Okey Dokey, not sure how to bullet point effeciently but ill give it a shot.
Monoblades
1.) My monoblades are meant to improve damage for everyone, even Renen.
I get your point about the projector getting in the way lessening the damage, thats why i moved the blades so that only a small portion is in front of it.
basically my halberd is now closer to a bardiche, both designs now have a "low" damage redundancy section in front of the projector and a high damage cleaving section above it.
That way the projector only gets in the way of the cut with low uncon/dex rolls such as 2's and 3's and on a 4+ the projector stays in front of the enemy while the blade passes through them.
2.) yay full sized Kilij, thanks.
Armors
unfortunately piecewise has stated he doesnt wanna do armor anymore, so youre the lucky guy i get to pester about it.
3.) Im not sure i got my idea across properly about the lattice, the reduction in strength probably would not be all that significant. sure, you are striking a point with a smaller surface area than a standard plate, but it still has the strength of all the material behind it and all the material that is behind the material that is supporting that material and so forth.
Basically your shooting something that actively spreads out the kinetic force over a large portion of the plate, instead of something that tries to tank it all in one spot.
Lattices are hard to explain... Basically im expecting to be be more weight efficient for the same protection, but less efficient by size or volume.
4.) As for the hexsand, i know weve had a miscommunication here. It is not meant to be spread out at all.
It is meant to fill the voids in the hexbug lattice and flow around all the lattice struts forming a single contiguous plate, albiet one with lots of small wireframe hexbug pyramids in it.
5.)Yeah the Cryotic rods had a range of a few inches, so youd probably need one every 8 inches or so.
ill go pester piecewise about the price of the cryotic carbon rods, kinda expecting this one to be a bit expensive.
update:
THe expensiveness level of using mass produced cryotic rods is... "Not very..."
Neat idea I forgot about, Headcrab mobility system.
5.) Cant believe I forgot about this thing.
Basic idea here is to give the braincase mobility system a really sharp blade, possibly hydraulically driven, and a single universal limb port.
Now when your robo/synth body gets broken beyond repair you simply eject yourself and jump on the nearest schmuck you see, use the blade to sever their spinal cord through their neck, and the universal limb port slaves their central nervous system to your braincase giving you complete control over their body.
Monoblades:
1)I get what you mean. It'll have advantages and disadvatages compared to both the traditional monosword and your previous design. This design will probably have the best damage when used correctly, but still has the disadvantage of the projector being closer to your foe (and therefore easier to damage) compared to the original monosword, and it will be harder to use than your previous design. None of this means it is inferior, just different. Of course, PW's interpretation may end up being different in-game, but that applies to
everything.
Armor:
3)...Okay, so by lattice you mean something like
this, right? The strength reduction
would be significant. It's easier to shear a bar than it is to shear an entire plate. No getting around that.
4)Yeah, I thought you had meant the hexsand would be like the reflective fibers in BS plate. Basically, I thought you were trying to replace the metal in warplate with hexbug. What you're trying to do would work better, though it wouldn't be able to eat plasma, unless you're making it so thick the hexbug reinforcement doesn't matter. I'm thinking having
some connection between different masses of hexsand does not combine their energy eating properties, else we could just have a massive ball of hexsand inside the suit, and have tendrils leading to paint-thick exterior armor layers.
5)Okay. Ask him how hexbug performs at temperatures of a few K. I feel like hexbug would do well because it doesn't seem to be ductile at all at normal temps, but I honestly just don't know. Also, explain to me how you'll insulate the cockpit.
As for price, I'll say that a single solid layer of hexbug with implanted cryo cylinders is equal in cost to a mobility AS' armor, and is as bulky as a normal AS' armor. Council'll probably change that.
Headcrab:
6)Uh. Okay. I have no idea if a limb collector can work on an entire body, so ask PW about that. While you're at it, ask what the required physical dimensions of a limb collector are, because I'm not sure one can comfortably fit on a braincase. Lastly, what type of blade do you wanna put on this? FF, monowire, normal knife?
Note:It is best if you remove excess quotes from your posts if they aren't needed for context, because I generally won't. I write these up in a text file and then add in the quotes afterward. This post wasn't a problem, but I could easily see this typeof thing creating some bad quote pyramids if left unchecked.
Let's go short version this time. I know, a shocker, right?
@syvarris
Sure. Just wanted to point out since you specifically called out "heat resistance". This adds to the point where I am slightly hazy on how exactly the lasers "cut", so yeah.
Brisant 1.5
To be honest, I don't really know what you implied by cut down variant in the discussion, but since I was undertaking it anyway, I hypothesised you meant the firing methods (which, I admit, are really hazy - is the current Brisant fired from the ground/braced or just held in arms? or even put on the shoulder for firing? those variants have all been implied in the past). I would still rather keep to "different variants, same price" philosophy, as it seems to be prominent and relevant in these days. So perhaps the "carbine" variant could be optimised for shorter range and aimed directly (and in that mostly equivalent to the current Hand Cannon from user's point of view), whereas the "mortar" variant would be optimised more for longer range, require bracing and be fired high-arc? (Does that last part even make any sense for a personal weapon? And, of course, exoskeleton users with their strength & stability would probably ignore bracing requirement. Dirty cheaters. )
As for concrete tech, yep, I do have it. Here, under "Technology", third line. They were developed quite some time ago, but Brisant predates even that. (And judging by neighouring entries, this is a significant upgrade.) Thanks for the work, RC!
Plus, as I said, hex-something-inner coating for barrels. I know that it was one of the limits for gauss weapons in the past that barrels/coils could be damaged through regular use (especially if the shot was overcharged, for example), so I'd like to use that as a reason why using hex-barrels might be economically feasible and actually make them cheaper.
Also, uhhh, Maurice's name? Why?..
...Okay, you
really need bullets. You've got seven question marks in that post, half of which
seem to be rhetorical, and several statements which imply a question.
Regardless, you first seem to be asking about the difference between a standard and carbine variant. Standard variant, to my mind, would be identical to the current brisant, while the carbine would be closer to the hand cannon. Both cost the same.
You don't get a mortar variant without a price increase. This is because the mortar would have to have a fairly significant power increase, due to the way PW's mind works. He doesn't do minor tweaks; a gauss rifle with a foregrip is identical to a normal gauss rifle, despite the fact that it would be easier to fire from the hip.
As to the generator tech... I really, really hate that, and I vocalized that opinion back when we got it. There was no reason for that upgrade--it was just "Scientists! Go science and improve things!" and a month later the scientists unlocked Generator tech level 2. Even beyond that, why would slightly improved generators cut the weapon's cost by 33%?
Using a different material with better properties is a much better way to convince me to cheapen things. However, why would a barrel coating make the coils less likely to melt? Are you giving them hexsand heatsinks? Are you giving them frictionless hexground coatings, so that they don't have to work as hard?
Lastly, I was joking that I wouldn't expect
Maurice to design the horrible flesh-melting aerosol grenades.
Brain Preservation Suit Upgrade
It senses when the wearer dies, then it pumps their head full of chemicals and submerges it in biogel. Exactly like the "brain box" except fully automated, and only works on the person wearing it.
The medic backpack version is a decent idea though, I'm asking the council about it.
Council! The designs keep piling up!
A backpack designed to hold a severed head and keep it preserved and ready for reanimation. Requires the head to be hooked up to feed of chemicals and submerged in biogel. It's based on one of the Armory Master's designs.
When used quickly and properly it will prevent the head from losing any statpoints, and prevent it from dying permanently after a few hours. A very good thing to have for long missions.
Skill requirements: Med ?
Recommended price: 2 tokens.
Other finished designs waiting for council, still in one post.
Take the Heavy Exoskeleton and give it heavy armour. It has one layer of hex-composite over the torso and helmet to protect from heavy weapons, and one layer of battlesuit plate over the entire body to protect from small arms. The closest a human can get to a walking tank and still fit comfortably through doors. As with most heavy armours, the joints are rather vulnerable.
Recommended price: 12 tokens (ideal) to 14 tokens (extreme).
When you shoot a laser, it turns the air to plasma. This plasma conducts electricity. So when you shoot a laser through electricity, it turns into a lightning gun.
This is a kit that consists of a generator and second trigger that mount underbarrel, and a spark gap that mounts in front of the barrel. There's a dial on the side that controls power. At full power it delivers the same shock as a Tesla Saber, but requires a full turn to recharge.
This kit can be mounted on any laser weapon. syvarris thinks it should take a handi roll to attach, I disagree.
Effect:
In atmosphere: Your laser now shoots lightning. It fries any uninsulated electronics you shoot, and it fries any uninsulated people you shoot. Really good against people in vehicles or other ungrounded metal boxes, or in water. Might have a chance to arc to multiple people or electrocute them with a near miss. Can also be used as a taser.
In vaccuum: You have a taser bayonet.
In water: You die.
Recommended price: 3 tokens.
An upgraded exoskeleton that's slightly bulkier and about twice as strong, the exact same strength as a synthflesh body in fact. It lets you wield even heavier weapons and use even more brute force. It doesn't have any real armour though.
Recommended price: 7-8 tokens.
A stylish hooded trenchcoat covered in black scales. The coat is made from the same reactive carbon nanofiber weave as a Civic Defender's Longcoat and the scales are made from laser-resistant ceramic hexsand. It will protect you from energy weapons up to a laser rifle, and it will protect you from kinetic weapons up to a gauss rifle but it won't last many hits against those. It has a hood to protect your head.
This is a flexible ultralight armour intended mainly for layering over other armours without increasing encumbrance. You can have regeneration and slightly better defense for the same price with a Sharksuit.
Recommended price: 3 tokens
Edit:
syyvarris, I want to argue with you about the electrolaser kit needing a handiwork roll. It is in a spoiler and not bolded though so you don't have to read it or respond if you don't want.
1. The roll would add nothing to the game. A roll for repairing gear in the field, or a roll for modifing gear or assembling new gear from scratch? Those add to the game. A roll for attaching a predesigned kit adds absolutely nothing to the game or to the player's experience.
2. Fred could do it for you, if he is actually trained as an armory master, then that is part of his job description.
3. It is not a collection of loose parts and wires as you seem to think. It is one solid piece that goes under the gun, and one solid piece that goes in front. There is no soldering, wiring, or fitting it together like a puzzle or anything like you said. Our guns don't differ from the standard deathtube design so much that it wouldn't work that way.
4. It might not be impossible to make an attachment that can work on multiple guns. No I do not have diagrams of all the guns, so I cannot say exactly how it attaches to each one. So we can either handwave it as possible, or use a handi roll at +2 skill to see if it's possible, or handwave it as impossible.
5. We can offer it with a choice of attachment options depending on what gun you want to attach it to. And handwave it that people choose the right one.
6. If all that is still not possible, then it can attach to a Blaster Rifle without a roll, everything else takes a handiwork roll.
7. This will all be meaningless once we add a standardized rail system, it will remove all justification for the roll existing.
"...so you don't have to read it or respond if you don't want."
Are you kidding? I love arguing! Normally, I have to restrain myself because
other people don't want to argue!
1.Matter of opinion. I think it creates an interesting problem that has to be solved. Still, my primary reasoning is that it is logical in-universe. If I believed it would harm gameplay, I wouldn't force a roll, but I don't, so I do.
2.Okay then. My primary reasoning is that it is logical, and my belief that it improves the game is insufficient to justify the roll all on its own. If PW decides that Fred can attach it for you, Fred can attach it for you, no handi roll needed.
3.The pieces that need to go in front do need to be welded or attached strongly somehow, because they're intended to be used as a bayonet. Furthermore, you're dealing with extremely high amounts of electricity which could slag the metal gun if you're not careful. I'll grant that the rest of the assembly wouldn't be particularly difficult to attach (and wouldn't suffer from a bad attachment), but the spark gap itself seems like something that would require a handi roll.
4.I'm handwaving as impossible.
5.Fair point. That would justify not needing a roll, I suppose. You can do that.
6.See five.
7.Yes, yes it would.
It would make sense to have an electrolaser blaster rifle variant.
About the same price as blaster, shoots electricity rather than laser, doesn't work in vacuum, has a non-lethal mode.
Electroblaster?
That's pretty much what NAV's doing with his Gungnir update--it can be mounted to blasters. Unless you mean literally shooting just lightning, like the Tesla Arc. I'm not sure how you could do that without essentially making a lightning bomb. Not necessarily a bad idea if you're insulated...
While I'm at it, I should also mention one of my first tinker ideas, the single-shot electroblaster bazooka.
Yeah, this would be so powerful you basically can't insulate yourself enough to survive. It's a bomb, really.
Similar to the Gungnir, yes, but as a complete weapon, so that it doesn't need a Handi roll to assemble.
And for both of these weapons, they have a very weak laser component, like the hand laser/red hand, not to deal damage, but to guide the electricity to it's target. Consequently, these are weapons for use in-atmosphere only.
Oh, hmm. HRM.
Okay, so, this seems like something very likely to get nerfed by the council. 3t for a laser rifle with a power equal to a hand laser, and tesla-saber level shocking. Battery powered.
Completely useless against insulated foes, nearly useless out of atmosphere, but very very good when neither of those are problems.
Alright. Anything else we need to do or should I submit this to the council for summary nerfing?
Nope. Submit it to the council.
Design: Portable Emergency Room.
A design which implants a device into the user which, when biosensors detect massive & fatal trauma, activates a 1-shot pocket-dimension transfer to a predefined medical treatment area.
For an extra token, it can be activated manually
The idea being the natural evolution of all these brain case escape systems, combined with an equivalent for all the squishes out there who don't want their expensive genemods to go to waste.
Price is presumably high, but hopefully significantly less than the full PD generator.
Okay, you can get this as a mod to a regular pocket dimension for one token. If you want a cheaper burnout pocket dimension, you have to ask PW, because I have no idea if such a thing is possible.
I... think so? I'm having a remarkable degree of difficulty figuring out exactly what you're asking.
Do you want me to go over every tech that you're including in the autocolony thing, and say which bits work and which bits don't? This is really a place where I'd love bullets and question marks.
Also, this monster put my post over the length limit. So it gets to sit here all alone, because it's too fat to fit in with everyone else. Just like a certain general we know.
I dunno either man, pw send me here. Didn't think this was anything that you would do, since it's not exactly a regular tinker thing or an armory entry, but here we are. I guess we can just go over every item one at a time, though I suspect there'll be a very large amount of 'ask pw'.
Hey, you take that back! Milno isn't that fat! He's just been slacking off of his diet, is all. And really, you wanted the context.
1.the organic computers, which we train/program beforehand to make sure they are good at coordinating construction and adapting to different environments and situations. These are the main controlling unit.
2.Heabi biomass and a controlling brain, which given its high adaptability and wild variety of possible forms should be convenient for all sorts of tasks, from breaking down available nutrients to creating specific lifeforms for certain tasks (eg a digging worn to carve out tunnels, or a root system that spreads out unto the soil to search for water or minerals). The Heabi brain woud interface with the organic computers to ensure efforts are well coordinated.
3.sharkmist: like Heabi, is very versatile, depending on the type of job this or the former would be used more or less. A big use would be in fabricating things to expand the colony with (eg use the nutrient sludge and minerals the Heabi root bring up and convert them to wall plates and hab units).
4.Stevebots: we'd send a couple along to help with initial building (and maybe a few hunters for protection) as well as the database so that new robots tailored to the current needs can be built.
5.a couple generators (can be in parts for stevebots to assemble or whole) to keep the initial operation running and a bunch of bluerad cells. This until a suitable local energy source is found, or more generators can be built.
6.mapping drones and the like.
7.optionally, a whole bunch of frozen embryo's. While initially we will send fes or no actual humans along with the colony unit, having a bunch of frozen embryos aboard to restart a breeding stock with will help ensure that, even if something gors catastrophicslly wrong and we all die, that humanity will have a chance to continue on, somewhere out there. Of course, these are only thawed and used if both the needed infrastructure is built, and no communications have been had for a long time (indicating shit went wrong).
8.optionally, a machine for dimension hopping. A small one for sending small packages of info back (aka to stay in touch) or a bigger one that allows the colony unit to jump around.
9.all this inside a ship if possible, so that the unit can redeploy to a better position once teleported. Maybe even make it so the ship folds open to establish the intial colony (depending on how much stuff can be teleported at once).
1.Okay. I don't see why wetware is better than traditional computers, but it might be interesting for the colony to have latent emotions and personality. Just remember to tell the dabus to not abort alleys against their will.
2.Ah, is that why you're using wetware? Again, I don't see any serious problem. At worst the haebi brain could decide to go wild and turn your colony into a spore world, but that's probably unlikely.
3.Okay. Controlled by the normal wetware, not the haebi wetware, right? That way, the colony can have a civil war with itself... and that's a surprisingly logical sentence.
4.Does synthflesh work in other universes? Are you sure you want to bring origin tech into other universes? I'm worried the Lurker might hitch a ride.
5.Logical. I feel like craptons of blurad would be better than real generators, but it probably doesn't matter.
6.Also logical.
7.Are these in addition to normal humans, or are they the only humans you'll be sending? Either way, I don't really see the value in it. No problems, regardless.
8.PW basically vetoed this, but I highly support it. We'll be needing to take extrauniversal engines with us in some form, unless we plan to just have each portion of humanity fend for itself.
9.Fine, though it would require a massive EUE. I think it would be best to send the colony in pieces, even if it's less efficient than one big ship. That way, we can get started with a smaller EUE, giving us more time.
Universal Chem Thrower extra chemicals:
Doomsday, 10 uses canister, 1 token. Excellent against unarmored civilians.
Haebi Acid, 10 uses canister, 1 token. Makes avatar armor melt.
Also requires one time purchase of 2 token forcefield shielding. Handle with care.
So how does this armory inclusion go?
You asking the council? I can't decide jack about armory inclusion.
5 token avatar kill? Ewwwwwwww
It's not really a five token avatar kill, because you have a very limited supply of the stuff. Yes, you can hurt an avatar, but an ant can hurt you too.
Also, you have to get fairly close to use the UCT. Within easy reach, at least.
((Read the following with the voice of a wrestling announcer.))
Prrressenting... the newest squad automatic weapon, the DEFINITIVE solution to all our waste problems and a memorial to the fallen - the General Waste Gun, or GWG for short! You take all of a planet's waste and you pump it straight into a Pocket Dimension, you then feed it straight into a Matter Saver Cartridge, and then straight out, at ABSOLUTELY ludicrous velocities! It has functionally infinite ammo, no recoil and comes with a fire selector! Who knows what it will fire? It could be raw sewage, electrical appliance shrapnel, even spent fuel rods, all determined by the user's Fate stat! It may not be able to pierce battleplate, but against groups of likely armored foes, it is UNPARALLELED! Suppress enemies until they drown in filth! Cut down whole swarms of combat drones! All in a compact little package! Sure, its raw components cost 19 tokens in total, but we're sure we can get the planets that benefit from it to chip in and MASSIVELY subsidize the cost! Approve one today!
Okay, so the design is as follows: You place a Pocket Dimension entrance on a planet and let them dump all of their assorted waste into it, the planet's government agrees to subsidize the cost in exchange for having a quick and easy way to get rid of their waste. The Pocket Dimension exit will, upon being opened, eject some of that waste in front of a Matter Saver that then, as quickly as possible, saves and loads the matter at high velocities, propelling it forwards. This should be fast enough to provide a high rate of fire, which combined with its effectively limitless ammunition, makes it superb for suppressive fire. It would count as a conventional weapon, but when firing, it would use a Fate roll to determine what exactly it is that comes out of the exit.
This is... creative, I guess. Why isn't the matter saver inside the pocket dimension, though?
Talk to PW regardless. The primary hurdle for this gun is convincing a planet to dump its waste in your pocket.
Idea for a new Shockwave bat.
Put an Force infuser in a bat. The button would be in one of the sides.
To charge, the user should just move around.
For the cost, should be the price of 1 force infuser + 1 token for the changes, so 3 tokens
I don't see any problem with this, though the shockwave bat had a whole bunch of kinamps, whereas this only has one infuser. I've always thought the multiple-kinamp idea was idiotic, but it actually would matter for force infusers because they each charge and discharge individually.
3t is fine.