"So... go with Team A, is your advice? I was leaning that way anyway, but... anything else you could tell me? This is probably a more difficult mission than either of my other two..."
"Always take cover. Never get into a standoff with some asshole. Rookies always do that, just stand there, unmoving, shooting and hoping they hit before the other guy. Not a good strategy. "
Travis remembered all of these programs. The Battle for Hexbarax was a classic, and he had forced every new recruit in his army to go through a special challenge within the simulation.
The Tinkering simulation he was fond of, for it allowed him to devise new uses for his weapons. He wasn't very good at actually modifying weapons, but he could find new, creative ways to use them, and would pass these tips onto his troops.
Travis selected the Tinkering simulation, and went through the program's help menu to remind himself of all the intricacies of the simulation.
It looks like you can make and test anything you desire in this simulation using the help of the computer. There are lists of existing military hardware, random electronics and similar things.
Go ahead and put what designs I come up with on your list, man. And good idea about the generator, I'll be back in a mo'
Go to the armory and pick up a generator, then hook it to my MFM and inquire to the AM:
How do you think this design of a rifle of mine will do?
You buy a Gauss power generator and attempt to install it in your Microwave field manipulator.
[Handi:4] You manage to get it in place and charging the battery, but it seems a bit...off.
"Eh, looks pretty good. To bad you can't use it eh?"
((@Caellath I say, go for team A. Since the Mk III suit pods will work underwater, that would give you an edge on the advancing rebels, and that's actually my main concern. After all, if you want, you can aid the team B after getting that artifact if they - us - haven't been successful by that time. ))
((Yeah, I'm going with A. If I am still operational (not dead nor in a coma) after the artifact is retrieved, the rocket pods happen to be able to give me some assistance to get to the surface and B Team is still struggling against the dug-in enemies, then Milno'll help them. Even if he happens to be lacking a limb or two, which is very likely since I'm expecting underwater booby-traps.))
If the plates can be readily installed:
Milno gets the amp from Jim and afterwards moves to the armory to turn in his unused laser rifle (2) as well as the gauss rifle's power tools (2), the amp (2) and the attachment (1). (7+2=9 total)
"I guess I won't be needing those in this mission. I'll be going underwater and fighting in a cramped area. I'll prioritize armor, because I doubt we'll be able to dodge much or evade anything at all inside a flooded building."
Buy the armor reinforcements. 3 for the chest, 3 for the backplate, 2 for the pelvis area and 1 for the helmet.
Edit: Get Jim's cleaver as well.
((Since Jim isn't with us, I'll lead the way underwater.))
We'll just assume that you got the Amp and the clever some how, doctor gave it to you or something. Not really important at this point eh?
You turn in practically everything you have and buy a handful of very nice, sturdy looking armor plates. The armory master even goes so far as to install them for you, though it does kind of ruin the nice helmet she made for you, encasing it in armor and all.
Oh, yes! Xenos filth, I'll be back in a couple of minutes.
Run to the VRs, and get back into tinker.
Draft the (low caliber) gauss autogun design together with a 40-round magazine and a 120-round drum magazine of increased capacity (corresponding to the ordinary and 3x capacity magazines for the gauss rifle/chimera gun) and check how much power does it have to be supplied to the coils (compared to 3 TPU (2 TPU per second applied over 1,5 seconds) of the gauss rifle) to penetrate the Mk III suit.
Assemble the dragon gun without that big capacitor bank, just with the one used in the gauss cannon charging circuit.
((As the gauss cannon chargin circuit is worth 4 tokens and consists of 4 generators and a capacitor bank, one gauss cannon power generator costs about 1 token or slightly less, right? If not, disregard the next action.))
Replace all of the gauss rifle power generators in my designs with the gauss cannon ones (that would be the pulse rifles and the chimera guns). Decrease the number of gauss rifle power generators used on the chimera gun mk II (the one with the cutting laser installed) down to two instead of four.
EDIT:(( Just understood that this is pretty much how the tinker addiction would be pictured. Well, oh...
@Caellath You might wish to borrow Jim's cleaver, by the way. That's a high-tech melee weapon capable of penetrating suits, after all ))
We're gonna hold an intervention here in a minute...
Alright, 40 and 120 round magazines. Done. Thats easy.
As per this autogun, how fast are you gonna want it to fire? I assume you want the bullets at about 1/4 size so the power needed to move them is also 1/4 With the standard generator in other words you can fire 4 shots every 1.5 seconds. So use that to see how many gen's you need working in sync to fire as fast as you want. Then you need an equal number of those to boost the force of the shots by 2 and so on.
As per the force needed to penetrate a mark III, assuming you don't hit the exoskeleton, a standard one should d it.
And no, the cannon just uses 4 of those generators, ie 16 tpu.