Revision : Swiftling Armor (Average Difficulty)3+1 = 4: Below average
The solution the designers come up with is simple to say, but not so simple to do. If keeping the ink static and on the user's surfaces results it in stiffening up and becoming unusable, then the thing to do is to keep the ink moving. So the newly named Vortex Armor converts Ink Energy (and a smidge of Super Sea Snail Essence) into actual ink, while causing it to swirl around the user in a vortex. This serves to cause all functions requested of the armor, blocking enemy shots with friendly ink, covering nearby terrain with friendly ink, and striking down nearby foes with, well, more friendly ink. The primary downside is that this is both energy expensive and ink expensive. By its very nature, the Vortex Armor is constantly applying ink to everything around it, and therefor using up its ink. To make up for this, more ink must be produced, and at the same time the ink must be kept moving to prevent it from congealing and going stiff.
These two facts cause the Vortex Armor to use up heinously large amounts of Ink Energy per second, and even more ink energy when it has to replace extra ink lost from running into either enemies or enemy shots. This use of energy causes the special to last for only around four to six seconds at max, and down to half of that if the user is actively being shot at, moving through enemy ink, or ramming into enemies as the ink is used up even faster. As well, the protection provided by the armor isn't perfect. The spinning motion means that some gaps can be found where the ink has spun such to not cover a specific zone, and as well if a shot is individually strong enough to counteract the portion of the armor it hits and still continue it may penetrate the armor to strike the user underneath it. As well, if the user isn't careful to extend the nozzle of their Bamboozler or Blotter beyond the radius of the armor before firing, they may find that they have merely fired into their own ink armor, not into their actual target.
Lastly, while not truly a defect in the function of armor, users have noted that the highly visible vortex of ink makes moving stealthily through friendly ink impossible while the special stays in effect.
On the other tentacle, the designers did manage to keep the Vortex Armor from increasing in expense.
Basic Resources
Plastics : 2
Super Sea Snails : 1
Advanced Resources
Zapfish : 2
Primary Weapon- Bamboozler : A compression powered ink gun that was recently invented before the Great Turf War. It charges somewhat slowly, is hard to charge on the move, can not store a charge, has limited maximum range, has low ink usage efficiency hampering repeated use before one must refill their ink tank, and can not be fired while uncharged. In other words, a revolutionary improvement over all that came before. Despite being shaped somewhat like a hammer, it is not advisable to use it in melee to hit someone over the head with.
Cheap - Cost : 2 Plastic, 0 Super Sea Snails.
- Bamboozler Quickcharge Cartridges : A modification of the Bamboozler that adds a socket for a pre-filled and pressurized cartridge of ink. A simple lever allows the user to switch between normal firing mode and using the cartridge to fire an instant and fully charged shot, if one at only around 85% the range and power of a normal charged shot. Takes a little bit to unscrew the old cartridge and then screw another one in, limiting their ability to be used more then once in an exchange.
- Inkerial Blotter : An ink shell launching gun powered by super sea snail homeopathy and applied anti-logic. It fires blobs of ink that burst upon contact with a target, splattering a small area around said target with ink. It is hampered by its relatively short range, but uses a triple firing chamber array to permit an acceptable rate of fire. It's ink shells are also fired in an arc, instead of having a straight trajectory like other inkarms, permitting a limited amount of indirect fire. The recent addition of a proper pressurization chamber has both increased the AOE of the shells to a more average radius, and also has somewhat increased the range of fire to 'below average'. Also has snazzy new stone triggers.
Expensive - Cost : 3 Plastic, 2 Super Sea Snails.
Sub Weapon- Inkdisc-A Bomb/Mine : A disk shaped plastic casing for ink filled balloons that can be used as a thrown projectile detonated upon impact with a needle of hardened ink, or with the flip of a lever the needle may remain unused to allow for the deployment of the Inkdisc as a sort of non-stealthy mine. While limited in range, despite and because of its frisbee like shape, by the muscle power and throwing ability of its user one good direct hit within its range can splat the average target. Takes a few seconds to inflate though.
Cheap - Cost : 2 Plastic, 0 Super Sea Snails.
Specials- Vortex Armor : A defensive special that generates a vortex of ink around the user. Its immense energy expenses prevent it from lasting beyond four to six seconds, with its time falling to half of that while being heavily used. While the vortex lasts it will cover anything nearby in friendly ink, turf or foe, as well as intercept enemy shots with its own ink. Its defensive coverage isn't perfect though, and well aimed, sufficiently lucky, or singularly powerful enough shots can penetrate its defensive shroud.
Cheap - Cost 1 Plastic, 1 Super Sea Snail
AbilityNo Abilities start out designed.
Personnel- Inkantry : Brave Inklings, run through basic training and drilled repeatedly in weapon use and other skills needed on the modern battlefield. The Inkantry not only know how to use a gun, but also hold a basic understanding of the concepts of planning, crossfires, flanking maneuvers, and actually communicating with each other, and have superior running and swimming speed from all those athletic drills. They're still fairly basic soldiers, but they actually are soldiers now.
- Markslings: Inklings whom have powered through the frequent and blatant distractions and misuse of the Firink Field to maximize their accuracy, snapshot skills, and ability to assess cover to as high as the Firink Field could take them. While few are dedicated enough to become known as a Marksling, those whom are are rightfully known for their skills.
Uncommon Specialist.
Cultural Artifacts- The Inkspire : A vast and continual open air market and cultural festival without end that has grown around Inkopolis Tower, better known as the Inkspire in those times. While of little direct military use, it's presence as a sign of what all Inklings fought for had noticeable effects on their overall morale. And besides, I found the cutest pair of booties there last time I went! Must visit again soon. And this time, I'll avoid drinking that homemade fire-water.
Other Gear- Mark 1 Ink Tank : A basic ink tank, invented by the same inventor that invented the Bamboozler, and designed to work with the Bamboozler. A quarter of its mass is taken up with the complicated gearing that connects it to a Lings primary weapon and the generator for the subweapon, limiting how much ink it can store. Still better then having to produce ink manually whenever you need a refill though.
Cheap - Cost : 2 Plastic, 0 Super Sea Snails.
- Super Sea Snail Filters: The heavy valves that controlled ink flow in the Mark 1 Ink Tank have been replaced with a system of Super Sea Snail derived filters, which control the flow of ink without any jams or needed maintenance. The decreased size of the filters, in comparison to the original valve system, allows the non-tank part of the Ink Tank to decrease to taking up only around 15% of its mass instead of 25%. This does, however, mean that the Ink Tank now needs Super Sea Snails for construction.
+1 Super Sea Snails (Cheap)
- Military Inkline Camp : A camp that teaches a two month course on the basics of military skills, with plenty of athletic and accuracy drills, as well as a new standardized basic training program to teach students how to be proper soldiers whom actually have basic military skills. Doesn't stand out as being awesome, but grants all students whom are put through its training a solid foundation for their new roll as Inkantry.
- Firink Range: An expanded weapons testing and training field with automatic targets that do things such as move and shoot back, as well as a multitude of different firing positions to practice from. For some reason the Inkantry have taken to using the place as a tournament ground, hindering attempts to train within it. Still, for those whom persist and fail to be distracted by the team verses team playfights, a noticeable level of skill can emerge. Markslings may not be common, but they have learned the lessons of the Firink Range well and full-heartedly.
SuperweaponsSo far, no Superweapons have been developed.
HeroesSo far, no Heroes have been recruited for the greater glory of something or another.
The Turf War of Spring, Year 1 has begun.