That MkII was given to Milno for safekeeping by Empyrea, so he isn't selling it.
@IronyOwl: Good to see you back around these parts. Felt oddly endearing to read the Samsonite Abyss mission again and see how good things were back then when we weren't involved in ship-to-ship battles, where a well-placed slug provokes TPKs.
Thanks. Feels kind of weird not recognizing most of these people.
And yeah, the good ol' days when all we had to worry about was being sealed in a lightless, soundless void for all eternity.
People who stay on Hephaestus will perform various duties here as well. Aside from ample opportunities for tinkering and lots of stuff to clean up (Nevermind the ship wrecks in orbit. We've got a hiding fleshtunnel monster, and the possibly present Shadow Walker too.), I suspect we'll be using our limited shipping capabilities to perform some research and exploration missions of our own.
Interesting. You have any more information on this? What sorts of timelines we're looking at, rough headcounts, anything like that?
I mainly just want my character to be able to tie a tourniquet competently... .
[Med:6+1] You strangle him while screaming "I AM A DOCTOR!" over and over again.
I'm going to prepare for the worst and assume you're not even joking.
I'm
almost positive somebody's briefly strangled somebody with a tourniquet at least once. I am
completely positive that people routinely shout about how much they're helping while repeatedly bashing Object A into Object B.
I mean, we have the decompensators, sure, but surely skills shouldn't work like that?
We already had this conversation in the distant past. General consensus at the time was that keeping skills simple and overshotty was good, but there should be some way to compensate that didn't involve cramming cybernetics in your skull. The compromise was the addition of dynamic bonuses via preparation rounds.
As for now, I still like the notion of skilled people going all excessive a lot of the time without dampening circumstances. It doesn't typically become relevant until you get fairly excessive skill modifiers anyway, and I think it makes for a more interesting tradeoff (and keeps rolling more relevant) than just making you progressively both better and less random at things.