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Author Topic: TINKER: Miya's Hubris  (Read 230250 times)

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Re: TINKER
« Reply #375 on: May 15, 2014, 04:09:22 pm »

Deadlier?  You should ask Simus about the grenades she's made.  I'm not sure you could get much deadlier than hers without a nuclear grenade.

Maybe, but some nades could be better in certain situations than the ones we currently have.

For example, once I continue working on the sticky goop I'll try to design a grenade version that's compatible with existing launchers, to deal with groups of civvies from a distance (since the normal goop thrower won't have a lot of range).
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syvarris

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Re: TINKER
« Reply #376 on: May 15, 2014, 05:21:49 pm »

Deadlier?  You should ask Simus about the grenades she's made.  I'm not sure you could get much deadlier than hers without a nuclear grenade.
FOOF. Or Antimatter. Or MIRV grenades. Or something.

FOOF: Welp, there's much less data on it, but I still doubt it has anything on ClF3.  Plus, from what I can tell, it's even more difficult to contain and keep.
Antimatter: Just a more difficult way to get the same result as nuclear, I would think.  Not to mention that it will react much worse if you damage the containment.
MIRV:Doesn't a MIRV reduce the overall power of the weapon in exchange for area-of-effect?  Why would you do that to a handheld grenade launcher?

Nuclear: This would be more powerful than any of Simus' current grenade types, yes.  But I ask you this: Why would you want to fire a nuclear device out of a handheld grenade launcher?   Buying an eigth kiloton charge then cuddling it every night would be a cheaper and more badass way to go. 

...Then again, they are pretty idiot proof- one person attempted to mate with one, and lived IIRC.

tryrar

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Re: TINKER
« Reply #377 on: May 15, 2014, 05:45:58 pm »

.....what did Simus put in her grenade, a kinetic amp?
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Re: TINKER
« Reply #378 on: May 15, 2014, 05:47:17 pm »

So, for my first project, I wanted to make a deadlier grenade for the launcher I'm getting. First off, Michael pulls up all info on all standard grenade launchers and Simus's custom job(if that isn't encrypted).

Sorry, encrypted.

And I used Chlorine Trifluoride. That stuff's nasty. It's also not going to be available for public use without express permission. That's just one of three, though - the High-EX is stuffed with AsterEX, and is powerful enough to take out the entire front of a good-sized building.
« Last Edit: May 15, 2014, 05:49:22 pm by PyroDesu »
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tryrar

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Re: TINKER
« Reply #379 on: May 15, 2014, 05:56:50 pm »

Well, my idea was using a kinetic amp to vastly boost the power of the blast, so I guess I don't have to worry then :P
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

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Re: TINKER
« Reply #380 on: May 15, 2014, 06:11:06 pm »

Well, my idea was using a kinetic amp to vastly boost the power of the blast, so I guess I don't have to worry then :P

That's been Anton's department for quite a while. No grenades, but at least 1 missile and a couple other ideas.
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Re: TINKER
« Reply #381 on: May 15, 2014, 06:12:52 pm »

Attach a kinetic amp stamp to the tip of a non nuclear LESHO round?
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Re: TINKER
« Reply #382 on: May 15, 2014, 06:28:50 pm »

....my OTHER idea was seeing if I could possibly cause manip overloads on command, stuff that into a grenade casing, and have it set off on impact
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

PyroDesu

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Re: TINKER
« Reply #383 on: May 15, 2014, 06:31:36 pm »

....my OTHER idea was seeing if I could possibly cause manip overloads on command, stuff that into a grenade casing, and have it set off on impact

People have tried the before too.

PW says the manip must have a human user at time of use, or somesuch. No remote overloads.
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GreatWyrmGold

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Re: TINKER
« Reply #384 on: May 15, 2014, 06:34:52 pm »

Automanip.
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Re: TINKER
« Reply #385 on: May 15, 2014, 07:00:21 pm »

...I was going to say automanips don't overload, but then again Steve did warn us of a possible overload in the ship's coilgun automanip, didn't he?

Well, in any case, it's still a terrible and unreliable idea.  A high-yield nuclear device is more reliable, and probably cheaper.  Easier too.


Also, Piecewise, why do the normal manipulator batteries output such a strong electrical charge?

Who said they do?

You, nearly two years ago.

"ALL field manipulator batteries: 4 TPU"

Note that laser rifle batteries output the same amount, although we actually know how long they can supply that.  Field manip batteries just give four zaps of indeterminate length, for all we know.

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Re: TINKER
« Reply #386 on: May 15, 2014, 07:28:22 pm »

....my OTHER idea was seeing if I could possibly cause manip overloads on command, stuff that into a grenade casing, and have it set off on impact

People have tried the before too.

PW says the manip must have a human user at time of use, or somesuch. No remote overloads.

Automanip.

Yes, which isn't supposed to tell you 'clearly, we can make a grenade that overloads with an auto-manip'. It's supposed to make you go 'wait, what *ARE* auto-manips?'
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Re: TINKER
« Reply #387 on: May 15, 2014, 07:54:15 pm »

....my OTHER idea was seeing if I could possibly cause manip overloads on command, stuff that into a grenade casing, and have it set off on impact

People have tried the before too.

PW says the manip must have a human user at time of use, or somesuch. No remote overloads.

Automanip.

Yes, which isn't supposed to tell you 'clearly, we can make a grenade that overloads with an auto-manip'. It's supposed to make you go 'wait, what *ARE* auto-manips?'
They stuff a tiny human inside it to do the calculations. It's like the Mechanical Turk, but with futuristic physics-bending space calculators.

piecewise

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Re: TINKER
« Reply #388 on: May 15, 2014, 09:22:42 pm »

....my OTHER idea was seeing if I could possibly cause manip overloads on command, stuff that into a grenade casing, and have it set off on impact

People have tried the before too.

PW says the manip must have a human user at time of use, or somesuch. No remote overloads.

Automanip.

Yes, which isn't supposed to tell you 'clearly, we can make a grenade that overloads with an auto-manip'. It's supposed to make you go 'wait, what *ARE* auto-manips?'
They stuff a tiny human inside it to do the calculations. It's like the Mechanical Turk, but with futuristic physics-bending space calculators.

That would be silly.


We don't put the entire human in there.

tryrar

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Re: TINKER
« Reply #389 on: May 15, 2014, 09:46:00 pm »

....my OTHER idea was seeing if I could possibly cause manip overloads on command, stuff that into a grenade casing, and have it set off on impact

People have tried the before too.

PW says the manip must have a human user at time of use, or somesuch. No remote overloads.

Automanip.

Yes, which isn't supposed to tell you 'clearly, we can make a grenade that overloads with an auto-manip'. It's supposed to make you go 'wait, what *ARE* auto-manips?'
They stuff a tiny human inside it to do the calculations. It's like the Mechanical Turk, but with futuristic physics-bending space calculators.

That would be silly.


We don't put the entire human in there.


.....you ARE joking right?


No what am I saying, of course you aren't >_>
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.
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