Talvieno wrote: ↑Thu May 16, 2019 4:28 pm
Dinosawer wrote: ↑Sun Mar 26, 2017 1:09 pm
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
Not sure about ridiculously powerful, tbh - shutting stuff down is something the null field and electrolaser already do, at 4000 and 2000 creds respectively. I kinda imagined it as something with the power level of an electrolaser but the flexibility of the infantry electro amp (but more power than the infantry version, because ship)
Talvieno wrote: ↑Thu May 16, 2019 4:28 pm
Dinosawer wrote: ↑Fri Sep 07, 2018 3:03 am
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

) - 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
Perhaps it helps visualize things if I just write out an example of how I imagine it in use
(( on a 5 or more ))
You see the enemy fighter turn towards [ally], their cannons spinning up to fire. Quickly, you fix your sonic amp on one of their wings - it's a direct hit, the wing blurs for a moment, and a small spray of debris flies off as the surface of the wing warps and tears in places. The pilot eventually manages to stabilise his course, but his shot goes completely wide, giving [ally] the time to nail him with a round of plasma.
(( on a 4 ))
You see the enemy fighter turn towards [ally], their cannons spinning up to fire. Quickly, you fix your sonic amp on one of their wings - but in your haste you don't quite get it calibrated right, and their entire ship just shakes for a few seconds. Nothing seems really damaged, but the shaking makes their shot just miss [ally].
(I'm not imaging it making the next attack of the enemy miss all the time, just give it a penalty to the roll)
The idea was to go with the general theme of PSI as 'less firepower but more support + flexibility'. It would, physically, be quite good against solid brittle materials (such as glass) and stuff with fragile loose parts, but those tend to be vulnerable to being shot with anything...