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Post by Deleted on Dec 11, 2007 15:35:32 GMT -5
The knights believe that it's their duty to keep order, so they start interfering. I think I'm not Mr. President and the Knights' Guild is not the US. >> Sorry. -_- ...you have a cellmate, right? As for the Spacefleet, why can't some machines malfunction under the NTWF's atmospheric pressures that were otherwise nonexistent in space? I can see it now: Hey, look, it's snowing! ...Wait, now we're rusting. @_@
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Post by Huntress on Dec 11, 2007 15:39:12 GMT -5
Secondly, the ninjas can teleport, so can many of the mages, so there's not reasonable way to keep our distance. Not to mention if we're in our ships then Sev suddenly flaps by. "AHHH ALL SYSTEMS FAILED! EJECT! EJECT! SHOOT THAT'S FAILED TOO! AHHHHH! MAYD- SHOOT COMMUNICATIONS ARE OUT TOO! AHHHHH!" *crash* *die* S' exactly why I like sailships >> And what's wrong with that scenario? :3 *shot* Mhmm, I fully realize that. Which is why I said high technology. Things loaded with microchips that are about as complicated as the Los Angeles city plan. There was a guy in my class who played footbag with his cellphone (seriously, and it remained working after that. And it wasn't reinforced, it was an old Nokia 5110) while some of the newer phones drop dead permanently when you keep them near the oven for five minutes (or blow up, for that matter). Fancy technology tends to malfunction in magnetic waves anyway, magic isn't much different from that. What I'm mainly trying to figure out here is not a way to cripple the spacefleet, but a kind of way to plant advantages and disadvantages in a way that makes fully sense. You can promise not to abuse your powers, but, well, it's a war. There has to be a reason for you not to use the power you have. 'ctually, for that matter, mages are equally invincible. Scar could just stop the time, stab everyone present and the war would be over by Thursday. Looking at it that way, this might start out as pirate-vs-ninja, then take to mage-vs-spacefleet, and end up with the apocalypse (with cameo appearances by Death, Famine, War and TMC). Which'd make for a heck of an RP, but probably not what we want xD ...might as well do what we usually do and conveniently avoid all such questions altogether when RPing >> Bureaucracy.
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Post by Omni on Dec 11, 2007 16:41:46 GMT -5
I actually don't picture magic and (electro)magnetics to be all that similar. They're like heat and electricity; two different energies. ('Just electronics' isn't enough to make an aura.) However, they can be used to affect eachother… Electricity is very hot, heat can be used in ways to generate electricity, cars don't like to start on cold mornings… And I believe there are electronics that can overheat, and then be working just fine once they cool down again. I think magic would be like that. It wouldn't be tied closely enough to the technology to affect it that easily, but under certain circumstances, it could interfere. (Not to mention there are lightning spells. ) Who knows? Maybe on occasion, technology could mess with magic!
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Post by Scar on Dec 11, 2007 18:18:51 GMT -5
...and Scar, you're a freakin TIME mage! Stop time and hit us all over the heads with a log or something. Or just slow down time and dodge all of our shots matrix style. The possibilities with magic are endless. Precisely why I ain't participating this time. The last time was bad enough but now, assuming I entered from the beginning, it'd be like using Ubers in competitive play (Yes that was a Pokemon reference and I'm proud of it) (... I'm a Dialga xDDD) But I agree that technology and magic should co-exist and not interfere with one another (Steampunk for the win!). Doesn't mean they shouldn't be able to counter each other. Kinda like lightning rods beat lightning spells and water spells short out unprotected electronics. Though Hunty has a point. If you can build a death ray that can blow a chunk of the planet away what's stopping you from using it instead of going down to earth and fighting it out there? I mean, the US blow stuff up with long range missiles and bombs first before sending troops in for example.
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Post by Omni on Dec 11, 2007 18:25:03 GMT -5
If you can build a death ray that can blow a chunk of the planet away what's stopping you from using it instead of going down to earth and fighting it out there? The insane amount power, materials, research, personnel, and time it would most probably take to build one?
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Post by Vyt: Down, but Not Out on Dec 11, 2007 20:10:43 GMT -5
Semi-off-topic, but I think Goosh should rename the title of this thread. It's quite misleading.
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Post by Kengplant on Dec 11, 2007 23:48:36 GMT -5
We're tying to arrest people, not kill everyone. However deadly force may be used when facing violent retaliation.
We also have a research thread in Spacefleet, it's where we propose technology ideas, it then takes us a while to develop them partly because the thread died, so we're not going, "hey! wouldn't a device that plants a genetic marker that it uses to track and home in on it's target as opposed to a heat signature be nifty!" then going around to the corner store and buying one. It's another one of our anti-god mode devices. Ooohh.. an anti god mode device, that would be nifty! I wonder if they have one at the corner store...
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Post by zarikrahia on Dec 12, 2007 1:06:35 GMT -5
Yes, we have arrest warrants. But deadly force is a no-no unless something bites back. Then we can get them with a sleeping-dart. Preferably. Magic and Science? Of course they mix and of course they counteract each other. *point to shiny plaque on Spacefleet office door* Being Illhvrenan is fun. k!Zari: You're the Illhvrenan. I'm just a lowly knight with a talking cat and a biting circlet. And a title. An amusing title. What's a corner store? What's a Death Ray? You morbid people who merge guild personas. You confuse Zari. ...Sus-ki. Be quiet. Yeah, we do take our time solving things. Like I took about a week to give Strifes armour a magical forcefield, and about 5 days to adjust Kengs moonlight-sunlight adjustor thing. We won't use technology to godmode our way to the top. Oh noren. k!Zari: Interfering. No...I had enough of that earlier on. I'd disown the Knights and start doing light shows on street corners. Interfering is not our (The Knights) style. Who's The US president? DX
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Post by zarikrahia on Dec 12, 2007 1:17:00 GMT -5
ROFLOL EKSDEE! Ho boy. Keng, I laughed so hard, reading your example scenario. (actually, I'm still laughing) Yeah, I wouldn't want magic to be a major cripple to Spacefleet. It just sounds too much like godmoding. (Plus, how could we get any potential uber-cool, cross-genre, magic vs. technology scenes if the technology goes haywire/acts as if EMP'd whenever it gets near magic?) Magic might be hard to pick up on sensors, and maybe technology might act glitchy in super-high-concentration-of-magic areas, but it shouldn't be rendered useless anytime it gets near a trace of magic. I should hope not. Zari's a magic-user, and if her magic messed with technology, it would be a severe impediment to her work.
And what's so bad about having different settings? Even gunpowder-based firearms have blanks, tranquilizer shots, armor-piercing rounds… Changing the setting is just like changing ammo, only faster.And space pirates? METROID! Sorry for the double post, but yeah, I am a magic user in both guild personas. I even has a shiny thing on my desk that says I study magic for scientific reasons. So no. That'd put me outta the game. Although what I do know is that some of my devices I have on me (Wristcompi, Autodarts, and Liquid netting to name a few) Malfunction if I use magical attacks. So if I'm busy hitting someone with a fireball or somesuch, I can't spraycan them with Netting, Get them with the autodarts, or message another member until I shut the magic off. So we aren't crazy godmoders, most of us by the read of any post in our RP, are relatively experienced RPers and won't godmode intentionally.
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Post by Huntress on Dec 12, 2007 4:22:09 GMT -5
Really now, nobody accused anyone of godmoding/supposed godmoding x3 S'just that, well, we have so many different types of guilds. Look at us pirates. Swords, pistols, daggers, meepits, acid, some magic and a kraken (who's a big softie really >>) It's all basically 16th century. Not really comparable to any sci-fi weapon. Same with the ninjas and their... pointy things. Knights date even further back. Mages and Spacefleet are, compared to that, the only considerable forces. I like fair game as much as the next person, but I also like logic and I sortof fail to see the logic in a bunch of scruffy pirates with their daggers and pistols pwning the laser-and-dart-and-forcefield-bearing spacefleeters, as much of a proud pirate I may be. Mages are a similar case.
Don't get me wrong here, I like the idea of guilds fighting each other and I know we're all reasonable non-godmoders. But y'all have to admit that the guilds aren't on the same level by default, and we should find a way to balance things a little. Else it might get horribly non-believable, which don't make for very good roleplays.
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Post by Kengplant on Dec 12, 2007 4:56:35 GMT -5
Hunty, you're forgetting a few things the pirates have:
more meepits(rider's), squirrles, and weasles.
Think of the mayhem potential of that many small rodents that could sneak into just about anywhere!
But I do see your point..
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Post by Strife on Dec 12, 2007 11:58:13 GMT -5
In my eyes, every guild has an equal chance of prevailing in the next Guild Wars because of a series of strengths each guild has that the other's don't.
Here is the way I see each guild's biggest strengths and weaknesses. They may not be entirely accurate, but it gives me an idea of how to balance out each guilds' power...
Pirates Strengths: Excellent sea-goers, so they can access islands and take shortcuts across the water much more easily than other guilds. Their rodent armies can also squeeze into tight spots and be a major nuisance to enemies. Weaknesses: Weapons are primitive and relatively close-range. Their ships are useless in land battles unless the fighting is close to the shore.
Ninjas Strengths: The best stealth capabilities of any guild. They're really good at spying, infiltrating bases, and performing fast silent attacks. Weaknesses: Their armor is relatively weak. They also perform best in one-on-one conflicts, so if they're outnumbered, they have a much harder time.
Knights Strengths: They have excellent knowledge of the land (as opposed to pirates who have excellent knowledge of the sea). They're very good at formulating strategies and planning attacks. Their armor is tough and they generally have a lot of muscle power. Weaknesses: Their weapons are the most primitive of the guilds, and they often need to get really close to the enemy in order to be effective.
Mages Strengths: Best magic-users of all of the guilds (although this does not mean that the other guilds don't use magic). They can cast spells with powerful effects, and they are also very intelligent. Mage Manor is one of the most difficult bases to penetrate. Weaknesses: Highly dependant on their magic. Without it, they're defenseless. They also generally have the weakest physical strength.
Spacefleet Strengths: Their technology is on par with the mage's magic. They're also very good at aerial combat, and their armor is extremely tough (though not as tough as the knights due to less physical strength). Their attacks are hard and fast, but they need to spend a lot of time travelling in between. Weaknesses: Highly dependant on their technology. Without it, they're defenseless. Most of their devices are weak to water and ice.
Again, this is only how I imagine the guilds to be. It may not be entirely accurate, but i'm throwing it out here to help balance things a little.
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Post by Omni on Dec 12, 2007 12:10:41 GMT -5
Also, in Spacefleet's defense, we do not have personal force fields, and I don't think many of us even have armor. (Captain Strife and Fraze do. I don't. I'm not sure about the others, but I don't think they do.) Though that's not a bad idea, maybe we should start that as a project in the labs. >_>
The only force fields we currently have are built into our base on the moon, and those (along with the rest of our built-in security) is essentially about as effective as the Mage Manor's magical security. (Meaning, while very good, there would be ways to get past it. Remember how half the characters in GW1 were in the manor at one point or another?)And while I have a personal force field, it has it's limits. Plus I'm not very good at offense… yet.
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Post by Rider on Dec 12, 2007 12:16:34 GMT -5
The knights believe that it's their duty to keep order, so they start interfering. I think I'm not Mr. President and the Knights' Guild is not the US. >> Sorry. -_- [glow=red,2,300]You agreed to this months ago, didn't you? Or am I thinking of Shino? In any case, every guild has mages of their own. I mean, I can manage 1st level Final Fantasy spells and Fira. That doesn't mean I'm fighting for he mages or even registering in the mage guild. And I was hoping to have naval battles in this GW. The original plan that me and Chikkin came up with involved the knights getting a grant for a ship. [/glow]
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Post by Huntress on Dec 12, 2007 12:28:30 GMT -5
Problem with being good at sea is, we're highly dependant on our ship, which is made of wood and not the toughest out there, and needs *quick calculation* I'd say at least five hands at any given point to operate, apart from battles and whatnot, otherwise it's useless. We do, however, have a kraken (technically speaking) and he's battleworthy both on land and at sea, so that adds a few offense points.
And yep, there are mages in nearly every guild. Plus let's not forget the mercs, who might work out like a charm when a guild is in need of some different technology/technique (Though gods only know how the pirates are going to hire some, 'cos you all know my attitude towards giving out money >.>)
Can the mercs work for more than one guild, by the way? I mean, officially. Secret double-agents only liven up things, but what do official merc restrictions look like here?
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