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Author Topic: Scald (RPG) - You're a Corporate Spy 3,000 Years in the Future  (Read 16140 times)

Aseaheru

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Re: Scald (RPG) - You're a Corporate Spy 3,000 Years in the Future
« Reply #75 on: July 16, 2013, 03:04:09 pm »

GRIPE!
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Harry Baldman

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Re: Scald (RPG) - You're a Corporate Spy 3,000 Years in the Future
« Reply #76 on: July 16, 2013, 03:33:30 pm »

GRIPE!
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Why would anyone not use the opportunity that they can kill in a great many settings and equip them appropriately with optional rounds that a perfectly reasonable being wouldn't use on a spacecraft, but would probably work nicely elsewhere?
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Aseaheru

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Re: Scald (RPG) - You're a Corporate Spy 3,000 Years in the Future
« Reply #77 on: July 16, 2013, 03:53:17 pm »

Because humans are idiots and you know some moron will forget to swap rounds.
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Harry Baldman

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Re: Scald (RPG) - You're a Corporate Spy 3,000 Years in the Future
« Reply #78 on: July 16, 2013, 04:07:51 pm »

That's like saying you shouldn't allow hollow-point ammunition to be made because it really hurts if you shoot yourself in the foot with it. Some people just can't be helped, you know.
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Aseaheru

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Re: Scald (RPG) - You're a Corporate Spy 3,000 Years in the Future
« Reply #79 on: July 16, 2013, 04:11:11 pm »

We are talking about guns meant for use in space. Having ammunition for them that breaches hulls defeats the purpose.
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Harry Baldman

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Re: Scald (RPG) - You're a Corporate Spy 3,000 Years in the Future
« Reply #80 on: July 16, 2013, 04:52:46 pm »

We are talking about guns meant for use in space. Having ammunition for them that breaches hulls defeats the purpose.

Why do you insist that they're meant for use in space? Why can't you use them in any place (like, for instance, on Earth like they're clearly being used right now)? It'd be completely silly to make a personal firearm meant only for use on spacecraft.

Besides, you probably couldn't breach a hull with it, anyway, explosive rounds or not. Hulls are thick.
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gman8181

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Re: Scald (RPG) - You're a Corporate Spy 3,000 Years in the Future
« Reply #81 on: July 16, 2013, 05:14:16 pm »

Jim smiled as the lifeless bodies fell to the ground.  Being able to influence people's minds is useful but so is having firepower like this.  Well now his partner was in position and that was great but where is the target?  Furthermore what exactly is the plan of escape after the target is neutralized?  Jim tried to recall what his escape plan is for after the target is killed.  He also began walking forward while looking for a good place to ambush the target.
« Last Edit: July 21, 2013, 08:07:26 pm by gman8181 »
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Parsely

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Re: Scald (RPG) - You're a Corporate Spy 3,000 Years in the Future
« Reply #82 on: July 16, 2013, 08:25:42 pm »

We are talking about guns meant for use in space. Having ammunition for them that breaches hulls defeats the purpose.
Where did you get this "flechettes are meant for fighting in spaceships" idea? From a book or a movie perhaps?

Flechettes are used nowadays to deliver chemical agents in small arms, as well as in artillery. The reason I chose flechettes is because liquid and gel explosives are all the rage 3000 years in the future.
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Parsely

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Re: Scald (RPG) - You're a Corporate Spy 3,000 Years in the Future
« Reply #83 on: July 16, 2013, 11:46:21 pm »

Off-Topic: Hey, for all you cyberpunk fans out there, check out this new title on Kickstarter. You might be interested in what its got to offer.
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RAM

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Re: Scald (RPG) - You're a Corporate Spy 3,000 Years in the Future
« Reply #84 on: July 17, 2013, 09:01:31 am »

((Hrmmm, right, so I have to get from point A to point B. If I am spotted, they have the advantage and I go boom. There is nothing to hide behind. There is nothing other than ourselves to use to cause a distraction. I am assuming that the station is not going to help us if we call them and I am not aware of any allies, other than, presumably, our employers, who would presumably not need us if they were in a position to help. Getting out and repainting our ship seems impractical. Falsifying our transponders would make docking awkward and likely not work. Playing dead is a massive risk with dubious and unlikely rewards. If we had a stealth device then I would expect to have heard about it by now. And it isn't really clear whether or not we will be safe if we make it to the station... I am pretty much stumped...))
"Well if we have to get there then we may as well make a run for it. If we launch some missiles it might keep them from sticking their nose out to shoot us until we are close enough to shoot back. Either that or we just wait for them to leave their cover."
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Aseaheru

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Re: Scald (RPG) - You're a Corporate Spy 3,000 Years in the Future
« Reply #85 on: July 17, 2013, 10:56:18 am »

We are talking about guns meant for use in space. Having ammunition for them that breaches hulls defeats the purpose.
Where did you get this "flechettes are meant for fighting in spaceships" idea? From a book or a movie perhaps?

Flechettes are used nowadays to deliver chemical agents in small arms, as well as in artillery. The reason I chose flechettes is because liquid and gel explosives are all the rage 3000 years in the future.
Books.
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Parsely

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Re: Scald (RPG) - You're a Corporate Spy 3,000 Years in the Future
« Reply #86 on: July 17, 2013, 07:59:33 pm »

"Well if we have to get there then we may as well make a run for it. If we launch some missiles it might keep them from sticking their nose out to shoot us until we are close enough to shoot back. Either that or we just wait for them to leave their cover."
They aren't expecting us, and they don't know we're here. This'd be a cinch if we only had a lifeboat. Pretty much anything smaller than this ship would get passed over as debris by their automated scanners. Hell, we'd be able to get right up and knock on the damn windows if we were a bit smaller.
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RAM

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Re: Scald (RPG) - You're a Corporate Spy 3,000 Years in the Future
« Reply #87 on: July 18, 2013, 06:54:49 am »

"Well I could remove the warhead from a missile and use it as a ferry to the station while we leave the ship here. Though missiles don't exactly have brakes..."
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Harry Baldman

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Re: Scald (RPG) - You're a Corporate Spy 3,000 Years in the Future
« Reply #88 on: July 18, 2013, 06:58:02 am »

"Well I could remove the warhead from a missile and use it as a ferry to the station while we leave the ship here. Though missiles don't exactly have brakes..."

((You should just learn to stop worrying and love the bomb.))
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Aseaheru

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Re: Scald (RPG) - You're a Corporate Spy 3,000 Years in the Future
« Reply #89 on: July 18, 2013, 09:05:26 am »

Its called physics. Use it to your advantage. Or just re-wire it so that it only uses half its fuel going out, turns around and then burns in reverse.
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