2009-09-03, 06:36 | Link #8061 | ||||||
~ I Will ~
Join Date: Feb 2008
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However, I don't see how this could be just "a magic spell converted to work on nethergon". I doubt magic spells are inherited, on the contrary it seems you have to learn to use a certain magic spell. IS are inherent in you, and lucky you to have more than 1, if at all! This is why it appears limited. Quote:
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It would help greatly if you stop berating from the top of that soap box and realize that it is you and your kind who are clinging to the notion that this thread stands for canon purity, when I frankly haven't seen much to believe so. I dare you to define how Profriten Shritt actually works, and render the concept of pre-destination completely null and void at the same time. Probable futures is not allowed because there is a chance that it can be wrong, which canon has showed otherwise. Quote:
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I think personally think the Rare adjective is rather vague. It can be rare because it occurs in minute numbers in the general population. Or it can be rare because it occurs randomly, is poorly expressed as a phenotype, or even outright defies the concept of inheritance. This would make it impossible to selectively breed progeny to increase a Rare Skill's prevalence. My apologies for making Carym sound like a mouse. Work habit. |
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2009-09-03, 07:16 | Link #8062 |
~ Your Smile ~
Author
Join Date: Dec 2008
Location: 346Pro
Age: 38
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Note to self: Dwarves were NEVER meant to play Aussie-rules footie with Giants.
Thus I end my friggin long day... only to find that Anita caused a Cat 5 Shitstorm? What is this? And I think Anita was speaking metaphorically about science is magic and magic is science, where what Nanoha calls magic is just very advanced technology, while the magic in the traditional sense lies in the Inherent Skills wielded by the cyborgs that canon calls products of technology. Just to add, I believe that's not all, since Jail's Twelve still resemble magical science a lot, but the concept of Skills allows for some interesting argument. What I'm saying that while Jail is using traditional magic, but his concept of power manifestation has been affected by greater society, hence the outcome is still somewhat similar to mainstream magic, just powered by different kind of batteries. It is Carym's and Acous' Rare Skills, and maybe even Hayate's, that buck the beam-cannon trend and leave the door open for more traditional powers. But more later, once I can feel my arms again. I need a shower... Anita~~~ <3
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2009-09-03, 10:32 | Link #8063 | |||||||
Adeptus Animus
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Join Date: Jan 2007
Age: 36
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And out of curiosity, what is the symbol supposed to represent? Quote:
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Saying "Nanohaverse magic isn't magic, but IS is magic" even though the series says the direct opposite is trying to alter the Nanohaverse to fit Nasuverse ideas. Quote:
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2009-09-03, 11:23 | Link #8064 |
Sword Wielding Penguin
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I almost forgot about something I came up with at work yesterday.
RIFT GRENADE This nasty little 'toy' is a canister shaped object about the size of a NERF foam football, but is one of the nastiest magical weapons you can get for its size. The RIFT GRENADE functions on a pre-set series of movement spells that randomly pick a location. When activated, the grenade will teleport anyone caught in the 'blast radius'. What makes it nasty is not merely that it flings you somewhere... but that it uses multiple random teleports sectioned off in the blast radius. It doesn't merely teleport you somewhere... it teleports bits of you all over the place. So you know, if you get caught by it, they'll detect bits of you scattered all over nearby dimensional space. You can't block it with barriers or AMF since it's Area of Effect Movement Magic. The only way to escape, is to get out of the blast radius before it triggers. (The exception is Total AMF like the Cradle. The reason minor AMF doesn't work is because all the teleportation has to do is separate your body parts... it doesn't have to send them far.) This is a highly dangerous and deadly weapon deemed Illegal by the TSAB. (Even the non-scattering version is 99% lethal since it might still randomly teleport you into the bedrock or into space. Both very difficult places to survive.) To activate a Rift Grenade, you twist the upper segment until it clicks and begins to whine... with the magical emitter orbs starting to glow. You then have five seconds to GET THE F*CK RID OF IT! When it fires, there's a high frequency pulse sound and a flash of light, followed by a loud pop as air rushes to fill the vaccume that was created with the teleport. It is a single use weapon, as once fired, it has also teleported its own components all over dimensional space. The weapon is produced by illegal arms manufacturers profficient in magic, and is a favorite of terrorist groups. Luckly, it is difficult to create without high level magic skills, and thus, very rare to encounter. However, it accounts of 30% of all non-mage to mage kills in terrorist handling actions. Mages are taught to know the sound of an armed Rift grenade, and not to think about anything other than getting the F*CK away from it as soon as they hear it. (Most flight capable mages reflexively fly straight up to get out of the five meter blast radius. While not observed in combat, this would present a tactical method of leading a mage into a shot.) |
2009-09-03, 11:41 | Link #8065 |
Adeptus Animus
Author
Join Date: Jan 2007
Age: 36
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A lethal weapon. Two issues with it though, first, AMF would very much affect the device. Area of effect movement magic or not, a spell is a spell. Linked mana is required for a teleportation, and seeing how teleportation seems to be more complicated than flying judging by how few characters actually know how to do it such a spell would be heavily linked, and thus very weak against an AMF.
Secondly, teleporting enemies has been shown only once, against a berserk program with virtually no consciousness, and even then they had to tear it apart an use a specialized technique before they could teleport its core. Saying 'no defense' could work against these things despite the fact that there does seem to be a defense against teleportation is a bit of a contradiction. Of course, there is also the maniacal difficulty of the multiple random teleports. If even a regular teleport is rare, a device that teleports bits of you in random directions would be even more so, if it is possible at all. |
2009-09-03, 12:36 | Link #8066 | |||
Sword Wielding Penguin
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Multiple short teleports of with cones of influence each leading to a randomly selected coordinet is actually mathematically a lot easier than getting one coherent, safe transfer. In fact, since there is no need for safety protocalls to ensure what you get on the other side hasn't be arbitrarily rearranged into a Gelatnious blob, it's absurdly easy. You just get a dozen small teleport spells to grab anything in their range, and fling that part in one direction. Destination calculation doesn't matter, coherency doesn't matter. What it latched onto doesn't matter. Since you're a pure magic fan, and hate treknobabble, you've probably never read just how much actually goes into a Star Trek Styled matter transport, and the safety issues involved in it. Now, while magic instead of Treknobabble, there is STILL a lot in a teleport that can go oh so horribly wrong because its still operating on the same fundamentals of relocating X amount of matter between two points. Let me explain just what can go wrong. 1: The destination is inaccurate. When teleporting, KNOW WHERE YOU ARE GOING. A mis-read coordinet can mean the difference between teleporting to a safe ingress point, or teleporting yourself half way into a brick wall. (Or into space, etc.) Obviously a safety protocall won't let this occure. 1a: Inaccurate frame of refference. While getting the right location is important. It may seem trivial to know that you might want to fix your frame of refference. When teleporting from a cruiser in orbit to a planet's surface. You may want to take into account that the cruiser is orbiting at a velocity greater than 22 thousand miles per hour. You may want to, at some point in your teleport, adjust your refference velocity so you don't appear at the destination, moving at 22 thousand miles per hour. The subsiquent collission with the atmosphere and any nearby objects at this velocity may have undesirable repercussions on your future career options. 2: Getting there 'on time' never meant so much. When you teleport, you want to do so coherently, synchronized, and quickly. It wouldn't be very good for your health if the teleport began and you teleported in segments based on density now would it? It's generally not good if bits of you arrive at the destination at different times. Something has to keep the whole 'pattern' in synch so that every bit arrives at the same time. 3: A place for everything, and everything is not in its place. Going with above, could you imagine what happens if you get scrambled 'mid-flight' or something screws up? Things that can go wrong with a teleport can range from your molecular structure getting scrambled. To appearing at the destination with your Kidney lodged in your BRAIN. Or worse, bits of you appearing off course completely. Hey look, you teleported in, and your heart reappeared over there on that meat grinder... F*CK! 4: Power Surges and 'Buffer Underrun'... So now you know what happens when things screw up in terms of destination, timing, or order. What happens if something iterrupts the power flow of a teleport? That could easily slow one part down, throw it off course, or scramble it. Good luck collecting your insides from the local countryside. For these mages to successfully function in terms of pure teleports, their devices and stations have to do a whole lot of work to make sure they get somewhere in the same state as when they left. Namely, ALIVE. A teleport bomb has none of these restrictions. It's job is to kill you. And since killing you doesn't require timed arrival, good destination choice, coherent arrival of the package, or even arrival of the package at all... it's a lot easier to make that spell. |
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2009-09-03, 13:21 | Link #8069 | |
Secret Society BLANKET
Graphic Designer
Join Date: Oct 2006
Location: 3 times the passion of normal flamenco
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2009-09-03, 13:25 | Link #8070 | |
Sword Wielding Penguin
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A weaponized teleport that simply grabs bits and throws with no real reguard to any of that isn't going to have those issues with disruptions from AMF. In fact, the AMF disruptions would make it even MORE dangerous. It's like comparing the Space Shuttle, to a meteor. The space shuttle has to come in at a specific entry angle and velocity to avoid getting torn up. A meteor has no such stipulations. |
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2009-09-03, 13:43 | Link #8072 | |||||
Adeptus Animus
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Join Date: Jan 2007
Age: 36
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Of course, this is ignoring that under an AMF, said links wouldn't form at all, thus preventing any form of 'detonation' altogether. Quote:
Again, beyond the Yami no Sho, there has never been any case of enemy teleportation working. The closest thing we have -which is Shamal's mirror teleporting her hand into an enemy- specifically stated she could only do this because Nanoha's defenses were down. Quote:
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Last edited by Keroko; 2009-09-03 at 13:55. |
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2009-09-03, 13:54 | Link #8073 | |
Bored out of his mind...
Join Date: Mar 2009
Location: Somewhere in the Local Group
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2009-09-03, 13:58 | Link #8074 |
Adeptus Animus
Author
Join Date: Jan 2007
Age: 36
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Huh... there was that one wasn't there? Totally forgot about that...
Yes, that does solve the 'willing target' issue. Still don't solve the 'multiple random teleportations' part though. Though the part that bothers me the most is the 'You can't block it with barriers or AMF' bit. That just screams 'I want an unblockable weapon that can kill the even the Aces at full power!' |
2009-09-03, 14:45 | Link #8076 |
Bored out of his mind...
Join Date: Mar 2009
Location: Somewhere in the Local Group
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I guess it all depends on how teleport spells work. We know that they most likely need a start location and an end location, but what happens when the end location is left blank (I'm assuming attaching a computerized randomizer will make it slightly bulky)? Will the teleport spell not activate, or will it activate? If it does activate, where does the matter being teleported go? Will it never appear (assumes the teleported matter goes through another dimension a la Nightcrawler) or will the matter pop out at a random spot (assumes wormhole -like effect)? There are a lot of questions you could look at about the Nanohaverse's magic in general, and that's what makes it fun to speculate what can actually be done with magic.
In regards to the grenade itself, I'd say the concept is relatively sound, except for several points: 1) An AMF I think should prevent it from working, mostly due to how finicky teleport spells generally are (or seem to be). Else, they'd probably just teleport onto the Cradle instead of having to blast their way in. 2) Teleporting strength issues. I mean, if teleport spells didn't have some drawback, then we should have been seeing them used left and right, especially in StrikerS (here it should be mentioned that summoners generally tend to be good teleporters) Maybe it takes a mage of certain strength to teleport another mage of yea strength. If we put Arf's strength at about Yuuno's level in MGLN, then this could also explain why it took three people to teleport the YnS core. So unless there's an absurd amount of mana packed in there (~ A rank) the stronger units could probably weather the blast. 3) Scattering. In the entire series, we've only seen teleportation of whole things or bulk amounts of people (into Precias lair). There have been no instances of parts of things being teleported off a whole. (I think the YnS's core was floating around separate from the magled corpse of it's avatar) 4) Range. This one could technically fit up there with 2. Basically the farther away you go, the more power you'd need to exert to teleport something. This is the reason why the Knights stayed close to Earth planetwise, else they would have gone off to find a far away planet, and make it look like the Master of the book was based there. Assuming short range teleports, the grenade probably wouldn't have the capability to teleport something into space. 5) Programming. All mechanical-assisted teleports we've seen so far utilized a pad as either a start or end and/or a computer somewhat larger than a football. this would imply that teleport spells require large amounts of calculation just to work, or Mid tech that are not Intelligent Devices needs a lot to program in spells. All in all it's an interesting concept (an OC of mine uses gates to defend rather than shields; he's not necessarily Nanoha-based though) but it still needs work. And I kinda reiterated Keroko's points and made my post fairly redundant, so er... |
2009-09-03, 14:45 | Link #8077 | ||
Sword Wielding Penguin
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You get three spells. Aim them manually so they cover diffierent fields of vision. And let a rip. Just like aiming three different colored lights. Each light highlights a different area in its respective color. In a similar concept, each spell cuts out an area and ships it to its random number destination. Unless you have the Infinite improbability drive, these numbers will never be the same, and each spell flings its target to that destination. So what happens here, you get caught in the Field of Effect of two of the spells, the part of you that's in the 'Red' field gets teleported to Red Destination, and the part of you that gets caught in 'Green' field gets teleported to Green destination. You're dead. Instantly. Split it amongst enough spells that you have a hard time getting caught in only one field of effect. Quote:
Super mages or not. At the end of the day, they're still fleshbags. And there's always a way to kill someone if you tag them just right. There is no physical defense against the effect of this grenade, except to get out of its blast. It's a five meter 'blast' with a clear 'inside/outside' spheroid radius. That being said, the Aces should have no trouble at all dodging the thing. They have five seconds and a loud warning to get the f*ck away from it, as they can fly and have near bullet timer reaction speeds. Also, being a grenade, it has the limitations of a grenade. It cannot fly, it's more than likely thrown. So it's most likely going to be going off on the ground somewhere. It's hardly a game breaker weapon, but its not just some weapon. As the chem scientist said in The Rock. "The moment you don't respect this, it kills you." So in this light. Take it seriously, even with Aces. "If someone throws this grenade at you, and it goes off, it kills you. If you trip this grenade, and it goes off, it kills you. If you use a shield to protect yourself against this grenade, and it goes off, it kills you. If you are NEAR this grenade, and it goes off, it kills you. Does anyone here notice a pattern with this grenade? It's simple class: IT KILLS YOU. Respect this grenade. Because if you don't, guess what?" CLASS: "IT KILLS YOU!" "Very good!" There is however, one possibility aside from avoiding it. Destroy the grenade before the fuse hits zero. Then you just get an explosion from the released magical energy, rather than the teleport. You better be quick, and thorough though. EDIT: @ Hideki. I already went over why Teleport spells are finicky and require a lot of support structure. Getting things moved around 'in one peice/alive' is thousands of times more complicated than a raw 'fling matter any which way' spell that does not require coherency. EDIT 2: Random Numbers. I took computer science in high school. Random number generation requires nothing larger than a microprocessor that can do math, as Random Number code is some of the oldest code in existence. Last edited by AdmiralTigerclaw; 2009-09-03 at 15:03. |
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2009-09-03, 15:06 | Link #8078 | ||
Adeptus Animus
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Join Date: Jan 2007
Age: 36
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2009-09-03, 17:55 | Link #8079 |
Field Medic
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To add to what Keroko has said: rules of reproducibility: if you can build a small one, you can build a big one.
That's how science works. And in Nanoha-Verse, Magic is a science. Congratulations, you just put the Death Star into a briefcase. Your terrorists can now mass-scatter Planets. The Bureau may as well just kill themselves and cut out the god damned middleman, because with this, there is no way to oppose whoever has it. You don't think so? One coordinated strike with these things on a Bureau Barracks will by it's nature wipe out basically the entire fighting strength for a city; no defence, no chance of survival. You use One of these on the ground forces tower base and the tower comes down, killing everyone in it or near it. The same goes for any other large building; it's the ultimate demolition explosive; structural support just disappears! One of these, by it's nature, detonating anywhere near a bureau ship, will cripple if not sink it. A huge chunk of hull and components is just going to disappear, and the ship is going to founder. You hit near the engines or reactors safety systems, and there's a good chance of opening the reactor... One of these, detonated near the Bureau Naval HQ space station could destabilise the entire structure, causing it to rip itself apart! There's a reason Shows like Trek don't let the Feds use all the funky tech-of-the-week stuff they have, and this attempt at a weaponised transporter is the kind of thing that would fall into that category... It's too damned dangerous, and too unstoppable; whoever has it, Wins, unless someone can pull out something worse, like Go-Away Beams instead of Go-Away Bombs. This is basically the equivalent of making the Arc-En-Ciel a hand weapon. |
2009-09-03, 18:51 | Link #8080 |
Σ(。д°(o--(ಠ益ಠ )
Author
Join Date: Apr 2008
Location: Hotsprings Resort
Age: 37
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Well now.
A short. Someone's in trouble. Spoiler for Trapped:
EDIT: Page claim for... lunch. I like lunch.
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Last edited by Tempy; 2009-09-04 at 20:50. Reason: Wanwan finds all my errors. |
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hayaurion, kaonland, keroland, khrack, original content |
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