Faith would be a pretty standard boss, methinks:
-Punches things
-Whips out calculator to cast fire spells
-Screams 'HALLELUJAH' and hard-combos anything in her attack zone; might shockwave blast at range as well/instead
-Probably starts jumping onto the walls or scrambling through passages at some point
Milno might make a good boss, with his maneuvering shenanigans and multiple weapons. I could see him switching between various ranged attacks and flying down to try to kick or ram you, and he's got that honey gas for grapples or to avoid being counterpunched. Add invulnerable/hard to hit evasion modes as another cycle or a stage, and you've got a pretty good, oddly human-sized boss fight.
Also, Anton's design for DIY fusion warheads involved precisely the same idea, except using kinetic amp sandwiches to create the necessary ludicrous force (which is rather more ludicrous for fusion). So I guess you could take two people with kinetic amps, strap a half-sphere of plutonium to each one's fist, and if you want to really go out in a blaze of glory nuclear fire, have them do a fist-bump...
GENOCIDE TWIN POWERS, ACTIVATE
Also. I know we're kind of the designated R&D, but you people will end up using these things, so question. Simus got a good hint that we could really use some better basic weapons, but there's really only so much you can do to improve a laser rifle and a portable railgun. I've been having some ideas of my own, but what do you think could be done to make better standard weapons? Just more power for the same cost? Or maybe modular design, extra optional features? Maybe an entire new kind of weapon?
I think the main question we need to ask ourselves is what we want basic weapons to be
for. Are they for expendable sods to use en masse? Are they for standard usage until you get something very specific for very specific purposes? Are they for newbies to remain useful even if they don't have a ton of tokens? Are they for unreliable people with stupid ideas to do things without causing too many problems? Because depending on what we're going for, the answer to what we want will change pretty radically. If we're hoping for newbies to keep up with vets, for instance, we'll generally want basic weapons to be short-lived but powerful, or to have a lot of utility built in that's likely to be useful but not replicated by more powerful individuals. If we want to keep newcomers from screwing everything up, we might want uncon and exo basic weapons that aren't amps or manips.
Okay, so basically here's what I'm coming up with so far.
You sure these are going to count as "basic?" They seem pretty elaborate.
Going from the designs, though, it seems like your goal is flexibility and quite possibly standardization- making "basic" guns "normal" or "standard" rather than "garbage you use until you can afford something better."
This makes me wonder what the average life cycle of an ARM operative looks like. How many of what kinds of people are going to value these designs for how long?
Also, guys
https://www.youtube.com/watch?v=IVr98bTzxH8
Looks pretty neat.
That does look pretty neat, but it also looks pretty basic. Not the graphics or anything, just the usual "shoot thing until it runs out of hp, it explode" stuff.