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REKT: Armory Suggestions (R&D)

#1
This is an Out of Character thread for people to make armory suggestions for REKT. Anything and everything is allowed here, but there are some things to keep in mind.
  • I won't necessarily accept your suggestion. Things that are overpowered probably won't get accepted, or if they don't fit with the general universe.
  • Try to keep your suggestions from being too close to something that already exists.
  • Just because you designed it doesn't necessarily mean you'll be able to afford it. The more powerful of an item it is, the more it'll cost.
  • Sometimes I may add something, but just not add it right away. It may come later.
  • I'll decide where it goes and what it rolls.
  • I may also switch things around at my discretion - names, descriptions, details and so on, so don't get upset if I change something. This is really just a suggestion thread.
  • I'll assign credit prices myself. You can suggest something if you want, but I probably won't pay attention to it.
  • In case it isn't clear, I (the GM) can and will Rule 0 anything I think is gamebreaking. I'll be considerate of your ideas though and won't Rule 0 unless I have to.
  • This thread is very much for debates and working out features. I may also drop something in here of my own on occasion to see what people think. Every post does not have to be a suggestion post. I'd actually encourage debates.
Suggestion code:

Code: Select all

[b][u]<Item name>[/u][/b]
  [b]Ammo:[/b] (optional)
  [b]Requirements:[/b] (optional)
  [b]Description:[/b] <What do you want your item to do? Put it here. Make it clear what it is, and try to imagine SCAMPS saying it.>
  [b]More details:[/b] (optional)
[hr][/hr]
<Additional casual thoughts and suggestions>
Remember you can add whatever else you want after this. Suggestions, reasonings, arguments for/against things, etc. This is a discussion thread, not a formal "post your idea and GTFO" thread. :)

And don't forget the armory!

Potential additions:
Ranged taser (two-handed, exotic?)
Melee taser (one-handed, unconventional)
Crossbow (Unconventional)
Sarg/hesotan: Hive of controllable living creatures (we have a ship-based version, but could make a handheld version too)
Fhtagn tentacle
Manportable PSI Unit
Assorted manportable amps
Electron gun (for stunning or shutting down robotic enemies)
Mini Tesla arc
Hazmat suit
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Re: REKT: Armory Suggestions (R&D)

#3
Some new and shiny weapon proposals, stats to be decided by Talv - I'm just giving ideas here.

Medieval Industries plc's weaponry.
[/size]

An Earth-based company, it makes enhanced versions of medieval weapons for decadent and deranged Earth societies to play with. INFANTRY WEAPONS ONLY.

1. Crossbow

A lightweight weapon made from carbon-metal composites, it's small and deadly at close to medium ranges. Just like crossbows of old, it has to be armed manually. Of course, no human, robot or beast could possibly do that, so a small linear electro-motor assist allows to arm it with very little effort. Comes with a healthy supply of tungsten-tipped bolts and three shaped-charge explosive bolts. You can pre-order additional bolts, such as anti-matter containing and supercapacitor EMP bolts, coming soonTM to archery shops near you!

2. Slingshot

Small and easy-to-use - but hard-to-hit-the-target weapon for the most primitive of you who don't know which end of the gun should be pointed at the enemy! Comes with small balls filled with explosive, for maximum fun!

Note: explosion size is about half-a-metre in diameter, so don't count on levelling buildings with it.

3. Monofilament-edged Chakram

A circle-shaped weapon with a monofilament edge. Comes with a special magnetic glove for handling it. Good for throwing at the enemy as well as cutting things. CANNOT BE HANDLED WITHOUT THE PROTECTIVE GLOVES!!! Warranty void if used.


Weird Inc.'s weaponry
[/i][/b]
Company specialising in exotic weapons trade.

1. Sarg swarm

An ancient biological weapon - a living organism, in fact, successfully cloned by Weird Inc.'s Biological Department, this CASKET-based weapon fires a swarm of sargs - small insect-like creatures towards the enemy. Those sargs have wings for atmospheric flight, what appears to be a thruster for spaceflight and acceleration, and produce rather noxious mixtures of acids and poisons upon contact with the enemy, etching through armour, skin and flesh alike. Good against infantry and crewed spaceships as they allow to eliminate the crew while doing only minimal damage to the ship - in fact, leaving only a small hole they used for entry - they can do enough damage to delicate electronics to render machines unusable as well. Sargs can be remotely controlled with a PSI unit, allowing some flexibility. Death and destruction is usually slow and painful, to the point of the weapon being banned on most civilised planets. Doesn't work in ethanol-rich atmospheres.

2. Hesotsan gun

An infantry weapon from the same civilisation that developed sarg swarm, this weapon fires a single sarg at the enemy. Sarg can be controlled via telepathic link; it must however return to the weapon to eat and rest after action. Each hesotsan contains three sargs.

3. Fhtagn tentacle.

Coming with a matching spacesuit, this telepathically-controlled combat tentacle is attached to your shoulder or your thigh. It allows doing what any normal tentacle can do - manipulating objects, strangling enemies and striking fear onto your opponents.
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Re: REKT: Armory Suggestions (R&D)

#4
Exotic weaponry:
Amps, like on ships, but smaller and less powerfull.
Types:
Electromagnetic
Gravity
Mind
Nanobotrod, miniversion

Conventional:
electron gun: little damage but disables electrical components (like the electrolaser but infantry without a laser)

Conventional, ship:
Plasmazooka!
The thing those big drones have. Kaboom! :ghost:
Warning: do not ask about physics unless you really want to know about physics.
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Re: REKT: Armory Suggestions (R&D)

#5
Unconventional (infantry):
Miniature Tesla Arc Projector
  Requirements: Unconventional +1
  More details: Handheld version of the Tesla Arc Projector ship weapon

Flamethrower
  Ammo: Napalm (or similar) canisters
  More details: Only useful in an oxygen containing atmosphere, at close range or in a confined space.

Gravity Gun
  Requirements: Unconventional +2
  More details: http://half-life.wikia.com/wiki/Zero_Po ... anipulator
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Re: REKT: Armory Suggestions (R&D)

#6
Cha0zz wrote:Unconventional (infantry):
Miniature Tesla Arc Projector
  Requirements: Unconventional +1
  More details: Handheld version of the Tesla Arc Projector ship weapon

Flamethrower
  Ammo: Napalm (or similar) canisters
  More details: Only useful in an oxygen containing atmosphere, at close range or in a confined space.

Infantry-> Suit Upgrades:
Hazmat Suit(addon)
  More details: Protects the Wearer (a bit longer) against misapplied usage of the Miniature Tesla Arc Projector or the Flamethrower.
   its not an armor increase, only protects against what Roleplayers would call "elemental Damage".
   no use against bullets or weaponised lasers
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Re: REKT: Armory Suggestions (R&D)

#7
Cornflakes_91 wrote:
Cha0zz wrote:Unconventional (infantry):
Miniature Tesla Arc Projector
  Requirements: Unconventional +1
  More details: Handheld version of the Tesla Arc Projector ship weapon

Flamethrower
  Ammo: Napalm (or similar) canisters
  More details: Only useful in an oxygen containing atmosphere, at close range or in a confined space.

Infantry-> Suit Upgrades:
Hazmat Suit(addon)
  More details: Protects the Wearer (a bit longer) against misapplied usage of the Miniature Tesla Arc Projector or the Flamethrower.
   its not an armor increase, only protects against what Roleplayers would call "elemental Damage".
   no use against bullets or weaponised lasers
How about:
Fire proximity suit(suit-addon)
  More details: Protects the Wearer against sources of heat and fire. https://en.wikipedia.org/wiki/Fire_proximity_suit

Faraday suit(suit-addon)
  More details: Protects the Wearer against electrical arcs. (also slightly increases armor)
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Re: REKT: Armory Suggestions (R&D)

#8
Cluster-Shells for the Railgun
  Requirements: Railgun
  Description: Basically a Railgun-projectile, which splits into a few smaller pieces after a set distance/time travelled.
  More details: When fighting medium-armored enemies, it would be quite useful not only to punch a single hole, but to increase the chance of hitting critical systems/pipes/etc. with a few smaller shreds of the original bullet. Of course the overall piercing-power is reduced.
I´ve wanted to make my character propose this to R&D in the Tartarus thread, but this is just as good :lol:
Apparently, sometimes stuff might happen.
- - - - - - - -
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Re: REKT: Armory Suggestions (R&D)

#9
Idunno: Ranged and melee tasers will probably be going in. Ranged would be two-handed (and still only be short ranged), while you could have one-handed melee tasers.

Outlander: Crossbow: All my yes. I would put it as an unconventional weapon because, honestly, unconventional users are the ones most likely to use it. As "unconventional" is themed primarily by weapons that are undesirable in most situations, but specialize and excel in a select few, I'll probably be making crossbow bolts have two pieces: the tip, and the bolt. You could mix and match as you saw fit, though you could only get a maximum of four bolt/tip types at the start of the mission. It would give you room to specialize and combine mid-mission for new combinations. Ideas:
Spoiler:      SHOW
TIPS:
Sharp (for piercing and dealing damage)
Sticky (for loosely adhering to surfaces)
Barbed (For getting stuck in softer or thinner targets)
Syringe (For injecting liquids)
Blunted (For firing a bolt without dealing damage to the impact surface)
And possibly more.

PAYLOADS:
Acid
Flare
Tranquilizer
Explosive
Cable
Teargas
Flammable
smokescreen
And possibly more.
Sling and chakram: I don't see the point of the slingshot, and the chakram is a bit overpowered if it could cut through anything.
Sarg/hesotsan: Possibly. I think I could do something similar.
Fhtagn tentacle: All my yes. I like this idea.

Dinosawer: Amps: Yes. This'll happen, I think. Backpack would have to be replaced with a manportable PSI unit, methinks, but would allow access to powerful PSI abilities - not as powerful as ship-based versions, but powerful nonetheless. I think the fact that you wouldn't have a backpack would let it balance itself if I was careful.
Electron gun: I thought you hated the electrolaser. ;) I could add this, yes.
Plasmazooka: Bring me back a drone. ;)

Cha0zz: Mini Tesla Arc: Yes. I don't know about the "leaping between enemies" bit, though - that might be a bit overpowered. I might have to put a price on the weapon.
Flamethrower: Give me some example uses so I can tell if it would be OP.
Gravity gun: Already going to be in - possibly after the next mission. I don't think it will be quite like Half Life's, though - Half Life's doesn't feel like it fits in well with the universe.

Hazmat suit: Could add. Your suits are (mostly) fireproof by default (though you can still get burned through the suit if it burns long enough). I don't think much could protect you for long against a jet of napalm.

Fire proximity suit/Faraday suit: could combine this with the Hazmat suit for ultra all-around elemental protection. Won't do much vs good old fashioned railgun slugs though.
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Re: REKT: Armory Suggestions (R&D)

#10
Talvieno wrote: Dinosawer: Amps: Yes. This'll happen, I think. Backpack would have to be replaced with a manportable PSI unit, methinks, but would allow access to powerful PSI abilities - not as powerful as ship-based versions, but powerful nonetheless. I think the fact that you wouldn't have a backpack would let it balance itself if I was careful.
Electron gun: I thought you hated the electrolaser. ;) I could add this, yes.
Plasmazooka: Bring me back a drone. ;)
-Just the backpack? Or the PDA too?
-ELECTROLASER FTW :mrgreen:
-On it :ghost:
Warning: do not ask about physics unless you really want to know about physics.
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Re: REKT: Armory Suggestions (R&D)

#11
To balance out the flamethrower: you cannot have a flamethrower and wear a backpack at the same time, since you have a tank of flammable liquid strapped to your back.

suggestion for another unconventional infantry weapon:
Microwave cannon
  More details: similar to the microwave field manipulator, just less powerful. (also see: https://en.wikipedia.org/wiki/Active_Denial_System)
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Re: REKT: Armory Suggestions (R&D)

#12
Talvieno wrote:
Spoiler:      SHOW
TIPS:
Sharp (for piercing and dealing damage)
Sticky (for loosely adhering to surfaces)
Barbed (For getting stuck in softer or thinner targets)
Syringe (For injecting liquids)
Blunted (For firing a bolt without dealing damage to the impact surface)
And possibly more.

PAYLOADS:
Acid
Flare
Tranquilizer
Explosive
Cable
Teargas
Flammable
smokescreen
And possibly more.
Maybe unify it with the two handed remote taser?
Needle tip with battery payload?
May even unify the short range taser with that, the small one is basically the same battery/tip block but with a pistol handle.

independent from that:
EMP payload ('gainst robotic enemies)
Flashbang payload ('gainst living targets)
Hacking payload (supplying the same capabilities as standing with a pda at that position)
Talvieno wrote: Hazmat suit: Could add. Your suits are (mostly) fireproof by default (though you can still get burned through the suit if it burns long enough). I don't think much could protect you for long against a jet of napalm.

Fire proximity suit/Faraday suit: could combine this with the Hazmat suit for ultra all-around elemental protection. Won't do much vs good old fashioned railgun slugs though.
i wouldnt include both variants, either a single all around solution or multiple specialised variants.
Both seems a bit redundant to me.
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Re: REKT: Armory Suggestions (R&D)

#13
Cornflakes_91 wrote:
Talvieno wrote: Hazmat suit: Could add. Your suits are (mostly) fireproof by default (though you can still get burned through the suit if it burns long enough). I don't think much could protect you for long against a jet of napalm.

Fire proximity suit/Faraday suit: could combine this with the Hazmat suit for ultra all-around elemental protection. Won't do much vs good old fashioned railgun slugs though.
i wouldnt include both variants, either a single all around solution or multiple specialised variants.
Both seems a bit redundant to me.
I would prefer multiple specialized variants, maybe even make it so that you can't combine them (you can only wear one at a time). This would make it possible for players that have multiple suit to make tactical choice based upon the mission destination.
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Re: REKT: Armory Suggestions (R&D)

#14
Armored Space Suit
  Requirements: (optional)
  Description: An advanced space suit which provides additional armor against piercing and bladed attacks. If you are tired of your suit tearing every time it gets caught on a sharp object then this suit is for you. Made from several plastoid plates, this armor will greatly reduce the chance of ripping a hole in your suit while you carelessly walk near sharp objects.
  More details: Think Storm Trooper or Clone Trooper type armor. It can't stop a bullet but it will stop a blade.
The MKII version of the suit could include a jet-pack which would allow the user to propel themselves if in a zero-g environment.
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