2.5 - Improved Frost Towers: Andres, 10ebbor10 RAM.5
1? Dragon Micro-Cannons: Light gorger?
0 Frost Thrower Heavy weapon emplacement:
0 AS-HC3 "Unending":
0 Flak Shells. AS-SO1-AA "Turbulence":
0 Lazarus Initiative:
0 AS-AMD1 "Obelisk":
0 Magegems:
0 Crystalworks:
0 Flares:
0 Sacrificial summons: Frost Vulture Aviary Program:
0 Summon Giant Fire-wasps.:
0 Tall Frost towers:
0 Pillar of unmagic:
4 - Giant Falcons: Chiefwaffles, Helmacon, FallacyofUrist, Roboson
1 - Flare Wands: RAM
0.5 Homing Fireballs: RAM.5
I would like the improved frost tower, except they are blowing the frost back at us when outside of its range, freezing our homelands, and the frost towers could serve as lookouts. We would likely need a revision to warm our peoples. Also they already serve as fortifications, with a bit more height we could get spotting towers.
The micro-cannons seem a bit minor to me. I think we need to focus on the navy and air at the moment. Both are extremely neglected.The frost-thrower seems like it would be shelled to death from beyond its range befoe it can fire.
Unending seems like a silly method. We could summon shells, already loaded, instead. ACtually, we could probably do that with an order, given how much crystal experience we have, and given that the shells don't have and chemical explosives in them. Crystals shells would be lighter, but just pop, summon a shell already loaded... They would be dispellable, of course, but throwing their antimagic around reduces their magical support and it is not like we would stop using mundane shells...
I would again use magic for Turbulence. Just package some ball-bearing(ancient things) into a summoned crystal with grooves to make it spin(rifling). The crystal unsummons with time and then *pop* ball bearins show off centrifugal force... We could summon additional crystals with shorter life-times to act as a countdown for when the crystal will unsummon. This could apply not just ackack but also air-burst rounds... Givn that we already have loads of crystals, and ball0bearings are dead-simple, this would probably be a revision...
Lazarus is nice, but is very ambitious, would likely fail against antimagic, and does nothing for air and sea.
Obelisk is like my pillar of unmagic, which seems like it could have shut the enemy down several times. But unlike the pillar of unmagic, I do not see it being ableto alter its intended target and I suspect that it would be more complex to construct, given the miniaturaisation.Magegems are basic nice, but ehh, our artiller works, we need something to make up for its choke-points, either making the good ones cheaper or spotting for them.
The flavour-text for crystalworks makes no sense to me, but I am not the G.M....Flares sound neat, but I think that we can do good-enough with a revision, or as a component of something larger.
My Vultures are not as bad as they sound. Firstly, they will win the altitude arms-race. Second, this is mostly old magic. We were modifying critters way back in 911. This is basically the same thing, just more advanced, but there is bound to have been some experts crop up in such an old field. I cannot actually find a quote where it says that it actually makes a difference how long the technology has been around for, but I am sure I heard it soemwhere... It is a gateway research into permanent and magic-immune conjuration, which is the crux of its difficulty, and I have already explained a good reason why it would work and used circuits and stuff to help justify it. We already have experience taming animals from our horses. These are summoned animals made to specifications, with the standard variance for magical chaos, taming them should not be especially difficult compared to horses, except that they are giant killing machines that can fly, which is unavoidable given the needs of the design. Finally, they are vultures, getting them to circle over enemy positions should be dead-simple by abusing narrative compulsion. I expect, at worst, a -1 from the scale, a -1 from the complexity, and a -1 from the permanence and magic immunity(which is a single 'mundanity' action that should fly because it makes a very large amount of sense, and it could potentially fail to make them antimagic immune((Owing to them being mundane in substance but completely defy all common sense...)) which would confirm the divinity theory of antimagic that the G.M. already sold-out the enemy about unless they were lying...) which would likely be spread out for maybe a couple of minus twos and a minus one. I really don't think that we can get a technology easier with anything useful in conjured animals, and we already have conjured animals, so I don't see anything else being easier. This is not nearly as impossible as it looks. If requested, I will take out the frost bit, that is legitimately tricky, but oh so thematic... and it is extremely similar to what we did with the wasps.Giant fire-wasps are too simple, but some people don't like risks. Asside from being susceptible to antimagic, and having potential issues with altitude, they are basically superior to other flying proposals.
We have towers, we need spotting, I can't be the only one to see this, but possibly a revision? But just taller towers is a super-lame revision.Pillar of unmagic is an old idea, but by specifically designing a national effort of antimagic on well-established magics, it should be reliable, and completely shutting down their wind would make their levitation spells much weaker and we could basically own a region with this.
Giant falcons are worthless not great. They are a new branch of magic. This is offset by the conjured life aspect of conjuration and the living plants aspect of plant magic, but it is really a new field. It is a nice field, but I think that we could et a better beasty with conjuration, and it would be easier if we first made modified plants, which ould be way useful. This is basically just regular falcons, which will have difficulty with wind and identical difficulty to train and worse combat performance. All in a package that is no more easy to achieve as my giant death-vultures, has a lower reproduction rate because we can't just conjure new memebers of the species, and while it leads to the very valuable life--magic, it does nothing to unlock all of our numerous conjuration technologies so we would be starting from scratch in finding uses for it.Flare wands seem, erm, well I want wand-tech, so it is not terrible... the again, we have ciruits now, which is most of what wand-tech does for us. Aww, man, I was just about giving up on not voting for my own stuff, and moving onto the 1/7.5/.5 method, and then... awwww...
Homing fireballs are really really good, but I think that we could do good enough with a revision. Just manual detonation would be most of what we need, and we might be able to get the whole thing given how many fireball variations we have gone through.Whatever. After giving it some thought, Arstotzka's plant mages can now affect patches of plants in a diameter equal to their height and grow them up to their own height, regardless of the plants type or initial size. All their boats are now steam ships, because it makes sense that an ordinary wooden boat cost the same with a steam engine on it. I'm not changing their new artillery piece or nerfing Moskurgs carpets. I'm tired of arguing.
Wow, we are the best at whining. Thankyou! For the game, mostly... though the buffs do lend a certain zing.