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Re: REKT: Armory Suggestions (R&D)
Posted: Wed Jun 01, 2016 8:19 am
by Dinosawer
Aye, that price is gonna have to be higher I guess, since exoskeleton is 4 and heavy armour 3. Other than that, looks cool.
But I want a cymek alternative if it becomes a thing
Re: REKT: Armory Suggestions (R&D)
Posted: Wed Jun 01, 2016 9:36 am
by Idunno
Dinosawer wrote:Could be a passive effect or roll robotics, dunno.
*Rolls off*
Re: REKT: Armory Suggestions (R&D)
Posted: Fri Jun 03, 2016 12:34 pm
by Triggerhappy
IDunno is building some fortifications, and this came up in my mind:
Puff Crate Dispenser
Cost: 2 Cred
Ammo: Limited to how much mass you put in it
Requirements: 1 Aux Slot, 1 Maneuverability
Rolls: Maneuverability + Aux
Ever wanted to build a really big sand castle? Well, here you go. This peace of fine construction technology lets you scoop dirt or stone and turn it into light, cement-like material that hardens within minutes of being placed. Great for building fortifications, blocking off passage ways, or building castles.
- Comes with an extendable scoop that can pick up dirt, sand, and even shred stone for material.
- Converts both liquids and solids into Puff Crate, a light, cement-like material.
- Takes some skill to maneuver your casket when placing this stuff.
- Placing exotic materials into it may jam it and require repair.
Re: REKT: Armory Suggestions (R&D)
Posted: Fri Jun 03, 2016 8:55 pm
by Black--Snow
Triggerhappy wrote:IDunno is building some fortifications, and this came up in my mind:
Puff Crate Dispenser
Cost: 2 Cred
Ammo: Limited to how much mass you put in it
Requirements: 1 Aux Slot, 1 Maneuverability
Rolls: Maneuverability + Aux
Ever wanted to build a really big sand castle? Well, here you go. This peace of fine construction technology lets you scoop dirt or stone and turn it into light, cement-like material that hardens within minutes of being placed. Great for building fortifications, blocking off passage ways, or building castles.
- Comes with an extendable scoop that can pick up dirt, sand, and even shred stone for material.
- Converts both liquids and solids into Puff Crate, a light, cement-like material.
- Takes some skill to maneuver your casket when placing this stuff.
- Placing exotic materials into it may jam it and require repair.
Sounds like it should be more expensive than that if it were to be implemented.
Re: REKT: Armory Suggestions (R&D)
Posted: Fri Jun 03, 2016 9:07 pm
by Triggerhappy
Black--Snow wrote:
Sounds like it should be more expensive than that if it were to be implemented.
I don't see why. It has a lot of restrictions, can doubtfully be used as a weapon, and has a limited amount of ways it can be used.
Re: REKT: Armory Suggestions (R&D)
Posted: Fri Jun 03, 2016 9:23 pm
by Black--Snow
Triggerhappy wrote:Black--Snow wrote:
Sounds like it should be more expensive than that if it were to be implemented.
I don't see why. It has a lot of restrictions, can doubtfully be used as a weapon, and has a limited amount of ways it can be used.
Infinite building ability is pretty powerful...
Re: REKT: Armory Suggestions (R&D)
Posted: Sat Jun 04, 2016 6:58 am
by Cornflakes_91
With concrete.
That needs a few turns to set.
Not that generally useful :V
Re: REKT: Armory Suggestions (R&D)
Posted: Sat Jun 04, 2016 7:27 am
by Black--Snow
Cornflakes_91 wrote:With concrete.
That needs a few turns to set.
Not that generally useful :V
Turns tend to be pretty long.
"Within minutes" could mean 2 minutes or 60
Re: REKT: Armory Suggestions (R&D)
Posted: Sat Jun 04, 2016 7:45 am
by Dinosawer
To be entirely honest, since we're generally the ones raiding other structures I don't really see the point of building fortifications you'll have to abandon one or two turns later anyway.
Re: REKT: Armory Suggestions (R&D)
Posted: Sat Jun 04, 2016 11:11 am
by Charley_Deallus
Dinosawer wrote:To be entirely honest, since we're generally the ones raiding other structures I don't really see the point of building fortifications you'll have to abandon one or two turns later anyway.
Could be a reason why it would be cheap. I highly doubt there will be many(if any) missions where we would not be on the offensive...maybe something similar could be used to seal doorways or block halls. Like a grenade that releases a large amount of gel that hardens after a turn. Forces enemies to blast through it or go around. Maybe a strategic method for retreats.
Re: REKT: Armory Suggestions (R&D)
Posted: Sat Jun 04, 2016 11:23 am
by Dinosawer
Ah, like a
flamethrower with a plastic tank?
Re: REKT: Armory Suggestions (R&D)
Posted: Sat Jun 04, 2016 12:36 pm
by Charley_Deallus
Dinosawer wrote:Ah, like a
flamethrower with a plastic tank?
Exactly. So forget my idea and just use that ;D
Re: REKT: Armory Suggestions (R&D)
Posted: Fri Jun 10, 2016 1:29 am
by BFett
The yo-yo
Roles unconventional
Able to inflict blunt damage to organic targets up to three feet away.
Fits in utility pocket
Can be equipped with retractable blades that activate when the yo-yo hits the end of its rope
Rope made out of carbon nano-tubes which is not easily cut through by spinning blades
Yo-yo can also be equipped with a taser to deliver a shock to enemies which come in contact with it
Possible other attachments that I am not thinking of.
(May require a special glove to be warn to prevent loss of circulation to finger)
Re: REKT: Armory Suggestions (R&D)
Posted: Sun Jul 24, 2016 8:09 am
by Triggerhappy
Looking at the 'Training Programs' section of the wiki, I thought of this -
Weapon Specific Training 3? Cred - 5? Cred ( Depending on item )
- Gives a +1? - +2? bonus to a specific weapon/item of your choosing, such as a rifle or a ship weapon or a workbench.
Re: REKT: Armory Suggestions (R&D)
Posted: Thu Jul 28, 2016 5:33 pm
by Grimm
Trigger has a good idea there. If you're dead set on your weapon choice (or at least one of them) it'd surely help. Great for specializing your roles in a Squad. I'm sure Kalah would
love to actually hit something, thereby transforming herself into a happia' clappia' shootia' meatshield.