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Author Topic: Playground of the Gods / Kaynan God / Turn 3 Strategy  (Read 10723 times)

Man of Paper

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Re: Playground of the Gods / Kaynan God / Turn 0 Design
« Reply #75 on: January 30, 2022, 10:58:09 pm »

Uh oh looks like people are making decisions. I want to roll for designs in the next day or two so get to debating and compromising and being salty because you disagree with someone, as is Arms Race tradition.
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A_Curious_Cat

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Re: Playground of the Gods / Kaynan God / Turn 0 Design
« Reply #76 on: January 30, 2022, 11:23:36 pm »

Quote from: Votebox
Avatar (not final vote)
Whiskey Jack, the Lord of Lines: ()
Limkeer Alnan, The Record Keeper: ()
Limkeer Alnan, The Record Keeper (but the island is covered in lush tropical forests): (1) A_Curious_Cat
Evivizet, The Current: (3) NUKE9.13, Kashyyk, Doomblade
The Wolf of Wands: ()

Designs (pick two)
The Planar Trade Network: (3) NUKE9.13, Kashyyk, Rockeater, Doomblade, A_Curious_Cat
Planar Diplomats: (1) NUKE9.13, A_Curious_Cat
Carracks of Kaynan: (3) Kashyyk, Rockeater, Doomblade



And I do NOT like Evivizet, The Current.  Or at least not the base.  I want an actual island, not some glorified raft! >:(
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NUKE9.13

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Re: Playground of the Gods / Kaynan God / Turn 0 Design
« Reply #77 on: January 31, 2022, 12:52:37 am »

And I do NOT like Evivizet, The Current.  Or at least not the base.  I want an actual island, not some glorified raft! >:(
Can you explain why you want an actual island?
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A_Curious_Cat

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Re: Playground of the Gods / Kaynan God / Turn 0 Design
« Reply #78 on: January 31, 2022, 01:18:42 am »

And I do NOT like Evivizet, The Current.  Or at least not the base.  I want an actual island, not some glorified raft! >:(
Can you explain why you want an actual island?
*Grumble* *Grumble* *Grumble*
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Man of Paper

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Re: Playground of the Gods / Kaynan God / Turn 0 Design
« Reply #79 on: January 31, 2022, 01:45:29 am »

Please try to work with your teammates, acc. This is a team game and you have a teammate who’s trying to get an idea of what you want and why, which can only help you if you’re already unhappy with the leading choice

Grumbling isn’t going to change any votes or lead to a mutual compromise where everyone is disappointed equally
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A_Curious_Cat

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Re: Playground of the Gods / Kaynan God / Turn 0 Design
« Reply #80 on: January 31, 2022, 01:59:30 am »

I know I’m beaten, so I’m grumbling about it…



Btw, is there a Discord?
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NUKE9.13

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Re: Playground of the Gods / Kaynan God / Turn 0 Design
« Reply #81 on: January 31, 2022, 02:23:36 am »

Well then screw you too, buddy. We still have the revision phase to go before locking it in, and here I was trying to understand your objection so as to see if there might be a way of compromising- but if this is your attitude, I feel no need to do so.

There is no Discord for this game, to encourage in-thread discussion. There have been discussions about the game on a different Discord server, but nothing team-specific or questions about specific mechanics (so you aren't missing anything important).
« Last Edit: January 31, 2022, 12:35:13 pm by NUKE9.13 »
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evilcherry

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Re: Playground of the Gods / Kaynan God / Turn 0 Design
« Reply #82 on: January 31, 2022, 06:43:28 am »

Quote from: Votebox
Avatar (not final vote)
Whiskey Jack, the Lord of Lines: ()
Limkeer Alnan, The Record Keeper: ()
Limkeer Alnan, The Record Keeper (but the island is covered in lush tropical forests): (1) A_Curious_Cat
Evivizet, The Current: (4) NUKE9.13, Kashyyk, Doomblade, evilcherry
The Wolf of Wands: ()

Designs (pick two)
The Planar Trade Network: (6) NUKE9.13, Kashyyk, Rockeater, Doomblade, A_Curious_Cat, evilcherry
Planar Diplomats: (2) NUKE9.13, A_Curious_Cat
Carracks of Kaynan: (4) Kashyyk, Rockeater, Doomblade, evilcherry

Sorry for the snowball.
« Last Edit: January 31, 2022, 12:08:29 pm by evilcherry »
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Doomblade187

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Re: Playground of the Gods / Kaynan God / Turn 0 Design
« Reply #83 on: January 31, 2022, 10:27:52 am »

Remember to update numbers!
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Man of Paper

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Playground of the Gods / Kaynan God / Turn 0 Revision
« Reply #84 on: February 02, 2022, 12:08:08 am »

Proposal: Planar Trade Network
Difficulty: Normal
Result: 5+5=10, Superior

The Planar Trade Network is a stone (unless your island decision calls for another material) building with a large open courtyard in the center. The PTN is positioned on the Kaynan island (or whatever it is) near the eastern coast. Seven arches topped with large indents stand tall in a ring around the courtyard, with the largest overlooking the sea to the east and the others of equal size and placed according to the realm's representation of the magical planes. The western gate is large enough for trade caravans to come through, and in the center of the courtyard stands the warehouse where they store their goods.

A large magical crystal is used as a focus for the Kaynan casters and is installed into the desired portal before the Bartering Ritual takes place. Once the gemstone hits a magical threshold the portal opens and all three parties (representatives of the mortals, the planar beings, and us) are brought together in a nonphysical capacity to negotiate the trade and appropriate offering for allowing the transaction. Offerings will be very small at first, but as interplanar relations improve and more contacts are made we could see our cut increase alongside an influx of trade. While improved relations with the magical planes will give us more of their resources and magic to throw at our own desires, more trade partners means more offerings from the mortal plane. Initially the effects of the Planar Trade Network are negligible, nudging the difficulty of valid projects to the easier side if they're on the razor's edge of difficulty levels. As the Planar Trade Network expands and blossoms over time, as it most definitely will, this effect could see projects take an entire steps towards easier completion.

Using the Planar Trade Network requires planning in the Strategy Phase. During the Strategy Phase you may choose to select or switch between a Magic Plane for the Kaynans to trade with through the PTN, and that will assign the building's bonus to the actions you take for the next Design and Revision Phases. If, for instance, you trade with the Fire Plane, any actions you take that could be considered aligned with the Fire Plane would get a bonus while actions that do not match, such as a rain spell in this case, would not receive the bonus. Notably, you can only trade with realms you have contact with. Trading with the Astral Plane allows the mortals to give offerings to you directly, allowing you to apply the bonus to mundane human creations as well. You may also choose to use the Planar Trade Network on a plane you are initiating contact with for the first time.

The Planar Trade Network is Unique.


Proposal: Carracks of Kaynan
Difficulty: Hard
Result: (1+1)(1+1)-1=1, Utter Failure (I reroll natural utter failures in prelims once out of fairness, but if fate demands something then who am I to deny it? Sorry fellers)

The Carracks of Kaynan are brilliant ships capable of traversing the high seas. These four-masted ships are made of fine wood and stellar sails, and is crewed by the most skilled sailors. Their large holds allow them to store great amounts of cargo and wealth thanks in part to being completely unarmed. What the Kaynans didn't manage to do is find anyone willing to trade with them. Whether it was due to their lack of diplomatic, non-sailor types on any expedition they sent out, not finding much they'd consider civilized, or just plain bad luck, they were not able to forge any trade agreements with any other mortal factions.

Instead, these masterfully crafted ships, now much fewer in number after one particularly bad storm hit the entire fleet while it was docked with nothing to do, get used exclusively as military transports. The Carracks of Kaynan are used to transport raiding parties to enemy shores in order to support and draw attention from an active front. The Carracks of Kaynan are Rare, meaning these raiding parties are relatively small and not much more than a nuisance. A smaller number of Carracks will be made available when transporting troops across the strait separating the three lands.

----------------

It is now the Revision Phase.

You are to select two proposals that alter, upgrade, downgrade, manipulate, or utilize your current equipment in some way, shape or form. As with the Design Phase, I will be assessing the Revisions proposed this turn.


Spoiler: Equipment (click to show/hide)
Spoiler: The Map and Key (click to show/hide)
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Maximum Spin

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Re: Playground of the Gods / Kaynan God / Turn 0 Design
« Reply #85 on: February 02, 2022, 12:16:41 am »

Revision proposal 1: Colonies of Kaynan
Well, we've got the ships, so, if we can't find anyone to trade with, we're just going to have to make some. Each of the ships can be sent out with brave/foolhardy families to strike the earth in the new world. If these colonies are successful, we could gain access to exotic resources from far-off lands.
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A_Curious_Cat

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Re: Playground of the Gods / Kaynan God / Turn 0 Design
« Reply #86 on: February 02, 2022, 12:17:39 am »

Well, at least we got something good.  The question is:  can it be improved upon?

Also, can we rescue the carracks?

Edit:

Revision proposal 1: Colonies of Kaynan
Well, we've got the ships, so, if we can't find anyone to trade with, we're just going to have to make some. Each of the ships can be sent out with brave/foolhardy families to strike the earth in the new world. If these colonies are successful, we could gain access to exotic resources from far-off lands.
This seems like a logical step. +1
« Last Edit: February 02, 2022, 02:21:40 am by A_Curious_Cat »
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NUKE9.13

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Re: Playground of the Gods / Kaynan God / Turn 0 Revision
« Reply #87 on: February 02, 2022, 07:10:53 am »

Fire Bolt: Fire is commonly known as a destructive element. While it has other aspects, it does excel at aggressive deconstruction. So when you think of an element to use to empower Arcane Bolt, Fire is a logical choice. The infusion of Fire causes the bolt to explode on impact, dealing somewhat more damage than the unflavoured version and potentially igniting flammable targets.

Earth Bolt: Earth is heavy. Infusing Arcane Bolt with Earth causes it to plummet- which may sound like a downside, but the ability to arc shots over obstacles can in fact be a significant advantage. The range is reduced, but the impact is greater due to increased inertia.

Order Bolt: Arcane Bolt can miss. Of course it can. All projectiles can miss- even those infused with Order. However, they are a lot less likely to do so, as the Order Bolt will veer towards the caster's intended target. It won't be more effective than Arcane Bolt versus massed infantry, but it could be useful for singling out high-value targets.

Chaos Bolt: Infusing Arcane Bolt with Chaos energy may seem stupid. The accuracy plummets, reducing the effective range, and when the bolt does hit, the damage is diffused over a large area, making it unlikely to kill anything. But what it does do is afflict anyone in the area of effect with confusion/disorientation, leaving them less effective combatants until the effect wears off.

Ice Bolt: Water brings life. But it also takes it away. Infusing Arcane Bolt with Ice, an aspect of Water, saps warmth and energy from those afflicted, causing discomfort and exhaustion. Physical damage is reduced, but Ice Bolt could be useful in slowing down large/powerful targets.

Air Bolt: InfusingArcaneBoltwithAirmakesitgofaster. Therangeisincreased,anditbecomesmoreeffectiveatpiercingarmour.



Also yes, colonies sounds good.
« Last Edit: February 02, 2022, 07:13:53 am by NUKE9.13 »
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Man of Paper

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Re: Playground of the Gods / Kaynan God / Turn 0 Revision
« Reply #88 on: February 02, 2022, 07:14:06 am »

All the bolts are normal, being simple logical evolutions of what you have, marred only by a lack of experience
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Kashyyk

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Re: Playground of the Gods / Kaynan God / Turn 0 Revision
« Reply #89 on: February 02, 2022, 11:07:05 am »

Planar Courseways
When a Mage trained in Planar travel is asked to explain the process to a layman, they quickly reach for the nearest pieces of parchment to poke holes in. However a lesser known concept is that the interplanar medium has a number of things in common with a block of stone. Forging a fresh path between two points is like using your hands to push water from one side of the block to the other. (Easiest when there's not much water, you're really good, or have a lot of help). But, imperceptibly, the water will have carved a slight groove in the stone, and other many successive attempts, there will be a channel that makes moving the water child's play. These courseways thus no longer need the great apparatus of the PTN to be realised, instead a properly trained Mage can follow in the steps of those gone before to make a connection.
((Aim here is to gain a small bonus from a region we have had a lot of PTN focus on, even when we're looking somewhere else))
« Last Edit: February 02, 2022, 11:16:27 am by Kashyyk »
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