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Author Topic: TINKER: Miya's Hubris  (Read 224789 times)

Xantalos

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Re: TINKER: Miya's Hubris
« Reply #1395 on: September 21, 2015, 10:55:18 am »

I'm going to regret saying this, but yeah. If we can fight creatively with space magic (note 'can' not 'do') then the enemy should be able to as well.
If it turns out to be a super meatgrinder, well, we have Tinker for a reason.
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Re: TINKER: Miya's Hubris
« Reply #1396 on: September 21, 2015, 11:03:05 am »

I THINK YOU GUYS MIGHT BE IGNORING SOMETHING.
AS IN WHAT DO THE NON AMP AND MANIP USERS GET OUT OF THIS DEAL.
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Re: TINKER: Miya's Hubris
« Reply #1397 on: September 21, 2015, 11:04:58 am »

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Nikitian

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Re: TINKER: Miya's Hubris
« Reply #1398 on: September 21, 2015, 11:08:50 am »

I'm going to vote "no". Amps are cool, and Hayber implant is cool, but going that way means shifting more focus to space-magician gamestyles over others; it's the difference between mixed fighters-and-wizards party and wizard-themed party with mascot fighter or two.

Essentially, it would mean that somebody with Hayber implant is required on any mission (and preferably on each 5-man team). While this can be done, and even some of the ampers would accept it as necessary evil, this is a change that would hassle up the whole economy AND game meta. I don't think it is desired.

I admit that usually I'm the most staunch proponent of "realism over balance", but here going too realistic means another game-changing event. It is illogic, it is wrong, but the way things currently are formed the core of ER as we know it. I don't think we want to endanger it.
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Parisbre56

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Re: TINKER: Miya's Hubris
« Reply #1399 on: September 21, 2015, 11:57:50 am »

EDIT: Oh, are those stun guns the R&D people used for sale? If yes, any idea how they work?

Quote from: piecewise
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Could I make/buy a revolver-like magazine for gauss weapons?
I'm thinking that, since one of the biggest selling point of gauss weapons is multiple ammo types, a revolver magazine could allow you to load multiple types of ammo in a single magazine and then switch to the ammo type you want to use.
Sure.
Could I just get that from the armory like a normal magazine? Or is it something I have to build or get Hephaestus to mass produce?

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Could I make a different version of the brain-case mobility system that trades the legs (and the laser if necessary) for thrusters? In case you really need to fly away really fast, in situations where just running just isn't fast enough. With the possible drawback that A) you have limited fuel and B) you have fuel stored right next to your brain. Granted, it's armoured, but it's still fuel.
Yes, but those would have to be small thrusters and would have very limited range.
I was thinking of a sort of GTFO button, to be used in case of overloads, bombs and stuff like that, perhaps similar to the battlesuit's emergency escape pod function. It's incapable of making fine movements or turn very well (so it won't be able to maneuver through a vent but it might be able to turn through a large mining tunnel with a really good aux roll and a big loss of fuel), but it's thrusters are really powerful, making it a valid choice for quickly escaping large scale destruction. Maybe also add the drawback that if you go too quickly, you are rendered unconscious or suffer brain damage.
Is something like that possible? If yes, would it be for the same cost?

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originally? Because right now it comes from a chemical tank.
Yeah, originally, why not? I didn't really expect a serious answer to be honest.
Thats a good question. I guess it depends on your definition of "Reproductive organs."
Well, most, if not all living things reproduce in some way. So it is logical to assume that anything living would have part of its body dedicated to reproduction. One could argue that for most forms of life, their entire body is there to facilitate reproduction, so it is just an extended reproduction organ. So let's go with a narrower definition:
Does the thing synthflesh come from have a thing it sticks into other things (possibly of the same species) in order to create a new member of the species? Or a thing that accepts other things (possibly of the same species) which in turn trigger the creation of a new member of the species?
Let's see how far I can push this...
« Last Edit: September 29, 2015, 05:24:57 am by Parisbre56 »
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swordsmith04

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Re: TINKER: Miya's Hubris
« Reply #1400 on: September 21, 2015, 12:06:09 pm »

I'd vote "yes". Those who don't want to have use space magic to defend themselves against space magic would have a few options; either hang around someone who does have anti-SM capability, or take preventative action (hide themselves from detection, or kill the normal guy without a gun walking around in that squad of UWM Sods first, or simply don't go on missions where SM is likely).

We even have that new armour type coming out of Heph soonTM that helps protect against SM without giving people reality cancer. Anyone who wants to go on a mission likely to have hostile SM users on it, but doesn't want to buy automanips or their own SM, could get some of that.


I THINK YOU GUYS MIGHT BE IGNORING SOMETHING.
AS IN WHAT DO THE NON AMP AND MANIP USERS GET OUT OF THIS DEAL.

Realism! And if their SM-using teammates are duking it out with enemy SM-users using magicsense, neither side is probably paying too much attention to ordinary bullets or lasers, are they? Could even make that a drawback, magicsense reducing non-SM awareness when active.

Nikitian

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Re: TINKER: Miya's Hubris
« Reply #1401 on: September 21, 2015, 12:47:54 pm »

I THINK YOU GUYS MIGHT BE IGNORING SOMETHING.
AS IN WHAT DO THE NON AMP AND MANIP USERS GET OUT OF THIS DEAL.

Realism! And if their SM-using teammates are duking it out with enemy SM-users using magicsense, neither side is probably paying too much attention to ordinary bullets or lasers, are they? Could even make that a drawback, magicsense reducing non-SM awareness when active.

And this comes back to the fact it would prompt far more commonplace space magic duels. I think we had one, back in the Assault on Hephaestus, and it wasn't pretty.
Basically, do we want to demote non-spacewizards to spacewizards' aides/sidekicks/bodyguards? To be fair, I don't find that sort of a game unappealing, but it is certainly a very different setup from the semi-"equal opportunities" thing we had going for Con and Exo users. If we are to accept this change we should see it for what it is: finally and inevitably changing the face of ER combat. Not a bad thing in itself, but something not to be decided lightly.

In all honesty, at this point I am actually willing to side with Devastator on noting that space magic should be ultimately offensive in nature. Defensive space-magic just runs counter to how the magic has been established so far. Having space-magic-negating automanips and other stuff is just enough.


Hmmm. Piecewise, could we go the other way here? How much of a change would it require to say that both enemy ampers AND PC ampers have to go the "flashy" way? Because of carefully thought-out reasons, of course. (Maybe because of it being drastically more difficult for precise and finely-controlled space-magic than was initially thought; that, and making indirect, remote-camera-kills attacks far, far more difficult to pull.)
The continuity would be largely preserved ("Flashy" is the HMRC way, certainly), and for lore reasons (the AM space-magicking style, for example) the option still might be on the table for ultra-high-level space wizards (say, skill level 5+: even skill level 4 is easy enough to obtain, given genemods and appropriate starting skill distribution).
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NAV

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Re: TINKER: Miya's Hubris
« Reply #1402 on: September 21, 2015, 01:12:49 pm »


Would the multitool be able to function as something like a saw or drill or other power tools? How good would it be in this roll? It would probably need stuff like separate saw blades, drill bits, grinding wheels, etc. added.

How about a welder/soldering iron/generator combo for 1 token?

And how about lowering the price of the cutting torch to 1 token, or even combining it with the welder combo above? I think we can all agree its current 3 token price is way too much.
« Last Edit: September 29, 2015, 12:42:36 pm by NAV »
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Lenglon

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Re: TINKER: Miya's Hubris
« Reply #1403 on: September 21, 2015, 01:13:50 pm »

Nik, the reason the space magic dual on heph was crap was because it was flashy. how would your suggestion make things any better?

seriously, the Amp Specialist was immune to all Con attacks. that was dumb. If it had been a realistic dual of creativity, then con users would actually matter because it wouldn't have auto-shielded all their attacks. higher lethality space magic also means weaker defenses against conventional attacks so non-space-magic-users can actually matter.

and you can get the "sense space magic" implant without being a space magic user, which would enable you to at attempt to dodge, which is better than your current situation of being useless fodder that dies whenever an amp specialist wants you to. which is dumb.
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Xantalos

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Re: TINKER: Miya's Hubris
« Reply #1404 on: September 21, 2015, 01:38:44 pm »

I THINK YOU GUYS MIGHT BE IGNORING SOMETHING.
AS IN WHAT DO THE NON AMP AND MANIP USERS GET OUT OF THIS DEAL.
I dunno, I'm not an amp or manipulator user.
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Egan_BW

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Re: TINKER: Miya's Hubris
« Reply #1405 on: September 21, 2015, 02:42:18 pm »

I say yes.
But on the caveat that SM shouldn't easily defended against by SM. The best counter to an Amper should be to not let them know you're there, or to just kill them first.

I'd also recommend having both the Haber as well as a less implanted-in-your-skull detector that would just tell you if there's Space Magic in the area.
« Last Edit: September 21, 2015, 02:45:15 pm by Egan_BW »
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Radio Controlled

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Re: TINKER: Miya's Hubris
« Reply #1406 on: September 21, 2015, 05:06:06 pm »

Quote
Basically what I was saying is that due to the nature of how things are often described, I don't know if it would help a whole lot. I mean, I won't have time to draw out the map that it would project for you in game, and there's a limited amount of description I can give you without that visual; and often people don't understand my descriptions anyways.  I feel like the thing might be limited by the medium.  If you just want to use it like a "Alien" style motion detector though, one that detects movement through walls and stuff, that might work.

I think I understand what you mean. Yeah, something that does this would be fine then, if possible with the added functions of mapping stuff (because even if you can't describe it, it allows for a character to reasonably get an idea of eg where the exit leading outside is in a large building) to some extend and getting that radar/early warning system. Yes, the last might not be needed all that often, but having an extra turn to spot incoming ordnance or reinforcements might be pretty convenient all in all.

So, you think the sensor package works like this? If yes, cost and size of the package? Any other comments or restrictions?
« Last Edit: September 21, 2015, 05:19:41 pm by Radio Controlled »
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Dutrius

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Re: TINKER: Miya's Hubris
« Reply #1407 on: September 21, 2015, 06:00:52 pm »

What, if any, modifications would I need to make to get a Universal Chemical Thrower to throw liquid Nitrogen/Helium?

I assume that I'll be able to procure a suitably large Dewar Flask from Heph once we get there for Mission 24.

Also, I'm thinking of strapping one of these 250L flasks to my back (if an exosuit can support that much):
Spoiler: 250L of liquid helium (click to show/hide)
« Last Edit: September 21, 2015, 06:09:27 pm by Dutrius »
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Radio Controlled

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Re: TINKER: Miya's Hubris
« Reply #1408 on: September 21, 2015, 06:07:58 pm »

From what I know, it shouldn't need many, if any, alterations, the system was made so stuff doesn't stay inside the tube after firing (tubing is blown clear), and was made with alternative ammo in mind (so should be sturdy enough not to break down due to the cold, though not 100% sure on that).
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Re: TINKER: Miya's Hubris
« Reply #1409 on: September 21, 2015, 06:41:37 pm »

While I think about it, could I get my robo-body modified with a cryogenic cooling system, possibly fed from a smaller Dewar flask, to help protect me if I get too close to the M24 anomaly?
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