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Re: REKT: Armory Suggestions (R&D)

#331
Since conventional has the exoskeleton and exotic the PSI helmet (thought that's not quite the same as it doesn't increase any stat):

Mobility suit (suit upgrade)
  Price: 4 creds
  Requirements: None
Rolls: None
  Description: For those of you who for some reason still like hitting people with swords, this suit is fitted with special fabrics and small motors that enhance your overal agility. For those of you not that good at hitting people, it's also lightly armored in case they try to hit you back.
  More details:
  • Gives +1 maneuverability on foot (for attacks, movement and dodge rolls)
  • Lightly armored
The idea is that it gives less of a bonus (+1 and not +2) than the exoskeleton, but it lightly armored instead, because that's more useful in melee combat than another +1. And maneuv being a dodge stat sometimes also makes it good.
Warning: do not ask about physics unless you really want to know about physics.
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Re: REKT: Armory Suggestions (R&D)

#332
Talvieno wrote:
Sat Mar 18, 2017 12:13 pm
Dinosawer wrote:In that case, I'll just dump the ideas and leave the power and price-determining to you ;)

Idea 2/n:
Cryo psy-amp (exotic ship weapon)
Spoiler:      SHOW
  Price: ?
  Requirements: Exotic +0
Rolls: Attacker's PSI Unit and Exotic vs defender's Intuition and Durability
  Description: A psi amp capable of moving heat away from a spot and dissipate it in the surrounding matter. In other words, a freeze ray! Except it's not a ray. Can cool things to a few kelvin. Brrrr!
  More details:
  • Can make smaller spots extremely cold or larger spots frozen
  • Cannot directly freeze stuff shielded by metal (enough cooling penetrates it eventually, though)
  • Frozen armor and metal becomes brittle and will shatter on impact
  • Localised freezing causes tears and shredding due to thermal compression
  • Freezing electronics tends to disable them until they're back on temperature
  • Freezing people tends to disable them permanently
  • Makes great popsicles
Able to do some direct damage, but more useful as support item to set up kills for your teammates (or yourself)
This seems like an incredibly powerful instagib weapon. Would have to be priced high. This isn't a "no", though - I just think it needs to be later in the game. Good call on making it ship-based, poor call on making it Exotic +0.
I thought I replied to this, but apparently I haven't. Woops

I think you're kinda imagining this waaaay different than I had in mind - I was thinking of something like the microwave manipulator, but it makes stuff colder rather than warmer. And because that's generally less destructive, this would make the weapon less powerful. (Only direct damage is from shear damage if you freeze a small part intensely, or manage to hit a pilot, otherwise it makes materials brittle or electronics malfunction etc)
Warning: do not ask about physics unless you really want to know about physics.
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Re: REKT: Armory Suggestions (R&D)

#336
Inspired by spells in DnD

Holographic Amp Unit
  Price: 0 creds
  Requirements: +0 PSI
Rolls: None
  Description: Completely useless for actually killing things, this amp unit lets you project holographic images and sounds of whatever you want whereever you want. Make your enemies believe there's three of you, run practical jokes on your friends by putting doors in their path, the possibilities are as endless as your brain! So, fairly limited, in your case.
  More details:
  • Images are very realistic
  • Unless looking at them very closely (perception roll vs PSI?) enemies will think they are real if they didn't see you making it or have reason to know it isn't real
  • Hologram not solid, stuff going through it will reveal its hologramness
  • Hologram accompanied by sound if you want
  • Realism of hologram depends on your willpower
  • Amount of holograms you can have at the same time is equal to your PSI
  • Hologram can hide you but is not cover
  • You don't need LOS to maintain a hologram but you do to make it
  • You can project a holographic image on yourself. You can disguise yourself this way, somewhat, but cannot become invisible - light doesn't work that way
  • Holograms are not edible
Meant as something for control of the battlefield and not direct damage - confuse enemies and so on :)
Warning: do not ask about physics unless you really want to know about physics.
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Re: REKT: Armory Suggestions (R&D)

#337
Doesn't actually match with the REKT universe. REKT is low on holographic tech (holography?) - it's not really ubiquitous and only generally works short-range, and within a set field over the device producing it. For instance: holograms over tables for briefings, and PDAs - although the PDAs are "hit and miss" - I don't think I ever solidly determined whether or not the PDAs are holographic. Sometimes I feel like they are, other times not.
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Re: REKT: Armory Suggestions (R&D)

#339
Because Tal hasn't enough stuff to do (and because exotic has some gaps...well, if you discount the weird stuff that nobody is gonna use that is still there from ER days :ghost: ) - a midrange exotic ship weapon
(though I guess you could make an infantry psiamp on the same idea?)

Sonic Psyamp
  Price: 5 or 6 creds
  Requirements: +1 PSI
  Rolls: PSI + exotic vs Durability + Intuition
  Description: This psyamp has the ability to set up vibrations of intensity and frequency of your choice in any material of your choice within range. Why is this useful, you ask? Well, you know that trick where you sing into a glass and it shatters? Exactly. Also useful for throwing off your enemies aiming.
  More details:
  • Does not require air to function, vibration is applied directly to what you want
  • Direct application on sheets of armor is not very effective
  • Works well on most other things though - especially anything with moving parts or things that are brittle or don't bend easily (like glass, circuit boards etc)
  • Works well on organics too, but that goes for most ship weapons
  • Skilled application may allow you to produce any sound you wish, as long as you're in athmosphere. For those of you who feel like blasting rules of nature over the entire battlefield
  • Less damaging than other weapons in this pricerange, but even a sloppy hit (i.e. a 4) may throw off the enemy's next attack (roll penalty on their next attack)
Last edited by Dinosawer on Wed May 15, 2019 5:50 am, edited 1 time in total.
Warning: do not ask about physics unless you really want to know about physics.
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Re: REKT: Armory Suggestions (R&D)

#342
FEL
  Ammo: It's a laser; infinite ammo. Long reload time for the electron storage ring to precharge.
  Requirements: Heavy infantry weapon, takes two slots. Energy +0. Two-handed.
  Rolls: Conventional and energy vs. durability and intuition
  Description: It's a giant laser powered by a particle accelerator. Obliterate your enemies with the power of bremsstrahlung. The beam exits the weapon in a narrow vertical plane, perfect for cutting.
  More details:
  • Pulse is very short; no beam-sweeping.
  • Tunable through a wide band of frequencies, from microwave up to hard X-ray. Shorter waves result in better penetration, but may overpenetrate or be rendered ineffective by atmosphere.
  • Electron beam is quenched by exit from the bottom of the weapon, near the muzzle. A grounding strap prevents the user from attaining a net charge. (If the circuit is not completed, user will build up a positive charge and may be shocked.)
  • Electron beam is probably only taser-level once attenuated. Still, placing your hand beneath it is likely to result in Bad Things™.
  • Heavy as hell.
  • Relatively fragile. Don't try to use it in melee unless you want the electron beam going in strange directions. (Spoiler: You probably don't want the electron beam going in strange directions.)
  • Has a component called a "wiggler."

Kind of the infantry equivalent of the SILICON, only with more beam. Hits hard and fast, like a kinetic weapon, but it's a laser.
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Re: REKT: Armory Suggestions (R&D)

#343
Garrote
  Ammo: None. It's a loop of string.
  Requirements: Two-handed infantry weapon.
  Rolls: Unconventional and agility vs. agility and intuition
  Description: A length of microscopically thin yet incredibly strong filament, with a handle at each end. Just right to loop around someone's neck.
  More details: Offers the greatest assurance of a completely silent kill, as it immediately constricts the target's airway. However, it is utterly useless against any kind of armor or even thick clothing.
Maybe with a strength roll you could even just lop the victim's head right off like the flesh is clay.
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Re: REKT: Armory Suggestions (R&D)

#345
Triggerhappy wrote:
Sat Mar 18, 2017 1:15 pm
Spoiler:      SHOW
SMAGG ( Ship Mounted Assault Gatling Gun )
  Ammo: Overheats, one long burst per turn.
  Requirements: None
  Description: Ship mounted minigun on steroids.
  More details: Medium-close range. Ineffective against armor. Decent aim, but you'll probably hit anyway if you fire long enough. Screws over infantry big time. Very good at chewing up unarmored targets in general.
Different ammo belts?

I wanted this so I would not have to get someone to mount a minigun on my ship on the mission.

Ninja Edit: Gatling Guns! https://www.youtube.com/watch?v=Jpcvh1Gyy-s
After some thought, unless anyone has any objections... accepted. I'm thinking probably somewhere like 6000-7000 credits. Fills a nice spot that's missing, excels vs ground targets. Probably permits you to hit multiple ground targets easily in a shot, in exchange for needing a layer to spool up.
:thumbup:

IronDuke wrote:
Sat Mar 18, 2017 4:36 pm
Spoiler:      SHOW
Disco Ball Grenade
  Ammo: 2
  Requirements: an arm
  Rolls: only if you aim too low Unconventional
  Description: Pull the pin, toss at a cluster of enemies (or friends) and duck in cover fast. In two seconds the grenade will activate, first targeting a maximum of ten people within fifteen meters, then out of its many orifices it shall spit a hail of lead at each one. Unlike you, it doesn't discriminate, so don't you dare be in range and line of sight when it goes off. These are free because they're handy for weeding out the complete morons even faster than the short-range Rocket Launcher.
  More details: Does not actually resemble a Disco ball. Good against unarmored targets, likely useless against anything with more than a trenchcoat on. Ideal for very quickly clearing a group of things. Extremely dangerous to allies; seriously, be careful where you toss it!
I don't feel like this fits with the REKT universe in this form, and there are alternatives that already exist. With that in mind, I don't think I'll be adding this.

Cornflakes_91 wrote:
Sat Mar 18, 2017 7:00 pm
Spoiler:      SHOW
Variation:
Nanobot Fingers/Hand
Requirements: psi or robotics, not sure.
Cost: 2-3 ish?
Blob of nanobots that replaces one hand from the wrist downwards.
Enables finer manipulations than with your own fingers or most specialised tools of similar size.
Can provide a large variety of micro cutters, welders, manipulators, probes and cell and bone regenerators.
Gives +1 to handiwork and hacking when the user already somewhat knows what hes doing (when the relevant skill is higher than some treshhold. -2? 0?)
Can also serve as okay shiv in a pinch (unarmed combat +) and is good at finding cracks in things and sticking to surfaces.
The weakish bots make it harder to carry heavy objects, but the objects they can carry are held onto tightly.
The idea is nifty and something similar will probably happen in the real world eventually if we ever figure out nanobots to an acceptable degree. In REKT, though, I just don't feel like it fits well with my vision of the universe. There's also a harrowing potential for abuse. Nanobots are pretty powerful, and because there are so many varying descriptions of what they're actually capable of, depending on universe/story, they're a subject I prefer to be very careful and specific with. "Hand you can be creative with" is not on the list, simply because it's so easy to come up with something and argue "but this series does this thing you said it did, and it also does this thing that you haven't mentioned, so why can't it work?"
Not going in

Dinosawer wrote:
Sun Mar 26, 2017 1:09 pm
Spoiler:      SHOW
Since we still need something for low-grade ship exotic

Electrostatic Psy Amp (exotic ship weapon)
  Price: 2 creds
  Requirements: None
Rolls: Attacker's PSI Unit and Exotic vs defender's Intuition and Durability
  Description: Control electricity with your mind! Kill flies, and overload your friend's PDA! This amp lets you directly manipulate electric flows and charges... if the flows aren't too powerful and the charges not too large. Still, can be useful, as most electronics is sensitive to even small zaps and biological organisms don't like being a conductor.
  More details:
  • Can produce currents in conductors or make cool lightning zaps
  • Lightning looks cooler than it is
  • Can disable electronics (temporarily)
  • Direct zap hit does some damage, but not a whole lot
  • If you really want to be Zeus you should buy a Tesla Arc or Electroshell instead
  • More control than the electrolaser but less direct damage
Fills a gap we have. At the same time, it's ridiculously powerful. The ability to selectively target ships and be guaranteed to shut them down is, honestly, frightening from a gameplay perspective, at least in the form of an easily-obtained technology. I'm going to say a tentative "yes", but only after I tweak it and change the price. The price is certainly too cheap, but I can't make it too expensive without losing the price niche it intends to fill. It will need tweaked somewhat I think.
Yes, but with some work

Triggerhappy wrote:Lots of stuff about the "shotgun 2.0"
I don't actually recall these discussions. I'm fairly sure I thought there wasn't much "niche" left to be filled, and that the "shotgun 2.0" would essentially replace some of the other weaponry, as well as cause me to have to keep track of a lot more in the way of ammo types.
Thought we reached the opposite conclusion

Dinosawer wrote:
Fri Feb 09, 2018 2:14 am
Spoiler:      SHOW
Since conventional has the exoskeleton and exotic the PSI helmet (thought that's not quite the same as it doesn't increase any stat):

Mobility suit (suit upgrade)
  Price: 4 creds
  Requirements: None
Rolls: None
  Description: For those of you who for some reason still like hitting people with swords, this suit is fitted with special fabrics and small motors that enhance your overal agility. For those of you not that good at hitting people, it's also lightly armored in case they try to hit you back.
  More details:
  • Gives +1 maneuverability on foot (for attacks, movement and dodge rolls)
  • Lightly armored
The idea is that it gives less of a bonus (+1 and not +2) than the exoskeleton, but it lightly armored instead, because that's more useful in melee combat than another +1. And maneuv being a dodge stat sometimes also makes it good.
Idea is interesting, but it has the potential to unbalance a good deal of things, seeing how maneuverability also has an effect on dodging. I'm inclined to cut dodge rolls out of the equation, or, alternatively, raise the price. By a lot.
Could still use some tinkering

Dinosawer wrote:
Fri Sep 07, 2018 3:03 am
Spoiler:      SHOW
Because Tal hasn't enough stuff to do (and because exotic has some gaps...well, if you discount the weird stuff that nobody is gonna use that is still there from ER days :ghost: ) - a midrange exotic ship weapon
(though I guess you could make an infantry psiamp on the same idea?)

Sonic Psyamp
  Price: 5 or 6 creds
  Requirements: +1 PSI
  Rolls: PSI + exotic vs Durability + Intuition
  Description: This psyamp has the ability to set up vibrations of intensity and frequency of your choice in any material of your choice within range. Why is this useful, you ask? Well, you know that trick where you sing into a glass and it shatters? Exactly. Also useful for throwing off your enemies aiming.
  More details:
  • Does not require air to function, vibration is applied directly to what you want
  • Direct application on sheets of armor is not very effective
  • Works well on most other things though - especially anything with moving parts or things that are brittle or don't bend easily (like glass, circuit boards etc)
  • Works well on organics too, but that goes for most ship weapons
  • Skilled application may allow you to produce any sound you wish, as long as you're in athmosphere. For those of you who feel like blasting rules of nature over the entire battlefield
  • Less damaging than other weapons in this pricerange, but even a sloppy hit (i.e. a 4) may throw off the enemy's next attack (roll penalty on their next attack)
This feels very odd. I'm inclined to leave it in, but it will need a lot of work. It fits with the universe, oddly enough, but I'm not sure where you'd use it exactly. Intuitively, it feels like it could be overpowered in the right circumstances, but because it seems like it would be hard to find those circumstances... I'm inclined to let it be. (Also, I'm sure the hot chick in squad 4 would adore it.) I'm really torn on it though. I think I need a bit more time to think about it.
Need more time to think, leaning towards yes, may need tweaks

0111narwhalz wrote:
Thu Oct 18, 2018 1:04 am
Spoiler:      SHOW
FEL
  Ammo: It's a laser; infinite ammo. Long reload time for the electron storage ring to precharge.
  Requirements: Heavy infantry weapon, takes two slots. Energy +0. Two-handed.
  Rolls: Conventional and energy vs. durability and intuition
  Description: It's a giant laser powered by a particle accelerator. Obliterate your enemies with the power of bremsstrahlung. The beam exits the weapon in a narrow vertical plane, perfect for cutting.
  More details:
  • Pulse is very short; no beam-sweeping.
  • Tunable through a wide band of frequencies, from microwave up to hard X-ray. Shorter waves result in better penetration, but may overpenetrate or be rendered ineffective by atmosphere.
  • Electron beam is quenched by exit from the bottom of the weapon, near the muzzle. A grounding strap prevents the user from attaining a net charge. (If the circuit is not completed, user will build up a positive charge and may be shocked.)
  • Electron beam is probably only taser-level once attenuated. Still, placing your hand beneath it is likely to result in Bad Things™.
  • Heavy as hell.
  • Relatively fragile. Don't try to use it in melee unless you want the electron beam going in strange directions. (Spoiler: You probably don't want the electron beam going in strange directions.)
  • Has a component called a "wiggler."

Kind of the infantry equivalent of the SILICON, only with more beam. Hits hard and fast, like a kinetic weapon, but it's a laser.
After giving it some thought, I almost like it. It's a neat idea. Fills a gap where there isn't anything already - but the question becomes, why isn't there anything in that gap? Might we not want to fill that gap? The answer, I think, is, "No, we don't want to fill that gap". I'd prefer there not to be a simple one-button-press solution to whatever I throw at you guys.
intrigued, but ultimately no

0111narwhalz wrote:
Thu Apr 11, 2019 12:18 am
Spoiler:      SHOW
Garrote
  Ammo: None. It's a loop of string.
  Requirements: Two-handed infantry weapon.
  Rolls: Unconventional and agility vs. agility and intuition
  Description: A length of microscopically thin yet incredibly strong filament, with a handle at each end. Just right to loop around someone's neck.
  More details: Offers the greatest assurance of a completely silent kill, as it immediately constricts the target's airway. However, it is utterly useless against any kind of armor or even thick clothing.
Maybe with a strength roll you could even just lop the victim's head right off like the flesh is clay.
Pros: works. Fills a niche. I like it very much.
Cons: Does not at all make any sort of sense for it to take up an entire inventory slot or not be standard equipment.
Works, love it, needs tweaked to be ... bigger? :wtf:
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