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Re: REKT: Armory Suggestions (R&D)

#227
Infantry:
Mood Inducing Pheromone Spray (MIPS)
  • Ammo: a small pheromone tank, large enough to last you a whole mission. (1,2 or 3 different pheromone tanks can be chosen, not sure about that)
  • Requirements: Charisma +0
  • Rolls: Charisma vs Willpower
  • Price: 0creds
  • Description: Did you ever want that cute girl to fall in love with you? Or would you like to make your worst enemy tremble in fear? Then this is the weapon for you! This weapon comes with a pheromone canister of your choice! The pheromones make the target susceptible to suggestion, so you finally have a way to use those useless acting classes that you took as child! Make your worst enemies tremble in fear, let the love of your life fall at your feet, make the little children cry, induce rage in your friends! All this and more is possible!
    • Pheromone canisters have the power to instil powerful emotions in the target.
    • Some roleplaying is needed since the pheromones themselves are not sufficient to induce the emotion, you will have to trigger it with your charisma.
  • Pheromone options:
    • Love potion: Makes the target fall in love with you. A target that is in love with you won't hurt you and might even listen to you if you can convince them to do something (rolls charisma).
    • Fear draught: Makes your enemies tremble in fear. Induces panic, shock or fainting in your enemy (depends on how good your roll is)
    • Sweet tears: Makes your target emotional, opening them to your suggestions. A sad target is a weak target! (and tears in the eyes make it hard to see movement)
    • Raging Bull: Induces a powerful rage in the target. An enraged target acts much stronger than you would usually expect (+1 to strength)
    • Probably much more possibilities (trust, jealousy, euphoria, curiosity, etc etc)
LT Wiki | IRC | REKT Wiki
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Idiots. Idiots everywhere. ~Dr. Cha0zz
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Re: REKT: Armory Suggestions (R&D)

#228
outlander4 wrote:I thought Tal vetoed multi-crewed ships.

Every mission has an aerial combat stage - so those 6 people in the transport will have to wait for it or what?

Or did I get it all wrong?
He said no ships controlled by more then one person. The dropship can only carry people, like any other ship. Just it can carry more people then other ships.

No, the players start in there ships. But if someone's ship gets wreaked, or they need to hitch a ride, the dropship makes it easy.
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Post

Re: REKT: Armory Suggestions (R&D)

#229
For those of you who give a damn about the sources of this idea.
Spoiler:      SHOW
<Triggerhappy> I am strong man
<Triggerhappy> ( read with russian accent )
<Charley> Strong like bear?
<Talvieno> servius - there is exosuit in armory atm, will eventually be other stuff
<Triggerhappy> I tackle bear with hands
<Triggerhappy> Bear stand no chance
<Triggerhappy> Me go to gunfight with no weapon
<Triggerhappy> win without a doubt
<Charley> :|
<Charley> Trig, I am sure you have had Samogon :p
<Triggerhappy> He can wield two heavy weapons at once
<Triggerhappy> Noe
<Charley> :o
<Triggerhappy> THat is lo quality
<Charley> I know :p
<Triggerhappy> Me only drink diamond vodka
<Charley> but is smooth according to my brother
<Charley> I have some still
<Triggerhappy> Literally vodka with diamond in it
<Charley> XD
<Talvieno> ooh, hmm
<Triggerhappy> Challange is not to choke to your death
* Talvieno has idea
<Charley> XD
<Triggerhappy> American cannot handle it
<Saoirse> MURIKAH!!! /o/
<Charley> :|
<Servius> Tal - combine the Exo and Heavy armor lol. 8 creds for inf tanking.
<Charley> I bought a bunch of vodka in Russia
<Charley> brought it home
<Triggerhappy> SOLD
<Triggerhappy> SERVIOUS'S IDEA: SOLD
<Charley> :o
<Triggerhappy> SOLD SOLD SOLD
<Triggerhappy> WILL BUY RIGHT NOW
<Triggerhappy> ON THE SPOT
<Servius> Yes, brother, be strong like tank
<Triggerhappy> (( even if he says no, I plan on getting an engineer to upgrade my heavy armor on the battlefield ))
<Servius> ^
<Detritus> Muahahaha
<Charley> I wish I could go back
<Charley> My professor goes every year
<Talvieno> Trigger - better idea
<Triggerhappy> yes?
<Talvieno> making the second heavy weapon cost three slots instead of two.
<Triggerhappy> O_O
<Triggerhappy> SOLD
<Charley> o.O
<Talvieno> that way you can eventually get two heavy weapons and use both on a turn.
<Talvieno> if you get enough energy.
<Triggerhappy> Literally tal
<Triggerhappy> if you do that
<Triggerhappy> I will buy it
<Triggerhappy> right now
<Talvieno> rekt stats triggerhappy
<Taiya> Requested stats for Triggerhappy: ene: 2, dur: 1, man: 0, hac: -2, com: -2, psi: 0, rob: -2, eng: 0, cha: -2, int: 0, han: -2, con: 1, unc: 1, exo: -2, gen: 1, aux: 0
<Talvieno> you have 2 energy, that's 4 slots
<Triggerhappy> I can handle 2 heavy weapons
<Triggerhappy> or one 3heavy weapon
<Triggerhappy> and a pistol or something
<Triggerhappy> or a rifle
<Talvieno> o.O
<Triggerhappy> WIll you do it
<Servius> Specially if Trigger gets a Power Suit...
<Talvieno> uh
<Talvieno> no
<Triggerhappy> XD
<Servius> Trigger is FPS Russia
<Servius> XD
<Charley> XD
<Triggerhappy> make heavy weapon that takes up 3 slots
<Charley> I miss travelling the world :(
<Triggerhappy> make it more powerfull
<Talvieno> meaning if you get 5 energy, you can basically dual-fire heavy weapons
<Triggerhappy> GIVE IT TO ME
<Talvieno> *4
<Talvieno> not 5
<Charley> yay
<Triggerhappy> Srsly tho
<Charley> \o/
<Jimmy42> \o/
<Saoirse> \o/
<Taiya> \o/
<Triggerhappy> I will literally buy a 3-slot heavy weapon
<Charley> Yay Trig will kill them all
<Triggerhappy> (( another thing to ask the engineers on the battlefield ))
<Servius> A 12-barreled minigun o_O
<Triggerhappy> Like, a railgun minigun, with a smaller riot shield for minor protection
<Servius> LOL
<Triggerhappy> on the minigun
<Triggerhappy> Walk like a real tank
<Triggerhappy> Is... that that permitted by tal?
<Charley> All hail Tal
<Saoirse> All hail! /o/
<Triggerhappy> all hail
<Taiya> All hail! /o/
<Jimmy42> All hail! /o/
<Servius> Imagine it Tal - Trigger stomping through the battlefield in a Power Suit with a Railgun Mini. Imagine it!
<Charley> ...then imagine the enemies -_-
<Charley> needed to counter
<Servius> What enemies? Only see debris.
<Servius> LOL Scared Tal with muh imagery
<Triggerhappy> aye
<Triggerhappy> okay hold on
<Charley> You are tempting fate
<Triggerhappy> lets discuss this
<IronDuke> hey
<Charley> Don't tempt fate
<Servius> God doesn't play dice.
<IronDuke> wonder if this will work...
<Triggerhappy> it would be a minigun
<Triggerhappy> but a gauss minigun
<Triggerhappy> With a sort of shield right where the barrel meets the base of the weapon
<Triggerhappy> I am dying of fear here
<Servius> He's gonna shut us down so hard, Mother Russia will cry!
<Charley> He's gonna kill you all ._.
* Charley hides
<Triggerhappy> Alright, I am making a post in the armory thread
<Triggerhappy> a suggestion
If anyone does not get it: I heard 3 slots and went insane.


SASHA Heavy Battlecannon

Cred - ?????? :?:

- Gauss Minigun
- Takes up 3 weapon slots
- Improved fire-rate to standard minigun
- Improved armor piercing to standard minigun
- Slightly improved range then standard minigun
- HELLA HEAVY
- Has a Shield half the size of a riot shield mounted where the barrels meet the base of the weapon, giving the user and the weapon a small degree of protection.
- Comes with a tripod, for when you need to stand your ground. Tripod is deployed on command.
- Weapon provides a basic tactical hologram overlay.
Last edited by Triggerhappy on Fri May 13, 2016 1:57 pm, edited 1 time in total.
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Re: REKT: Armory Suggestions (R&D)

#230

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<Talvieno> [05:43:14] uh
<Talvieno> [05:43:15] no
<Triggerhappy> [05:43:18] XD
<Talvieno> [05:43:24] first heavy weapon takes 2 slots as normal
<Talvieno> [05:43:31] if you get a second heavy weapon, that costs 3, for 5 slots
<Talvieno> [05:43:40] instead of a hard limit to how much you can fire on a turn
^TLDR: Trigger can't read nor copy irc logs

: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)

#231
Dinosawer wrote:

Code: Select all

<Talvieno> [05:43:14] uh
<Talvieno> [05:43:15] no
<Triggerhappy> [05:43:18] XD
<Talvieno> [05:43:24] first heavy weapon takes 2 slots as normal
<Talvieno> [05:43:31] if you get a second heavy weapon, that costs 3, for 5 slots
<Talvieno> [05:43:40] instead of a hard limit to how much you can fire on a turn
^TLDR: Trigger can't read nor copy irc logs

:ghost:

He was talking about making second heavy weapons weigh more. This was a separate branch of the conversation.
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Re: REKT: Armory Suggestions (R&D)

#234

Code: Select all

<Triggerhappy> [05:36:10] how come I can only use one heavy weapon per turn?
<Charley> [05:36:18] ...heavy
<Charley> [05:36:46] Heavy weapons are heavy :p
<Charley> [05:36:48] !dealwithit
<Triggerhappy> [05:36:49] Yes
<Triggerhappy> [05:36:51] so
<Triggerhappy> [05:37:00] I am strong man
<Triggerhappy> [05:38:08] He can wield two heavy weapons at once
<Talvieno> [05:38:57] ooh, hmm
* Talvieno [05:39:04] has idea
<Charley> [05:39:04] XD
<Talvieno> [05:41:43] Trigger - better idea
<Triggerhappy> [05:41:47] yes?
<Talvieno> [05:41:57] making the second heavy weapon cost three slots instead of two.
<Triggerhappy> [05:42:03] O_O
<Triggerhappy> [05:42:06] SOLD
<Charley> [05:42:06] o.O
<Talvieno> [05:42:06] that way you can eventually get two heavy weapons and use both on a turn.
<Talvieno> [05:42:12] if you get enough energy.
<Triggerhappy> [05:42:14] Literally tal
<Triggerhappy> [05:42:16] if you do that
<Triggerhappy> [05:42:19] I will buy it
<Triggerhappy> [05:42:21] right now
<Talvieno> [05:42:41] you have 2 energy, that's 4 slots
<Triggerhappy> [05:42:46] I can handle 2 heavy weapons
<Triggerhappy> [05:42:51] or one 3heavy weapon
<Triggerhappy> [05:42:59] and a pistol or something
<Triggerhappy> [05:43:07] or a rifle
<Talvieno> [05:43:10] o.O
<Talvieno> [05:43:14] uh
<Talvieno> [05:43:15] no
<Triggerhappy> [05:43:18] XD
<Talvieno> [05:43:24] first heavy weapon takes 2 slots as normal
<Talvieno> [05:43:31] if you get a second heavy weapon, that costs 3, for 5 slots
<Talvieno> [05:43:40] instead of a hard limit to how much you can fire on a turn
Yes, he did :P
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)

#235
I had an idea for a new exotic weapon. Haven't worked out the costs or anything like that, but I have the basic idea.

The use of my "weapon" is a bit risky. The object itself would not be able to do any damage. Instead, the use of this object would slow down time for its user, allowing them to get more done on their turn. The risky part would be that it would occasionally speed up time, meaning you would get less done. Talvieno of course would be the one to decide whether it was rolls, chance or both that determined this.
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Breaker of fortune cookies
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Re: REKT: Armory Suggestions (R&D)

#240
UPDATE FOR ARMORY
BFett wrote:The infantry version of the Gatling Plasma Cannon also has a cool down of 3 minutes. The only difference being that it has the added requirement of +3 energy. I'd be willing to see it bumped up to +4 energy if the weight is what concerns you. It is a 2 handed weapon.
What concerns me is the fact that it's a ridiculously powerful infantry weapon - powerful to the point that it's better than any of the others, even with high requirements. It's not making it difficult to use that's the problem - it's making it so that it's not better than all the other weapons. If we gave it some highly limited ammo, then perhaps yes.
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.
No. Both of these seem difficult to balance and roll for. You're taking a gun to a knife fight, but transporting it in a heavily-guarded convoy when all you need is a briefcase. It's underpowered for ship combat, and overpowered for infantry combat. I'm not even sure what to do with it beyond that.
Triggerhappy wrote: 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.
I'll give everything here a "yes", I think, possibly with some cred changes and limitations. Congrats. :thumbup:
Triggerhappy wrote: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.
Hmm... I don't know. I don't get why this would really be useful... because I'm not planning on putting bunkers anywhere.

Dinosawer wrote:Something for non-computer unconventional midrange

RMBLR
Spoiler:      SHOW
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
Hmm... Yes, after some changes. I may make it use unconventional and energy, have a wider area of effect, and be able to potentially affect multiple targets in the same area. Increasing your energy increases the pulse size and power. Thoughts?

Black--Snow wrote:As per discussion in IRC:
CERNIN
Spoiler:      SHOW
  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.
Hmm. I like the base idea... but feel it should be made more expensive, and also do more. And also be one-use. You should never be able to restat yourself whenever you please. It can be a one-time thing - a generic respecialization.
Black--Snow wrote: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))
Potentially. I would make it more expensive though. 8 creds and you only get 10 SP - for skills or stats. Can be used as many times as you like... but is so expensive that people would rarely, if ever, buy it. Thoughts?

Cha0zz wrote: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))
Hmm... I could make it free with the possibility that getting shot too much makes you violently explode. That sounds fun. :thumbup: Great idea, Cha0zz.
Cha0zz wrote:
Spoiler:      SHOW
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)))
Actually, given the nature of this particular anomalous material, it would most certainly injure the owner by shooting crystalline spikes into their body.

Love the Neutrino Optimised thing! :D :thumbup: Let's do it!
Charley_Deallus wrote:Smart Explosives! Specifically, claymore mines.

How it works is that since all prisoners aboard Tartarus have a tracking implant, these mines would have a small sensor that detects this implant. So essentially, would greatly reduce the chance of friendly fire. This sensor could also be used for other types of mines. No more stepping on your own mines! So you could lead enemies into traps and have them thinking that there aren't any hidden explosives. The only thing is to make sure you aren't too close to the enemy. Otherwise, kebewm
Hmm... Yes. could certainly put this in as an infantry tool. Cheap, placable where you will. Don't think they should be throwable. It would have to be a defensive weapon. Might come in a pack of multiple. Would probably take up an infantry slot but not roll anything.

Cha0zz wrote: I couldn't think of anything else to fit the "N" so I took a "sciency" word :P
Welcome to my personal hell. N tends to be one of the hardest letters to make acronyms with.

Cha0zz wrote:
another suggestion:
Infantry Weapon: Unconventional?

Weaponised Nanites:
Spoiler:      SHOW
  • Ammo:Consider it infinite
  • Requirements: ? unconv +0?
  • Rolls: unconv vs endurance
  • Description: These are basically the nanites from the nanite-sealed suit but in a more aggressive form. They are sprayed on the enemy in a sort of mist, attacking the enemies organic tissue.
    Unlike the nanites from the nanite-sealed suit, these nanites are not able to reproduce indefinitely because they are not optimised for the immune system of the host. After 2? turns the nanites fail to replicate and die. During these 2? turns the nanites will cause a substantial amount of damage and pain to the target.
    • Nanites can replicate for about 2? turns on the target.
    • Nanites cause considerable pain and damage to the target.
    • Damage is not localised and can even be internal if the target inhales the nanites.
    • Wounds caused by the nanites won't bleed.
    • Nanites are sprayed as a mist, don't spray against the direction of the wind!
    • Don't touch an enemy that is under the influence of the nanites!
Congratulations, you have copied Hyperion's earlier idea. Bravo, well done, high fives all around. Because you guys like this idea so much, how about this: I make something new: a nanobot globule. You throw it, it ruptures and sticks. Nanobots cause serious pain to the enemy's body for two turns. They do not replicate. They merely cause pain. Come in packs of six for family fun size.


outlander4 wrote:After some discussion about robotics, here we have some quick and dirty proposals to make it better:

Retractable Flail
Spoiler:      SHOW
A plasteel ball with sharp spikes and depleted uranium core on a 20 metres-long carbon-nanotube chain, this terrifying weapon does exactly the same thing as its Medieval counterpart - it crushes, destroys, breaks and shreds the living shit out of your enemy, while making you look truly evil. Unless you know what you are doing, leave it at home. Retracts for transportation.

Cost: 3 credits?
Rolls Robotics and Manoeuvrability.
Requires +1 robotics
20 m reach!
Heavy ball won't penetrate the armour, but it'll most certainly produce a shockwave strong enough to damage internal systems.
Sure. This works. I like it. Looks dangerous as heck and nicely heavy.

outlander wrote:Inertia Amplification Spear
Spoiler:      SHOW
A long telescopic spear with a Kinetic Bumper on its end. Allows to bring all the goodness of the usual Kinetic Bumper to your enemies without having to scratch the paint on your hull.

Costs: 3 credits.
Etc etc.
This is difficult for me to even imagine. That's usually a bad thing.
outlander4 wrote:
Spoiler:      SHOW
Plasma Lash

A compact thermonuclear reactor that drains small amounts of anti-matter from your engines to start the fusion, it produces super-hot plasma that's usually found deep inside the biggest stars. When channelled outside through the solenoids inside your robotic arm, it disperses rather quickly - but not quick enough, leaving a 5 metres-long cloud of plasma that can melt its way through almost anything. We'd made it into a proper weapon if you idiots didn't accelerate forward while letting the plasma escape, melting your own ship.

Costs 8 credits
Requires Robotics +2
Rolls the usual Rob+Man
Melts and vaporises stuff.
This is a bit cheap for robotics. I would add on to the price somewhat, I think... not sure how much though. It's not like we need it immediately, so we have time.

Dinosawer wrote:I have one too!
My RMBLR from earlier can probably be reworked to robotic for 5 or 6 creds. Aside from that:

Atomic hammer
This weapon might look like a weird glowing hammer at the end of your robotic arm, but in reality it's one of the most devastating technologies we have available. The hammer is rigged with a material that creates an enormous electromagnetic wave on impact, effectively breaking all bonds between atoms in whatever you hit.
In short, you hit something with this thing, it gets pulverized to dust, armour or no armor.
Price: 9 robotics
Req: 3 or 4 creds
Normal rolls
3 or 4 creds and 9 robotics? ._. Are you insane? If it was 9 creds and 3 or 4 robotics, I'd think we had something, but this?! No way! Screw that! Hasta la vista, suggestion!

DENIED


Cha0zz wrote:Infantry
Small Active Radar Scanner (SARS):
Spoiler:      SHOW
  • creds: 0
  • Requires: Robotics +0
  • Ammo: Comes in a 3-pack, replenished upon return to the tartarus.
  • Rolls: Robotics (robotics is rolled each turn to see if the device stays active)
  • Description: A small radar shaped magnetic device that will stick to metallic surface.
    This can be thrown or put down.
    It will reveal an area with a radius of 3m? but can't look through covers.
    • Reveals an area with a radius of 3m? on the map (including enemies, etc.)
    • Can't look through cover
    • Can look through clouds, mist and darkness.
    • Can't look through chaff.
    • A roll is needed each turn to see if it stays active
    • Scanners can be picked up again and re-activated at your ship
((Maybe a ship based big brother would also be nice))
Accepted. Be prepared for me to rename this to "MARS". Miniature active radar scanner.
Mars is funny. :ghost: Also then you can say you're throwing Mars at things. lot funnier than sars.

Ship weapon: Robotics:
Compacted Ionised Cesium Knife (CICK)
Spoiler:      SHOW
  • Creds: ?
  • Requires: Robotics +2, replaces two robotic arms
  • Ammo: Internal battery good for 2minutes of activity, recharges from the ship's generator (slow)
  • Rolls: Robotics + manoeuvrability vs (manoeuvrability/engines + engines/durability)?
  • Description: This fine device replaces both your robotic arms with rods, these rods will emit a thin mist of super-heated Caesium-ions, the ions are held in place by a magnetic field induced by the rods. This effectively creates a knife-shaped field of caesium-ions in-front of your ship. The Caesium ions are highly reactive and will destroy any matter that they come in contact with and if they can't destroy it they will most certainly melt it. This is main use for this weapon is to ram an enemy ship head on and slice right through it (without any damage to your own ship).
    • Will slice lightly armoured ships clean in two without damage to your own ship.
    • Will severely damage highly armoured ships but since you don't slice through them you might risk to damage your own ship if you're going fast.
    • Can safely be used to create breaches in ships as long as you don't fly into them but rather push the knife through it.
((picture to clarify how it looks))
[/quote]
I may not be a chemist, but I know what cesium does, and will need some serious convincing before I include it in a ship design.

Dinosawer wrote:Since it's a fun thing but only the GREASE and the MkIII seem to have one, while it could be handy for not just the character builds that get those ships:
Ship AI
Spoiler:      SHOW
  Price: 3 creds
  Requirements: +1 aux, doesn't need an aux slot as it's installed in your cockpit
  Description: We call it an AI, but I sometimes think it's more intelligent than you dimwits. In fact, we should replace all of you by these things - except they can't hold a rifle. Too bad. Anyway, this thing allows you to multitask better and lets you do all those things you couldn't because you have only one brain.
  More details: Allows you to do two things at the same thing, provided you give the AI the order right before. Handy for people who want to use multiple weapons simultaneously, are too lazy to learn to use their turrets themselves or who want to nap or play the horn while someone else flies their ship. Rolls your stats and skill for everything it does. Can have trouble doing complex stuff, might need an aux roll for those. Tends to take orders literally.
I'll be honest, I just want Tal to have the opportunity to make Saoirse jokes. :mrgreen:
THINK OF THE JOKES TAL
THE JOKES :ghost:
Eh, sure. :thumbup:

F4wk35 wrote:Robotics perhaps?

Sabotage Drones (Basic and Premium):
Spoiler:      SHOW
  • Ammo:2 or 3 (1 or 2 for Premium)
  • Requirements: Robotics and Aux on 0 (+1 for premium), as well as a free robotic wrist
  • Rolls: Robotics vs intuition (And Hacking with -1 modifier vs enemies Computer for premium)
  • Description: It's a simple Drone, equiped with a few small sheets of metal, a blowtorch and magnetic arms (Basically Unit in mini and remote-controlled). It's shot from a small construction on the Wrist of your robotic arms, wrapped in a small protective container that latches itself on the target and deploys the real drone. The drone can then be remote controlled from your cockpit to fullfill simple sabotage acts like welding those pesky rocket bays shut. Or frying the computer of your enemy. The premium-Drone also comes with a set of Hacking-Equipment similar to those you use in your CASKET. If you manage to get the drone to latch itself on the enemies computer, it can act as a Hypersonic-station for you.
    • Is used via manual controls and camera feed. No fumbling with PSI but simple controls in your Cockpit.
    • Can be hacked after deploy, but the Enemy has to know that it's there first.
    • Can be retrieved after use, but has to be reinserted into the launch-bay manually
    • The Premium-Variant shuts down other functions when activating the Hacking-mode. So no more moving or burning.
No... this isn't really that much different than the other things we have, and it makes a lot more sense as aux anyway, which makes it even more like the other stuff we have.



Dear god, Dino, why do you do this to me
Dinosawer wrote:Some ideas for exotic infantry, which is getting fun but could use more stuff (especially the amps - at 4 PSI there's not really choice, just "pick everything"). I tried to give options for both support and combat Exotics.
Spoiler:      SHOW
"Normal" exotic:
Plasma lash
  Ammo: internal generator, one use per minute
  Requirements: none
  Description: A small magnetic field amp barely capable of moving big, heavy objects, it becomes quite deadly when coupled with a superheated plasma generator. The resulting plasma lash burns away flesh, melts electronics and looks really cool. Generator is good for 10 seconds of action, after which it needs to recharge for about a minute. Please don't use it for sex games.
  More details: Don't try to use without the appropriate skills, can backfire severely otherwise.
  Rolls: Attacker's Exotic and PSI against defender's Maneuverability and Intuition

outlander invented this one, I think it's less silly than the fthagn tentacle and more actually useful :ghost:
We already have a suggestion called plasma lash. Need a new name. Also completely unsure of what you're suggesting here.
Dinosawer wrote:Amp cartridges:
Warp amp unit
Spoiler:      SHOW
  Ammo: none
  Requirements: ?
  Description: A very weak version of the ship amp, albeit more accurate. Doesn't get you anywhere close to c, but lets you splatter enemies against a wall if they're dumb enough to run towards one, or lets you fly forward like the Flash if you use it carefully. Field not large enough to accelerate more than 1 person. Might have trouble with heavy things.
  Rolls: Attacker's PSI Unit and Exotic vs defender's Intuition and PSI Unit

This one is so super OP. Srs? So OP? You know people are going to exploit this. No wai.
Dinosawer wrote:Null field amp unit
Spoiler:      SHOW
  Ammo: none
  Requirements: ?
  Description: A weak version of the ship amp. Let's you shut off all electronics in an area of 5 m across for about 30 seconds, which has the nice side effect of disabling a fair share of weaponry. Can hit multiple enemies if they're dumb enough to stand close together. (without roll penalty)
  Rolls: Attacker's PSI Unit and Exotic vs defender's Intuition and speed

This might need balancing. It's a powerful effect, but offset by the fact that it's not lethal and doesn't turn off everything, just stuff that uses electricity. The idea is to delay the attacks for part of a turn, too, not turn them off entirely, hence 30 seconds. Also, they can just move out of the affected area :ghost:
Hmmmmm... sure.
Dinosawer wrote:Stasis field amp unit
Spoiler:      SHOW
  Ammo: none
  Requirements: ?
  Description: Based on stolen MIMIR tech, this amp makes a bubble in which 95% of kinetic energy is dampened, meaning whoever you hit with it is practically frozen in place for a minute. Doesn't prevent all movement and they can still shoot you, but they'll have a very hard time actually aiming.
  Rolls: Attacker's PSI Unit and Exotic vs defender's Intuition and speed
Basically what those mimir doods hit us with. Don't think we brought one of these back, but eh
This could work. I'll just say yes on it.
Dinosawer wrote:Heavy Amps: more powerful than normal ones, but they need 2 cartridge slots
Gravity amp unit
Spoiler:      SHOW
  Ammo: none
  Requirements: ?
  Description: A lot more powerful than the mass amp, but also a lot less accurate. Create gravitic shockwaves, singularities and fields at will, let your enemies fly, crush them and show them your psychic power really is not to be messed with.
  Rolls: Attacker's PSI Unit and Exotic vs defender's PSI Unit and Durability
Sure. This is a go.
Dinosawer wrote: Neural Connector amp unit
Spoiler:      SHOW
  Ammo: none
  Requirements: ?
  Description: An infantry version of the ship amp. Why shoot your enemies if you can make them shoot each other instead?
  Rolls: Attacker's PSI Unit and Exotic vs Defender's PSI Unit and Charisma

What? Are you serious? :| You just roll and get all your enemies at once, what?



Cha0zz wrote:Infantry: tool:
Layer Scanner
Spoiler:      SHOW
  • Ammo: N/A
  • Price: ?
  • Requirements: +0 Robotics; max amount of infantry weapons is limited by your strength.
  • Rolls: Robotics
  • Description: This small pocket scanner is able to scan alien equipment up to the finest details, it makes a layered composition image of the internals of the weapon and uses that to analyse the workings of the weapon allowing you to easily figure out how to handle it. As an added bonus it can also determine the internals of rocks samples, closed pods, etc. As long as it is small enough to fit in the scanner you can see what it looks like on the inside.
    • If used to scan an unknown weapon, it allows you to use that weapon without the need for a knowledge roll.
    • Can determine what is in small containers without the need to open them (this includes detection of booby-traps)
    • Only useful to scan relative small items, don't try to scan a crate with it, it won't fit.
    • Gives information about the (internal) structure of something, not about the composition, for the composition you need your PDA's XRD.
Ehhhhhhh. hmm. no. Sorry, definite no. This is tech that simply does not exist. Too OP anyway.
Cha0zz wrote:Infantry: Tool:
Inorganic Object Teleporter
Spoiler:      SHOW
  • Ammo: internal generator good for one use per turn
  • Price: 1cred
  • Requirements: A cargo pod, doesn't take any inventory space.
  • Rolls: Robotics or computer
  • Description: Do you always find your rucksack to be full off stuff? Are you to lazy to go and deposit your loot into your ship? Then this is the device for you! The Inorganic Object Teleporter allows you to teleport small loot objects directly to the cargo pod of your ship! Gone are the travel times to your ship! This thing can teleport about everything as long as it's not breathing and small enough.
    • Teleport your loot to the cargo pod of your ship
    • Trying to teleport a living creature will kill it.
    • Only relatively small things can be teleported (max. size would be as big as a pistol)
    • If you use this to teleport the head of a human the brains will explode making it useless for information extraction later on.
YES. SO MUCH YES, THIS IS GENIUS. the whole travel time thing is annoying.
Cha0zz wrote:Infantry: armor:
BoarBear coat
Spoiler:      SHOW
  • Ammo: N/A
  • Requirements: N/A
  • Rolls: None
  • Price: 2creds
  • Description: This coat is made from Boarbear fur. Not only will it keep you warm in even the coldest environments but it will also give you a decent protection against bullets. Unfortunately during the process of refining the fur it becomes quite flammable, so it's probably best to keep it out of the way of any ignition sources.
    • Gives you immunity to cold, cryogenic sprays etc.
    • Protects as well against weapons as light armor does.
    • When it catches fire it will almost instantly light the whole suit.
    • You get sweaty in warm environments, people don't like smelly sweaty people so that's a -1 on charisma in warm environments while you are wearing the coat (maybe, not sure)
no... even at 2 creds, no. also you didn't really recover much of the boarbear. at all. boarbear was tough. This would be like super heavy armor. 4 creds maybe. maybe 5. and then we have to research it first.


Triggerhappy wrote:BAIS ( Basic Areal Insertion and Support ) Dropship
Spoiler:      SHOW
Image A replacement for your CASKET, a flimsier drop-ship built for areal insertion and support of surface forces.
  • Excels at atmospheric flight, but is inefficient in vacuum and 0-g.
    + 1 Maneuverability in Atmosphere.
    - 1 Engine in Space.

    Built to take small arms fire, but is much easier disabled then a Casket
    1 Auxiliary Hardpoint under the fuselage.
    3 Weapon Hardpoints ( one under each wing, one under cockpit. )
    1 Turret Mount ( Under-Cockpit hardpoint )
    Cargo Hold, capable of holding 6 troops or loot.
    Capable of re-entry and lifting into orbit by itself, and can carry a large mass with it.
    Magnetic clamps on the belly.
    Built to quickly drop forces on the ground and support them from air.
No. it doesn't really... work. well. at all pretty much.
Triggerhappy wrote:Slug Thrower
Spoiler:      SHOW
  • Minigun style grenade launcher, meant for damaging surface targets.
    5 Ammo Boxes, 100 rounds each, 1 Cred per every extra Ammo Box
    Medium Range
    Fires Explosive Grenades.
    Fire Bursts for extra accuracy.
    Fire Continuously to cover a large area.
    Does little to armor, but great at shredding unarmored targets.
    Will force you'r enemies to run for cover.
And here we have one of our super OP suggestions. Really? 500 grenades in a single infantry weapon? How much do you want me to charge for it, 100 creds?



Cha0zz wrote:Infantry:
Mood Inducing Pheromone Spray (MIPS)
Spoiler:      SHOW
  • Ammo: a small pheromone tank, large enough to last you a whole mission. (1,2 or 3 different pheromone tanks can be chosen, not sure about that)
  • Requirements: Charisma +0
  • Rolls: Charisma vs Willpower
  • Price: 0creds
  • Description: Did you ever want that cute girl to fall in love with you? Or would you like to make your worst enemy tremble in fear? Then this is the weapon for you! This weapon comes with a pheromone canister of your choice! The pheromones make the target susceptible to suggestion, so you finally have a way to use those useless acting classes that you took as child! Make your worst enemies tremble in fear, let the love of your life fall at your feet, make the little children cry, induce rage in your friends! All this and more is possible!
    • Pheromone canisters have the power to instil powerful emotions in the target.
    • Some roleplaying is needed since the pheromones themselves are not sufficient to induce the emotion, you will have to trigger it with your charisma.
  • Pheromone options:
    • Love potion: Makes the target fall in love with you. A target that is in love with you won't hurt you and might even listen to you if you can convince them to do something (rolls charisma).
    • Fear draught: Makes your enemies tremble in fear. Induces panic, shock or fainting in your enemy (depends on how good your roll is)
    • Sweet tears: Makes your target emotional, opening them to your suggestions. A sad target is a weak target! (and tears in the eyes make it hard to see movement)
    • Raging Bull: Induces a powerful rage in the target. An enraged target acts much stronger than you would usually expect (+1 to strength)
    • Probably much more possibilities (trust, jealousy, euphoria, curiosity, etc etc)
This just seems kind of silly. :\


SASHA Heavy Battlecannon
Spoiler:      SHOW
Cred - ?????? :?:

- Gauss Minigun
- Takes up 3 weapon slots
- Improved fire-rate to standard minigun
- Improved armor piercing to standard minigun
- Slightly improved range then standard minigun
- HELLA HEAVY
- Has a Shield half the size of a riot shield mounted where the barrels meet the base of the weapon, giving the user and the weapon a small degree of protection.
- Comes with a tripod, for when you need to stand your ground. Tripod is deployed on command.
- Weapon provides a basic tactical hologram overlay.
hmm... you know what. maybe. Dunno though. Will think on it.



Hema wrote:I had an idea for a new exotic weapon. Haven't worked out the costs or anything like that, but I have the basic idea.

The use of my "weapon" is a bit risky. The object itself would not be able to do any damage. Instead, the use of this object would slow down time for its user, allowing them to get more done on their turn. The risky part would be that it would occasionally speed up time, meaning you would get less done. Talvieno of course would be the one to decide whether it was rolls, chance or both that determined this.
How about:
Once every couple turns, I let you choose one thing to give a +1 to the roll of. Or - once every four turns, I let you choose one thing to give a +2 to the roll of.








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