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Re: REKT: Armory Suggestions (R&D)

#196
Talvieno wrote:
Cornflakes_91 wrote: I'd personally ditch all the CASKET stuff on it.
Its a big hulking exoskeleton with some vacuum capable thrusters/jetpack.
No casket upgrades, maybe "half" an aux slot for equipment thats technically manportable (like the repair kit) and a single +0 energy weapon slot (like the particle stream or laser).
Slow and squishy compared to a casket, but fast compared to person + thrusterpack and heavily armored on foot.
Short: big boost while on foot, big gimp while in space because you cant use a full casket.
I may have missed the supply ship somehow. It's difficult to find everything when you're also trying to reply to everything.

And, that sounds somewhat doable. I like the idea of giving you -2 to ship rolls and +1 to foot rolls, though. Makes people need to stay outside their ship if they want to have a "mechsuit".
mostly because the suit is too big to fit in a casket and has its own engines for that reason :ghost:
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Re: REKT: Armory Suggestions (R&D)

#197
Forgot another thing, sorry
Talvieno wrote:
Dinosawer wrote: and one I invented:
Plasma shotgun:
Spoiler:      SHOW
Req: 1 strength, 1 conventional
fires a broad and powerful but quickly dispersing plasma blast. Runs on internal generator, needs to recharge after each shot.
good at short range, innacurate at medium range, unusable at longer range because the plasma disperses and evaporates.
So... basically the gauss shotgun, but with nerfs? Is this your way of telling me nobody is getting the gauss shotgun because it's OP? :P
I was actually going for "the gauss shotgun but with plasma" but might have misunderstood how the shotgun works.
Mostly because we don't have a recoilless short range conv infantry weapon and I thought it would be fun to add one, for people who haven't leveled energy or forget to reload :ghost:
Warning: do not ask about physics unless you really want to know about physics.
The LT IRC / Alternate link || The REKT Wiki || PUDDING
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Re: REKT: Armory Suggestions (R&D)

#198
Ship Drop-Pods

Turrets
Spoiler:      SHOW
Mortar Turret : 5 Cred
  • Fires a burst of a dozen slow plasma grenades.
    Can only fire once a turn.
    Charges take time to reach the target.
    Easy to dodge if you see it coming from afar.
    Great at long range and against clusters of enemies.
    Control can be handed off to anyone.
    The turret has no sensors and relies completely on spotters. Additional spotters provide an aim bonus. Still, quite inaccurate.
    Accurate is dependent of the robotics and computer skills of the controller and spotters.
    Good at flushing people enemy forces out of cover.
    Requires a large, open area to function properly (not blow up itself).
    Cannot see obstacles in the path of the firing arch and will fire at ceilings and walls.
    Easy to disable if you come close.
    Can be recovered.
    Cannot move.
Sniper Turret : 7 Cred
  • A railgun on a turret with legs and a scope.
    Control can be given to anyone.
    Fires once a turn.
    Slightly weaker then the ship based railgun.
    Accurate is dependent of the robotics and computer skills of the controller.
    Has a smart targeting computer: will track enemy targets and predict movements.
    Requires direct line of sight.
    Anyone can send the turret targeting data allowing it to fire through light cover without loosing too much killing power.
    Can be used against ships with some effect.
    Fatal to armored and unarmored infantry, as well as some vehicles.
    Rather easy to destroy from close-up.
    Cannot move.
Robots
Spoiler:      SHOW
Tank Drone : 5 Cred
  • A tank.
    On treads.
    Gas a gatling turret!
    Can be ordered around or controlled directly.
    Provides great suppressing fire.
    Heavily armored.
    Slow.
    Not very smart either, relies on commands.
    Control can be handed over to allies.
    Requires gravity.
    Can't handle stairways.
Combot : 7 Cred
  • Combat Bot
    Can carry two weapons of your own selection.
    Armor rating of Light Armor.
    Decent AI.
    Decent reflexes.
    Pretty dumb tho. Can accept basic commands.
    Has embedded thrusters for maneuvering in 0-g.
    Relies on commands and therefore has to stay near the controlling persona.
    Has limited dodges capabilities.
    Can be vocally programmed to do basic actions.
Battle pods
Spoiler:      SHOW
Drill Bomb: 5 Cred
  • A large drill with a bomb of your choosing inside.
    The explosive can be EMP or Regular.
    Rills through most materials.
    Can be used to drill into bunkers
    Can be shot down.
    Deploy it like a dive-bomb.
Accepting all suggestions.
Last edited by Triggerhappy on Fri May 06, 2016 5:07 pm, edited 3 times in total.
Post

Re: REKT: Armory Suggestions (R&D)

#199
Triggerhappy wrote:Ship Drop-Pods

Turrets
Spoiler:      SHOW
Mortar Turret : 3 Cred
  • Fires a burst of a dozen slow plasma grenades.
    Can only fire once a turn.
    Charges take time to reach the target.
    Easy to dodge if you see it coming from afar.
    Great at long range and against clusters of enemies.
    Control can be handed off to anyone.
    The turret has no sensors and relies completely on spotters. Additional spotters provide an aim bonus.
    Requires a large, open area to function properly (not blow up itself).
    Cannot see obstacles in the path of the firing arch and will fire at ceilings and walls.
    Easy to disable if you come close.
    Can be recovered.
Sniper Turret : 4 Cred
  • A railgun on a turret with legs and a scope.
    Control can be given to anyone.
    Fires once a turn.
    Slightly weaker then the ship based railgun.
    A bit more accurate than a human.
    Has a smart targeting computer: will track enemy targets and predict movements.
    Requires direct line of site.
    Anyone can send the turret targeting data allowing it to fire through cover.
    Can be used against ships with some effect.
    Fatal to armored and unarmored infantry, as well as some vehicles.
Robots
Spoiler:      SHOW
Tank Drone : 5 Cred
  • A tank.
    On treads.
    Gas a gatling turret!
    Can be ordered around or controlled directly.
    Provides great suppressing fire.
    Heavily armored.
    Slow.
    Not very smart either, relies on commands.
    Control can be handed over to allies.
    Requires gravity.
    Can't handle stairways.
Combot : 7 Cred
  • Combat Bot
    Can carry two weapons of your own selection.
    Armor rating of Light Armor.
    Decent AI.
    Decent reflexes.
    Pretty dumb tho. Can accept basic commands.
    Has embedded thrusters for maneuvering in 0-g
    Relies on commands and therefore has to stay near the controlling persona.
    Has limited dodges capabilities.
Battle pods
Spoiler:      SHOW
Drill Bomb: 5 Cred
  • A large drill with a bomb of your choosing inside.
    The explosive can be EMP or Regular.
    Rills through most materials.
    Can be used to drill into bunkers
    Can be shot down.
    Deploy it like a dive-bomb.
Accepting all suggestions.
I understood most of those things. Most of them. :ghost:

The Battle-Pods confuse me. :?
Image The results of logic, of natural progression? Boring! An expected result? Dull! An obvious next step? Pfui! Where is the fun in that? A dream may soothe, but our nightmares make us run!
Post

Re: REKT: Armory Suggestions (R&D)

#203
5 fucking credits for a bunker buster? I don't know about you but I sure as hell want one powerful drill and bomb
<Detritus> I went up to my mom and said "hey... do you feel like giving five dollars to black lives matter?" and she laughed and said no :v <Black--Snow> my life does matter though ~~ added by Hema on Jun 11 2020 (2770)
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Re: REKT: Armory Suggestions (R&D)

#205
Something for non-computer unconventional midrange

RMBLR
short for Remote Magnetic Blastwave L? Rammer
A weapon that puts out a fairly slow-moving, focused electromagnetic shockwave pulse wherever you aim it at.
The result is a very strong blunt impact on which ever metallic thing it hits - like ramming people without ramming people!
  • Hit people with the force of a kinetic bumper
  • Do that without ramming them, for those of you afraid of scratching your hull paint
  • Not that you have any hull paint
  • Pulse disperses at long range
  • Shatter and push light objects
  • Pierce and dent heavy ones
  • Doesn't work on matter that doesn't contain metal
  • Works best on pure metal, obviously
Ammo: Internal generator (one use per minute)
Rolls: Attacker's Maneuverability and Unconventional vs Defender's Durability and Maneuverability
Price: 5 or 6 creds


Basically a very high tech version of this: :ghost: Image
Warning: do not ask about physics unless you really want to know about physics.
The LT IRC / Alternate link || The REKT Wiki || PUDDING
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Re: REKT: Armory Suggestions (R&D)

#206
Idunno wrote:
Triggerhappy wrote:Ship Drop-Pods

Turrets
Spoiler:      SHOW
Mortar Turret : 3 Cred
  • Fires a burst of a dozen slow plasma grenades.
    Can only fire once a turn.
    Charges take time to reach the target.
    Easy to dodge if you see it coming from afar.
    Great at long range and against clusters of enemies.
    Control can be handed off to anyone.
    The turret has no sensors and relies completely on spotters. Additional spotters provide an aim bonus.
    Requires a large, open area to function properly (not blow up itself).
    Cannot see obstacles in the path of the firing arch and will fire at ceilings and walls.
    Easy to disable if you come close.
    Can be recovered.
Sniper Turret : 4 Cred
  • A railgun on a turret with legs and a scope.
    Control can be given to anyone.
    Fires once a turn.
    Slightly weaker then the ship based railgun.
    A bit more accurate than a human.
    Has a smart targeting computer: will track enemy targets and predict movements.
    Requires direct line of site.
    Anyone can send the turret targeting data allowing it to fire through cover.
    Can be used against ships with some effect.
    Fatal to armored and unarmored infantry, as well as some vehicles.
Robots
Spoiler:      SHOW
Tank Drone : 5 Cred
  • A tank.
    On treads.
    Gas a gatling turret!
    Can be ordered around or controlled directly.
    Provides great suppressing fire.
    Heavily armored.
    Slow.
    Not very smart either, relies on commands.
    Control can be handed over to allies.
    Requires gravity.
    Can't handle stairways.
Combot : 7 Cred
  • Combat Bot
    Can carry two weapons of your own selection.
    Armor rating of Light Armor.
    Decent AI.
    Decent reflexes.
    Pretty dumb tho. Can accept basic commands.
    Has embedded thrusters for maneuvering in 0-g
    Relies on commands and therefore has to stay near the controlling persona.
    Has limited dodges capabilities.
Battle pods
Spoiler:      SHOW
Drill Bomb: 5 Cred
  • A large drill with a bomb of your choosing inside.
    The explosive can be EMP or Regular.
    Rills through most materials.
    Can be used to drill into bunkers
    Can be shot down.
    Deploy it like a dive-bomb.
Accepting all suggestions.
I understood most of those things. Most of them. :ghost:

The Battle-Pods confuse me. :?
The idea came from last mission. I wanted a rocket that drills through armor and explodes underneath.
Black--Snow wrote:5 frakking credits for a bunker buster? I don't know about you but I sure as hell want one powerful drill and bomb
Big bomb. :D Like a small nuke that ignores external armor.
Dinosawer wrote:Given that you can get a kiloton nuke for four creds, yes :ghost:
Trigger's prices are completely off (a plasma cannon is 8 creds, a plasma cannon turret isn't gonna be three) but his ideas aren't necesarily ;)
Yes my cost estimates are bad. :?

By the way, I was thinking something in the range of a powerful infantry plasma bomb launcher, rather then a capital ship plasma cannon. BUT THATS A GOOD IDEA. BIG MORTAR! WOO! :twisted:
Post

Re: REKT: Armory Suggestions (R&D)

#207
Triggerhappy wrote:Ship Drop-Pods

Turrets
Spoiler:      SHOW
Mortar Turret : 5 Cred
  • Fires a burst of a dozen slow plasma grenades.
    Can only fire once a turn.
    Charges take time to reach the target.
    Easy to dodge if you see it coming from afar.
    Great at long range and against clusters of enemies.
    Control can be handed off to anyone.
    The turret has no sensors and relies completely on spotters. Additional spotters provide an aim bonus. Still, quite inaccurate.
    Accurate is dependent of the robotics and computer skills of the controller and spotters.
    Good at flushing people enemy forces out of cover.
    Requires a large, open area to function properly (not blow up itself).
    Cannot see obstacles in the path of the firing arch and will fire at ceilings and walls.
    Easy to disable if you come close.
    Can be recovered.
    Cannot move.
Sniper Turret : 7 Cred
  • A railgun on a turret with legs and a scope.
    Control can be given to anyone.
    Fires once a turn.
    Slightly weaker then the ship based railgun.
    Accurate is dependent of the robotics and computer skills of the controller.
    Has a smart targeting computer: will track enemy targets and predict movements.
    Requires direct line of sight.
    Anyone can send the turret targeting data allowing it to fire through light cover without loosing too much killing power.
    Can be used against ships with some effect.
    Fatal to armored and unarmored infantry, as well as some vehicles.
    Rather easy to destroy from close-up.
    Cannot move.
Robots
Spoiler:      SHOW
Tank Drone : 5 Cred
  • A tank.
    On treads.
    Gas a gatling turret!
    Can be ordered around or controlled directly.
    Provides great suppressing fire.
    Heavily armored.
    Slow.
    Not very smart either, relies on commands.
    Control can be handed over to allies.
    Requires gravity.
    Can't handle stairways.
Combot : 7 Cred
  • Combat Bot
    Can carry two weapons of your own selection.
    Armor rating of Light Armor.
    Decent AI.
    Decent reflexes.
    Pretty dumb tho. Can accept basic commands.
    Has embedded thrusters for maneuvering in 0-g.
    Relies on commands and therefore has to stay near the controlling persona.
    Has limited dodges capabilities.
    Can be vocally programmed to do basic actions.
Battle pods
Spoiler:      SHOW
Drill Bomb: 5 Cred
  • A large drill with a bomb of your choosing inside.
    The explosive can be EMP or Regular.
    Rills through most materials.
    Can be used to drill into bunkers
    Can be shot down.
    Deploy it like a dive-bomb.
Accepting all suggestions.
Edited for better balance.
Post

Re: REKT: Armory Suggestions (R&D)

#208
As per discussion in IRC:
CERNIN
  Ammo: One use only, bought and used on Tartarus by medical personnel
  Requirements: A positive attribute
  Description: The "CERebral kNowledge lIquefying Nanobots" are a bunch of nanobots submerged in liquid that are injected into your worthless brains. They will find and liquefy connections in your brain that form a specific piece of knowledge. The nanobots store the liquid form and are able to construct new connections for new knowledge with that liquid! Unfortunately, these nanobots can only hold so much liquid squishy brain and cannot be retrieved once in your head. That means you have to pay for every piece of knowledge you want transferred.
  More details:
- Can only move 1 attribute point per payment (However, if you make a 2 a 1, you of course get back 10 SP)
- Points don't have to be used instantly
- Cost ~3 creds
Credit cost should limit the use
Meant to be used to refine skills, not re-roll characters, hopefully the limitations will stop re-rolls.
Since the nanobots can't be retrieved, doesn't work for trading attributes or anything.

Less serious but possible suggestion:
Spoiler:      SHOW
CERNIA
  Ammo: One use only, bought and used on Tartarus by medical personnel
  Requirements: None
  Description: The "CERebral kNowledge lIquefying Agent" is similar to the CERNIN, however the nanobots already have the liquefying agent contained within them, essentially granting you free knowledge.
  More details:
- Costs 1 or 2 credits per SP used + Possible base fee of 3 credits for nanobots (Same as CERNIN Price)
- Possible artificial maximum SP transfer, requiring payment of base credit cost again, to further limit use.
Credit cost should limit the use like CERNIN
Essentially only useful for getting the extra 5 SP you need to get to level 3 ((if you don't want to buy anything))
<Detritus> I went up to my mom and said "hey... do you feel like giving five dollars to black lives matter?" and she laughed and said no :v <Black--Snow> my life does matter though ~~ added by Hema on Jun 11 2020 (2770)
Post

Re: REKT: Armory Suggestions (R&D)

#209
Crystal Coated Suit:
  • Creds: 1
  • Ammo: N/A
  • Rolls: none
  • Description: This is a normal space suit coated in a thin laminated layer of the crystals recovered in mission. By using the crystal's radiation absorbing powers the REKT-engineers were able to create a suit that protects the wearer from radiation and laser damage ... to some extent. It however won't offer any protection against weapons that use particles.
((It's basically the equivalent of the Reactive Armor but for energy weapons instead of kinetic weapons))

Crystal Sealed Suit:
  • Creds: 1
  • Ammo: N/A
  • Rolls: none
  • Description: A suit filled with a slightly pressurised form of liquefied crystals (recovered in mission 1) stabilized with a substance that evaporates at lower pressures. Once a breach of the suit happens, the stabilizing substance evaporates in the vacuum which in turn causes the liquid crystals to crystallise. Upon crystallization the crystals will effectively seal the breach in the suit, preventing any air loss to happen.
    • This will seal breaches in the suit, preventing air loss to happen.
    • Won't remove sharp implements, even more it will most likely seal them in place by trapping it in a crystal matrix.
    • Won't stop you from bleeding to death.
    • Doesn't injure the owner/ Doesn't cause pain.
    • (maybe, uncertain about this) Slightly improved armour over the standard suit
((A variant on the nanite-suit with the advantage that it doesn't cause pain/ damage but it also has less of the advantages))

((suggested name for a hypothetical stealth suit: NOSEE (Neutrino Optimised Stealth and Exploration Exosuit)))
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