(( Actually, I support the creation of a dedicated Tinker thread. Tinker actions are usually more complex and often require more effort on GM's part, so it can be justified to process them a little less frequently ('tinkering takes time'), thus freeing our GM's time for other threads/non-ER activities.
It might get a bit tricky with switching between the threads, though. And, as IronyOwl has once pointed out,
((Needing three threads is probably the point where you're going to need a fourth and fifth eventually. Might as well just ask Toady for our own subforum at that point. o_O
Which we might or might not want to avoid. ))
(( I'd be happy enough to moderate it. 3 reserved posts at top, one for basic description and rules and the fact that the VR glitches a lot in unknown weapons testing (in case retcons are needed). One for developed weapons and mods, etc. One for weapons in development, as well as disasterous (read: hillarious) failures.
A basic "Link to post" to, well, link to posts on the On Ship thread if someone gets taken out of VR and back into "real life" suddenly.
I can do all that easily. If Piecewise needs any other input, I'd be happy to do that as well. But it's his universe, I don't want to muck it up unexpectedly.
No real stats or costs in the weapon testing thread, just descriptive effects. No weapon survives it's first firing in it's original conceptual form. Real life is the only thing that points out the flaws.
It'd be a good place to put our musings on explodey stuff anyway. Steve would always have every say in all matters. Players can keep their weapons private as well (not added to created list, or known about by other PCs).
Anyway, I'll do the basic light lifting for the thread, and will do any heavy lifting if required (and if Piecewise says it's ok). On my computer too, not on this damn phone. I'm going to need a spell-check.
))