@RC Eh, which stuff, could you remind me? I must have missed it.
Hmm, déjà vu.
And just as one leaves, another returns.
By the way syv, I asked pw about what to do with Hep on ship a little while ago, could check that if you haven't already.
Oh, and nik, have you taken a look at the various armory stuff I've been making for lately? There's several things in there.
Eh, could you link/repost summaries (or at least, final tinkering posts)? And have the prices been confirmed (either by Piecewise or the Council)?
I seem to recall the electro-grenades, which were handy, and reasonably priced (for the most of their designing time), but I don't remember how expensive/good they ended up.
(I also recall the shark-limb-vats from before; I think I've still been mulling over them, haven't I? Consider those approved for Armory inclusion as well, in that case. We need more stuff to fill in the "Med" section, and I'm sorry for taking so much time. )
There is also the artillery shuttle (though there pw still needs to answer my question about armoring it, but the rest has been ok). Council also seemed ok with my coupon pricing scheme, though I should probably also run by the general ooc and see what people think.
There was also the extended sensor package (needs write up). And booby trap kit (has a write-up). And blaster pistol upgrade (pending response from pw).
Blaster pistol upgrade was approved by pw, by the way, see tinker post before pw asked for the new stuff. Armor for shuttle: we'll just go with the standard option, not the forcefield (too expensive). Think i might drop the sensor package, at least for now.
Some data, in case you don't wanna search yourself:
1 | Electronade
Description: It's an electricity grenade that throws around electricity like a tesla arc, and has different intensity settings so you can choose how hard you wanna make somebody's life suck today. Higher intensities drain the blueshard battery faster (it has a timer so you can choose for how many seconds it works before shutting off), and the internal components burn out and become useless when the battery is spent. Percentages are per second used (so 3 seconds at 8% drains 24% total). Comes with a delay timer to choose how long it takes the grenade to go off. Brisant compatible, with standard Brisant grenade functions.
2% taser power, stuns unarmored people but doesn’t kill or harm them
8% kills unarmored people
20% kills lightly-to-medium armored people
40% full power, kills anything not very well insulated against electricity
Ammo: 1 Token for 2.
1 | boobytrap kit
Ammo: 3 uses per kit
Description: Do you like explosions? Do you like inflicting said explosions on unsuspecting passerby's? Then this is just the thing for you! A kit containing various bits and bobs for creating a mine or booby trap out of any explosive or grenade you happen to have handy. Has several possible sensors to fine-tune your flavor of sneaky murder (see kit's own page for more info). One kit grants you three uses. Note that its contents could also be used in other ways, such as using the cameras as spycams.
Next thing: artillery support shuttle. Basically a high-altitude gunship. We talked about this before, do you remember that? Think a shuttle with the following features:
-Can fly at high altitude.
-Decent sensors to be able to accurately fire.
-Has QEC to Sword and good regular comms to talk to ground troops.
-Has a shape to help with stealth (like what the B-2 has going) and a coating of stealth material.
-Has a suite of countermeasures (flares, chaff, ...)
-Armored with a ground layer of sharkmist plate and hexsand on top of it (enough to protect against conventional AA laser installations).
-Armed with:
-A couple lasers of variable output (maybe a design like the FEL cruiser, basically a big box with multiple exit sites for the laser beam). At the least, an output/turret in the front, back, sides and underside
-A LESHO-like launch system for very precise missiles that can (but don't strictly have to) be accelerated with gauss tech. Missiles can have various payloads.
-Cockpit to allow for up to 3 pilots (or 6 braincases), but can be remote-controlled by steve as well.
-When a pilot is present, the chances for an artillery strike to hit is better according to the pilot's AUX skill. But please, don't make the thing miss 4/6 of the time when on autopilot, like the Hep artillery did, that was a bit ridiculous.
-It costs 5 tokens to have the artillery shuttle deployed.
-1 token buys you 3 airstrike 'vouchers'. Spending more vouchers at once allows a larger strike (spending 1 might buy you a 3 sec laser sweep of battlesuit-damaging power, spending 2 might buy you a single laser pulse straight melting a battlesuit, spending 5 vouchers might buy you a kinetic missile with a nuclear payload, etc). Should we precisely define what amount gets you what, or woud you prefer to keep it more vague?
-Name: not sure yet; Probably High Altitude Gunship ("Deploy the HAG!") or an animal as designation (probably a bird of prey. Eagle, falcon harrier, buzzard, hawk, something like that. What would you like best or find easiest to remember?st to remember?[/quote]
Should probably wait with sensor package for write-up. Gonna run voucher system by the peeps here though, see what they think.
Before we start, remember that the shuttle costs 5 tokens just to deploy, that doesn't even give you any shots. It's also very limited in the amount of missions/situations it can be used on, and takes more time to call in than just shooting things with your own weapon (spraying laser rifle fire goes faster than calling in a target, after all). And then you aren't even really guaranteed a hit. I think these limitations are enough to justify rather high firepower for low price.
3 vouchers for 1 token.
-1 voucher: 5 sec. laser sweep, laser of about cutting laser strength.
Note that there should always be at least 4 or so laser turret exits able to point at your target area, so you could order simultaneous 5sec sweeps for a couple vouchers, or a single very long sweep.
-3 vouchers: 3 sec laser sweep, laser strong enough to cut a battlesuit in twain
-5 vouchers: kinetic guided missile. Either Cluster frag, EMP, AP, airburst or 1/8 kt nuke. If you can think of other flavors, be sure to tell.
-6 vouchers: microsecond blast of maximum laser strength. For cutting through and obliterating the heaviest targets.
-10 vouchers: 1 kt nuke.
-15 vouchers: 10 kt nuke
-20 vouchers: megaton nuke
so, thoughts people? Should some things go down, or up, or be removed?