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Author Topic: SpaceSquad Gear Thread  (Read 3809 times)

RoseHeart

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Re: Fortress - indev sign ups
« Reply #15 on: May 01, 2018, 04:39:49 am »

To kind of set a timeline. Expect more details in a few, maybe even a couple days.
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BluarianKnight

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Re: Fortress - indev sign ups
« Reply #16 on: May 01, 2018, 08:35:48 am »

I'll be a squaddie!

Navy Blue, or Teal, if possible.

If neither colors are accepted, I guess I'll do Green.
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RoseHeart

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Re: Fortress - indev sign ups
« Reply #17 on: May 01, 2018, 03:31:16 pm »

Added to waitlist.
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RAM

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Re: Fortress - indev sign ups
« Reply #18 on: May 01, 2018, 03:56:56 pm »

What about spatial hammers? Let's say an effectively-magical device in a glove that can store a single factory-designated lump of solid homogeneous metal. For those who want to pull a dozen kilograms of warhammer from out of nowhere.
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RoseHeart

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Re: Fortress - indev sign ups
« Reply #19 on: May 01, 2018, 04:18:35 pm »

Whether or not it is valid, I already don't see the point.

Nvm: I dig it.
« Last Edit: May 01, 2018, 04:25:40 pm by roseheart »
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RAM

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Re: Fortress - indev sign ups
« Reply #20 on: May 01, 2018, 04:39:23 pm »

It could be used to bash things open, as a lever or... umm... whatever the term is for something used to hold something open, back-scratcher, and if close-range combat happens, it is instant to draw and more likely to stop an incoming weapon than most options. A light-saber for example has to be drawn, then it does the blade-growing thing, and then it cuts the hammer and the person using it in half, but the hammer's bits keep moving and squash whoever thought an energy sword was a good idea. A power-fist would trade reach for agility, but would have none of the utility of a ten-foot-pole, and if it is only a melee weapon then you have to question the value of that. Of course, an axe would probably be more useful, but hammers have no shortage of value and fit the meme...

You really shouldn't underestimate the value of having a sturdy shaft on hand at all times with none of the issues of actually carrying it.
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Screech9791

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Re: Fortress - indev sign ups
« Reply #21 on: May 01, 2018, 04:42:16 pm »

Is Ardent Debater going to select a color?
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RoseHeart

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Re: Fortress - indev sign ups
« Reply #22 on: May 01, 2018, 05:00:26 pm »

Nevermind that. Need more stuff to equip. Anyway.
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Puppyguard

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Re: Fortress - indev sign ups
« Reply #23 on: May 01, 2018, 05:14:31 pm »

Weapon: Rekker MK 96 RL
A rocket launcher with many, many previous failed editions. It features two interchangeable ammo types: Shrapnel and Armor piercing.

Gadget: Gecko Wall-sticker boots
Boots which have toggleable grip pads and enable the wearer to climb up walls.

Armor: Kevin-FBS
This full body suit is padded with kevlar and plated with titanium. Somewhat expensive.
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RAM

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Re: Fortress - indev sign ups
« Reply #24 on: May 01, 2018, 05:17:45 pm »

http://avp.wikia.com/wiki/Medi-Kit
Because your futuristic healing item should look, sound, and feel like torture. Possibly a budget alternative for whatever panacea we would be drooling over? It is apparently capable of a great deal to maintain health, but does little to restore function, or at least missing limbs. Quality first-aid if you don't mind the victim patient screaming for the mercy of death broadcasting your position.
http://avp.wikia.com/wiki/Cloaking_Device
Predator stealth device. Enough to go unnoticed most of the time and making the user difficult to hit, without being perfect.
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Urist has been forced to use a friend as fertilizer lately.
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Hiddenleafguy

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Re: Fortress - indev sign ups
« Reply #25 on: May 01, 2018, 09:53:33 pm »

I'd like to commander, Beige
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crazyabe

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Re: Fortress - indev sign ups
« Reply #26 on: May 01, 2018, 10:43:01 pm »

Black, failing that DarkRed Commander, sorry I didn't notice this in all the other stuff thats been coming in.
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RoseHeart

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Re: Fortress - indev sign ups
« Reply #27 on: May 01, 2018, 10:47:36 pm »

Tomorrow I'll give you some options for your base and units.
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RAM

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Re: Fortress - indev sign ups
« Reply #28 on: May 01, 2018, 11:29:13 pm »

I tried to come up with some generics.

Light power armour: quite heavy for infantry armour, but not completely immune to small arms.
 - Off: Slowly recharges, very unwieldy both to senses and motion.
 - On: Quickly discharges, User is slightly stronger and faster, and has various warning signals to alert the user to infrared contacts, impacts to the armour, vocalisations and various other things to improve awareness and reactions.
Heavy armour that can be worn at all times, and activated during combat for high performance.

Heavy Power Armour: Largely immune to small arms, has sensors to track friendly targets and alert to likely hostile targets, greatly enhances strength and resistance to recoil. Only operates for a few minutes without external power, otherwise unusable.

All-terrain Generator: An energy generator on a three-sided sled with armour and shock-absorbers enough to resist most environmental damage with a winch to lift it to anywhere it can't slide to.
 - Sealed: Operates for a few days, slightly more resilient.
 - Open: Operates for a few hours every time a fresh fuel pod is inserted. Fuel pods are carried separately.
 - Environmental: Operates when it wants to, stores a half-hour's power supply if allowed to recharge. Has some vulnerable ports and surfaces that need to be uncovered for it to operate.

Ammunition factory: Backpack unit that converts organic matter and metal into ammunition.

Hand Grenades:
 - Flash: sensory overload, for stunning
 - Frag: Injures, for damage in the open.
 - Fry: High temperatures create a brief atmospheric hazard, for area denial or damaging something with air-intake.
 - Fuel(-air): creates a shockwave to liquefy thongs things in an enclosed space, for damage in confines spaces.
 - Feign: Creates suspicious sounds, such as soft footsteps, disturbed vegetation... to attract attention without being too obvious.
 - Fake: Like frag, but appears to be disarmed and only arms after coming to rest, and is on a highly sensitive motion trigger, for waiting until someone tries to secure the area, throw it back, or steps on it to explode.
 - Fudge: Sprays foaming paint over a region to blind optical and thermal sensors and potentially auditory sensors, for blinding something when blowing it up doesn't seem practical.
 - Fail: Disperses an incendiary mist that tends to ignite if weapons are used in the area, For instant traps, mostly against pursuers.

Pnanocea: Nanobots that fix any and all injuries. Single-use and expensive.
 - Cynical: Doesn't fix brain damage or cybernetics. Might not work in absence of a pulse and breathing if the G.M. likes the sound of that.
 - Cyber: Completely repair and restore registered augments to factory settings.
 - Cranial: Restore brain to most recent scan. Includes a brain scanner to keep your scan up to date!

Fight Juice!: Stimulants, pain-killers, oxygen conveyors, enzymes to break down chemicals from overwork and recharge nerves, and some "mood enhancers" to help you deal with exploding friends and the pleas of your enemies. Everything you need in order to be the perfect soldier is just an injection away! side-effects include hangover, nausea, death, megalomania, hair loss, zombification, punching Cthulhu, teabagging, double-death, fear of clowns, fire breath, becoming bright red with your veins showing, ear worms, halitosis, one-liners, karaoke, self-narration, finding a xenomorph's phone-number in your back-pocket, spontaneous mutation, small-print vision...
« Last Edit: May 02, 2018, 01:20:22 am by RAM »
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

RoseHeart

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Re: Fortress - indev - probably too spoopy
« Reply #29 on: May 02, 2018, 01:16:15 am »

This game may be kinda scary.
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