Weisz-Vaszary Model 14 Rifle-Wand (2): Taricus, egemma
« Last Edit: December 27, 2018, 01:00:29 am by Doomblade187 »
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BBBence1111

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #35 on: December 26, 2018, 10:22:32 pm »


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Sky sight(3): Wizgrot, Powder Miner, BBB
Germanic Courage (1): Doomblade
SAWS (0) :
Rapid regeneration (0):
Weisz-Vaszary Model 14 Rifle-Wand (2): Taricus, egemma
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Taricus

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #36 on: December 26, 2018, 10:26:12 pm »

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Sky sight (3): Wizgrot, Powder Miner, BBB
Sky Eye (2): Doomblade, Taricus
Germanic Courage (0):
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Rapid regeneration (0):
Weisz-Vaszary Model 14 Rifle-Wand (1): egemma
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BBBence1111

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #37 on: December 26, 2018, 10:27:50 pm »


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Sky sight (2): Wizgrot, Powder Miner
Sky Eye (3): Doomblade, Taricus, BBB
Germanic Courage (0):
SAWS (0) :
Rapid regeneration (0):
Weisz-Vaszary Model 14 Rifle-Wand (1): egemma

Damn ninjas.
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Proud Juraki/Cannalan/Kasgyr/Ertexite/Karikhitan/Nogranian/Aratam Engineer.

Maxim_inc

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #38 on: December 26, 2018, 10:43:47 pm »

Quote
Sky sight (2): Wizgrot, Powder Miner, egemma
Sky Eye (4): Doomblade, Taricus, BBB
Germanic Courage (0):
SAWS (0) :
Rapid regeneration (0):
Weisz-Vaszary Model 14 Rifle-Wand (0):
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Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #39 on: December 26, 2018, 10:47:18 pm »

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Sky sight (3): Wizgrot, Powder Miner, egemma
Sky Eye (4): Doomblade, Taricus, BBB, Powder Miner
Germanic Courage (0):
SAWS (0) :
Rapid regeneration (0):
Weisz-Vaszary Model 14 Rifle-Wand (0):
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Kashyyk

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #40 on: December 27, 2018, 02:57:18 am »

I quite like this adaption actually.

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Sky sight (3): Wizgrot, Powder Miner, egemma
Sky Eye (5): Doomblade, Taricus, BBB, Powder Miner, Kashyyk
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Man of Paper

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #41 on: December 27, 2018, 03:58:41 am »

Here's the post of what I wrote up and took a picture of for discord earlier (since it was easier than fighting a phone's autocorrect. This is more for brainstorming and getting an idea for the viability of something like this than anything.

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Design: Rune of Power - Life

It is well known that our ancestors carved curious symbols into stones and sacred trees, and legends tell of powerful magical effects associated with these symbols. By studying the runes and their related tales, we have managed to decipher and utilize our first symbol: the Rune of Power - Life.

This rune has by far been the easiest to find thanks to the human desire to defy death, littering groves of trees all throughout our nation. Druids would bring the injured and dying into these groves and invoke the power of the runes to heal them.

By studying this rune we have learned that the spell brought forth by it will restore someone according to the "memory" of their living tissue by greatly accelerating the rate of healing at a cellular level. The rune draws mana from the mage activating it, with larger injuries requiring more mana (or more mages).


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Runes should make it easier to design enchanted items since we'll already have the symbol for the thing, as opposed to coming up with an evocational spell and having to figure out how to infuse an item with it. But that depends on what eS would have to say about it too.
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Kot

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #42 on: December 27, 2018, 04:04:29 am »

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Sky sight (3): Wizgrot, Powder Miner, egemma
Sky Eye (5): Doomblade, Taricus, BBB, Powder Miner, Kashyyk
Germanic Courage (0):
SAWS (0) :
Rapid regeneration (0):
Weisz-Vaszary Model 14 Rifle-Wand (0):
Barbaric.
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Powder Miner

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #43 on: December 27, 2018, 04:13:53 am »

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Sky sight (2): Wizgrot, egemma
Sky Eye (5): Doomblade, Taricus, BBB, Powder Miner, Kashyyk
Germanic Courage (0):
SAWS (0) :
Rapid regeneration (0):
Weisz-Vaszary Model 14 Rifle-Wand (0):
local man un-fucks-up
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Kot

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Re: Wands Race 2: The Great War - Kolubaria
« Reply #44 on: December 27, 2018, 04:23:01 am »

Quote from: All praise Kot, for how great he is
Sky sight (2): Wizgrot, egemma
Sky Eye (5): Doomblade, Taricus, BBB, Powder Miner, Kashyyk
Germanic Courage (0):
SAWS (0) :
Rapid regeneration (0):
Weisz-Vaszary Model 14 Rifle-Wand (0):

Unpaid Interns (0):
Noble Mages (1): DGR
Connections (4): Doomblade, TTE, Powder Miner, Kot
Design Review (1): TFF
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Kot finishes his morning routine in the same way he always does, by burning a scale replica of Saint Basil's Cathedral on the windowsill.
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