Reset to the initial testing conditions. Perform the procedure once more without firing the weapon and then determine what went wrong. Checking the wiring job is the priority at present, and this time utilise a method that is slightly less direct and graft in regulators on the line to the power source to discourage another meltdown. Inquire to the Tinker Program while uploading the procedure as to whether or not more durable wiring would produce a more favourable outcome and how I may acquire some. Afterwards, attempt the procedure undertaken on the hand laser on a simulated laser rifle, which may be able to better withstand the strain on its hardware.
It appears, and the Tinker computer backs this up, that the standard power generated by the suit is too high for the hand laser to handle. It looks like you could use a transformer to reduce the power into a more manageable form, or a capacitor bank to store the energy and release it over time. However the hand laser's wiring and laser source appear to be very fragile and not designed to take anything except the specific power output of it's battery. It would be possible to replace this wiring and laser source but doing so would cost more then the hand laser is worth. The Laser rifle appears to be a better fit, still requiring a bit of power conversion, but significantly less.
(( Ah, sure. Thanks for pointing out. Looking forward to using these new ranges ))
I'll probably try to get those all done tomorrow, but I won't implement them till after mission 6 ends, so that all the mechanics stay consistent throughout at least that mission.
Save all the modifications then take them to the AM and request that my rifle be upgraded with all 3
You save your modifications to your wristpad and then walk to the armory master. You show her the upgraded schematic and ask her how much it would cost.
"Focusing chambers are a token each, not sure how many you want. Wiring is also a token. And the work to do it all is, oh, I guess another token. So 3 tokens if you just want the 1 chamber."
(that bonus only applies for actually modifying or repairing, not looking up any hidden features. Also, you can't reroll to look for them again unless something changes, ie you get new information about what you're looking for or something similar)
It looks like there are several people who have logged designs that change something on the Mk series of suits. Most of the schematics appear to be locked though.
((I thought that taking it apart would let me re-roll. Oh well, I'll try again later.))
'Hmm, I really want to see what people have found before. Guess I'll just have to ask everybody. How... archaic.'
Send following to everybody on-board:
Hello fellow inmates, my name is Miyamoto De Bergerac, and I hereby humbly request that everybody opens up their past, present and future tinker projects for public use. Just saying so out loud will suffice, I think. I am doing so officially starting now, and I hope you will too.
Salutations,
Miyamoto De Bergerac
Open up tinker projects for public use.
'Probably best if I keep myself busy while waiting. Steve, could you download any and all info you have on the previous missions to the VR machine? Briefings, debriefings, video-recordings, the works. Thanks '
Ask for above.
((Also, could you guys please answer this message? This way, we won't need to deal with this in the future, probably saving the resident tinkerers some trouble. )))
>Already on there.As per the open modifications on the MK suits, I'm not really sure which are open. Milno never said his were, and his are the only ones that spring to mind as being specifically suit upgrades.
Also you guys are getting 1 prototype per character paid for. At least until you prove that your current one works. Otherwise you'd all be getting free superguns like the one E is currently idling with.