*SNIP*
The "responses" spoiler doesn't seem to need replies. I'm open to a PM discussion if you send me one, though I have a distinct feeling you already have a pretty good idea of anything I might come up with.
-Central command module: the brain of the colony, does the long term planning, day to day management as well as coordinating the different parts (such as instructing/delegating the Heabi brains what to do, programming sharkmist, remote controlling equipment/robutts,...).
-Heabi module: bunch of Heabi flesh mass and a Heabi brain for controlling it. Said brain is slaved to/subservient to the central unit and scrubbed of residual self-preservation or propagation instincts the species had (insofar as we can manage that) except for what it needs to function, to try and prevent it from going haywire and reviving our fungal friends.
-sharkmist module: bunch of sharkmist that can be programmed to do whatever. It'd be the most potent form of the stuff we have, but kept strictly dormant and contained well, with the idea that if the colony needs it it would take some of it and program/neuter it as much as needed so it can do its job while lowering the chance of accidental gray gooing.
All this seems good. I'll reiterate that I just don't believe you'll get a great success rate with te heabi or sharkmist safeties; Piecewise will see both as chances to create interesting situations where something went wrong. That said, I think they'll be fine the majority of the time.
*syv stamp of support*
-raw materials, organic: as it says in the tin. For use by the Heabi mostly, probably.
-raw materials, inorganic: as it says in the tin. For the most basic construction needs, such as generators of different kinds.
-Blueshard batteries. Loads of 'em.
-colonist resources: stuff for consumption by human colonists (in case those are used, of course) until a local production chain is set up (eg food, water, toilet paper, whatever).
All good. I was gonna comment on the colonists, but that's more approprate to a later spoiler.
*syv stamp of support*
-databanks, basic: all the data needed for setting up a self-sufficient colony that could sustain human life and propagate it (eg scientific knowledge, schematics, snowglobe data, a concise history of the race to help remember the descendants who they are and where they come from, ...)
-databanks, extended: all the knowledge that isn't strictly neccesary for humanity to survive, but which would be nice to keep alive if we can manage (eg data on works of art and literature and other 'frivolous' but very human subjects).
Okay. Logical, though sifting through what knowledge is valuable for the second entry may be difficult; while we should have vast storage, billions of humans would have produced vast amounts of data. We can probably just copy space Wikipedia or something, though.
...Are you including Dwarf Fortress? Yes, it's been a cogitohazard since V7.e, but it's still a timeless treasure.*syv stamp of support*
-embryo banks: those frozen embryo's, as well as all the knowledge needed for raising them into functional adults (eg vr education programs and the like).
-hab units: in case we wanna send live colonists along right off the bat, this module contains all the amenities they need to survive (sleep units, recycling machinery, the works).
-Colonists: A bunch of humans basically. I mean, really, this hardly needs explaining. Goes together with previous for most part, put it separate for now for flexibility, can still be rolled up into 1 should that be easier.
-stasis banks: again for when we wanna transport actual people, but don't wanna bother keeping them awake (and fed and all the extra space and resources that requires).
Okay. For the ships which do have humans on them, how will they interact with the AIs? Will there be a captain which has supreme authority? Does the AI have its own moral system which can't be completely overridden by said captain? How much can the AI say "no" to? Can it say no to indefinitely detaining or permafreezing a human? Murdering someone? Murdering almost everyone on the ship?
-EUE, small: the smallest EUE we can get away with, for basic exchanging of information between worlds 'even if it can only send things the size of a USB drive, that'd help enormously already).
-EUE, medium: EUE's ranging from those that can send something about a person sized to the one we currently have on Hep.
-EUE, large: the largest ones, for sending around things in bulk (eg for when we find a dimension not very suitable for life, but with very interesting materials that we can instruct the colony to mine industrially and send over to another dimension).
Okay. I think you should ask PW how much EUEs can be pre-assembled, though. Can a large one send a medium one to another verse, which then successfully sends a small one to a third verse, which then successfully sends a USB to the home verse? Or will the EUE just fizzle when it changes verse? Would preconstructing all the parts at home but
assembling them in a different verse solve fizzling?
These come in various sizes, as need dictates (probably small, medium and large for convenience). Can be shipped in modules and assembled on site (allowing for smaller EUE's to be used on our side) or come pre-assembled.
-bodywork: frame of the spaceship, comes in parts to be assembled on site.
-engines, sensors, and other components a spaceship needs (are slotted into the frame).
-whatever robutts/machines needed to do the assembling.
-fuel/reaction mass: because I don' think the blueshards would be ideal, and a spaceship would need quite some fuel either way.
Do you mean "small, medium and large" as in the EUE sizes? I thought "small" in that case meant "USB size"? Though, maybe with sharkmist, a couple tiny embryos, an a bit of luck, you could actually colonize a verse with that... Hmm.
As for fuel/reaction mass, we can just use automated force infusers and blushard batts, assuming both function in alternate 'verses. That should be more efficient than any traditional system.
Can't we just configure all our Solid Light Protection Fields by default to turn off for a split second whenever the user fires a weapon?
Ehhh, maybe? That's really more poke thread material. I don't see any real reason why
not, aside for the need for some way to detect your own gun's activation, but that should be trivial.
Also, lasers.
Force infuser gun
I want to get this thing so it can one shot a battlesuit pilot. Then I will finally be satisfied.
-Change the bullet material from iron to something much more resistant to ablation. Probably hexbug. Should also help it not shatter on impact.
-Try different bullet shapes. Musket ball, ordinary bullet, spike, egg, teardrop, etc. Something has to be the best shape at these speeds.
-Just crank up the power until it can pierce a battlesuit's cockpit. Hopefully get there before hexbug starts to ablate. Even if hexbug starts to ablate hopefully get there soon.
Also, how about an underbarrel brisant variant?
You know, I learned something new today. Beyond a point, making your projectile go faster won't actually improve penetration depth, at least not within speeds attainable while in atmosphere.
https://en.wikipedia.org/wiki/Impact_depthMore energy would increase damage, but I'm fairly certain you'd need to significantly penetrate the armor if you want the shock to be lethal.
Using hexbug darts helps greatly due to their excessive mass, but if you want something capable of getting reliable battlesuit kills you're going to end up with expensive ammo. Also, you'll actually reduce lethality against unarmored targets, because you'll just be poking thin holes in them. Hexbug isn't going to deform for anything short of steel.
As for the underbarrel brisant... It's difficult. You should be able to get one that has less launching power than the normal brisant, and since it would be greatly cut down it should be cheaper. But, from PW's perspective, it would perform exactly the same because he can't handle granularity.
Fuck it--balance is the council's job. 2t.
PW just okayed something in the Poke thread, and you know what that means.
New Deathtube time!
This one is mostly just a refit of my electroblaster which, instead of simply nerfing as normal, they decided to simply not approve because of something something redundant.
1: Primarily for NPC police-force use.
2: Electrolaser rifle. Very low laser power, not enough to hurt, but enough to ionize or whatever science magic air cable electricity. Only usable in-atmosphere.
3: While low-power, the laser is very focused, allowing the weapon to be used at long ranges.
4: Only fires electricity at about taser level. Can be manually dialed down, but the hardware itself limits this weapon to Less-than-lethal.
5: Comes with a computerized scope, with variable zoom levels and a variety of sensors that can measure a human's emotional state by reading the subject's heart rate, breathing, etc. (in a manner similar to this.)
6: Firing mechanism is computerized, and tied directly to the scope, so that the weapon will not fire if:
The weapon is not pointed at a human.
The weapon is pointed at the human wielding it.
The weapon is pointed at a human who the computer does not consider to be a threat.
The weapon is pointed at a human who is part of ARM, or is an affiliate.
The weapon is pointed at a human that the computer considers to be unconscious.
7: Safety can be remotely disabled by the mission commander (Steve, general, or local police-chief equivalent) for use against particular targets or in general.
Hidden "features":
8: With some messing with the computer inside the gun, the safety can be fairly easily removed
9: With some modifications equalling one token, the weapon can be raised to lethal power, though this will drain the battery very quickly.
Giving syv a list nine items long.
1.You misspelled "Will never be seen again".
2.'Kay. 1t laser. Still effective enough to boil flesh, it just doesn't do much cutting. Excrutiating pain it'll do, but you won't cut off an arm without a long wait.
3.How much longer? 2t for assault-rifle type range, 3t for sniper type range.
4.Only taser level? ...+0t, I guess. Ineffective against any real insulation, including space suits, at least until the laser's melted through.
5.I'm... fairly certain Milno's suit was just asking Feyri's suit for vitals. Even if not, that sort of technoology would be very difficult to use at significant range. +5t for the scope, works to sniper range, and only sees in the visible spectrum. Alternatively, you could hook the gun up to cameyes, but that would only work to... let's say short range. Sniper scope doesn't work against people in bulky armor, but cameyes do.
6.Okay. This could be a problem for snapshots because the gun refuses to fire until it's fully analyzed a person. It would also be a massive problem because the computer would almost certainly get false negatives, leaving its operator defenseless, but you probably realize that.
7.Okay. That's very good.
8.'Kay.
9.'Kay.
A list nine points long isn't too bad--Go look at Radio's post. He isn't even giving me real
questions to answer. However, posting twice without consolidating posts
is annoying...