((Can we only tinker while our characters are in the VR?))Well...lets put it like this. This is a place to both use Tinker, and to talk about ideas and stuff for tinker while not physically in it. You can hang out here and plan stuff, but you won't have the full access to tools unless you're in vr.
while on mission tinkerize a twin dual double monofiliment gauss amp cannon tank plane ship with quad everything and only a marginal relationship to physics that only costs two tokens and kills everything always.Good thing I'm not a tinkerer.
while on mission tinkerize a twin dual double monofiliment gauss amp cannon tank plane ship with quad everything and only a marginal relationship to physics that only costs two tokens and kills everything always.you totally forgot the ultimate win button on the side that kills like everything ever
while on mission tinkerize a twin dual double monofiliment gauss amp cannon tank plane ship with quad everything and only a marginal relationship to physics that only costs two tokens and kills everything always.
Do we move our current tinker projects here or keep going in R&R (just realised it acronymised to that)?Move them here, yeah.
So, taking the original Token of Appreciation idea (I really need to come up with a less unwieldy name for it)...How about Toa?
Hmm. With all these sod-squads, we will need a way to move them around fairly quickly to meet threats.Already have APCs. Just stick a weapon turret on one and go.
FRCT(Fast Response Combat Transport
armour: Roughly 90mm thick alternating layers of battle suit plating, with additional signal layer of Electromagnetic Reactive armor. The rear of the vehicle would not have the reactive armor, making it slightly more vulnerable, as well as being the exit/entrance for the troopers.
weapons: 360 degree axle mounted Cutting laser on top mount, with access from the inside. Rapid fire gauss cannons mounted on either side (think pylons).
movement: Eight heavy duty tires (or current equivalent) with equivalent of run-flat ability, slightly armored with battle suit skirt overlapping. (I was thinking treads or hover ability, but that would not give the speed I think this needs)
Cargo: operates effectively with a crew of four, (2 for pylons, 1 driver, 1 laser operator) and a carrying capacity of 12 (16 including crew)
Operation: Used as simply a transport, this provides additional protection to the troops and occasionally a light assault vehicle.
advantage: well equipped and highly mobile, a good support unit when supported and able to transport infantry effectively.
disadvantages: lightly armored, expensive(?)Spoiler: appearance (click to show/hide)
(though kinetic amp should work, I think, not sure)Why wouldn't they? They don't need brains like manips or "true" amps do, just kinetic stuff.
@BFEL: well, uhh, I guess those sods would fall under the genemodded specialists group.Not sure yet what to make it out of. Though at least one configuration will use four or six for stabilisation while the standard config uses a roller blade style system on its feet to move at speed which would the the standard versions main aspect.
But yeah, can't give them amps/manips (though kinetic amp should work, I think, not sure). What you could try though is ask the doc to design a sod that looks the same but removes a few organs and makes some others smaller, thereby making room for chest cavity nukes.
@tavik: what is supporting that thing? What is the frame and exoskeleton and such made of? Cause I'm not sure you can have something like that be mobile or stable without using synthflesh.
@whitius: we will indeed need vehicles like these. You can already buy stuff like this from the armory though, so maybe look up a design to use as a base to work of. Just an idea.
It would be less testing and more just asking me if it would work, but I guess thats ok.So, taking the original Token of Appreciation idea (I really need to come up with a less unwieldy name for it)...How about Toa?
Anyways...
piecewise: Is it okay to test simple, single ideas in the Tinker thread when we're not in Tinker? I have a couple ideas, but I'm not sure that even the sum total is worth spending a whole turn on given the limited time before the timeskip...
@ piecewise: is this doable, or are there game- or background-related reasons this wouldn't work/you wouldn't be ok for this?
Neat.Anyways...It would be less testing and more just asking me if it would work, but I guess thats ok.
piecewise: Is it okay to test simple, single ideas in the Tinker thread when we're not in Tinker? I have a couple ideas, but I'm not sure that even the sum total is worth spending a whole turn on given the limited time before the timeskip...
Does the wrist mounted grappling hook have a motor to rewind the cord? A motor strong enough to lift about 300 pounds with decent speed? Also check the price.
Also try completely embedding a kinetic amp inside a sledgehammer. So that is is completely surrounded by metal. Swing the hammer and see what happens.
Can you help with deciding what to make it out of without using synth flesh?I'm not sure you could even really get something like this with ER tech without synthflesh. I'd kinda advise to get a battlesuit variant (added to armory in wiki by the way) that suits your needs and working from there. Or at the very least, make it smaller, 6m is really big for a (realistic, synthflesh has spacemagic so not as big a problem) legged mech.
2. Synthflesh/Normalflesh hybrids. I have some ideas, but first I need to make sure this is possible and sane.Yes you can, check the armory. If you can buy individual synthflesh limbs, you are already mixing those.
IIRC, the dex bonus of MKIIs comes from the small maneuvering rockets. They draw from the same tank as the main rockets, but you could probably shrink the tanks and remove the main rockets to cut down on priceI dunno, which is why I asked PW if there were problems with this plan. Though fitting those small maneuvering rockets between the armor seems doable.
First, something I said awhile ago, is that we should give all sods MKI suits at the least. I guess the robobody ones are getting stripped down MKIIIs, so they'll be pretty obviously different, but you can still give one or the other to synthflesh sods. Simus has shown that a regular-sized synthflesh body retains it's good stats, so putting them in MKs would make them stand out less. If you mix them with the cannon fodder at the same time, it becomes difficult to prioritize targets- the only defining characteristic is their weapon.Synthflesh sods don't need suits, they have everything the MkI suits offer (and better) already. Robosods also wouldn't 'need' them. About not standing out as much... For certain missions, this could help, but in general it kinda seems superfluous. And I'm not sure if a MkI suit wouldn't restrict the mobility of a synthflesh body a bit. And robosods couldn't use their jump pods (integrated into their back).
Not to mention, giving them MK suits lets us have a wonderfully detailed view of the battlefield.Not a problem for robots or synthflesh, and giving a whole MkI suit to a genemod sod when you only need a few of its features seems wasteful. God I feel like an accountant.
Next thing: this is more personal preference, but I seriously recommend we mix a few designated marksmen into the general squads. They don't have to be improved, just have a precision weapon and a slight change to their programmed tactics.Well, a regular sod is already an incredible marksman. A reason I mixed laser rifles and gauss rifles in a normal squad was because gauss are crap for anything beyond close range, whereas laser rifles are less powerful but better range. But if you think a marksman in a regular squad is truly necessary, we could replace one of the grenadiers.
Do I need to go into the benefits of this?Normally, no, but you know what? go for it. Surprise me :P
((Damn it GWG, how did you convince me this thing is a good idea by arguing against it?))I have no idea. Normally, I'd expect that to make you think that's a bad idea.
QuoteCan you help with deciding what to make it out of without using synth flesh?I'm not sure you could even really get something like this with ER tech without synthflesh. I'd kinda advise to get a battlesuit variant (added to armory in wiki by the way) that suits your needs and working from there. Or at the very least, make it smaller, 6m is really big for a (realistic, synthflesh has spacemagic so not as big a problem) legged mech.Quote2. Synthflesh/Normalflesh hybrids. I have some ideas, but first I need to make sure this is possible and sane.Yes you can, check the armory. If you can buy individual synthflesh limbs, you are already mixing those.QuoteIIRC, the dex bonus of MKIIs comes from the small maneuvering rockets. They draw from the same tank as the main rockets, but you could probably shrink the tanks and remove the main rockets to cut down on priceI dunno, which is why I asked PW if there were problems with this plan. Though fitting those small maneuvering rockets between the armor seems doable.QuoteFirst, something I said awhile ago, is that we should give all sods MKI suits at the least. I guess the robobody ones are getting stripped down MKIIIs, so they'll be pretty obviously different, but you can still give one or the other to synthflesh sods. Simus has shown that a regular-sized synthflesh body retains it's good stats, so putting them in MKs would make them stand out less. If you mix them with the cannon fodder at the same time, it becomes difficult to prioritize targets- the only defining characteristic is their weapon.Synthflesh sods don't need suits, they have everything the MkI suits offer (and better) already. Robosods also wouldn't 'need' them. About not standing out as much... For certain missions, this could help, but in general it kinda seems superfluous. And I'm not sure if a MkI suit wouldn't restrict the mobility of a synthflesh body a bit. And robosods couldn't use their jump pods (integrated into their back).
And MkI's are free (for players) and cheap (in-universe), but if you start giving them to troopers that don't really need them on the scale of an interplanetary army, I'm guessing the cost would ramp us fast (difference between me lending you a tablespoon of sugar or a truckload).
And regular sods could certainly get MkI's, yeah, probably should've specified that. Though I'd personally only give them when we know they'll need them (like engagements on spaceships or companies facing lots of combat) instead of every one ever. Again, cutting costs. But that's probably the inner bean counter talking, I'd be willing to give a MkI to all genemod sods if we can afford it in the grand scheme of things (though one has to wonder why the UWM wouldn't do that themselves).QuoteNot to mention, giving them MK suits lets us have a wonderfully detailed view of the battlefield.Not a problem for robots or synthflesh, and giving a whole MkI suit to a genemod sod when you only need a few of its features seems wasteful. God I feel like an accountant.QuoteNext thing: this is more personal preference, but I seriously recommend we mix a few designated marksmen into the general squads. They don't have to be improved, just have a precision weapon and a slight change to their programmed tactics.Well, a regular sod is already an incredible marksman. A reason I mixed laser rifles and gauss rifles in a normal squad was because gauss are crap for anything beyond close range, whereas laser rifles are less powerful but better range. But if you think a marksman in a regular squad is truly necessary, we could replace one of the grenadiers.QuoteDo I need to go into the benefits of this?Normally, no, but you know what? go for it. Surprise me :P
I want an infantry support tank that has a bigass shield on the front wide enough for 2 columns of sods to hide behind it on each side that is coated with laserproof crystal and contains powerful magnetic devices to deflect gauss rounds.
Also i have a tinker repository in my sig for completed designs so that piecewise doesnt have to rummage thtough the threads when he forgets the details of your invention which he inevitably will, so remember to add them. :P
I want an infantry support tank that has a bigass shield on the front wide enough for 2 columns of sods to hide behind it on each side that is coated with laserproof crystal and contains powerful magnetic devices to deflect gauss rounds.
Also i have a tinker repository in my sig for completed designs so that piecewise doesnt have to rummage thtough the threads when he forgets the details of your invention which he inevitably will, so remember to add them. :P
Sorry for terribad formatting. Again, phone. :\No worries bro, I post from my phone too from time to time, I know what it's like (it suuuucks).
True, they gain very little. But if you deploy them alongside regulars it makes them much harder to target preferentially.Are we sure they don't lose mobility, or that there aren't other possible unforseen drawbacks (like the cooling fan posing a dangerous weak point)? If not, sure, we can give them when the synthflesh sods are deployed alongside genemods. I don't see that happen on a regular basis, but it could certainly happen. I was more referring to just giving MkI's to every sod ever, including sods that are just garrisoning an unimportant outpost in the middle of nowhere (random example).
Also, nobody has ever directly tested if synthflesh bodies benefit from exoskeleton/MKIIIs. I know that because it's something I've wanted to test since reading the OP, and have read pretty much every post since then, including tinkers. There was a guy who fought synthflesh bodies wearing MKIII's at one point, but I don't think their rolls were shown.It seems someone has some research to do :)
You could give just a single sod per squad an MKI if you're really worried about bean counting. Or even just the helmet, or a simple camera headband. That would give a few video feeds, and still be really cheap.The bean counting thing was more against giving suits when it ain't necessary. But for genemods that are suspected to face direct combat, giving MkI certainly sounds like it could be a good idea (if only to protect them form chemical weapons and certain environment hazards). There is also the small matter of those suits maybe hindering general performance (it's still a 'bulky' suit after all), but I doubt that. Though those cooling fins are still a problem.
Considering these flesh Sods will be deployed on-planet, what exactly do they need the suit at all for? In terms of liability, it adds that giant heat exchange fin on the back that is an extra point to be damaged.Indeed, but we're not just discussing the coming engagement, but how we design our sod army for ARM in general. There'll be other battles with vastly different circumstances in the future.
When I asked, piecewise said exoskeleton and synthflesh bonuses do not stack. Except for the spinal column.
I want an infantry support tank that has a bigass shield on the front wide enough for 2 columns of sods to hide behind it on each side that is coated with laserproof crystal and contains powerful magnetic devices to deflect gauss rounds.
Also i have a tinker repository in my sig for completed designs so that piecewise doesnt have to rummage thtough the threads when he forgets the details of your invention which he inevitably will, so remember to add them. :P
So a moving shield, basically? Cause a battlesuit with that shield the AM designed could do that.
Also, it might be better to centralize this kind of info on the wiki. In fact, do you object to having this copied into the armory section of the wiki? That way people won't have to search around for information.
"Shield" Armored Infantry Support Tank
Chassis: Unique. Trades main gun for large curved shield in front of the tank, fairly wide.
Armour: Shield: 4 layers of electromagnetic reactive armour and laserproof crystal (I should really combine the two). Hull: 1 layer of electromagnetic reactive armour and laserproof crystal.
Weapons: Turret mounted rapid fire rocket gun for infantry suppression
Movement: 2 composite tracks, heavy duty engine.
Cargo: Can hold weapons and ammo. Needs only a single driver and gunner. Shield capable of protecting supporting 2 supporting infantry columns from a 270 degree angle.
Operation: As a "turtle" and as heavy cover. "Turtling" allows the tank to draw enemy fire, whilst fire support moves in. The tank can also move forward, providing an advancing defensive bastion, at the price of being easier to flank.
Pros and Cons: Near invulnerable from frontal non-nuclear attacks, weak rear end. Expensive. Much better when used in wedge formation to provide more cover.
1)give them Chimeras (or whatever lasergauss rifles are called these days :P)I'm imagining something not unlike a double-barreled shotgun with a laser duct taped on top. How close is this to your intent?Spoiler (click to show/hide)
I want an infantry support tank that has a bigass shield on the front wide enough for 2 columns of sods to hide behind it on each side that is coated with laserproof crystal and contains powerful magnetic devices to deflect gauss rounds....Gauss rounds are magnetic, not magnetized. Unless you steal Tony Stark's reverse magnetism generators, that won't help.
Operation: As a "turtle" and as heavy cover. "Turtling" allows the tank to draw enemy fire, whilst fire support moves in.Why would they shoot at it if it isn't doing anything except providing cover?
Sorry for terribad formatting. Again, phone.Here's hoping you find access to a real computer!
@Synthflesh hybridsNoted. That only negates my more...intimate...ideas. Like synthetic torso bits around vital organs or something, what did you think I meant?
Do note that synthflesh limbs need a titanium seperator from the flesh just like other prosthetics; it can't connect directly.
Please watch over Grate for me. I...am unsure about him.
To Virtual Reality, all participants in a single Tinker session, set to record and automatically download the file for later review.
NUKALUR ARMOIRE
Composition: Is made entirely of nukes
Armour: Fully armored in nuclear bonmbs
Weapons: It like to shot nuks
Movement: It move by explode
Cargo: Carries a full complement of nukes
Operation: To Nuke things what need Nuked, and as bedroom decoration
Pros and Cons: NUKALUR!!!!! also completely useless
NUKALUR ARMOIREBeautiful.
Composition: Is made entirely of nukes
Armour: Fully armored in nuclear bonmbs
Weapons: It like to shot nuks
Movement: It move by explode
Cargo: Carries a full complement of nukes
Operation: To Nuke things what need Nuked, and as bedroom decoration
Pros and Cons: NUKALUR!!!!! also completely useless
"Hammerhead" sub-nuclear offensive warhead
Form-factor: 65x980mm spin-stabilized missile
Propellant: Standard self-oxidizing solid fuel mix
Payload: 200 grams Aster-Ex, 2x kinetic amp ("kinamp sandwich" setup) as initiator.
Choice of: direct impact plate, 1500 grams shaped tungsten carbide pellet filler, or 1800 grams depleted uranium shaped penetration slug, as contact medium.
Detonator: Choice of impact fuse, proximity fuse, and/or command detonator.
Operation: Missile self-stabilizes following launch using deflected exhaust gases to impart spin. 500 milliseconds after leaving the launcher, the missile is armed. Upon receiving detonation signal, the 200 grams of Aster-Ex explosive detonates, pushing the contact plate of the kinamp-sandwich initiator forward, crushing the mineral foam padding within the sandwich, and imparting the force of the explosion and the momentum of the missile into the first kinetic amplifier. The force is amplified, and transferred into the second kinetic amplifier, where it is amplified once more, and transferred into contact medium. The magnitude of the forces involved releases a significant amount of energy in all directions - shooter is advised to take cover if at less than medium range.
If equipped with direct contact plate, warhead transfers all energy directly into target, imparting significant momentum to outer layers of its surface, potentially causing massive damage, but limited by the composition of the surface struck.
If equipped with depleted uranium penetrator, warhead transfers energy into the penetrator, partially melting it and imparting it a velocity in excess of 2000 meters per second, ensuring massive armor-penetrating damage regardless of target composition.
If equipped with tungsten carbide pellet filler, warhead creates a cloud of superheated metalloid debris moving forward in a 60 degree cone at speeds in excess of 2000 meters per second, ensuring a wide area of effect and massive damage to soft targets, regardless of their thermal protection.
Primary advantage: Unlike conventional explosive and nuclear weapons, leaves the shooter in far less danger than the enemy due to the directed nature of the resulting explosion.
Disadvantage: High cost... what else? Token costs of approx. 10 per missile, production costs unknown.
"R right. Unique. Weapon. Conventional.
"I'm receiving you perf f ectly."
...
Great. Now I should create something new. What benefits can I give that have failed before?
Oh yes, let's put solar implants in guns and let them fire a direct stream of converted energy due to the exposure! That'll work!
Or let's modify the network of conduction so that a tesla sabre would be able to increase its output without damaging the origin.
...
"...I'll just be here then. Working. In my private space."
Designate a closed connection in the Tinker. Work there...
((Can't speak for Feyri, but at a guess... she wants to stay with Grate?"R right. Unique. Weapon. Conventional.
"I'm receiving you perf f ectly."
...
Great. Now I should create something new. What benefits can I give that have failed before?
Oh yes, let's put solar implants in guns and let them fire a direct stream of converted energy due to the exposure! That'll work!
Or let's modify the network of conduction so that a tesla sabre would be able to increase its output without damaging the origin.
...
"...I'll just be here then. Working. In my private space."
Designate a closed connection in the Tinker. Work there...
((Why are you having Feyri participate? She's not one of the candidates, she doesn't need to.))
-snip-Enter Ms. Simus's VR Session
To Virtual Reality, all participants in a single Tinker session, set to record and automatically download the file for later review.Ooh, can I play ball to?
and you can only use parts from cutting lasers and above, and not the full weapon.Just to be clear: nothing but stuff from the regular armory listing? Cause that severely limits options (both your and Sean's designs wouldn't be applicable, for example). I went with nonstandard stuff for these, though feel free to ignore them completely.
Pre-post edit: Dangit, Radio! I should have posted this last night instead of waiting to proofread. Now we're building the same basic thing.))((Sorry dude, didn't know that. I just thought of that rough concept in like 5 minutes and jotted it down for fun's sake. But hey, Miya isn't in the running, so feel free to claim it as your own. I'll just steal one of your ideas in return :P ))
So getting back into serious mode, has anyone ever packaged all the current basic genemods together?I can have all that with a given amount of turns.
So basically a serum what makes you have nopain, regen, and improves your stats generally?
What would the cost of such a thing be?
Oh also, where are we on designs for our Titan?
((It's not your fault, I'm just annoyed with myself for waiting. It's not really surprising we both came up with the same basic idea.
And it's not really that similar. You're building a rocket launcher style thing, whereas I'm building a short ranged grenade launcher that can be used to set traps. Mine is more oriented for CQB.))
Spoiler: SodTalk (click to show/hide)
@Piecewise!
This might be overstepping some bounds, but can I get a weight estimate for a cutting laser? I thought it was closer to an M2 HMG (~80 pounds), but it only requires a str of five to wield effectively, so I'm not sure.
Also, how advanced is generator miniaturization tech in ER? I'd think it's pretty good, considering generators that can power lasers are light, but that might just be magic efficient lasers. Could you get a 200 Horsepower nuclear generator that weighs twenty pounds? Sixty? A hundred? Two hundred?
((Damn it GWG, how did you convince me this thing is a good idea by arguing against it?))
To Virtual Reality, all participants in a single Tinker session, set to record and automatically download the file for later review.
Set up my own project, with fusion fuel (call it Helium-3, just to be anuetronic, but any combination of gaseous fuels works, and enough to reach 1 kiloton TNT equivalent) held within a cylinder of lithium, which in turn is surrounded with the components for creating a closed magnetic field, creating z-pinch magnetic field, and a radio antenna set to excite the fuel within the lithium. Wrap the whole thing up in a case, with a generator and circuitry for the two fields and antenna at one end of the cylinder, as well as a remote trigger for activating the detonation sequence.
Detonation sequence is as follows: The closed magnetic field is generated, the radio antenna excites the fuel into plasma, directly after which the magnetic field's polarity is reversed, containing the new plasmoid. The Z-Pinch field activates, crushing the lithium cylinder around the plasmoid, igniting fusion.
Test this away from the others. Far away.
Feyri, I explained the objective in the briefing room: Create a unique conventional weapon to kill or disable a Battlesuit, or at the very least, destroy a sufficient portion of its armor. You may not spawn complete weapons from the conventional category that are at or above the price of a cutting laser, but you may spawn their parts.
To Virtual Reality, all participants in a single Tinker session, set to record and automatically download the file for later review.
Set up my own project, with fusion fuel (call it Helium-3, just to be anuetronic, but any combination of gaseous fuels works, and enough to reach 1 kiloton TNT equivalent) held within a cylinder of lithium, which in turn is surrounded with the components for creating a closed magnetic field, creating z-pinch magnetic field, and a radio antenna set to excite the fuel within the lithium. Wrap the whole thing up in a case, with a generator and circuitry for the two fields and antenna at one end of the cylinder, as well as a remote trigger for activating the detonation sequence.
Detonation sequence is as follows: The closed magnetic field is generated, the radio antenna excites the fuel into plasma, directly after which the magnetic field's polarity is reversed, containing the new plasmoid. The Z-Pinch field activates, crushing the lithium cylinder around the plasmoid, igniting fusion.
Test this away from the others. Far away.
Feyri, I explained the objective in the briefing room: Create a unique conventional weapon to kill or disable a Battlesuit, or at the very least, destroy a sufficient portion of its armor. You may not spawn complete weapons from the conventional category that are at or above the price of a cutting laser, but you may spawn their parts.
"R right. Unique. Weapon. Conventional.
"I'm receiving you perf f ectly."
...
Great. Now I should create something new. What benefits can I give that have failed before?
Oh yes, let's put solar implants in guns and let them fire a direct stream of converted energy due to the exposure! That'll work!
Or let's modify the network of conduction so that a tesla sabre would be able to increase its output without damaging the origin.
...
"...I'll just be here then. Working. In my private space."
Designate a closed connection in the Tinker. Work there...
Anton appears in VR with a slightly bored expression on his face.
"I suppose I could just use that fusion missile I designed, but I think that for fairness' sake, I'll go ahead and make a new weapon anyway. Well, something of a same weapon, but in a different form factor. That alright, XO?"
Design a missile warhead based off the kinamp sandwich:"Hammerhead" sub-nuclear offensive warhead
Form-factor: 65x980mm spin-stabilized missile
Propellant: Standard self-oxidizing solid fuel mix
Payload: 200 grams Aster-Ex, 2x kinetic amp ("kinamp sandwich" setup) as initiator.
Choice of: direct impact plate, 1500 grams shaped tungsten carbide pellet filler, or 1800 grams depleted uranium shaped penetration slug, as contact medium.
Detonator: Choice of impact fuse, proximity fuse, and/or command detonator.
Operation: Missile self-stabilizes following launch using deflected exhaust gases to impart spin. 500 milliseconds after leaving the launcher, the missile is armed. Upon receiving detonation signal, the 200 grams of Aster-Ex explosive detonates, pushing the contact plate of the kinamp-sandwich initiator forward, crushing the mineral foam padding within the sandwich, and imparting the force of the explosion and the momentum of the missile into the first kinetic amplifier. The force is amplified, and transferred into the second kinetic amplifier, where it is amplified once more, and transferred into contact medium. The magnitude of the forces involved releases a significant amount of energy in all directions - shooter is advised to take cover if at less than medium range.
If equipped with direct contact plate, warhead transfers all energy directly into target, imparting significant momentum to outer layers of its surface, potentially causing massive damage, but limited by the composition of the surface struck.
If equipped with depleted uranium penetrator, warhead transfers energy into the penetrator, partially melting it and imparting it a velocity in excess of 2000 meters per second, ensuring massive armor-penetrating damage regardless of target composition.
If equipped with tungsten carbide pellet filler, warhead creates a cloud of superheated metalloid debris moving forward in a 60 degree cone at speeds in excess of 2000 meters per second, ensuring a wide area of effect and massive damage to soft targets, regardless of their thermal protection.
Primary advantage: Unlike conventional explosive and nuclear weapons, leaves the shooter in far less danger than the enemy due to the directed nature of the resulting explosion.
Disadvantage: High cost... what else? Token costs of approx. 10 per missile, production costs unknown.
Make a simple four-tube shoulder-fired missile launcher for Hammerhead missiles. Load four Hammerheads with depleted uranium penetrators. Spawn a Battlesuit some 200m away. Commence testing.
Engage tinker mode: MEDICAL EDITION!A: doable. Bigger and more bulky though, since you'll need to re-compress the atmosphere and and such.
Project 1: Pressure Tent improvements
Ver A: Reusable variant, with assorted mechanisms to deflate and repack the tent for reuse.
Ver B: Armored variant, resistant to small arms fire.
Ver C: Supplied variant, has medical supplies, tools, and delicious snacks cleverly packed inside of it, ready for easy access after inflation.
Ver D: ALL OF THE ABOVE! If all of the above not possible, as many as possible.
Interested in price (in tokens) and feasibility :P
Neither are impossible, but that chemical charge might be hard to get balanced perfectly. And I doubt you can make that missile really reusable. Even if it is in theory I doubt many will survive to be reused.QuoteTo Virtual Reality, all participants in a single Tinker session, set to record and automatically download the file for later review.Ooh, can I play ball to?Quoteand you can only use parts from cutting lasers and above, and not the full weapon.Just to be clear: nothing but stuff from the regular armory listing? Cause that severely limits options (both your and Sean's designs wouldn't be applicable, for example). I went with nonstandard stuff for these, though feel free to ignore them completely.
(since I'm not actually in the running, I'll just give short concept descriptions of these instead of fully fleshed out designs.)Spoiler: Shaped charge chemical insertion (click to show/hide)Spoiler: automanip launcher (click to show/hide)
For both of these: if projectile cannot be made small enough to be effective, use mobile missile platform (threaded vehicle with radio, basically) and give troopers some way of designating what target they want hit.
Details like exact size, what to use as (self-oxidizing) fuel and related stuff can be worked out later on, once PW confirms concept is possible.
@ PW: just as a concept, would any of these be impossible in ER?
((Oh god. Did you really have to show Saint the VR machines? There goes any hope of roleplaying for the next couple weeks, I suppose. ;p))
When Simus finishes describing her assignment, Saint draws in a breath as if to speak, but he stays silent. Saint then follows the group to the VR machines, and gets in one after watching a few others go through the process.
Once inside, he spends his first few minutes simply watching the other participants. However, before long he walks a distance away and sets up a self contained box with a battlesuit inside. He spends several minutes examining the machine inside and out, and when that isn't enough, he checks what it was designed to fight, and how well it worked. Finally, he decides to spawn three self contained arenas. Each one has a standard UWM battlesuit fighting an enemy who has had time to equip and prepare themselves to fight one. The first arena has Altered, the second has UWM infantry, and the last has whatever the most effective rebel group that fought the UWM was. Saint pays close attention to how these forces defeat a battlesuit, or even if they're capable.
Finally, Saint pulls up the armory and spawns friendly UWM troopers equipped with the various lower tier weapons, and simply directs them to fire at dummy battlesuits. Only after watching for awhile does he launch into the actual design process.Spoiler: Actual weapon design stuff (click to show/hide)
((Useless RP stuff at the beginning of the post is because Simus said this was testing how people work. So, I showed how Saint would work through the problem. Of course, I already know most of the stuff, so only a little bit is bolded.
Pre-post edit: Dangit, Radio! I should have posted this last night instead of waiting to proofread. Now we're building the same basic thing.))
At the moment, I have two ideas:
1. A nuclear explosive thingy small enough to be used as a bullet or other such projectile (likely a larger-caliber one), for when normal explosive rounds just aren't enough.
2. Synthflesh/Normalflesh hybrids. I have some ideas, but first I need to make sure this is possible and sane.
-snip-Enter Ms. Simus's VR Session
"Miss Simus, do we have a budget or something like that? Do we have restrictions on what we can make it be?"
Spoiler: Actual weapon design stuff (click to show/hide)
I should probably get to work on an idea. Let's see...A black box that can do a single thing when activated. They can be used for things such as shields or manipulator countermeasures. Very expensive, limited uses.
How do automanipulators work, again?
Most of your job in there is observation, alright? You need not participate, but I wouldn't mind if you did."Understood, ma'am."
limited batteries, and you can make them do anything a non-overloaded manip can do, but only that one thing. it cannot be adjusted. they do not rely on nearby people.I think I know what I want my device to do, but exact specs rely on one question:
I wish to try and make a gauss shotgun.If I understand gauss, you just need a bunch of steel ball bearings contained in a proper shell.
I think the principles would be pretty easy, and also layered with magnet magic which I as a player don't know about, so I'm keeping it simple.
I wish to try and make a gauss shotgun.If I understand gauss, you just need a bunch of steel ball bearings contained in a proper shell.
I think the principles would be pretty easy, and also layered with magnet magic which I as a player don't know about, so I'm keeping it simple.
So you probably need a lot more than that.
There is already shotgun ammo available for the gauss rifle. It's called blackshot.
We REALLY need to do some science on Grate.I'm pretty sure that was a nigh-impossible-to-reproduce event. Like the weird hard-water-and-lightning accident that made The (first) Flash. Or the gamma bomb that made the Hulk.
I mean think about it, if we could give his quantum immortality to OUR TITAN....
((Sean, you can use whatever, just so long as you're not spawning complete weapons at cutting laser level and up. And I'm not working on the engineering challenge.))I think the core of the issue here is that you need quite a lot of energy to start the reaction regardless. Part through magnetic compression, part through radio excitation, but still a lot of energy. That you get a whole lot more back is obvious, but you need that starting spark, and that means a very high-density power cell, like the ones in the Black Death.
I'm basing this thing on a design that uses it for propulsion (kind of like an Orion, but the detonation occurs at the throat of a magnetic nozzel and the fusion products and lithium are the reaction mass) - with a recycle rate of 14 seconds per pulse. And there's actually not that much fusion fuel to ionize - the lithium (actually, now I've read a study or two more... aluminium is better, swap that in instead) combined with the theta pinch (what I was reading for info was wrong, it's not a z-pinch, but a theta pinch that compresses the metal liner around the fuel) is what does most of the work - and scaling up the power of the device is done, it seems, by making the liner more massive (makes sense, I suppose - the fusion fuel ends up being crushed even more with the additional mass).
Though if it's really that much of an issue, we could swap fuels to a mix with a lower Lawson Criterion (deuterium-tritium, perhaps), since if less energy is required to set off the bomb but the energy from compression remains the same, then it should require less energy given to the fuel by radio excitation.
While not a particularly bad idea, I see two issues with that. Maybe three.True. I could set it higher, but I'm worried about excessive collateral damage and remembering that the AM at one point said that that's about the ideal size for amp stuff.
First, it's got such a low blast radius. If it's fired from a mortar, it's really only useful against a target that's entirely stationary for long periods of time- mortars have a long travel time, and are fairly innaccurate.
Second, it's probably reaally expensive. Matter conversion manips are just plain expensive without needing to be automated, an automated one's gonna cost more than twenty tokens, not even factoring in the launcher or casing or anything.Wait, there was a 20-token budget? I missed that. Well, I might need to change the concept. Although this should work pretty well as an anti-armor round, neh? Up the radius a bit and it's great against starships (not enough to eat the whole starship, but enough to cut through both walls of the room?).
(Maybe) Third, I think automanips are decently fragile. Even with padding, you might need an inertia dampening manip just to make it survive the trip. And then you'd have a mortar round that costs more than an Avatar of War.I certainly hope I don't need all that.
Plus, you could always just fire a traditional mortar round. It does require a direct hit anyways, so just a solid slug of metal should be able to take out a battlesuit....If it did, wouldn't this be pretty pointless as an exercise?
diminutive, but not fine, nor tiny, if you want dnd terms and my memory of the progression is correct.T,D,F I think.
I think that a laser/heat shield-automanipulator costs 7 tokens and has 20 charges. Ask Bishop. Or search the on ship thread a bit for when he bought them.Something like that could work if this turns out to...not.
You're probably better off using nukes or explosives or melter rounds or... anything really.Been done. We're supposed to think of new stuff, aren't we?
Oh, idea. Make an automanipulator that heats everything in a line in front of it to a ridiculous degree. Essentially a short-range man-portable avatar-strength pulse-laser. Good for a short range anti tank weapon. Or depending on how much power it can put out and what shapes it can project energy in, it can also act as a shield or door opener. Or you could use a telekinetic automanip to disintegrate stuff in front of you with some sort of anti-gravity field. Really, automanipulators have many applications as conventional weapons.Another few ideas.
Neither are impossible, but that chemical charge might be hard to get balanced perfectly. And I doubt you can make that missile really reusable. Even if it is in theory I doubt many will survive to be reused.
OY!Do yer own frikkin' research! Though now that the search function is borked, I guess one could be forgiven for not wanting to use that unpractical solution using google search.
How do automanips work? I need some help before I can start with Grate's design.
And thereby my tinker project is already completed.Indeed, a good tinkerer will always start out with researching if there are existing things already that do what you need. A good tinkerer is quite lazy, like a good programmer really.
Man I'm good at this.
We REALLY need to do some science on Grate.We need to determine what Grate retains from his current form when he dies. e.g. If his brain is removed to be put into a synthflesh body, does he even keep the quantum immortality?(problem: if not, the whole enterprise becomes kinda moot, since the only way of testing it is killing Grate and seeing what happens)
I mean think about it, if we could give his quantum immortality to OUR TITAN....
Do yer own frikkin' research! Though now that the search function is borked, I guess one could be forgiven for not wanting to use that unpractical solution using google search.What would I even search for? "Automanip" would turn up every post someone mentioned one in, and every post quoting one of those, and most quoting one of those. It's not just being able to search; knowing what to search for is also important.
We need to determine what Grate retains from his current form when he dies. e.g. If his brain is removed to be put into a synthflesh body, does he even keep the quantum immortality?(problem: if not, the whole enterprise becomes kinda moot, since the only way of testing it is killing Grate and seeing what happens)And three questions come up with this.
And if he dies while being full synthflesh, does he return full synthflesh? If yes, interesting options there.
((Sean, you can use whatever, just so long as you're not spawning complete weapons at cutting laser level and up. And I'm not working on the engineering challenge.))I think the core of the issue here is that you need quite a lot of energy to start the reaction regardless. Part through magnetic compression, part through radio excitation, but still a lot of energy. That you get a whole lot more back is obvious, but you need that starting spark, and that means a very high-density power cell, like the ones in the Black Death.
I'm basing this thing on a design that uses it for propulsion (kind of like an Orion, but the detonation occurs at the throat of a magnetic nozzel and the fusion products and lithium are the reaction mass) - with a recycle rate of 14 seconds per pulse. And there's actually not that much fusion fuel to ionize - the lithium (actually, now I've read a study or two more... aluminium is better, swap that in instead) combined with the theta pinch (what I was reading for info was wrong, it's not a z-pinch, but a theta pinch that compresses the metal liner around the fuel) is what does most of the work - and scaling up the power of the device is done, it seems, by making the liner more massive (makes sense, I suppose - the fusion fuel ends up being crushed even more with the additional mass).
Though if it's really that much of an issue, we could swap fuels to a mix with a lower Lawson Criterion (deuterium-tritium, perhaps), since if less energy is required to set off the bomb but the energy from compression remains the same, then it should require less energy given to the fuel by radio excitation.
The entire device ends up being the aluminum fusion fuel canister surrounded by magnetic coils, plus radio antenna, plus power cell, arranged in a cylinder to be put into a missile, with the fusion canister up front. Only thing I can't say is how much energy needs to be delivered, so as to see how large the cell will need to be.
How feasible is it to have a device that blasts the nyan cat song at 125dB? Would enemy infantry be disabled by pain?Sods don't feel pain.
PEP weapons fire a laser pulse that is very intense but only a fraction of a second in duration. The pulse vaporizes a tiny portion of the hapless victim's clothing or skin, creating a plasma burst intense enough to knock the victim to the ground. This was intended to be used for crowd control. I don't know about you but it seems to me that a pulse strong enough to knock one down is also strong enough to make one's eyeballs explode if it hit your face. But I digress.
However, during test performed on animals, the researchers noticed something unexpected. The pulses were creating pain and temporary paralysis in the test animals. As it turns out, certain pulses would create a plasma burst emitting an electromagnetic signal of proper frequency to artificially stimulate the nerve endings in the animal's skin.
Viral videos transmitted via psychokinetic amp?
No, no, no.Viral videos transmitted via psychokinetic amp?THE ULTIMATE RICKROLL
Posted for the ease of people.1.Gauss cannons (the man portable guns that are basically upgraded, larger gauss rifles) have 16th kiloton shells.
This one is for you, piecewise:At the moment, I have two ideas:
1. A nuclear explosive thingy small enough to be used as a bullet or other such projectile (likely a larger-caliber one), for when normal explosive rounds just aren't enough.
2. Synthflesh/Normalflesh hybrids. I have some ideas, but first I need to make sure this is possible and sane.-snip-Enter Ms. Simus's VR Session
"Miss Simus, do we have a budget or something like that? Do we have restrictions on what we can make it be?"
Hrm. One horsepower = 3/4 of a kilowatt, so 200 HP would be 150 kW. But I feel like you want to avoid giving definite levels of energy, so I'll just say that from some quick googling it looks like a modern high-performance 200 HP engine would weigh a little under three hundred pounds. Is ER tech advanced enough to make a forty pound nuclear generator with similar or greater power output? If so, how fast would it charge a cutting laser's battery, assuming you had a rechargable battery?
Next question, how effective is the cutting laser at range? Test against a battlesuit at 100m, 500m, 1000m, 2000, and 3000m.
Lastly, you missed the actual bit of tinker in my post:Spoiler: Actual weapon design stuff (click to show/hide)
...
I am so sorry.
Edit: If I'm allowed to, use that +/-2 dynamic AUX bonus I was charging to write a virus that can infect a computer through a text message. Nothing particularly malicious, just a virus which allows me to remotely access whatever's infected. Focus on making it hard to detect. Save the virus on my wristpad for future use.
If I'm not allowed to do this, just let the dynamic bonus float away like wisps of smoke drifting above the fires of a burning school.
The intent with the penetrator is the same as a HEAP round. Shape the penetrator in such a way that the kinetic/explosive force applied results in most of the mass going forward as a directed armor-penetrating spike, even if it means the mass deforming, melting, and otherwise doing very bad things to itself. Make the penetrator like a double-helix spring tapering to a point, for instance. The pressure and destruction wave will travel in such a way that the outer layers, at the base of the spring, would fly forward with the most force, and funnel the rest of the penetrator into a single direction as it disintegrates in their wake. The double-helix spring shape will mean that the mass of the penetrator will have an infinitesimal amount more time to react to the force applied, so that it doesn't all shatter in one go. That sort of thing.
IS THE WRIST MOUNTED GRAPPLING HOOK MOTORIZED? CAN IT LIFT 300 POUNDS FAST? WHERE IS THE MOTOR LOCATED? HOW MUCH DOES IT COST?It can be. It could. Probably on the upper arm. 4 or 5 tokens.
Also, I will try to make a kinetic amplified axe.The kinetic amp is stuck to one wall of a sealed chamber inside the axe. When swung, the kinetic amp will activate and push all the air in the chamber to one side, creating a powerful pneumatic effect. Kinetic amps have no equal and opposite reaction, so this will propel the axe forward with a lot of force.Spoiler: Diagram. (click to show/hide)
Add a button on the handle of the axe. When pressed down, it will activate the kinetic amp. When released, it will turn the amp off.
Same game different rules...I have no idea what you're trying to make there. Pump with a laser? Help.
enter session with simus and others move slightly away from the group spawn two battle suits facing each other one normally assembled and one shown mechanically explodedtest systemSpoiler: design (click to show/hide)
Hey, how big is an automanip? Such information is important for my planned Battlesuit-killer!Depends on what they're being used for and how powerful they are. The ones in cannons like the ones on the sword are the size of small trucks.
You don't need to be piecewise to answer, you know...
((Sean, you can use whatever, just so long as you're not spawning complete weapons at cutting laser level and up. And I'm not working on the engineering challenge.))
I'm basing this thing on a design that uses it for propulsion (kind of like an Orion, but the detonation occurs at the throat of a magnetic nozzel and the fusion products and lithium are the reaction mass) - with a recycle rate of 14 seconds per pulse. And there's actually not that much fusion fuel to ionize - the lithium (actually, now I've read a study or two more... aluminium is better, swap that in instead) combined with the theta pinch (what I was reading for info was wrong, it's not a z-pinch, but a theta pinch that compresses the metal liner around the fuel) is what does most of the work - and scaling up the power of the device is done, it seems, by making the liner more massive (makes sense, I suppose - the fusion fuel ends up being crushed even more with the additional mass).
Though if it's really that much of an issue, we could swap fuels to a mix with a lower Lawson Criterion (deuterium-tritium, perhaps), since if less energy is required to set off the bomb but the energy from compression remains the same, then it should require less energy given to the fuel by radio excitation.
So, several inches?This is basically the same as the Microwave glue bomb someone made elsewhere in this reply. Except it's gonna be more expensive. and bigger.
Mortar shell or something it is, I guess.Grate attempts to make the aforedescribed weapon for his Simus project, without destroying his virtual self.Spoiler: The Grate Shell (click to show/hide)
QuoteNeither are impossible, but that chemical charge might be hard to get balanced perfectly. And I doubt you can make that missile really reusable. Even if it is in theory I doubt many will survive to be reused.
For shaped chemical charge: how large would the smallest round be that can still reliably penetrate battlesuit frontal armor?
For automanip launcher: what is the smallest size the 'inner core' could be (this includes the automanip, guidance computers and other reusable but vulnerable bits)? And would it be possible to protect the inner core from damage when using a combination of padding, shock absorbers (hydraulic, springs and/or pneumatic) and a crumple zone?
((Also, hot damn it seems everybody and his grandmother is experimenting with automanips all of the sudden. Do I get a prize for starting a trend? :P ))QuoteOY!Do yer own frikkin' research! Though now that the search function is borked, I guess one could be forgiven for not wanting to use that unpractical solution using google search.
How do automanips work? I need some help before I can start with Grate's design.QuoteAnd thereby my tinker project is already completed.Indeed, a good tinkerer will always start out with researching if there are existing things already that do what you need. A good tinkerer is quite lazy, like a good programmer really.
Man I'm good at this.QuoteWe REALLY need to do some science on Grate.We need to determine what Grate retains from his current form when he dies. e.g. If his brain is removed to be put into a synthflesh body, does he even keep the quantum immortality?(problem: if not, the whole enterprise becomes kinda moot, since the only way of testing it is killing Grate and seeing what happens)
I mean think about it, if we could give his quantum immortality to OUR TITAN....
And if he dies while being full synthflesh, does he return full synthflesh? If yes, interesting options there.
1.Gauss cannons (the man portable guns that are basically upgraded, larger gauss rifles) have 16th kiloton shells.And how big are those shells? Could they be sized down to normal-bullet-sized ones, albeit with smaller yields? Would any such bullets be able to be fired at people without the shooter being in danger?
2. They don't hybridize. You can have a synth-flesh limb attached to a normal body, but they're not hybrid, it's just attached like a normal robot limb or prosthetic.That's boring.
...Might not be practical for my plans.Hey, how big is an automanip? Such information is important for my planned Battlesuit-killer!Depends on what they're being used for and how powerful they are. The ones in cannons like the ones on the sword are the size of small trucks.
You don't need to be piecewise to answer, you know...
How big would an automanip for something like that be? And how flexible of a shape?So, several inches?This is basically the same as the Microwave glue bomb someone made elsewhere in this reply. Except it's gonna be more expensive. and bigger.
Mortar shell or something it is, I guess.Grate attempts to make the aforedescribed weapon for his Simus project, without destroying his virtual self.Spoiler: The Grate Shell (click to show/hide)
Gain medium = the object that produces a laser (coherent light) when energised with another energy source including other lasersSame game different rules...I have no idea what you're trying to make there. Pump with a laser? Help.
enter session with simus and others move slightly away from the group spawn two battle suits facing each other one normally assembled and one shown mechanically explodedtest systemSpoiler: design (click to show/hide)
((I normally call that a "lasing medium". And it would really do to take a page out of the Star Trek book on technological specifications, and provide concise descriptions to go with your technobabble - regardless of whether the babble is fictional or realistic, because past a certain point many people won't be able to tell. Like PW there. :)Gain medium = the object that produces a laser (coherent light) when energised with another energy source including other lasersSame game different rules...I have no idea what you're trying to make there. Pump with a laser? Help.
enter session with simus and others move slightly away from the group spawn two battle suits facing each other one normally assembled and one shown mechanically explodedtest systemSpoiler: design (click to show/hide)
Pump = energy source for Gain medium
As above
((I normally call that a "lasing medium". And it would really do to take a page out of the Star Trek book on technological specifications, and provide concise descriptions to go with your technobabble - regardless of whether the babble is fictional or realistic, because past a certain point many people won't be able to tell. Like PW there. :)((a good thind to keep in mind :)))
For PW's convenience, you are making a shoulder-fired laser cannon out of a capacitor bank and a series of reinforced laser rifle emitters chained to fire in phase - a linear phased array laser with a backpack powersource, if that even makes sense.))((Well that is entirely accurate,and yes I have absolutely no clue how powerful the final beam would be or its power drain))
((I normally call that a "lasing medium". And it would really do to take a page out of the Star Trek book on technological specifications, and provide concise descriptions to go with your technobabble - regardless of whether the babble is fictional or realistic, because past a certain point many people won't be able to tell. Like PW there. :)((a good thind to keep in mind :)))For PW's convenience, you are making a shoulder-fired laser cannon out of a capacitor bank and a series of reinforced laser rifle emitters chained to fire in phase - a linear phased array laser with a backpack powersource, if that even makes sense.))((Well that is entirely accurate,and yes I have absolutely no clue how powerful the final beam would be or its power drain))
Hey, it works in XCOM. Anastasiya "Socks" Smirnova, may she rest in peace, can prove it.YOU LET "Socks" DIE? YOU BASTARD, I TOLD YOU NOT TO DO THAT.
1.Gauss cannons (the man portable guns that are basically upgraded, larger gauss rifles) have 16th kiloton shells.And how big are those shells? Could they be sized down to normal-bullet-sized ones, albeit with smaller yields? Would any such bullets be able to be fired at people without the shooter being in danger?Quote2. They don't hybridize. You can have a synth-flesh limb attached to a normal body, but they're not hybrid, it's just attached like a normal robot limb or prosthetic.That's boring.
What's the fleshy part of synthflesh, anyways? Plastic? Rubber? Undefined intermediate polymer?Quote...Might not be practical for my plans.Hey, how big is an automanip? Such information is important for my planned Battlesuit-killer!Depends on what they're being used for and how powerful they are. The ones in cannons like the ones on the sword are the size of small trucks.
You don't need to be piecewise to answer, you know...QuoteHow big would an automanip for something like that be? And how flexible of a shape?So, several inches?This is basically the same as the Microwave glue bomb someone made elsewhere in this reply. Except it's gonna be more expensive. and bigger.
Mortar shell or something it is, I guess.Grate attempts to make the aforedescribed weapon for his Simus project, without destroying his virtual self.Spoiler: The Grate Shell (click to show/hide)Spoiler: Another Grate Weapon (click to show/hide)
PROJECT OVERWATCH:Oh god thats a lot of text.
Yeah, TPU is on the wiki. I put it there.
Problem is that there's no weight for anything, so I don't know if strapping two gauss cannon generators on the thing would be light enough, or if it is how much weight I have left over. Although... really, a cutting laser should draw massively more power than 200 HP, so it's probably not very important...
How much would an 8 TPU generator (four gauss rifle/two gauss cannon equivalent) cost by itself, without the extra costs presumably caused by needing gauss generators to be miniaturized? Twenty pounds, unless it can be smaller for the same price.
Next question, how effective is the cutting laser at range? Test against a battlesuit at 100m, 500m, 1000m, 2000, and 3000m.
-----------
PROJECT ABS-8
As to the sticky rocket, twenty degrees is a lot. At least, if it affects the right area- the brain. If your brain is just a few degrees off temp, it's doing pretty bad. Serious seizures start happening when your brain is just five degrees over. Twenty degrees should start doing damage pretty much immediately, making coordinated dexterity hard at the least. And then, even if the manip cuts out after five seconds, their brain is still hot, and it's not going to cool before the pilot goes into a coma. Especially considering the air jumped twenty degrees too. Oh, and full robobodies should be just as susceptible- they have brains to cook too.
As far as range... How big is a battlesuit? Is the head of the pilot more than three meters up? If so, how much would it cost to increase the automanip's heating radius so it's one meter taller than a battlesuit? I'll assume it costs one token for the test.
So: Take the design I have. Create a large urban battlefield, then spawn two opposing forces a distance away. Each is composed of fifty sods with MKI suits and gauss or laser rifles alongside five battlesuits piloted by a UWM trooper in MKI. One side gets five trained UWM operatives equipped with my launcher, and four tokens worth of stealth technology for sneaking up on a battlesuit. The other side gets the same operatives, but only equipped with Piezoelectric shard launchers- no stealth stuff.
Both sides have remote commanders who have good knowledge of their force's positions, and good communications with the troops.
Run the battle an arbitrary amount of times. Who wins more often? Try to figure out why- what's the biggest failing in my weapon?
((I'm mildly surprised that this might be a feasible weapon. Only costs eight or nine tokens, and extra shots cost two if you can recover the manip. Also, it can function as a trap, leaves the battlesuit at least mostly recoverable, and should be pretty light. It's not even as short ranged as I thought it would be.
It's actually really similar to a futuristic AT4 with some added functionality, come to think of it.))
So...just a big laser? I'm not seeing what makes this different from a normal laser, but bigger. Are you just trying to take a cutting laser and turn it into more of a pulsed thing?Gain medium = the object that produces a laser (coherent light) when energised with another energy source including other lasersSame game different rules...I have no idea what you're trying to make there. Pump with a laser? Help.
enter session with simus and others move slightly away from the group spawn two battle suits facing each other one normally assembled and one shown mechanically explodedtest systemSpoiler: design (click to show/hide)
Pump = energy source for Gain medium
As above
Succinctly, yes. And it should work, in theory. I don't have very many concrete numbers, especially since I adapted the idea from a propulsion system. But I'm fairly sure the theory is good.((To put it in simple and wildly inaccurate layman's terms, this is mostly just a different way of achieving the fusion conditions - temperature and pressure. It really boils down to compressing the fusion fuel and adding energy to it. The radio antenna adds the energy, in lieu of massive compression heating. The aluminum shell in a magnetic field does essentially this (http://www.youtube.com/watch?v=5sxuBsAFuI4), except the shell is very thin and the field is more uniform, resulting in uniformly and rapidly compressed shell, with the fuel compressed inside, and the radio antenna pumps in enough energy to achieve fusion.
Anton, those are not up to me, it's Miyamoto you want for deciding on your fire extinguisher of a flying plasma cannon, as well as on your armed shuttles. And i'll see your side project when the others finish their task and I've decided whether they can stay. I already have some idea, but this is the finisher. And I'm sure you can ask Jim and Milno to come and see something if you want them to, just text them."Oh, is that the device? I see. Curious. A rather... different setup. Cheaper, but different. Seems like it needs a whole lot of power to initiate. Might want to take a page from the Black Death and use one of the extreme-density power cells, if it'll scale down well enough, otherwise I really don't see it fitting in a missile warhead. Not on a shuttle-carried missile, at least. Power cells be heavy.
Oh, and that improved pure fusion bomb I talked with you about? I have it here. Fairly simple when it comes down to it, yes? This one is optimized to a 1 kiloton yield, but it can be scaled up and down - well, down to a point - by changing the thickness of the aluminium liner, see?
Secondary idea:This already exists. Faith found them in the vr a long time ago. They work well on solid terrain, but dig a pit if you try using them on soft ground.
As we all know, every action has an equal and opposite reaction. In the case of walking and jumping, we apply a force to the ground, and the ground applies a force to us.
Create a person with kinetic amps in his boots, right-side-up and up-side-down. See what happens with these two when they walk, run, and jump. Spawn new people as needed.
I think that won't work. Kinetic amps don't have opposite reaction.I know this. However, the reaction the ground (or whatever) gives is an action, which can be enhanced.
((A more efficient, cheaper, more powerful laser that can be broken down into the primary parts of 3 laser rifles (one with a sniper scope) also It would be 3 laser rifles trained on one spot (if the power gain is linear)))
Which automanip is lighter-sized? The beam-hydrogenizing one? What makes the automanips need to be bigger (ie, is it just complexity or does increasing AoE/magnitude make it bigger too?), and how much? Can you think of a better word for this than "hydrogenizing"?No, that one would be bigger. Harder job. Converting material is the most difficult thing to do.
Put the automanip in a pistol grip. Make sure not to put it in backwards or anything stupid like that. Add a laser sight (you don't want to be missing with this) and a trigger. Change the cylindrical beam from 20 cm wide to 2 cm wide, and make it start right in front of the "barrel" (the other end is still 20 meters away). Fire this at a battlesuit. Observe results.
Can automanips be targeted by remote beacon thing? E.g, toss a beacon at someone, press a button, the automanip blows up the beacon?
What kind of armor is this, anyways? Materials? Structure?
And why is synthflesh so special if it's just organic? Or is that information above my security clearance? Would it be possible to infuse normal flesh with synthiness?
Succinctly, yes. And it should work, in theory. I don't have very many concrete numbers, especially since I adapted the idea from a propulsion system. But I'm fairly sure the theory is good.
Anton, those are not up to me, it's Miyamoto you want for deciding on your fire extinguisher of a flying plasma cannon, as well as on your armed shuttles. And i'll see your side project when the others finish their task and I've decided whether they can stay. I already have some idea, but this is the finisher. And I'm sure you can ask Jim and Milno to come and see something if you want them to, just text them.
Oh, and that improved pure fusion bomb I talked with you about? I have it here. Fairly simple when it comes down to it, yes? This one is optimized to a 1 kiloton yield, but it can be scaled up and down - well, down to a point - by changing the thickness of the aluminium liner, see?
Hrm. Can the overwatch project for now. Still useful as anti-infantry, but not as nice as it was.
So:
Why would it have to hit the exact right spot? I said to make the manip heat everything withing a three meter radius, and upgraded that to a four meter radius. That should create a sphere of heat centered on the manip. If it hits the battlesuit's foot, every part of the entire machine should be hit, because the manip isn't leaving holes. In fact, if the pilot's head is seven feet up, it should be able to hit the ground four feet away and still catch his brain.
Maybe you're confused because I said radius? If it has a four meter radius, it creates an eight meter wide sphere centered on the manip.
Not that you should aim at the ground, it's just that rolling a three should be sufficient, because that's a "near-miss".
Modify the design slightly. Change the activation signal so that an MK suit can transmit it, like the mininukes in the armory. Also, modify the projectile so that it has a little handle or something, for easy manipulation.
Re-run the sim with the corrected design, and tell the users of this thing that it can be used as a trap- hide the projectile at the entrance to an alley, then activate it when a battlesuit walks over. Also, place seven users of my device rather than five, but remove the stealth equipment.
Work in progress.
"Halberd"Rapid Battle Unit
Armour: Electro Reactive Armour
Height: Around 16 ft (how many meters is that?) tall for most configurations.
Weapons: 1 Coilgun or equivalent rapid fire weapon along with a choice of either a under barrel rocket launcher or a bayonet type weapon. 1 mech scale dagger or sword type weapon for melee. 2x shoulder blades as well. 1 optional wrist mounted shield made of battle suit plate.
Movement: Roller blade style system mounted on feet to allow for quick movement across most surfaces with ability to be stowed inside the feet to allow for movement on rougher surfaces such as a wreckage strewn fields or mountains.
Cargo: 1 Pilot and/or AI controlled.
Support: Auto repair kit.
Operation: This configuration is designed to rapidly engage enemy forces while being supported by other Halberds and other friendly units including infantry and air support. And if equipped with a under barrel rocket launcher, it can engage enemy armour units if it has to.
Advantages: Speed, adaptability and same basic parts used in all configuration.
Disadvantages: not as heavily armoured as units such as a battlesuit.Spoiler: Appearance of Standard config (With the pilot begin enclosed of course) (click to show/hide)
No, that one would be bigger. Harder job. Converting material is the most difficult thing to do.Wait, then which one was lighter-sized? And how big would the hydrogenizing one be?
"Transmuting into hydrogen?"A bit clunky, but it works I guess.
Nuuuuh. Has to be a confined area. Beams have no end. It would just convert everything forever in that direction. Nuuuuh.Damn my poor word choice! It's supposed to end after 20 meters.
Nuuuuh. They only target in relation to themselves and always the same way.Darn.
Armor? What?Oh, right, you can't be expected to remember what I was doing last time. You're busy.
I have completed your assigned project. My device has proven to be four tokens cheaper than the piezoelectric shard generator, although combat simulations have shown it to be somewhat less effective as well.
Notably, it leaves the battlesuit mostly recoverable, and has the capacity to be used as a trap. Frankly, the latter function is probably more useful than firing it- its primary reason for being conventionally launched is to fulfill your assignment's requirement.
((A more efficient, cheaper, more powerful laser that can be broken down into the primary parts of 3 laser rifles (one with a sniper scope) also It would be 3 laser rifles trained on one spot (if the power gain is linear)))
Hmm. So excuse my possible lack of comprehension here.
Basically, you want to take three laser rifles apart and then stick them together into a single rifle with the beams all being focused through one lens to make a beam that is 3 times as powerful as an average laser rifle?
((You won't get more power than 3 laser rifles, but you will be able to do more damage than 3 laser rifles, since you are delivering all the energy as a single beam. Not by much, however.((A more efficient, cheaper, more powerful laser that can be broken down into the primary parts of 3 laser rifles (one with a sniper scope) also It would be 3 laser rifles trained on one spot (if the power gain is linear)))
Hmm. So excuse my possible lack of comprehension here.
Basically, you want to take three laser rifles apart and then stick them together into a single rifle with the beams all being focused through one lens to make a beam that is 3 times as powerful as an average laser rifle?
((Yes, although the output would be higher than simply three laser rifles I believe, as each beam is charged with the preceding ones it would have power over 1 second equal to 3 laser rifles over a time period of the overall charge))
Look at you throwing around the Armor shrikes and Double edges like I don't have the box set of Blue gender on my shelf AT THIS VERY DAMN MOMENT.Work in progress.
"Halberd"Rapid Battle Unit
Armour: Electro Reactive Armour
Height: Around 16 ft (how many meters is that?) tall for most configurations.
Weapons: 1 Coilgun or equivalent rapid fire weapon along with a choice of either a under barrel rocket launcher or a bayonet type weapon. 1 mech scale dagger or sword type weapon for melee. 2x shoulder blades as well. 1 optional wrist mounted shield made of battle suit plate.
Movement: Roller blade style system mounted on feet to allow for quick movement across most surfaces with ability to be stowed inside the feet to allow for movement on rougher surfaces such as a wreckage strewn fields or mountains.
Cargo: 1 Pilot and/or AI controlled.
Support: Auto repair kit.
Operation: This configuration is designed to rapidly engage enemy forces while being supported by other Halberds and other friendly units including infantry and air support. And if equipped with a under barrel rocket launcher, it can engage enemy armour units if it has to.
Advantages: Speed, adaptability and same basic parts used in all configuration.
Disadvantages: not as heavily armoured as units such as a battlesuit.Spoiler: Appearance of Standard config (With the pilot begin enclosed of course) (click to show/hide)
What do you think Piecewise, is there anything you think I should add or change?
No, that one would be bigger. Harder job. Converting material is the most difficult thing to do.Wait, then which one was lighter-sized? And how big would the hydrogenizing one be?Quote"Transmuting into hydrogen?"A bit clunky, but it works I guess.QuoteNuuuuh. Has to be a confined area. Beams have no end. It would just convert everything forever in that direction. Nuuuuh.Damn my poor word choice! It's supposed to end after 20 meters.QuoteNuuuuh. They only target in relation to themselves and always the same way.Darn.QuoteArmor? What?Oh, right, you can't be expected to remember what I was doing last time. You're busy.
I was asking what kind of armor the battlesuits we're supposed to be penetrating are.
Make an automanip that transmutes a 1-cm-wide, 20-meter-long cylinder in front of it into hydrogen. Determine how big it is, and if it could be made to fit in/as part of a pistol/rifle/whatever frame. If so, put a laser sight on it (again, not a weapon you want to miss with) and test it out on a guy in a battlesuit, to see how well it works. Estimate cost of setup.In case this doesn'tBecause this probably won't work efficiently, also work on something else. Maybe some kind of armor-piercing nuclear bullet? This would be a lot easier if my inquiry about the armor was understood...
Save project as open-source in Tinker.Spoiler: SS/BEARD-9 (click to show/hide)
Send the schematics to Simus, along with the following message.Quote from: From Steve Saint to Simulacrus Ferratum-Inanis
I have completed your assigned project. My device has proven to be four tokens cheaper than the piezoelectric shard generator, although combat simulations have shown it to be somewhat less effective as well.
Notably, it leaves the battlesuit mostly recoverable, and has the capacity to be used as a trap. Frankly, the latter function is probably more useful than firing it- its primary reason for being conventionally launched is to fulfill your assignment's requirement.
((Normally, Saint would set up a demonstration of the device and give a run down on its capabilities in person, but I've been in the hospital for two weeks and just went through surgery so... not feeling it. Sorry.))
Finally, relax and have the VR pull up information on the red moon rebellion. Don't look for anything in particular, just let the VR show me stuff. (Hint hint PW)
20 meters long and 2 cm thick? You're gonna learn someday that it's not length that really matters, it's girth. So yeah Doing that....size of a brick. Would be effective though.Length is, however, useful if you don't want to close to melee range with whatever you're shooting at.
Oh. It's a composite of very hard metallic-ceramics laced with reflective fibers. Good against both solid and laser projectiles. Less good against plasma.Hm. I really wish I knew more about ceramics.
I'M IN TINKER AGAIN
WHY AM I IN TINKER AGAINLook at you throwing around the Armor shrikes and Double edges like I don't have the box set of Blue gender on my shelf AT THIS VERY DAMN MOMENT.Work in progress.
"Halberd"Rapid Battle Unit
Armour: Electro Reactive Armour
Height: Around 16 ft (how many meters is that?) tall for most configurations.
Weapons: 1 Coilgun or equivalent rapid fire weapon along with a choice of either a under barrel rocket launcher or a bayonet type weapon. 1 mech scale dagger or sword type weapon for melee. 2x shoulder blades as well. 1 optional wrist mounted shield made of battle suit plate.
Movement: Roller blade style system mounted on feet to allow for quick movement across most surfaces with ability to be stowed inside the feet to allow for movement on rougher surfaces such as a wreckage strewn fields or mountains.
Cargo: 1 Pilot and/or AI controlled.
Support: Auto repair kit.
Operation: This configuration is designed to rapidly engage enemy forces while being supported by other Halberds and other friendly units including infantry and air support. And if equipped with a under barrel rocket launcher, it can engage enemy armour units if it has to.
Advantages: Speed, adaptability and same basic parts used in all configuration.
Disadvantages: not as heavily armoured as units such as a battlesuit.Spoiler: Appearance of Standard config (With the pilot begin enclosed of course) (click to show/hide)
What do you think Piecewise, is there anything you think I should add or change?
So wha, you wanna make a double edge, but one that doesn't make you go kill crazy? Seems reasonable. Hell, they're one of the few mechs that are really sorta realistic in anime. Reasonable size, move quickly using wheels instead of running, etc.
Pretty much. The fibers will diffuse lasers and make them much less effective, but the plasma just freaking melts them and the armor.20 meters long and 2 cm thick? You're gonna learn someday that it's not length that really matters, it's girth. So yeah Doing that....size of a brick. Would be effective though.Length is, however, useful if you don't want to close to melee range with whatever you're shooting at.QuoteOh. It's a composite of very hard metallic-ceramics laced with reflective fibers. Good against both solid and laser projectiles. Less good against plasma.Hm. I really wish I knew more about ceramics.
Why is plasma more effective? Is it the heat?
Probably something like 15 tokens for the whole thing, with weapons and such. Because they're not terribly complex, kinda like a light battlesuit but with less options. Weapons, at least the normal guns, would all cost about the same. Think..5 tokens.I'M IN TINKER AGAIN
WHY AM I IN TINKER AGAINLook at you throwing around the Armor shrikes and Double edges like I don't have the box set of Blue gender on my shelf AT THIS VERY DAMN MOMENT.Work in progress.
"Halberd"Rapid Battle Unit
Armour: Electro Reactive Armour
Height: Around 16 ft (how many meters is that?) tall for most configurations.
Weapons: 1 Coilgun or equivalent rapid fire weapon along with a choice of either a under barrel rocket launcher or a bayonet type weapon. 1 mech scale dagger or sword type weapon for melee. 2x shoulder blades as well. 1 optional wrist mounted shield made of battle suit plate.
Movement: Roller blade style system mounted on feet to allow for quick movement across most surfaces with ability to be stowed inside the feet to allow for movement on rougher surfaces such as a wreckage strewn fields or mountains.
Cargo: 1 Pilot and/or AI controlled.
Support: Auto repair kit.
Operation: This configuration is designed to rapidly engage enemy forces while being supported by other Halberds and other friendly units including infantry and air support. And if equipped with a under barrel rocket launcher, it can engage enemy armour units if it has to.
Advantages: Speed, adaptability and same basic parts used in all configuration.
Disadvantages: not as heavily armoured as units such as a battlesuit.Spoiler: Appearance of Standard config (With the pilot begin enclosed of course) (click to show/hide)
What do you think Piecewise, is there anything you think I should add or change?
So wha, you wanna make a double edge, but one that doesn't make you go kill crazy? Seems reasonable. Hell, they're one of the few mechs that are really sorta realistic in anime. Reasonable size, move quickly using wheels instead of running, etc.
How many tokens would it cost with the normal weapons? And how much would each weapon or option like the double blades cost if the characters decided to change the weapons? And how much would something more like the Armour shrikes before the Double Edge appeared?
((Aww, I was hoping for some quality PW storytelling. Oh well.))
Bleh. If PW feels like storytelling/worldbuilding, have the VR find something interesting to show me. Otherwise, pull up an MK suit suit and start charging a dynamic AUX bonus for looking at it.
test triple laser thingy on battle suit and save as "triple-laser-thingy"Well, it's not gonna be triple powerful (more like 2.5 because of losses through the focusing mediums) but it does alright against battlesuits. Really though, battle suits are bad targets to try lasers against since even cutting lasers have a hard time with them.
((Didnt they need to smash the actual bolas? Trying to break the wire itself seems like kind of a bad idea.))((There's a finite speed they can cut at, at the thickness where they can be used in bolas, and they are fundamentally fairly fragile when not taut - a battlesuit has enough armor to stay together long enough to wiggle itself until they break.))
GWG, that's already been done. Look up Bishop's MBL design. It's fairly effective against battlesuits, assuming they don't react quickly and break the cord.Goddammit. Someone really needs to...wait, someone already indexed all the tinker stuff, didn't they? Where did that go and has it been updated lately?
Again: I wish I knew more about ceramics. I'm willing to bet that battlesuit plate isn't as brittle as common pottery, though. And hm...conducts heat pretty well. Melts, obviously, but at high temperatures. And plasma is about the only non-esoteric way to get to those high temperatures. I'll try something...different.
I think I'll try something slightly 40k-inspired.
Title Project "Monobolas".
Connect two weights with the thin wire stuff a monorazor's "blade" is made out of. Include some kind of vibrator mechanism in the weights to make the wire oscillate (one retracts while the other releases).
Create a launcher which launches them at high speed. Perhaps a Gauss thing?
Test on a human, a wooden pillar, and a battlesuit. Determine price.
>Listen to PW ramble about unrelated stuff.Quiet worlds are probably one of the more interesting ideas, in my mind, when it comes to this game. It's a sort of fundamentally different vision of the end of the world; one not of big old nukes or viruses but where people just sort of went extinct in a quiet, peaceful manner and left behind a world of high tech, self sufficient machines. I really like the concept of exploring one of them; in fact on of the original ideas that come from ER was a sort of roguelike set in a quiet world where the objective would be to penetrate as deep into the substructure as you could. Perma death, of course, with people going on on their own or in groups; making your own weapons with high tech junk, plunging the increasingly strange and magical depths, etc.
GWG, that's already been done. Look up Bishop's MBL design. It's fairly effective against battlesuits, assuming they don't react quickly and break the cord.
Around 3500 c. Try some Dicyanoacetylene or oxygen lance.GWG, that's already been done. Look up Bishop's MBL design. It's fairly effective against battlesuits, assuming they don't react quickly and break the cord.Goddammit. Someone really needs to...wait, someone already indexed all the tinker stuff, didn't they? Where did that go and has it been updated lately?
Hm.
Determine how hot you need to get to melt or soften battlesuit armor. Ideally, this information would come with a suggestion or two on what (other than plasma) could easily reach such a temperature.
okay but not quite good enoughSo basically a higher speed, lower mass gauss rifle?
put the big laser thingy away and begin anew![/b]Spoiler: new design (click to show/hide)
I have set up a full VR demonstration of my SS/BEARD-9 prototype. I would like to walk you through it so I can detail its capabilities, so I have sent you an invitation.
However, in case you are too busy at the moment, I have also sent you a recording of myself walking through the demonstration and examining all the important things. I still recommend you join the demonstration yourself, simply so you can ask questions and test things that I have not thought of.
Spoiler: SS/BEARD-9 (click to show/hide)
Send the schematics to Simus, along with the following message.Quote from: From Steve Saint to Simulacrus Ferratum-Inanis
I have completed your assigned project. My device has proven to be four tokens cheaper than the piezoelectric shard generator, although combat simulations have shown it to be somewhat less effective as well.
Notably, it leaves the battlesuit mostly recoverable, and has the capacity to be used as a trap. Frankly, the latter function is probably more useful than firing it- its primary reason for being conventionally launched is to fulfill your assignment's requirement.
Around 3500 c. Try some Dicyanoacetylene or oxygen lance.Right after I look up what those are.
I will be judging when everyone's designs are done.
In the meantime, Anton, come and show me this idea you want to prototype.
Anton, having finished his conversation with Miyamoto, returns to Simus.Quote from: Simus>Anton, Steve SaintI will be judging when everyone's designs are done.
In the meantime, Anton, come and show me this idea you want to prototype.
A few problems with the design:1. Backup cpu makes it more like a headless cockroach, it will still meander around for a few days before kicking the bucket because it ran out of juice.
1. Shoot it in the head with a BFG and it becomes a mindless potato.
2. If it's knocked over, how is it going to get up?
3. Power. What's it powered by? Magfields can only get you so far.
4. It has too much firepower for its suggested usage (think russian tanks with like 20 guns). You'd need to cart along ammo, reducing speed and stuff we can move. Considering we spend most of our time either running or stealing, I'd remove some of the weapons and replace them with storage canisters, for carting samples on research missions and stolen goodies on assault missions.
5. Is the production cost worth it? Why not get a bunch of Sods to haul our crap instead?
although i still say he shoulda made a tricerabot.
A few problems with the design:1. Brain is in the back. Not the head. And better zombie then dead.
1. Shoot it in the head with a BFG and it becomes a mindless potato.
2. If it's knocked over, how is it going to get up?
3. Power. What's it powered by? Magfields can only get you so far.
4. It has too much firepower for its suggested usage (think russian tanks with like 20 guns). You'd need to cart along ammo, reducing speed and stuff we can move. Considering we spend most of our time either running or stealing, I'd remove some of the weapons and replace them with storage canisters, for carting samples on research missions and stolen goodies on assault missions.
5. Is the production cost worth it? Why not get a bunch of Sods to haul our crap instead or bring a pneumatic exo?
6. How easily replaceable are blown off legs?
Otherwise, nice. As long as the bastards don't act like anything remotely involving MLP.
A few problems with the design:((Most of these were already discussed.
1. Shoot it in the head with a BFG and it becomes a mindless potato.
2. If it's knocked over, how is it going to get up?
3. Power. What's it powered by? Magfields can only get you so far.
4. It has too much firepower for its suggested usage (think russian tanks with like 20 guns). You'd need to cart along ammo, reducing speed and stuff we can move. Considering we spend most of our time either running or stealing, I'd remove some of the weapons and replace them with storage canisters, for carting samples on research missions and stolen goodies on assault missions.
5. Is the production cost worth it? Why not get a bunch of Sods to haul our crap instead?
Honestly the only weapon you actually need is a single backlaser, this thing is a support platform not an assault droid.((The R2-"Artoo" is that. Just the headlaser and the tail-taser, the rest is handed arms and support paraphernalia. It can't power any weapons but those little lasers, so it's a true support unit with no extra fire support capacity. But it can hold other weapons. So it becomes a somewhat pricey replacement for a sod that can run faster and carry more, but is otherwise limited in the same basic ways.))
If your really worried about antons signature weapon being included just tie a tesla coil into the spinal mount.
Is there a bigger fish than fission instigator?((Avatar of War, technically. The Instigator gives you one shot. The Avatar can survive that shot, and pummel you into constituent atoms afterwards.))
It was 25+ tokens, RU are worth like 2-3 tokens apiece...
Holy shit... just how powerful a tesla coil did i stick on the thundertron?
Eiffel Tower mission anyone? (http://youtu.be/L1vbcoIxCoA)It was 25+ tokens, RU are worth like 2-3 tokens apiece...
Holy shit... just how powerful a tesla coil did i stick on the thundertron?
Red Alert 2 level power?
Some should try designing as many of the units from Red Alert and Red Alert 2 while using ER tech.Eiffel Tower mission anyone? (http://youtu.be/L1vbcoIxCoA)It was 25+ tokens, RU are worth like 2-3 tokens apiece...
Holy shit... just how powerful a tesla coil did i stick on the thundertron?
Red Alert 2 level power?
A few problems with the design:1. ...No, it won't. The head has one of the auxiliary CPUs that helps with firing. The remaining weapons on the head would be made less accurate, but that's about it.
1. Shoot it in the head with a BFG and it becomes a mindless potato.
2. If it's knocked over, how is it going to get up?
3. Power. What's it powered by? Magfields can only get you so far before your batteries are drained.
4. It has too much firepower for its suggested usage (think russian tanks with like 20 guns). You'd need to cart along extra ammo, reducing speed and stuff we can move. Considering we spend most of our time either running or stealing, I'd remove some of the weapons and replace them with storage canisters, for carting samples on research missions and stolen goodies on assault missions.
5. Is the production cost worth it? Why not get a bunch of Sods to haul our crap instead or bring a pneumatic exo?
6. How easily replaceable are blown off legs?
Otherwise, nice. As long as the bastards don't act like anything remotely involving MLP.
Because it's silly. And not suited for a support unit--legs too short, body too bulky.although i still say he shoulda made a tricerabot.WHY DIDN'T WE THINK OF THIS EARLIER
Quote from: Simus>Anton, Steve SaintI will be judging when everyone's designs are done.
In the meantime, Anton, come and show me this idea you want to prototype.
Ah. Okay then, would you mind if I join you and Anton? I'm curious about his prototype, and maybe I'll learn something.
((I don't terribly mind, just don't expect me to rewrite the presentation. :P))Quote from: Simus>Anton, Steve SaintI will be judging when everyone's designs are done.
In the meantime, Anton, come and show me this idea you want to prototype.Quote from: From Steve Saint to Simus Ferratum-Inanis, Anton ChernozorovAh. Okay then, would you mind if I join you and Anton? I'm curious about his prototype, and maybe I'll learn something.
((Do either of you mind if we say this was sent before Anton's presentation? I'd like to have Saint see it in person.))
Sigh, and create the following thing.Spoiler: SS/BEARD-9 Demonstration (click to show/hide)
Then record a video of myself going through the whole thing, demonstrating and examining everything I set up in detail. Send an invitation to Simus to join the scenario with me, along with this text and the recording I just made.Quote from: Text from Steve Saint to Simulacrus Ferratum-InanisI have set up a full VR demonstration of my SS/BEARD-9 prototype. I would like to walk you through it so I can detail its capabilities, so I have sent you an invitation.
However, in case you are too busy at the moment, I have also sent you a recording of myself walking through the demonstration and examining all the important things. I still recommend you join the demonstration yourself, simply so you can ask questions and test things that I have not thought of.
((Also: this quote, in case Pyro missed it.))Spoiler: SS/BEARD-9 (click to show/hide)
Send the schematics to Simus, along with the following message.Quote from: From Steve Saint to Simulacrus Ferratum-Inanis
I have completed your assigned project. My device has proven to be four tokens cheaper than the piezoelectric shard generator, although combat simulations have shown it to be somewhat less effective as well.
Notably, it leaves the battlesuit mostly recoverable, and has the capacity to be used as a trap. Frankly, the latter function is probably more useful than firing it- its primary reason for being conventionally launched is to fulfill your assignment's requirement.
Finally, if PW is willing, relax and pull up more data on quiet worlds. Are there any that have been really extensively explored? Any interesting stories from exploration expeditions into these worlds?
Around 3500 c. Try some Dicyanoacetylene or oxygen lance.Right after I look up what those are.
Alright, here we go...
1. Attempt to construct a thermal lance which can be used as a projectile. In the front is hot, directed with some kind of small hole in the middle is a rube full of iron rods, and in the back is a canister of pressurized oxygen. The whole thing is encased in a protective sheath of plastic or something, as aerodynamic as it can be with a hole in the front for the burning iron to come out. Call it the Thermal Pike.
2. Attempt to make thermite with tungsten replacing the iron; if that fails, try niobium, osmium, rhenium, uranium, and zirconium; and if that fails try boron, carbon, lanthanum, and neodymium. I'm a bit fuzzy on the mechanics of oxidation, but Wikipedia says thermite can reach temperatures close to the boiling point of iron or whatever metal is oxidized in its place, and the aforementioned elements have boiling points near or well above 3,500 C.
Dicyanoacetylene's Wikipedia article is surprisingly uninspiring.
3. Fill some kind of light blue plastic sphere with dicyanoacetylene and include a lighting mechanism which can be remotely triggered. Call it the Cyan Bomb, or the DEAD (short for Dicyanoacetylene Explosively Armed Device).
Fire a Thermal Pike at a battlesuit with an appropriate gauss thingy.
Detonate any successful quasi-thermite near a battlesuit. Did I mention that I'm a bit fuzzy on how people use thermite?
Throw a DEAD or two at a battlesuit.
Determine effectiveness and cost of such weapons.
((I don't know whether this goes in here or the on-ship thread, but I'll put it here because it will likely evolve into tinker.))Thats kinda a wide series of tests. Also, crossbows probably aren't gonna be effective unless they're quite large and firing nuclear tipped arrows.
Test the effectiveness of different weapon types against different types of armor and other defensive measures. Include the crossbow from far back with the different bolt tips.
((It is more of a sniper weapon that could sustain fire and the gauss array has been maximised by running just a hair less current through it than would melt the wiring, making the coils bigger and using larger rounds so it is much more powerful and the impact is smaller))Hmm. Wait, larger rounds? Or is that a typo? If I remember right your original plan was for a higher powered gauss rifle with smaller rounds, which would get you the longer range you want. But larger rounds would negate the higher power and you'd just end up with a rifle that is about as powerful as the gauss but with larger bullets.
Analyse stinky fungus.WRONG THREAD
I would say each model wouldn't be more expensive than their nuclear counterpart, for the same yield. Maybe 1 token more for the clean-bomb effect.one token more for an equivalent yield bomb sounds fine. Though, we will need to use some resources to set up the manufacturing process and systems since it's a new system.
Resource-wise, these things could potentially be cheaper than nukes, I think. Compare the rarity of near and trans-uranic elements, especially the isotopes that are actually any good for use in nuclear weapons, to deuterium, or aluminium. About the only complicated part is the firing mechanisms. And higher yields won't really be that much more expensive since the yield goes up if you increase the mass of the aluminium liner.Quote from: Simus>Anton, Steve SaintI will be judging when everyone's designs are done.
In the meantime, Anton, come and show me this idea you want to prototype.
((IC wall of text warning))You vomit much green text at all involved.Anton, having finished his conversation with Miyamoto, returns to Simus.Quote from: Simus>Anton, Steve SaintI will be judging when everyone's designs are done.
In the meantime, Anton, come and show me this idea you want to prototype.
"Quite right. I have also discussed the ship loadouts with General Miyamoto, and he finds the idea of a "kill button" ship as having merit. If your cheaper missiles will be cheap enough, we should just squeak into our defense budget without having to modify anything else.
Now then, this idea of mine... well. As bad a sign as it may be to preface a presentation with this, but please - don't laugh. The design may seem silly at first glance, but do believe that I put some thought behind it."
With that, Anton loads the prototype design (https://dl.dropboxusercontent.com/u/4152380/019_e.png) into the Tinker session between him and Simus.
"So, this here is the Artee, as I call it. RT model non-humanoid combat support unit - a "Robotic Teammate", so to speak. On the overall, it's exactly what it looks like - an equinoid, meaning horse-like, armored robotic frame. I've thought up the general concept around the same time we were bumbling around a desolate planetoid, with rapidly dwindling means of transportation and healthcare. As with all deviations from the accepted standard - that being the humanoid frame - it has its positive and negative comparative traits."
Anton loads another snapshot, of the Artee partially disassembled to show its inner structure (https://dl.dropboxusercontent.com/u/4152380/022_j.png).
"I'll start with the latter, just to get them out of the way. The most obvious issue here is the lack of what you normally call grasping appendages, or hands. The machine is capable of carrying things with a special three-prong hydraulic grasp located in its head - also capable of acting as literal "jaws of life", if you're familiar with the term - but it is uncapable of any kind of manual dexterity beyond pushing the occasional button. It is likewise unable to carry standard weaponry, instead relying on specially built or modified hardware.
Another issue is with the quadruped design, which may prove a hindrance in certain situations, for instance when operating in environments specifically meant for bipedal use - like staircases. A hindrance, however, but not a barrier - the machine is agile enough to navigate acceptably in most situations. About the only thing that will stump it is rope ladders.
A more important side effect, for combat environments, may be that it can't go prone like a humanoid can. While it can lie flat on the ground, the design of the chest section means that it'll still provide a sizeable target in that position - though that is offset by very little of its offensive ability being affected by doing so.
There's also the problem of underside armor - with the various joints and a not entirely rigid body construction it is by necessity quite weak. If a minefield were to be encountered, an Artee would suffer greater - proportionally to area exposed - damage from an explosion from below than a humanoid would. Side armor is still adequate as long as the armor panels on the flank are closed.
And, of course there's the issue of literally having to build all of the support infrastructure for these machines specifically - from production lines to repair kits, literally everything these units can use would need to be specially made for them."
Anton rubs his hands together and gestures over the design.
"That's... more or less all for negatives. That I can see at a glance, at least. Some things are neutral to design, and would likely work in a humanoid frame as well. For instance, the Artee has two regular CPUs in addition to its organic brain, which act as fire control centers to aid multi-targeting. Or, if the brain is destroyed, the CPUs can be made to take over the body and provide what I call "zombie functions" - the frame can stand, execute simple motions, and of course can aim and fire all of its weapons, though it will probably need someone to designate targets for it. Provided the body itself is sufficiently intact, of course. The chest is armored to protect the brain, and the head, which holds one of the CPUs, is elongated and tapers to a point, aiding in projectile deflection. Not going to do much against lasers, but I'll take what I can get.
Then there's the weaponry. The primary armament consists of two laser rifles, held by articulate arms that hide under the wing-like armor panels on the sides of the body. This makes the weapons less likely to be damaged when not in use, and makes the unit less intimidating to civilians - when we have our public image to think of, visual appeal in design does have a place. Additional weapons and gear include a kinetic-amp battering ram on a hydraulic mount in the top of the skull, for maximum impact force; a micro-laser like that of a standard Hand Laser mounted in the head as an auxiliary deterrent and stand-in for a cutting torch; a container of medifoam under the neck armor panels, with the nozzle ending in the tip of the unit's nose for precise application; another micro-laser, augmented with an electric spark gap, on the tip of the prehensile tail - this acts as a six-degrees-of-freedom functional electrolaser turret in atmosphere, as well as a last-resort melee weapon; and finally, two gyrojet grenade launchers under the armored panels on the thighs - four shots of any 40mm custom grenades you can think to outfit them with in each.
I'm sure that, specifics disregarded, most of this weaponry and gear could reasonably be fitted to, or carried by a humanoid frame as well, though with more difficulty and less flexibility in some cases. All of this gear is powered by an internal generator and some capacitor banks, which take up most of the internal space in the torso of the unit, with just enough space left in the back for the second auxiliary CPU."
Anton pauses for a moment to take a breath, looking at Simus for signs of possible interest or obvious disdain. Not immediately noticing either, he continues.
"Now, for the positives.
Firstly, another fairly obvious trait is the reduced forward profile. This thing could be galloping towards you, all guns firing, and would still give you the same size of target as a crouching human. Less, if you count that its legs are thinner.
Second is tied with the first, and that is armoring and survivability. A regular humanoid is pretty hard to armor - a lot of vertical space to cover, and the arrangement of joints means that infantry armor has several vulnerable areas immediately visible to the enemy. Quite like a tank, an Artee is easy to equip with definitive "fore", "side", and "hind" armor, and - quite unlike a humanoid - the vulnerable areas is does have are almost always protected from any direction except "down". The generator assembly that drives the weapons and gives it power is located directly behind the same forward plate that protects the brain, as well as the brain itself. This ties into "zombie functions" as well - direct fire from the front can destroy the braincase, but leave the power systems intact, allowing the fire control CPU in the rear to take command of what's left of the body. Whereas with a humanoid frame set up in the same way, a shot to the "gut" would disable the machine as well as a shot to the brain. The only way to inflict that sort of damage on an Artee is to flank it - a task made difficult by its array of peripheral weaponry like the tail turret, and the "wing-shields" giving it extra flank armor.
It is also a more stable firing platform while moving. A humanoid upper body moves quite a lot while running to maintain balance, and targeting can be problematic even with fire control and stabilizers - while a horse-like quadruped at full gallop still maintains its general orientation, especially around the withers area where Artee's primary weapon arms are mounted. Given its selection of weapons, that particular feature can be quite useful.
And, of course, there are the other things stemming from the horse-like design - greater carrying capacity and push/pull power, greater running speed, and even extensibility - it's easier to add something new to this frame, much like a vehicle. I've been planning a few already, in fact. "R2", the focused support frame, would trade the powerful generator and laser rifles for actual hand-like manipulators on its arms, and an extended set of tools and medical supplies, giving it more flexibility at the expense of long-term firepower. The combat modification, "R3", apart from a heavier set of armor, would feature a full-scale heavy weapon mount on its back, accepting any large personal weapon. The quadruped design allows to treat the body more like a small vehicle, which, coupled with the human-comparable agility and versatility of the frame, makes for some interesting possibilities.
Construction-wise, I have already done some calculations. The token cost for prototyping one is, quite predictably, through the roof. The array of weapons, the generator, the medifoam, the CPUs, it all adds up to a hefty sum. The cost to actually manufacture one, though, would barely be higher than that of a pair of simple robot-body Sod troops, and that's with all of its equipment already installed.
But, of course, if the single Artee was to merely fight its weight in Sods, I suppose it would lose, multi-targeting and fire control or no - humanoids might carry heavier weapons. The thing is that when I thought this idea up, I didn't want a combat sidekick, although you certainly won't beat a properly trained RT in a skeet-shooting range. It's supposed to be an all-purpose, high endurance support unit, capable of providing the average team of squishy humans with some carrying capacity, ad-hoc means of transportation, medical and engineering support, as well as some decent fire support on the side. All standardized and wrapped in a nice-looking, fast-running package that can cross any walkable terrain, needs no care for itself bar the occasional combat injury, and can actually act on its own if the need arises.
And I kinda need your go-ahead to try and put one together before the invasion. Both to avoid the kind of fuss Auron made earlier, and because I won't be able to purchase the parts I need for another year or three."
Perform prewritten prototype presentation. Politely procure proper production permissions.
Aw. I was going to try to make some sort of armor-piercing round containing something.
Frowny face. I guess I'll finish my Miya project later.
I hate to end it now, but I have the strangest feeling that Steve might start getting annoyed if we tie things up much longer before we start rebuilding HQ (some final plans are dependent on how many people are staying with me). Please submit you designs. Don't worry if you're not done, just submit what you have and an explanation of where you were going with it.
Oh no! Already?Quote from: Simus>All ParticipantsI hate to end it now, but I have the strangest feeling that Steve might start getting annoyed if we tie things up much longer before we start rebuilding HQ (some final plans are dependent on how many people are staying with me). Please submit you designs. Don't worry if you're not done, just submit what you have and an explanation of where you were going with it.
I suppose my namite could be improved in some ways, and I might try and make a MK.2 further down the line sometime. However, keep in mind that namite isn't terribly expensive to make and pretty damn effective against unarmored opponents. I'd rather you didn't try and change it, though, as it's still technically 'my' tinker project and as it's so far my only project, I'm kinda attached to it.A mixture of napalm and thermite. It is as effective as you think.I'm thinking of ways to make it better. No offense.
Idea: next to using disposable canisters with namite, make a canister that doesn't have namite but comes with a screw cap or something so one can fill it up with whatever is available, like free HMRC high-ethanol booze.
For the namite itself: increase pressure of the stream produced by the thrower, and add a better binding agent so that you will have a more coherent stream that can shoot further without it being dispelled to fast. Added pressure is for extra range and making up for possible increase in viscosity of the namite mix.
EDIT: maybe you can make a battlesuit/exoskeleton/vehicle version of this thing with enough pressure to be used a medium range. Like this: http://en.wikipedia.org/wiki/File:US_riverboat_using_napalm_in_Vietnam.jpg
Might want to increase octane rating of your fuel mix to withstand higher pressure (not sure if entirely needed, best checked in tinker).
You could also add white phosphorous to the mix, though then you might as well switch out the thermite for the phosphorous completely. Might wanna test different fuel mixes to find one with good cost/performance balance.
And maybe change the oxidizer to something more potent (though this would also be more dangerous, and require sturdier build of the thrower to reduce risk of a hit to the thrower igniting the fuel tank or something). What does the mix use as an oxidizer at the moment?
Hmm, I wonder if you used something to increase the adhesive properties of the fuel mix so that it sticks to surfaces better. Napalm already sticks to human skin though, but if you can really make it stick to various surfaces you could use it against armored targets that are resistant to the heat itself, by blocking their view (it's kinda hard to use a battlesuit's camera if said camera is covered with an intensely burning goop that also sticks and can't just be wiped of easily).
Another bonus to increasing stickiness is that if you coat a target with it, the fuel will have a chance to slowly burn its way through whatever armor there is.
EDIT: Also, according to wikipedia something resembling namite already exists. To quote:QuoteNapalm B is chemically distinct from its predecessor Napalm. It is usually a mixture of polystyrene and benzene, used as a thickening agent to make jellied gasoline. One of the advantages of this new mixture lies in its increased safety while being handled and stored. Many accidents had been attributed to personnel smoking around stockpiles.[3]
Napalm B has a commonly quoted composition of 21% benzene, 33% gasoline (itself containing between 1% and 4% (estimated) benzene to raise its octane number), and 46% polystyrene. This mixture is more difficult to ignite than napalm.[4] A reliable pyrotechnic initiator, often based on thermite (for ordinary napalm) or white phosphorus (for newer compositions), has been used.[2][4] The original napalm usually burned for 15 to 30 seconds while Napalm B can burn for up to 10 minutes.[4]
I love pyrotechnics.
Great big sciency explanation.Yeah I just asked PW for a weapon that's basically napalm and thermite slapped together and pumped through a shooty tube. That's about as complicated as this thing got. You people obviously know a lot about the fine mechanics of these things and I am way out of my depth here.
"Anton, judging by what the manual my rifle came with stated, prototypes may be made with our captain-equivalent's approval. I checked the armory's catalogue, your weapon wasn't on it. So either you are evidently qualified for this, having already designed something practical enough to be cleared for prototype, or, you salvaged somewhere, displaying the resourcefulness to operate it well enough to utilize it as your primary weapon. If it's the former, then I'd think you would be an exceptional designer either in a directed role, or as someone to develop versatile solutions and fit them to a problem. If it's the latter, then I suspect you'd be suitable for reverse engineering enemy equipment and using their components, if that role is actually of enough importance to warrant a position here of course.""I merely used that unmentioned clause in prototyping rules, Charles. I simply paid for all parts myself, and assembled them myself. I'd do that with all of my designs, however as I move to larger and more powerful items I feel like I will need to start making more and more use of those prototyping grants. My wages won't cover more than a prototype per decade otherwise, heh.
"I merely used that unmentioned clause in prototyping rules, Charles. I simply paid for all parts myself, and assembled them myself. I'd do that with all of my designs, however as I move to larger and more powerful items I feel like I will need to start making more and more use of those prototyping grants. My wages won't cover more than a prototype per decade otherwise, heh.""I was unaware of that clause, though that is to be expected, seeing as I was but a mere psychiatrist and no longer one at that, so do excuse my ignorance of these rules. Either way, if it works, it works and seeing as I have yet to see you in the infirmary I would wager that it does fulfill what it is meant to do."
"Hah. Infirmary. I got limbs replaced thrice already, though only once in the Infirmary, and none of those were the result of enemy fire. Let's just say that whatever my engineering qualifications are, I have yet to master the art of not having my own limbs destroyed by my own actions. But since I'm staying here, I guess I'll need a full robot body anyway. At least once this one gets old enough. Also, I feel the need to point out that I haven't once managed to hit a real enemy with any of my weapons."I merely used that unmentioned clause in prototyping rules, Charles. I simply paid for all parts myself, and assembled them myself. I'd do that with all of my designs, however as I move to larger and more powerful items I feel like I will need to start making more and more use of those prototyping grants. My wages won't cover more than a prototype per decade otherwise, heh.""I was unaware of that clause, though that is to be expected, seeing as I was but a mere psychiatrist and no longer one at that, so do excuse my ignorance of these rules. Either way, if it works, it works and seeing as I have yet to see you in the infirmary I would wager that it does fulfill what it is meant to do."
Great big sciency explanation.Yeah I just asked PW for a weapon that's basically napalm and thermite slapped together and pumped through a shooty tube. That's about as complicated as this thing got. You people obviously know a lot about the fine mechanics of these things and I am way out of my depth here.
I do believe it can be used at medium range already though, unless I remember the distance between us and MurderbotXL wrong.
That sounds pretty much identical to my neotherm thrower, except it has a backpack for fuel storage.Well yeah, the basic idea is pretty basic after all. But there's a lot of possibilities for different fuel mixes one could try out. Different oxidizers, different fuels (many options, like kerosene or propane or something else), different gelling agents, a different pyrotechnic initiator (maybe one that delays the main combustion process) like different thermites or phosphorous, binding agents or something to increase adhesive properties, more or less viscosity (maybe there's a way to let the fuel be very fluid first, to get in seeps and cracks easily, then it rapidly thickens so it can't just flow out again), other additives...
I just wanna play with some neotherm, i have my bat chip up and running so i can still see whilst blasting away with my flamethrower but the fuel just too expensive.
Also im pretty sure neotherm can vaporise a battlesuit, any chance youd be willing to make me a single barrel or scuba tanks worth to play with? If yes make sure to the components seperately.
I guess thats understandable, i honestly only need enough for either a standard ammo canister or a few grenades and the timeskip is 1 year long. Plus you could specify it as part of timeskip amp training, Surely thats enough time to recover?
Id be willing to give you a token for your efforts and im not trying to necro the argument but you did jip me two tokens by deciding all loot goes to the communal pool when i was the only one who found anything of value. To you it was only two tokens you could use in your attempt to pay 30 players but that was my first piece of loot with actual value, hell if you had asked me i probably would have offered you half its value after repair and resale, you probably would have gotten 2 or 3 tokens still and id have been able to get the sense of achievement from sellng that first piece of loot which is now forever denied to me.
And no GWG before you bring up your mmorpg analogy again it doesnt apply, Auron is in no way a rogue and that cloak wasnt in a locked chest. It was in full view of everyone cycling through its different disguises, i was merely the only person to think "hold on a sec, that thing still works!"
Also im pretty sure neotherm can vaporise a battlesuit...More "melt through," but yeah, deployed correctly it would be devastating against them.
Id be willing to give you a token for your efforts and im not trying to necro the argument but you did jip me two tokens by deciding all loot goes to the communal pool when i was the only one who found anything of value. To you it was only two tokens you could use in your attempt to pay 30 players but that was my first piece of loot with actual value, hell if you had asked me i probably would have offered you half its value after repair and resale, you probably would have gotten 2 or 3 tokens still and id have been able to get the sense of achievement from sellng that first piece of loot which is now forever denied to me.No, you went "I look for loot!" and piecewise gave you that.
And no GWG before you bring up your mmorpg analogy again it doesnt apply, Auron is in no way a rogue and that cloak wasnt in a locked chest. It was in full view of everyone cycling through its different disguises, i was merely the only person to think "hold on a sec, that thing still works!"
I have a hazy recollection of piecewise stating neotherm burns at some crazy temperature like 10,000+ degrees, i have another less hazy recollection of piecewise saying battlesuit plates melt at 3500...Also im pretty sure neotherm can vaporise a battlesuit...More "melt through," but yeah, deployed correctly it would be devastating against them.
No.. i went "hold on a sec, that shit still works!" What i posted was "grab the corpse and everything on it."Id be willing to give you a token for your efforts and im not trying to necro the argument but you did jip me two tokens by deciding all loot goes to the communal pool when i was the only one who found anything of value. To you it was only two tokens you could use in your attempt to pay 30 players but that was my first piece of loot with actual value, hell if you had asked me i probably would have offered you half its value after repair and resale, you probably would have gotten 2 or 3 tokens still and id have been able to get the sense of achievement from sellng that first piece of loot which is now forever denied to me.No, you went "I look for loot!" and piecewise gave you that.
And no GWG before you bring up your mmorpg analogy again it doesnt apply, Auron is in no way a rogue and that cloak wasnt in a locked chest. It was in full view of everyone cycling through its different disguises, i was merely the only person to think "hold on a sec, that thing still works!"
And seriously, you lost. Live with it.
I have a hazy recollection of piecewise stating neotherm burns at some crazy temperature like 10,000+ degrees, i have another less hazy recollection of piecewise saying battlesuit plates melt at 3500...Also im pretty sure neotherm can vaporise a battlesuit...More "melt through," but yeah, deployed correctly it would be devastating against them.
I had no support back then because everyone wanted money and hadnt looted anything themselves, its easy to support policies that benefit you at no personal cost.Which explains those on the same team as you, but what about the others, who weren't being paid from that budget? And consider: RC made it clear that the few tokens would be going entirely to new players. Veterans of previous missions knew they wouldn't see a...well, tokens don't come in fractions, but they knew they wouldn't get any benefit whatsoever. So why did they argue?
Also radio has already agreed to make me a standard canister of neotherm. This shit is settled, why are you sill arguing?Because you tried to play the victim, using this to your advantage, and were not. I do not like people pretending to be victims.
I have a better alternative, the matter is settled already so why dont we just stop posting about it hmmm?Indeed. I still think what I did was reasonable (something Pariah understands, it was for paying new people from the horribly hollow fund), but no matter who is wrong or right or whatever, if there's an easy solution that satisfies all parties, I'm taking that opportunity to end this for good and prevent friction between players. Besides, it won't actually cost me anything, so nothing's lost.
((I don't know what you are referring to with the bad response to criticism, although I may have forgotten can you point me to it))
Joseph, yours is a simple, yet effective design. A hypervelocity gauss rifle that can easily crack layers of battlesuit plate. Probably not a one-hit kill, mind you, and you would severely damage the battlesuit's armor as you cracked though the successive plates to reach the pilot - they're designed to crack on impact, to minimize damage to the next layer in. However, with a long-rod penetrator instead of a simple small bullet, you could crack multiple plates with one shot. Doesn't help much with the wrecked armor, but does reduce the number of hits required. However, I might note a potential personality conflict from your 'interview', such as it was. You seemed rather quick to defend your work preemptively, and it indicates to me you might not take criticism very well, which could turn into an issue. I'd rather not have you stay, if this could become a problem. You can still work remotely, and procuring the 'equipment beyond your means' shouldn't be a problem if you turn out good work, which I will say, your project has potential to be.
((I don't know what you are referring to with the bad response to criticism, although I may have forgotten can you point me to it))
EDIT: Just checked I have no clue what you are talking about
"I want to stay because I know that I cannot fight not without equipment far beyond my current means, my aim here is to help be it repair work or tinkering, the only thing I really want is for my work to be respected: I have done this for more than 20 years I know what I am doing"
I have a better alternative, the matter is settled already so why dont we just stop posting about it hmmm?Why did you bring it up in the first place?
((That wasn't really intended that way in a defensive sense (damn the lack of tonal inflection in writing) more of a request that he not have his work dismissed out of hand without a chance to defend it. also see IC below for more information ))((I don't know what you are referring to with the bad response to criticism, although I may have forgotten can you point me to it))
EDIT: Just checked I have no clue what you are talking about"I want to stay because I know that I cannot fight not without equipment far beyond my current means, my aim here is to help be it repair work or tinkering, the only thing I really want is for my work to be respected: I have done this for more than 20 years I know what I am doing"
Relevant part bolded. He seemed rather quick to say something like that, it seemed quite defensive.
Anybody remember whether or not the Gauss rifles use superconductors?
Why not? I'm not a physics expert but isn't the strength of magnetic fields generated by conductors related to the current going through them? So superconductor->less resistance->more current->stronger magnetic field->faster projectile.Anybody remember whether or not the Gauss rifles use superconductors?Unless the supergenerator needs them, probably not.
Yeah but superconductors are still a bitch to keep cold, copper wires are far easierWhy not? I'm not a physics expert but isn't the strength of magnetic fields generated by conductors related to the current going through them? So superconductor->less resistance->more current->stronger magnetic field->faster projectile.Anybody remember whether or not the Gauss rifles use superconductors?Unless the supergenerator needs them, probably not.
Why not? I'm not a physics expert but isn't the strength of magnetic fields generated by conductors related to the current going through them? So superconductor->less resistance->more current->stronger magnetic field->faster projectile.
You could use a room temperature superconductor, if one has been discovered. There's also Stanene, which is technically not a superconductor but does have very small resistance at room temperature.Yeah but superconductors are still a bitch to keep cold, copper wires are far easierWhy not? I'm not a physics expert but isn't the strength of magnetic fields generated by conductors related to the current going through them? So superconductor->less resistance->more current->stronger magnetic field->faster projectile.Anybody remember whether or not the Gauss rifles use superconductors?Unless the supergenerator needs them, probably not.
42 m/s isn't very fast for a bullet. The muzzle velocity of a glock is 375 m/s.Why not? I'm not a physics expert but isn't the strength of magnetic fields generated by conductors related to the current going through them? So superconductor->less resistance->more current->stronger magnetic field->faster projectile.
You can get projectile speeds of 42m/s with current technology without superconductors. That's fast enough.
The “CG-42″ Gauss Machine Gun (http://www.deltaveng.com/gauss-machine-gun/)
First, what would you really gain over a standard kinetic amp? A bit of range, and a little bit of force. Spears do most of their damage because they have a really sharp point, and this ruins that because you're using a kin amp-- It has identical surface area to the standard punching glove.The spear-point is on the other end of the amp, and it was discovered by an investigative player that the operative part of the kinamp is a small chip-like thing.
Also, why would the springs do anything aside from reduce damage? It would reduce the amount of initial force that connects, and the explosion would probably push the weapon back before the spring could push any more force into the target. Plus I think kin amps only apply their force for a moment.Agreed.
All that being said, it would be really cheap. Remove the springs and you might even be able to get it for free from the armory. If not, ask one of the amp smiths for a long metal baton.
...
Oh, and you really want to change your action right now. If you keep it as-is, Nyars will break your kneecaps. No Tinker until mission's over.
((I'm going to assume Simus and co. are desynced from reality in Tinker at the moment, though only for talking - no actions. Since this entire thing was supposed to be over before the timeskip, but I ran out of time. The minor effect (number of rooms off the boardroom) can be retroactive. In reality, they're all taking part in the current activities.))"No no it won't, I am to paraphrase charles - single minded yet flexible - I can take criticism, flat denial by pulling rank and ignoring all attempts at justification is all that rankles me, although I understand how you took it the wrong way originally, in anything involving my work with a superior I have no experience with I assume the worst until I know them: Now I know you to a degree and see you are a fairer leader than most I ever seen "
But will it be a problem? As you might have seen, I can be brash at times, or appear to be. Criticism will flow freely in this base, though most always intended to be constructive.
That would probably make it more effective, although single shot. It'd still be useful as a long-ranged kin amp.
The kinetic amp works in such a way that anything attached to it will fly off into the distance after the first impact.That's only if it actually penetrates whatever you're shoving it up against.
Walk away from the spawn.Problem with that setup is that it assumes scout eyes have some sort of tracking and guidance system that can be used to target a laser at a moving rocket. They do not. In fact, Scout eyes are literally nothing more then a camera attached to rockets.
Summon and disassemble a laser rifle, rocket rifle and scout eye.
Try to connect a laser module from the rifle and a camera with propulsion system and control board from the scout eye to one battery from the rifle.
Then, fit the laser module on top of the rocket rifle, camera - under the barrel. Fit <that thing from the propulsion system> with the circutry and the battery near the rear side of the camera.
Rewire the circutry so that the first pull of the trigger sends N rockets (N is set on the side of the gun with a rotary switch) and activates the automatic tracking system (that's what parts from the scout eye are for) and on the second pull of the trigger it explodes the rockets with the laser.
Then, test, how much time does it take for 1 rocket to be exploded by the laser. (Needed for battery usage stats)
Then, spawn some mannequins on distances of 33, 50, 75, 100, 150, 250 and 500 feet from my current location.
Commence testing.
It's Tinkertime!The crystals appear to be formed via the use of a super concentrated solution and some manner of electrical crystallization. From what you can tell, the solution will naturally form these crystals when exposed to the right type of electrical charge.
Spawn a crystalline projector. Use Explode on it; study how it works (how a crystalline projectile is formed, how it is propelled and so forth).
Check the results of a crystalline projectile hitting 'soft' unprotected organical tissue (of a human), standart robot platform machinery, battlesuit plate (in a weak spot) and synthflesh.
Hey, Steve! Is there anything special about these crystals that we should know? I have a hunch there is more to them than just being thrown like rocks and their spontaneous growth. Weren't they once a bloody weird alien race, after all?
((Uhh, are we talking about the crystalline projector and not the piezoelectric shard launcher? I mean, 'explode into shards and electricity' and no mention of 'grow within the target'?))ah, yeah, sorry, brain fart. Similar names, figured you wouldn't be asking about it since you have ooc knowledge about it's creation. etc.
Would you mind if I also tinkered in here while researching in the on ship thread? There's a lot of stuff I wanna do, but I don't wanna overload you with my stuff.Sure.
((So OOC knowledge shall be it, if you appear not to mind.))
How long does the crystal cluster keep growing? If embedded in a human, would it grow throughout him? What about an elephant? That huge-manylegs-creature from the Abyss mission?
How well do the crystals grow within 'harder' materials like brainbot hardware? What about synthflesh? Can they penetrate armor (say, battlesuit plate in a weak/cracked spot?)?
Is it 'ACCESS DENIED' sort of blackbox (like the manipulators), or 'We don't understand it' sort of blackbox (like the High Energy Projector)?
Observe the results of successful crystal augmentation (the victim perfectly enduring the crystal growth). What changes does that introduce to the organism functioning? What are the short-term and long-term effects?
Wait, the one in your arm? Cause that thing ain't a normal laser. It's a really complex adaption that basically has specially made focusing chambers down the length of your arm. It really can't be taken out without being altered substantially.Hmm. In that case, is there another way of turning the roll for that laser from CON to AUX? Or is there no other option but to upgrade CON if I wanna use the laser better?
If I may ask: Steve, why is this information to be withheld from us? It's not like we are convicts anymore, if I recall correctly; it's not like we would - or even could, knowing your all-watching eye - dump the data to the UWM or something. And, it is not like these crystals are in any part connected to the Enigma of field manipulation, right?
So, could you please lift the restrictions and let us play with this technology to our hearts content and to the scientific glory and military might of the ARM? In the end, that's why we have Tinker, isn't it?
Load up the ammo variants used by the rocketrifle and the Sibilus gaussrocket hybrid rifle. To check: are the default variants explosive in both cases? What about special kinds of ammo?
Look up Hazmat suits like those once used by the infamous Men In Black Hazmat Suits of Paracelsus's Sword. What sorts of protection do they offer?
Look up Neotherm and it's properties.
QuoteWait, the one in your arm? Cause that thing ain't a normal laser. It's a really complex adaption that basically has specially made focusing chambers down the length of your arm. It really can't be taken out without being altered substantially.Hmm. In that case, is there another way of turning the roll for that laser from CON to AUX? Or is there no other option but to upgrade CON if I wanna use the laser better?
Secondly, spawn an neutral avatar, and have it's pilot be killed suddenly. What happens? And if some entities that are hostile or friendly are spawned before pilot death, does the suit recognize the difference, or is it bloody death for all involved?
Mechanical arm brace that uses motors to position your arm would work, I should think.
In that instance, in this simulation, nothing seems to happen. Hmm. You've beginning to think that the VR machines don't have a whole lot of accurate information on these things.
((Note: the Sibilus uses the exact same ammo as the standard rocket rifle. I could probably even make a slight modification to allow it to use rocket rifle magazines, though the Sibius magazines are more economical (18.75 rounds/token versus 16.666 repeating rounds/token).
Just more of it. And flung by a gauss field as well as propelled by its own rockets.))
One of these days Anton will get back into Tinker. I've got a big backlog of interesting projects to try out, a Gauss Assault Cannon being one of them.
Think cyclotron accelerator slash drum magazine.
Perhaps, though I honestly don't remember if the Avatar coilgun is capable of sustained automatic fire. Or indeed if it features a cyclotron.One of these days Anton will get back into Tinker. I've got a big backlog of interesting projects to try out, a Gauss Assault Cannon being one of them.
Think cyclotron accelerator slash drum magazine.
Kinda like the coil gun in an Avatar?
Perhaps, though I honestly don't remember if the Avatar coilgun is capable of sustained automatic fire. Or indeed if it features a cyclotron.One of these days Anton will get back into Tinker. I've got a big backlog of interesting projects to try out, a Gauss Assault Cannon being one of them.
Think cyclotron accelerator slash drum magazine.
Kinda like the coil gun in an Avatar?
A "coilgun" brings to mind a stereotypical kind of videogame railgun, with electromagnetic coils accelerating a projectile along a straight line. The one I'm thinking of... is kinda different.
I think that in case of the Avatar, it's just a regular coilgun, just making use of the considerable power output and natural toughness of the machine, simultaneously avoiding the problems of rail erosion and heating.A gunner bot also has a coilgun, mounted on a not-synthflesh base. So a coilgun probably doesn't need Avatar strength to work.
Seriously, with the Avatar you could probably have it fire tungsten rebar using an auto-drawn synthflesh bowstring embedded in the arm, and it'd work as well, if not better than a gauss cannon.
My design would be intended for more... personal (as in man-portable) use, and with less egregious power requirements (though with quite a bit of a strength requirement).
Probably, but I'd still like to try that design out. No reason not to, at least in VR. :PI think that in case of the Avatar, it's just a regular coilgun, just making use of the considerable power output and natural toughness of the machine, simultaneously avoiding the problems of rail erosion and heating.A gunner bot also has a coilgun, mounted on a not-synthflesh base. So a coilgun probably doesn't need Avatar strength to work.
Seriously, with the Avatar you could probably have it fire tungsten rebar using an auto-drawn synthflesh bowstring embedded in the arm, and it'd work as well, if not better than a gauss cannon.
My design would be intended for more... personal (as in man-portable) use, and with less egregious power requirements (though with quite a bit of a strength requirement).
Also, I as well have a massive amount of Tinker projects. Several of which are to clear up old arguments ("Is a max level decomp really three decomps of the previous type?"), and most of which have to do with automanips. I'm sure that if I get enough data on them, I can break the game.))
"Because the last one is just three of the ones before it stuck together. It's actually under-priced."
((Well, the device I'm planning is really most likely to be a coilgun in principle, except one fed by a constant power source rather than capacitors. A cyclotron accelerates particles within a spiraling magnetic field, starting at the center and moving outward as the particles pick up speed. Applying a similar principle to a gauss weapon could allow "chambering" a stream of magnetic rounds, utilizing a constant power supply to accelerate them all at once, slower, but with the ability to spew them out at a rapid, constant rate. It's be a little like a gauss minigun, it'll take a second to spool up but once it starts firing it can keep firing till the ammunition runs out. At least, in theory.))
QuoteMechanical arm brace that uses motors to position your arm would work, I should think.
1) Would this brace hinder other uses of that arm in any way? Could I still punch stuff with it effectively?
2) Can it be turned off without it hindering use of that arm?
3) If turned on, will it turn every role for that arm into an AUX one? (e.g. if I punch a fool with the brace activated, what rolls would that use?)
4)What would it cost?QuoteIn that instance, in this simulation, nothing seems to happen. Hmm. You've beginning to think that the VR machines don't have a whole lot of accurate information on these things.
5)Ask Steve if he has a video that shows what happens when an AoW pilot dies with the suit still intact.
6)If not, ask if he could describe it to me.
1.if it's designed correctly, I don't see why not.
2.See answer 1.
3.Yes, but it will only really be useful for shooting most of the time,unless you preprogram very specific actions, since trying to hit someone with it would be far too slow.
4.Probably not a lot. It would just be a metal brace with motors. 3-4 token probably, if you're just gonna use it for aiming.
5-6: >That depends on the strength of will of the pilot, their clarity of vision. The pilot of an avatar who his actively sync-ed is extremely hard to kill permanently. More often then not, you see a sync backflow and blending occur. Mechanically there are guards against this: Fluspirilene coated, graphite core, neural inhibiting spears, high dose tranquilizers, pulsed electrical current to the heart, etc. It rarely works. But you're not interested in the minutiae are you? When the pilot dies, he doesn't die. He becomes part of the avatar. If his mind is strong, the avatar will carry out whatever goal he had in death. If not, it will simply do whatever it wants now that it has been freed from it's constraints.
That manipulator you gave it makes it even more dangerous.
Well, it's simple so I'll give you a base model and you can see if there's anything you want to add to it.Quote1.if it's designed correctly, I don't see why not.
2.See answer 1.
3.Yes, but it will only really be useful for shooting most of the time,unless you preprogram very specific actions, since trying to hit someone with it would be far too slow.
4.Probably not a lot. It would just be a metal brace with motors. 3-4 token probably, if you're just gonna use it for aiming.
5-6: >That depends on the strength of will of the pilot, their clarity of vision. The pilot of an avatar who his actively sync-ed is extremely hard to kill permanently. More often then not, you see a sync backflow and blending occur. Mechanically there are guards against this: Fluspirilene coated, graphite core, neural inhibiting spears, high dose tranquilizers, pulsed electrical current to the heart, etc. It rarely works. But you're not interested in the minutiae are you? When the pilot dies, he doesn't die. He becomes part of the avatar. If his mind is strong, the avatar will carry out whatever goal he had in death. If not, it will simply do whatever it wants now that it has been freed from it's constraints.
That manipulator you gave it makes it even more dangerous.
1) Would I need to design this brace myself from scratch, or is there one available for purchase from the Armory?
2) Ask if the things described also occur if the neural inhibitors were at 100%, and if not what happens instead.
3) Ask Steve how many inmates piloted an AoW before, and how he handled it if they became rebellious or they needed to be extracted for taking their brain (for adding to Steve).
4) Is there some sort of way of shutting down the Avatar? If one went berserk, does Steve have some sort of failsafe for that to stop it?
5) Could the automatic injector system be modified to allow injection at will (as in, when I want it to) of a stat boosting pill? Would this require a roll?
6) Could the automatic injector system be modified to automatically inject a stat boosting pill on certain conditions (e.g. when detecting the pilot is gravely wounded, or when detecting the pilot is loosing focus)?
Well, it's simple so I'll give you a base model and you can see if there's anything you want to add to it.
Yes. We're not sure why.
Them acting rebellious of their own accord isn't a problem. Knocking them out works and doesn't cause problems. It's death that seems to trigger it.
Avatars are not complete. They don't function using normal metabolic processes, they draw their energy from an internal power source. This power source can be disabled (and is) when they become dangerous. However, doing so doesn't shut them down instantly, they still a minute or two worth of activity.
It is possible.
It is possible, though "losing focus" injections might require some extra sensors rather then the bio-sensors that detect injury.
QuoteWell, it's simple so I'll give you a base model and you can see if there's anything you want to add to it.
Yes. We're not sure why.
Them acting rebellious of their own accord isn't a problem. Knocking them out works and doesn't cause problems. It's death that seems to trigger it.
Avatars are not complete. They don't function using normal metabolic processes, they draw their energy from an internal power source. This power source can be disabled (and is) when they become dangerous. However, doing so doesn't shut them down instantly, they still a minute or two worth of activity.
It is possible.
It is possible, though "losing focus" injections might require some extra sensors rather then the bio-sensors that detect injury.
1) could I get a price estate on a mechanical brace that:
-turns con into aux roll, but only for aiming/shooting a weapon with that arm
-can be turned of and on easily from within the Avatar
-when deactivated, does not hinder use of that arm in any way.
-can be detached in case it gets damaged and starts screwing up the aim
-can be added/improved upon later (hard- or software)
2) when Steve is not around to deactivate the power source, will it deactivate on it's own when the Avatar is going berserk? If yes, how does the suit know when to do that? What does it measure?
3) what would you need to reliably sense the loss of focus? Would brainwave/brain activity be sufficient? Or are there other/better options?
Letsee..That's quite affordable. Coolio.
Shoot for 4. Since it's just a metal brace with a set of motors that just have to disengage and allow free movement when not in use.
Steve or someone else needs to deactivate it currently.What would be the price for:
Probably a calibrated brainwave monitor.
I see. Oh well.((Missed me. Also, related:))
On the other hand, shouldn't it be allowed to tinker with it in VR without actually attempting anything on board? Say, if only to gather data to be sent to Hephaestus for real testing?
With Simus's permission perhaps?
What about any kinds of special ammo for the rocketrifle? Like chemical, insendiary, armor-piercing, etc.?
How much does a Hazmat suit cost? Can it be worn over or integrated into the Mk series suits?
How much does Neotherm cost? About how hot does it get? Is it produced on the spot by mixing two other chemicals, as I seem to remember?
((@Piecewise
Also on the subject of neotherm so we can make a wiki page and never bother you about it again:
How long does neotherm burn for?
How long do the three chemicals take to fully react?
Does it function in vacuum/require oxygen?))
QuoteLetsee..That's quite affordable. Coolio.
Shoot for 4. Since it's just a metal brace with a set of motors that just have to disengage and allow free movement when not in use.QuoteSteve or someone else needs to deactivate it currently.What would be the price for:
Probably a calibrated brainwave monitor.
1) a calibrated brainwave monitor?
2) a pill injection system that activates either when prompted by the user, or when the brainwave monitor detects pilot losing focus too much?
And questions:
3) could that auto-shut off be coupled to this brainwave monitor?
4) could control be given to a teammate?
5) if power is cut, does this damage the synthflesh/avatar as a whole/pilot? Is there a separate power source for powering the life support systems? How badly does the pilot suffer if life support is cut, and how long before bad shit kicks in? Do the synthflesh cells suffer from nutrient or oxygen deprivation like regular cells do, and how badly?
No AP, but there are explosive, incendiary and melter rounds. There's even a "Sticky grenade" round.I see. Oh well.((Missed me. Also, related:))
On the other hand, shouldn't it be allowed to tinker with it in VR without actually attempting anything on board? Say, if only to gather data to be sent to Hephaestus for real testing?
With Simus's permission perhaps?
What about any kinds of special ammo for the rocketrifle? Like chemical, insendiary, armor-piercing, etc.?
How much does a Hazmat suit cost? Can it be worn over or integrated into the Mk series suits?
How much does Neotherm cost? About how hot does it get? Is it produced on the spot by mixing two other chemicals, as I seem to remember?((@Piecewise
Also on the subject of neotherm so we can make a wiki page and never bother you about it again:
How long does neotherm burn for?
How long do the three chemicals take to fully react?
Does it function in vacuum/require oxygen?))
((Uh oh! My research points must be running low! :P ))((The heat fins are a Mk1-only feature. Mk2 and up do not have that vulnerability, as they're no longer mere repurposed spacesuits. Also, radiation insulation is one of the stronger points of the Mk series already, together with thermal insulation.))
Examine the hazmat suits. How much do they cost? Can they be integrated into Mk series suits (modular design and all) or worn over? Also, on their own, are they even space-worthy?
Look up 'modern' UWM military-employed suits.
Compared to the Mk series, how good are they? Have any of the critical vulnerabilities of Mk series been overcome (the heat fins, electrical/radiation insulation, chemical resistance, etc.)?
Ask Steve what the 'the Young Experiment' was.
See reference (http://www.bay12forums.com/smf/index.php?topic=106279.msg4788721;topicseen#msg4788721).
If any research points left, look up the major engagements of the Red Moon rebellion. What tactics were used? What hardware? (this is for both sides)
Can cameyes be programmed to detect other things? EMF from electronics for example or integrate a rangefinder or use whatever Doppler measurement they use to detect vibration to detect speed. Or do they use some kind of infrared beam or optical analysis to detect motion?Hypothetically, it's possible. Not sure if the cam eyes are the best choice for it though. I mean, you're gonna need some badass level sensors to be able to detect the vibrations of a helmet from a distance and translate it into sound. I mean, think about how fucking small those vibrations are. Think about all the other noises it would have to contend with. And if that sod shakes his head it's gonna blow your eardrums out.
Because I was thinking of using the motion sensor to pick up sound, so even in vacuum and with no radio, I could hear people. Or I could use it to pick up the vibrations inside a Sod Commander's suit, thus allowing me to record their voice.
((Uh oh! My research points must be running low! :P ))You could probably wear the suit over a normal suit, with a few alterations.
Examine the hazmat suits. How much do they cost? Can they be integrated into Mk series suits (modular design and all) or worn over? Also, on their own, are they even space-worthy?
Look up 'modern' UWM military-employed suits.
Compared to the Mk series, how good are they? Have any of the critical vulnerabilities of Mk series been overcome (the heat fins, electrical/radiation insulation, chemical resistance, etc.)?
That was steve making reference to a real experimentHuh, didn't think Steve would be making references to (from this game's perspective) ancient physics experiments. I know what the experiment was, we spend some time on it in physics class. Oh well, I'll just get my fluff somewhere else.
http://en.wikipedia.org/wiki/Young%27s_interference_experiment
NO LORE FOR YOU! Sorry.
As per the red moon rebellions, you won't find much in the way of specific data about them because...well...that was probably one of the UWM's most brutal uses of force against other humans. They don't particularly like the details of what was, in essence, a genocide, to be published for general scrutiny.
QuoteThat was steve making reference to a real experimentHuh, didn't think Steve would be making references to (from this game's perspective) ancient physics experiments. I know what the experiment was, we spend some time on it in physics class. Oh well, I'll just get my fluff somewhere else.
http://en.wikipedia.org/wiki/Young%27s_interference_experiment
NO LORE FOR YOU! Sorry.
Mostly they managed to survive by using their knowledge of the area and the fact the UWM Never really took them seriously for a long time. They sent in small squads not armed for the close quarters urban combat that they were going to be doing. It was really a boondoggle on their part. What eventually ended it was simply the use of specialized extermination troops.QuoteThat was steve making reference to a real experimentHuh, didn't think Steve would be making references to (from this game's perspective) ancient physics experiments. I know what the experiment was, we spend some time on it in physics class. Oh well, I'll just get my fluff somewhere else.
http://en.wikipedia.org/wiki/Young%27s_interference_experiment
NO LORE FOR YOU! Sorry.QuoteAs per the red moon rebellions, you won't find much in the way of specific data about them because...well...that was probably one of the UWM's most brutal uses of force against other humans. They don't particularly like the details of what was, in essence, a genocide, to be published for general scrutiny.
Ask Steve if he could tell me more about them. I already know the general history, I'm looking for more specific stuff, like how the rebels managed to hold out as long as they did, and what eventually did them in.
Look for info on the latest wars the UWM was in (not counting our rebellion). How's the Haebi war going, for example?
What eventually ended it was simply the use of specialized extermination troops.Could you tell me more about these troops? What exactly did they use? Did the rebels have any sort of response to it, or were they wiped away immediately?
Haebi war was never really a war so much as an attempt to exterminate a possibly dangerous life form. It's an intermittent conflict at best. The UWM hasn't had what you would call a good old fashion war for centuries.Did they succeed in this endeavor? What's the latest news about it that Steve knows about?
Poison gas, Fire and radiation. They basically fumigated the place. In fact, you may want to talk to lars about it, he may recognize such a being.QuoteWhat eventually ended it was simply the use of specialized extermination troops.Could you tell me more about these troops? What exactly did they use? Did the rebels have any sort of response to it, or were they wiped away immediately?QuoteHaebi war was never really a war so much as an attempt to exterminate a possibly dangerous life form. It's an intermittent conflict at best. The UWM hasn't had what you would call a good old fashion war for centuries.Did they succeed in this endeavor? What's the latest news about it that Steve knows about?
Finally, open new tinker project. Name pending.
Search for chemicals with strong adhesive properties. Then look for strong foaming agents that work with this product. I'm looking to create some sort of extremely sticky goop to restrain and detain civilians in a non-lethal way. Kinda like the 'containment foam' in Worm.
Oh, and a strong polymer whose monomers don't start crosslinking without their appropriate catalyst as well.
Poison gas, Fire and radiation. They basically fumigated the place. In fact, you may want to talk to lars about it, he may recognize such a being.
((Wasn't sure what he meant there, was hoping you'd know...Poison gas, Fire and radiation. They basically fumigated the place. In fact, you may want to talk to lars about it, he may recognize such a being.((He might? /me thinks back... ))
They'll probably never really succeed in it until they know the source, which they don't. If I had to guess I could probably get close, but I'm not gonna tell them that. Let them split their forces between two fronts. Better for us.Ask Steve if he has video footage of that event. If yes, watch it.
As per their recent actions, they managed to destroy a spore world, which is a pretty impressive thing to see. Even I'll admit that they're good at killing things when they get in the groove.
So you want a foam that is very sticky and comes in two parts so you need to apply the catalyst before it starts. Ok. How fast acting you want it to be? Want to spray them with the goo then the catalyst? Or mix them before firing and just fire a spray of the expanding goo?Mix before firing. Make the catalyst strong enough for rapid crosslinking, but weak enough that it takes a little while to really heavily start the reaction. In other words, add a window of time between mixture exiting spray nozzle and maximum crosslinking (to prevent the goo expanding too fast and not encapsulating the target).
You've never met him, but you've read about him.Poison gas, Fire and radiation. They basically fumigated the place. In fact, you may want to talk to lars about it, he may recognize such a being.
((He might? /me thinks back... ))
"Sim-de: God of Poison and toxins: Sim-de the toxic."
The image on the opposing page shows a man in an armored, black chemsuit with a great tank of poison on his back and what looks like the sprayer part of a flame thrower, minus the pilot light. The symbol at the bottom of the page is a bit odd. It shows a crude drawing of a gas mask with a large arrow pointing to the right at three circles arranged in an upside down triangle shape, two on top, one on the bottom. After a moment of staring at it you notice that the upper circles correspond to the circular view ports on the mask while the lower one matches the large, circular central filter.
"Sim-de is mindless, indiscriminate and pays no heed to anything but a compulsive need to spread his toxins. Luckily, his favor is also granted just as thoughtlessly and his symbol is thought to grant protection from exposure to toxins as well as aid in healing of toxic exposure. There are some who believe that being branded with his symbol grants, or rather curses, the worshiper with toxicity. "
((Wasn't sure what he meant there, was hoping you'd know...Poison gas, Fire and radiation. They basically fumigated the place. In fact, you may want to talk to lars about it, he may recognize such a being.((He might? /me thinks back... ))
Think harder! Think until your brains explode!))QuoteThey'll probably never really succeed in it until they know the source, which they don't. If I had to guess I could probably get close, but I'm not gonna tell them that. Let them split their forces between two fronts. Better for us.Ask Steve if he has video footage of that event. If yes, watch it.
As per their recent actions, they managed to destroy a spore world, which is a pretty impressive thing to see. Even I'll admit that they're good at killing things when they get in the groove.QuoteSo you want a foam that is very sticky and comes in two parts so you need to apply the catalyst before it starts. Ok. How fast acting you want it to be? Want to spray them with the goo then the catalyst? Or mix them before firing and just fire a spray of the expanding goo?Mix before firing. Make the catalyst strong enough for rapid crosslinking, but weak enough that it takes a little while to really heavily start the reaction. In other words, add a window of time between mixture exiting spray nozzle and maximum crosslinking (to prevent the goo expanding too fast and not encapsulating the target).
(One way to realistically achieve this is to add another component to the goo, which acts as a 'catalyst for the catalyst'. Basically, the goo crosslinking catalyst only works once the secondary catalyst activates it. That way, by choosing the amount of secondary catalyst one can choose the time at which the reaction starts, while still getting very fast reaction once it gets going)
The effective range (range at which it can still ensnare a victim reliably) of the goop will probably be limited to melee-short range, with lower medium range being the upper limit. It should start crosslinking once it's about 1m out of the spray, so a second or two after launch (this'll depend on the exit speed of the mix)
Secondly, in choosing the polymer, be sure to also look for something that can dissolve the crosslinked goop. Also look for something that can wash away the adhesive (hopefully without being extremely toxic).
(I'll look into the hardware once the chem mixture and such is done, m'kay?)
Sorry, only read back to my last post so I missed you.No probs, it happens.
>You want the one they edited for tv? They're running it as part of a big Back patting propaganda campaign.
Alright, one problem with your goo: reaction temp change. Reaction can either be exothermic or endothermic, and considering the speed and change, it's probably gonna be pretty pronounced. So do you want the goo to get burning hot or frostbite cold?
polymerization, any process in which relatively small molecules, called monomers, combine chemically to produce a very large chainlike or network molecule, called a polymer. The monomer molecules may be all alike, or they may represent two, three, or more different compounds. Usually at least 100 monomer molecules must be combined to make a product that has certain unique physical properties—such as elasticity, high tensile strength, or the ability to form fibres—that differentiate polymers from substances composed of smaller and simpler molecules; often, many thousands of monomer units are incorporated in a single molecule of a polymer. The formation of stable covalent chemical bonds between the monomers sets polymerization apart from other processes, such as crystallization, in which large numbers of molecules aggregate under the influence of weak intermolecular forces.
Two classes of polymerization usually are distinguished. In condensation polymerization, each step of the process is accompanied by formation of a molecule of some simple compound, often water. In addition polymerization, monomers react to form a polymer without the formation of by-products. Addition polymerizations usually are carried out in the presence of catalysts, which in certain cases exert control over structural details that have important effects on the properties of the polymer.
Linear polymers, which are composed of chainlike molecules, may be viscous liquids or solids with varying degrees of crystallinity; a number of them can be dissolved in certain liquids, and they soften or melt upon heating. Cross-linked polymers, in which the molecular structure is a network, are thermosetting resins (i.e., they form under the influence of heat but, once formed, do not melt or soften upon reheating) that do not dissolve in solvents. Both linear and cross-linked polymers can be made by either addition or condensation polymerization.
The addition polymerization reactions described above are usually exothermic—that is, they generate heat. Heat generation is seldom a problem in small-scale laboratory reactions, but on a large industrial scale it can be dangerous, since heat causes an increase in the reaction rate, and faster reactions in turn produce yet more heat. This phenomenon, called autoacceleration, can cause polymerization reactions to accelerate at explosive rates unless efficient means for heat dissipation are included in the design of the reactor.
Condensation polymerization, on the other hand, is endothermic—that is, the reaction requires an input of heat from an external source. In these cases the reactor must supply heat in order to maintain a practical reaction rate.
If it's endothermic, low temperatures will retard the reaction. If it's exothermic, high temperatures will do the same.
Not sure how much of an effect this would have. My chemistry courses didn't go into detail about that sort of specific detail.
Hey piecewise, is vibranium a thing in ER? As in an instant shock dispersing meta-material.((Probably not against monorazors, at least not the literal monomolecular-edge blades. The razor-wire vibroblades that are colloquially called "monorazors", however might be in fact useless against such a material. But I'm guessing it's about as abundant as Marvelverse vibranium, otherwise it'd be standard issue for gauss round deflection and indeed many kinds of melee armor.))
Would it provide protection against monorazor filaments? And be prohibitively expensive to make shields out of?
Hey piecewise, is vibranium a thing in ER? As in an instant shock dispersing meta-material.Instant? Not possible. Very good at it? Possible but expensive. Standard ER protocol.
Would it provide protection against monorazor filaments? And be prohibitively expensive to make shields out of?
Im assuming that it would be similar to that... mithril? Plating one of the older characters invented.Vibranium was so rare that all the stuff on earth was enough for about one vibranium-alloy shield. Mithril isn't more common, at least not until electrolysis is figured out. (Tolkien originally based mithril on aluminum, IIRC.)
You know, that near indestructible plate armor so cost ineffective you could buy an fullt customised avatar of war for the same price as it would take to armor your chestplate?
Silly GWG, mithril isnt a rare but naturally occuring element prized by short bearded fellows in a fantasy novel. Its an extremely expensive and difficult to produce synthetic meta-material invented by an inmate aboard a prison ship in a science fiction forum game.Im assuming that it would be similar to that... mithril? Plating one of the older characters invented.Vibranium was so rare that all the stuff on earth was enough for about one vibranium-alloy shield. Mithril isn't more common, at least not until electrolysis is figured out. (Tolkien originally based mithril on aluminum, IIRC.)
You know, that near indestructible plate armor so cost ineffective you could buy an fullt customised avatar of war for the same price as it would take to armor your chestplate?
It wasn't invented by an inmate, as far as I remember. Some spaceships are coated with the stuff. Someone just asked about it before to one of the scientists at their kiosk.Silly GWG, mithril isnt a rare but naturally occuring element prized by short bearded fellows in a fantasy novel. Its an extremely expensive and difficult to produce synthetic meta-material invented by an inmate aboard a prison ship in a science fiction forum game.Im assuming that it would be similar to that... mithril? Plating one of the older characters invented.Vibranium was so rare that all the stuff on earth was enough for about one vibranium-alloy shield. Mithril isn't more common, at least not until electrolysis is figured out. (Tolkien originally based mithril on aluminum, IIRC.)
You know, that near indestructible plate armor so cost ineffective you could buy an fullt customised avatar of war for the same price as it would take to armor your chestplate?
There was enough to make a shield out of the stuff? That's not very rare compared to some RL metals.Im assuming that it would be similar to that... mithril? Plating one of the older characters invented.Vibranium was so rare that all the stuff on earth was enough for about one vibranium-alloy shield. Mithril isn't more common, at least not until electrolysis is figured out. (Tolkien originally based mithril on aluminum, IIRC.)
You know, that near indestructible plate armor so cost ineffective you could buy an fullt customised avatar of war for the same price as it would take to armor your chestplate?
Mixing a tiny amount of mythril in MK3 armour cost 10 tokens: http://www.bay12forums.com/smf/index.php?topic=108083.msg3988000;topicseen#msg3988000I stand corrected, it was invented by the science section.
Full mythril is 30 tokens a plate: http://www.bay12forums.com/smf/index.php?topic=108083.msg3987331#msg3987331
Search the on ship thread for Mythril. Make sure you search for Mythril with Y.
Mixing a tiny amount of mythril in MK3 armour cost 10 tokens: http://www.bay12forums.com/smf/index.php?topic=108083.msg3988000;topicseen#msg3988000News to me.
Full mythril is 30 tokens a plate: http://www.bay12forums.com/smf/index.php?topic=108083.msg3987331#msg3987331
Search the on ship thread for Mythril. Make sure you search for Mythril with Y.
There was enough to make a shield out of the stuff? That's not very rare compared to some RL metals.It's quite rare compared to pretty much every material that exists outside a laboratory environment.
Francium has 14 naturally occurring atoms on the planet.I wonder who counted them all?
Francium has 14 naturally occurring atoms on the planet.I wonder who counted them all?
Hell if I know. Who has time to document random things you read in a thing somewhere at some point that may or may not be true? :PFrancium has 14 naturally occurring atoms on the planet.I wonder who counted them all?
I was giving you the choice out of gameplay reasons, since it would probably be endothermic.I know it was for gameplay stuff, but I'm trying to get at least a semblance of believable chem for this.
You could try to counteract it with another reaction, but thats gonna really slow down the reaction due to the temp difference retarding the reaction and the mixing making it harder for the chemicals to "Meet" each other in the fluid, if that makes sense.
That's more than 14 atoms. Either that or Captain 'merica's shield is so little vibranium it makes no difference.I don't know what to say about that first part. Yes, it is. Your research is Brownian in accuracy.
The Xantalos Department of Making Up Numbers?Francium has 14 naturally occurring atoms on the planet.I wonder who counted them all?
Do person sized automanipulators use standard manipulator batteries?Well, sorta. The use more of the driving substance at least.
Do ship sized automanipulators use some larger version of that battery?
I feel like I answered these before for some reason...some sort of odd deja vu. Hmm...oh well. silly brain connections getting recursive on me.QuoteI was giving you the choice out of gameplay reasons, since it would probably be endothermic.I know it was for gameplay stuff, but I'm trying to get at least a semblance of believable chem for this.
Why do you think it should be endothermic, by the way? Any particular reason? Or just because you decided it should be condensation polymerization?QuoteYou could try to counteract it with another reaction, but thats gonna really slow down the reaction due to the temp difference retarding the reaction and the mixing making it harder for the chemicals to "Meet" each other in the fluid, if that makes sense.
If it's an endothermic reaction, then supplying heat should speed up the process, no? Why would the temp difference slow down the reaction?
How about this: we make it a condensation polymerization that gives of a bit of gaseous by-product (to help with the foaming).
Monomers are in solution A. In solution B, we add a chemical which reacts with something in A, this is exothermic. Thereby, if the concentrations are chosen good enough, once you mix A and B it'll take a short time before the exothermic reaction supplies enough heat for the endothermic polymerization to get going fast (so it doesn't start 'foaming' and expanding too fast). It doesn't really matter you need to mix them first, since heat is transferred relatively quickly, so once the initial mixing gives some heat and gets the initial crosslinking going, there will be equilibrium between the linking and expanding foam, and the exothermic 'jump-starter'. After jump-starting the linking, the secondary exothermic reaction (which will occur slower, but that shouldn't be too much of an issue) keeps the polymerization going, and keeps the temp of the whole thing at non-damaging levels.
If you really think it should have that high/low temp downside for gameplay reasons though, just say so, so we don't waste time on something you wouldn't allow anyway.
Do automanipulators use up that material they require to function? Must they be reloaded?Nah. They're self sustaining at that size.
Why do the normal manipulator batteries output such a strong electrical charge?
Hey piecewise,Good luck, it's surrounded by a impenetrable forcefield.
If i were to somehow get my hands on that eternally burning piece of rebar that came into existence during the gratesplosion...
And if i somehow invented or discovered an infinite water source or a highly efficient steam re-condenser...
Could i make a steam turbine for jacks APC that would replace its need for fuel?
I dont need to the water to get in, i just need the heat to get out.Hey piecewise,Good luck, it's surrounded by a impenetrable forcefield.
If i were to somehow get my hands on that eternally burning piece of rebar that came into existence during the gratesplosion...
And if i somehow invented or discovered an infinite water source or a highly efficient steam re-condenser...
Could i make a steam turbine for jacks APC that would replace its need for fuel?
Alright, how difficult is something like this?
I'm looking to make a suit of personal armor with similar internals to a MKIII suit (MKII suit under a powered exo). However, I want no rockets or "wings", and want to use those weight savings to layer on whatever metal/material would commonly be used for armor in the ER universe (which would be steel, I guess). What sort of protection would this suit provide, approx. how many tokens would it take to make, and how difficult would it be to manufacture?
You'd think an eternal steam engine would be slightly inferior to a vaguely nuclear standard power generator. At least in power output, if not in longevity.
I think you can get enough to completely armor up a Mk3 for some 8 token.
@hapah: if you want pw to see something, like questions or actions, you might want to bold it. Or at least put it in a seperate paragraph. He might miss it otherwise.Oh no, certainly not first mission. Maybe not even second, dunno what pay typically is and how much this thing is going to cost in the end. Just trying to think ahead and get all my ducks in a row, see what could work and what isn't feasible while I still have downtime.
Also, you probably won't be able to afford a new suit for your very first mission. Maybe Miya could build you a shield or something though.
-stuff-That's the goal I have in mind, yes. It's looking like it might be a more expensive affair than I thought!
If your objective is not getting mangled while remaining roughly man-sized, though, I think you'll have to run a Tinker search for the types of armor that aren't in the Armory.
Do automanipulators use up that material they require to function? Must they be reloaded?Nah. They're self sustaining at that size.
Why do the normal manipulator batteries output such a strong electrical charge?
Who said they do?
Huh. That's different.I think you can get enough to completely armor up a Mk3 for some 8 token.
Around 20 tokens and you lose the exoskeleton's strength bonus due to overweight.
Yeah, I was honestly kinda surprised that the suit of armor I'm looking to make isn't already a "thing". You'd figure not-dying would be pretty high up on people's priority list, but I guess not!
Hey piecewise,thermocouples bro.
If i were to somehow get my hands on that eternally burning piece of rebar that came into existence during the gratesplosion...
And if i somehow invented or discovered an infinite water source or a highly efficient steam re-condenser...
Could i make a steam turbine for jacks APC that would replace its need for fuel?
Deadlier? You should ask Simus about the grenades she's made. I'm not sure you could get much deadlier than hers without a nuclear grenade.FOOF. Or Antimatter. Or MIRV grenades. Or something.
Deadlier? You should ask Simus about the grenades she's made. I'm not sure you could get much deadlier than hers without a nuclear grenade.
Deadlier? You should ask Simus about the grenades she's made. I'm not sure you could get much deadlier than hers without a nuclear grenade.FOOF. Or Antimatter. Or MIRV grenades. Or something.
So, for my first project, I wanted to make a deadlier grenade for the launcher I'm getting. First off, Michael pulls up all info on all standard grenade launchers and Simus's custom job(if that isn't encrypted).
Well, my idea was using a kinetic amp to vastly boost the power of the blast, so I guess I don't have to worry then :P
....my OTHER idea was seeing if I could possibly cause manip overloads on command, stuff that into a grenade casing, and have it set off on impact
Who said they do?
....my OTHER idea was seeing if I could possibly cause manip overloads on command, stuff that into a grenade casing, and have it set off on impact
People have tried the before too.
PW says the manip must have a human user at time of use, or somesuch. No remote overloads.
Automanip.
They stuff a tiny human inside it to do the calculations. It's like the Mechanical Turk, but with futuristic physics-bending space calculators.....my OTHER idea was seeing if I could possibly cause manip overloads on command, stuff that into a grenade casing, and have it set off on impact
People have tried the before too.
PW says the manip must have a human user at time of use, or somesuch. No remote overloads.Automanip.
Yes, which isn't supposed to tell you 'clearly, we can make a grenade that overloads with an auto-manip'. It's supposed to make you go 'wait, what *ARE* auto-manips?'
They stuff a tiny human inside it to do the calculations. It's like the Mechanical Turk, but with futuristic physics-bending space calculators.....my OTHER idea was seeing if I could possibly cause manip overloads on command, stuff that into a grenade casing, and have it set off on impact
People have tried the before too.
PW says the manip must have a human user at time of use, or somesuch. No remote overloads.Automanip.
Yes, which isn't supposed to tell you 'clearly, we can make a grenade that overloads with an auto-manip'. It's supposed to make you go 'wait, what *ARE* auto-manips?'
They stuff a tiny human inside it to do the calculations. It's like the Mechanical Turk, but with futuristic physics-bending space calculators.....my OTHER idea was seeing if I could possibly cause manip overloads on command, stuff that into a grenade casing, and have it set off on impact
People have tried the before too.
PW says the manip must have a human user at time of use, or somesuch. No remote overloads.Automanip.
Yes, which isn't supposed to tell you 'clearly, we can make a grenade that overloads with an auto-manip'. It's supposed to make you go 'wait, what *ARE* auto-manips?'
That would be silly.
We don't put the entire human in there.
Anything conventional, yes. Simus has made a very good grenade launcher, which is probably all one needs.
Though if you want something cheaper or more powerful or more unconventional, like a custom built fusion instigator or a nuke rocket or a kinetic amp tipped mortar or a crossbow that shoots genades of Miyamoto's Bubbly Foam of Not Hurting, you can always try building that.
So, for my first project, I wanted to make a deadlier grenade for the launcher I'm getting. First off, Michael pulls up all info on all standard grenade launchers and Simus's custom job(if that isn't encrypted).Encrypted. But I assume you've learned what you needed from all the posts after yours.
...I was going to say automanips don't overload, but then again Steve did warn us of a possible overload in the ship's coilgun automanip, didn't he?eh....well, it's a bit spoilery but the electricity from those is from a normal battery. It's used for the basic electronics and screen of the manipulator, as well as to power a start up sequence. Like a Catalyst.
Well, in any case, it's still a terrible and unreliable idea. A high-yield nuclear device is more reliable, and probably cheaper. Easier too.
Also, Piecewise, why do the normal manipulator batteries output such a strong electrical charge?Who said they do?
You, nearly two years ago. (http://www.bay12forums.com/smf/index.php?topic=108083.msg3341699#msg3341699)
"ALL field manipulator batteries: 4 TPU"
Note that laser rifle batteries output the same amount, although we actually know how long they can supply that. Field manip batteries just give four zaps of indeterminate length, for all we know.
Now that the chem mix is ok, try to modify the namite launcher to also accept sticky foam canisters. The sticky foam canisters would hold both solutions, in separate compartments. They mix inside the tubing, start expanding a few meters out of the nozzle.regardless of wether it actually needed or not, full permission is granted
(Doing it like this so that one could have 1 launcher for multiple kinds of ammo).
In fact, try to change the namite thrower so that it can easily accept different kinds of containers.
If needed, ask Pancaek for help and/or permission.
Start writing a new program for the MKIII, called the Aim-BotSo basically functionally like unholy's hardpoint except using the MKIII exoskeleton?
Basic Goal: Use the MKIII and AUX skill to aid in aiming CON weapons
Basic Features: After calibrating with a CON weapon (likely by firing the weapon a few times at a target), displays an accurate targeting reticule for that weapon. Possibly basic range-finding
Passive? Gives a sort of weak failure protection (can still roll poorly and miss, but cannot cause friendly fire in most cases. As in, I could still shoot someone behind or in front of my target, but not someone to my left)
Advanced Features: After calibration, User can select a target. The program will then use the MKIII Exoskeleton to aim and steady the weapon at the target.
Activated AUX roll to use, gives some bonus to firing. (I can think of a lot of applicable bonus's, not sure which one you'd go for. Range bonus, aiming bonus, general CON bonus, dynamic bonus, AUX-replace-CON, etc. Not sure which one or at what power you feel is balanced.)
Main (intended) Downside: Requires per-weapon calibration to function. The program will not work immediately with any CON weapon, it needs to be calibrated for a specific weapon. Maybe you have different ideas about the calibration, PW, my thought was that it would require firing the weapon a few times at a few different ranges, but could potentially involve studying the weapon carefully and manually calibrating the system. (Handi + Aux roll? Or Con + Aux?) It could also be limited in how many weapons it can be calibrated for at once
Now that the chem mix is ok, try to modify the namite launcher to also accept sticky foam canisters. The sticky foam canisters would hold both solutions, in separate compartments. They mix inside a small mixing chamber in the container, start expanding a few meters out of the nozzle.Exactly how does the namite thrower work now? How does it throw it's payload? Is it the same as a flamethrower which has pressurized tanks of the substance? Since I don't think that will work for the foam...At least I don't think so...Hmm.
(Doing it like this so that one could have 1 launcher for multiple kinds of ammo).
In fact, try to change the namite thrower so that it can easily accept different kinds of containers.
If needed, ask Pancaek for help and/or permission.
Translocator/Blink module:Can I get a picture? It sounds interesting although I can basically already tell you it is gonna be very very costly.
Three automanipulators: 2 of the vector(or kinetic, whichever is best) kind and one of the electctromagnetic kind.
The two vector manipulators are positioned in an armoured sphere and can move to point anywhere inside it.
It works like this: 1 vector automanip speeds you up to as fast as possible (a fraction of c) and the other applies the same effect in the opposite direction. The electromangetic automanip nullifies all outside electrical and magnetic forces in the area the user occupies from the time the first vector automanip is activated, to the time the second is activated (or a set amount of time if variable operation time is not possible). Since that time should be presumably short, it should have little adverse effects for the user.
This should allow someone to be transported almost instantaneously between two locations, even through walls, provided the material the wall is made of isn't very dense (since atoms are mostly empty space and without electrical forces there's only the weak and strong nuclear forces that can have any sort of effect). The distance moved can be controlled by the delay between activation of the second automanip. It can also be used to alter one's speed by positioning the two vector automanipulators at an angle.
Is this possible? If yes, cost and danger of operation?
I'm willing to explain further or make a small drawing of how it would work if necessary.
Exactly how does the namite thrower work now? How does it throw it's payload? Is it the same as a flamethrower which has pressurized tanks of the substance? Since I don't think that will work for the foam...At least I don't think so...Hmm.
New gauss ammo type.Not to undermine the effectiveness of the proposed round, but I see a sort of a problem. Namely, a regular gauss rifle shot anywhere to the body should already quite severely incapacitate the target if it penetrates. It might be more useful for the civilian gauss rifles though, since those have damage more resembling that of conventional firearms.
2 part. In front, there will be a saboted steel flechette designed to pierce through light armour.
Behind that, there will be a Steel canister of maldavian mind rot. The canister will be designed to break open upon impact, getting several drops of mind rot in the wound.
This should be cheap, because mind rot is free at the armoury. It sould be highly effective against organic targets, because a single shot anywhere in the body will instantly incapacitate them.
So basically functionally like unholy's hardpoint except using the MKIII exoskeleton?
Wouldn't it also mean you can't swap it mid-mission?
I'd imagine you'd get a penalty to Aux and Handi with that thing attached. Forget weight, how are you going to manipulate a keyboard with a three-foot metal brick strapped to your forearm?Wouldn't it also mean you can't swap it mid-mission?
(( You could, but I imagine it would require a handi roll and probably some help, since you probably can't access it with both hands. Conceivably, if it is a more flexibly designed system, there's actually an eject button that would let you take a turn to disconnect and reconnect without a roll, but you can still only have one weapon on the hardpoint, and switching in battle is likely dangerous. That's just the only downside I see, which seems minor when you consider how much benefit Fleshtechs get from it :P ))
I'd imagine you'd get a penalty to Aux and Handi with that thing attached. Forget weight, how are you going to manipulate a keyboard with a three-foot metal brick strapped to your forearm?Wouldn't it also mean you can't swap it mid-mission?
(( You could, but I imagine it would require a handi roll and probably some help, since you probably can't access it with both hands. Conceivably, if it is a more flexibly designed system, there's actually an eject button that would let you take a turn to disconnect and reconnect without a roll, but you can still only have one weapon on the hardpoint, and switching in battle is likely dangerous. That's just the only downside I see, which seems minor when you consider how much benefit Fleshtechs get from it :P ))
But seriously. I already have a program that entirely devalues stats for melee combat. Apparently it's easy to make a con devaluer. Saint effectively has a +2 to more stats than most people, and will only need a single decomp. That's more OP than I ever thought I'd be allowed to do.That still leaves a gaping weakspot the size of a, well, the whole suit. All somebody needs to do is scramble your suit's programming.
You guys are all chumps :P Back when I made Miyamoto and gave him his aux bonus, I had planned for it to be his main 'support skill' and then use tokens to turn con rolls into aux ones, as a backup for when I ran out of mindpoints for manips. Haven't gotten around to that due to the way things went (needed tokens for other stuff).
I think the main thing is that pw would allow it, but charge tokens for it. So it's more or less balanced, in a way, since tokens are the limiting factor.
Also note that pw hasn't said yes to kri's plan yet.
But seriously. I already have a program that entirely devalues stats for melee combat. Apparently it's easy to make a con devaluer. Saint effectively has a +2 to more stats than most people, and will only need a single decomp. That's more OP than I ever thought I'd be allowed to do.That still leaves a gaping weakspot the size of a, well, the whole suit. All somebody needs to do is scramble your suit's programming.
That's not to mention that you're only increasing the numbers on your stats. Your suit is still only as strong as what it's made of, and a good enough opponent - which having such abilities invites the GM to toss at you - will be able to easily kill you in a few good hits. As soon as your suit is damaged, all your advantage evaporates.
I'm saying it devalues stats gained by mundane people like Lars and Milno.
Can I get a picture? It sounds interesting although I can basically already tell you it is gonna be very very costly.Eh, token cost doesn't matter, I'm just doing this fore fun. Although there are some serious modifications I want to consider... And this does mean I'm wasting my time...
In order to make sure it empties the tubing it's gonna need a secondary source of pressure; an tank of propellent. Thats about it, really.QuoteExactly how does the namite thrower work now? How does it throw it's payload? Is it the same as a flamethrower which has pressurized tanks of the substance? Since I don't think that will work for the foam...At least I don't think so...Hmm.
Yes, as far as I'm aware it works like a flamethrower. Why would that not work for the foam? Remember, until it start crosslinking it's just a fluid, and it only really gets going once it's a few meters or so outside the nozzle.
Also, make sure the thrower is calibrated to empty it's tubing with each shot, to prevent foam clogging it.
New gauss ammo type.Actually Mind Rot is one of the few drugs that costs money. 1 token but hey, there you go.
2 part. In front, there will be a saboted steel flechette designed to pierce through light armour.
Behind that, there will be a Steel canister of maldavian mind rot. The canister will be designed to break open upon impact, getting several drops of mind rot in the wound.
This should be cheap, because mind rot is free at the armoury. It sould be highly effective against organic targets, because a single shot anywhere in the body will instantly incapacitate them.
That and the fact that, the instant you get injured, I will fucking break that thing sooooooo hard. Essentially I'll just force other rolls one way or another. Also gonna have to say no to it being able to switch bonuses to different things using different stats. One stat to another stat is fine, since I can still just force a roll with other stats to by pass it.So basically functionally like unholy's hardpoint except using the MKIII exoskeleton?
Yes, essentially. Just wanted to give you room to use a different bonus if you so desired.
(( Personally, I think the hard-point being straight CON to AUX is a bit... I don't know, feels a little unbalanced? Maybe it's just particularly unbalanced for us Fleshtechs, who would otherwise have an extra -1 in CON, meaning CON to AUX is essentially a gain of over 18 points in CON. I guess you feel the inflexibility of having to swap out the weapon manually and it being a worthless brick if the hardpoint is disabled is sufficient downside? ))
I'd imagine you'd get a penalty to Aux and Handi with that thing attached. Forget weight, how are you going to manipulate a keyboard with a three-foot metal brick strapped to your forearm?Wouldn't it also mean you can't swap it mid-mission?
(( You could, but I imagine it would require a handi roll and probably some help, since you probably can't access it with both hands. Conceivably, if it is a more flexibly designed system, there's actually an eject button that would let you take a turn to disconnect and reconnect without a roll, but you can still only have one weapon on the hardpoint, and switching in battle is likely dangerous. That's just the only downside I see, which seems minor when you consider how much benefit Fleshtechs get from it :P ))
If you're a robot you can send texts with your mind at the speed of thought. And as Kri is pointing out, you don't need a three-foot brick attached to your arm- just an exoskeleton or robobody.
Frankly, Saint was created with the plan of using AUX to devalue all other stats. I'm am flatly amazed at the fact PW is basically saying "yeah sure" to stuff like Kri's action. I've been figuring he'd go "Well, makes some sense, but it's completely unbalanced so no.", so I've pretty much been trying to tip-toe into it sideways.
But seriously. I already have a program that entirely devalues stats for melee combat. Apparently it's easy to make a con devaluer. Saint effectively has a +2 to more stats than most people, and will only need a single decomp. That's more OP than I ever thought I'd be allowed to do.
The difference is that Lars and milno will still be able to fight when I inevitably strip them of their toys.But seriously. I already have a program that entirely devalues stats for melee combat. Apparently it's easy to make a con devaluer. Saint effectively has a +2 to more stats than most people, and will only need a single decomp. That's more OP than I ever thought I'd be allowed to do.That still leaves a gaping weakspot the size of a, well, the whole suit. All somebody needs to do is scramble your suit's programming.
That's not to mention that you're only increasing the numbers on your stats. Your suit is still only as strong as what it's made of, and a good enough opponent - which having such abilities invites the GM to toss at you - will be able to easily kill you in a few good hits. As soon as your suit is damaged, all your advantage evaporates.
...What are you talking about? I'm talking about programming my physical body. Because it's robotic. Anyone in a robobody is at least as vulnerable to being hacked, because I have a high AUX bonus and can set up some level of defense. Beyond that, I plan on gaining points in Exo too, and fighting through my allies. Being able to use my own body as a weapon with AUX is only icing, you realize.
And yes, being strong and effective is an invitation for the GM to try and kill you. Even if you get strong legitimately. I'm not saying I'm invincible (In fact, it's still an inferior strategy to space wizards), I'm saying it devalues stats gained by mundane people like Lars and Milno.
Translocator/Blink module
I hope you like big posts...Can I get a picture? It sounds interesting although I can basically already tell you it is gonna be very very costly.Eh, token cost doesn't matter, I'm just doing this fore fun. Although there are some serious modifications I want to consider... And this does mean I'm wasting my time...
hmmm...
Oh well, fun comes first! Plus, if this works, it could get used in a covert op or maybe in a spaceship.
So, the simple part first:
The system comes with a suit, either a modified exoskeleton/MK3 or a custom built suit if necessary. It probably won't be necessary.
It will be good if the suit has flight capabilities since the when activated the system might damage the user's surroundings if automanipulators can't be set to only affect the user.
Let's assume this is the suit:Then the system would be attached much like an armoured backpack (the green thing in the back, yes I said know I draw terribly). All the automanipulators along with their energy source and electronics will be in it, preferably close to the center of a sphere surrounding the user.Spoiler (click to show/hide)
It should have a small port so that its insides can be checked, repaired and replaced as necessary without the entire system having to be disassembled.
The system can be manually programmed with the relative coordinates. It can also be controlled via a HUD, using a rangefinder to compute the distance. Finally, it can use a combination of the two systems (for example, looking where you want to move towards, setting the distance and engaging the system). It can also be allowed to be controlled remotely, but that function should be very well protected, perhaps with a physical switch on top of normal computer security, so that it cannot be easily used by the enemy or accidentally activated by AUX overshoots of teammates.
It doesn't need much armour, just enough to slow any debris down enough so that if an automanipulator is hit, the automanipulator's sensors can detect the breach and it can self destruct before it can overload, so that dying with the thing on does not mean everyone around you has to run. It would be good if the self destruct feature can be disabled in covert ops if possible, so that if the operative dies, the system can be overloaded, ensuring that the operative is not captured.
The position of the electromagnetic manipulator should be somewhere in the backpack. The where is not really important since it should remain immobile.
The vector automanipulators will be positioned like this:A sphere within which the automanipulators can freely move.Spoiler (click to show/hide)
The automanipulators each point in opposite directions.
One manipulator accelerates, the other decelerates in the other direction. The electromagnetic manipulator protects the user during the transfer. Simple as that.
The delay between activation of the first automanipulator and the activation of the second controls how far the user jumps.
They can also be used to accelerate the user by being positioned at an angle and firing simultaneously, like this:The orange arrow is the vector of the acceleration. The smaller the angle between the two automanipulators the greater the acceleration.Spoiler (click to show/hide)
The primary use for this would be the ability for the user to gain a quick burst of speed if he needs more speed than a MK3 can provide. It would also be useful if the suit is used in space, since it will allow the user to do things such as match their velocity with that of a spaceship while remaining undetected and then infiltrate it by jumping through its hull.
The two modes (acceleration and teleportation) could be combined by inducing a tiny delay between the activation of the first and second automanipulators.
That way, you could do things like teleport in front of the enemy with enough speed to deliver a fatal kinetic-amp powered punch before he has a chance to react.
Of course, this requires the system to be precise enough to correctly position the automanipulators and keep them there, since if it is not, then the user might find himself veering off course and/or getting slammed into a wall at a significant fraction of c. Which is cool if you're trying to kamikaze, but not so cool for normal operation.
If there is no system stable enough to do that, then we can scrap the above for a rigid and precisely calibrated beam where the automanipulators are mounted on.
This means that the system can no longer be used to accelerate the user (except if you activate only one automanipulator, but that would probably cause you to go insanely fast) but is much safer to use.
The system also runs various self diagnostics between jumps to ensure that the user can be warned if wear caused by jumping is starting to make the system unsafe to operate (see overload and/or slamming into a wall) or possibly damaging to the user (most probable is loss of many atoms due to going through dense materials and radiation damage due to the energy released by the few atoms that are lost during normal operation).
It should be easy to do, just a few sensors on important equipment.
If that is expensive, then cheapest we can get is a cube of densely packed conductive almost-monoatomic wires. As conductivity in each wire drops, the on board electronics can measure how many atoms have been lost and from which position and run a simulation or use statistics gathered by VR-run simulations to estimate the damage caused to the suit and user and give the user an estimate of how safe it is to continue using the suit.
Now, on to the more physics oriented stuff:
My knowledge of physics is amateur at best, just what I learned by reading and in university, so I'm not 100% certain about those stuff, so I'll keep it simple.
Also, I have no idea of how quantum physics work (then again, who does?) so I'm not certain about how electrons would behave in that situation. I'm just guessing by using Newtonian physics.
First of all the problem of the air at the arriving location:
In the best case scenario, the automanipulators would simply move the body of the user. However, if that is not possible, then they will affect an area around the user, like this:Now, when you begin the transportation, you begin moving at a certain speed. Let's call that speed V.Spoiler (click to show/hide)
So when you reach your destination, you're going to be moving at that speed V, while the air will be motionless (relative to the speed you're moving with).
Let's call the air's speed Δ, where Δ=0. So at the moment you arrive to your destination, you have something like this:Where the blue thing is you and the purple the air.Spoiler (click to show/hide)
And then the second automanipulator activates to slow you down. But since it affects everything in the surrounding area, then the air will be accelerated in the opposite direction.
So you end up with Δ'=-V and V'=0.That will make the air leave the location you're standing in, ensuring no nasty air bubbles in the brain will kill you.Spoiler (click to show/hide)
Obviously this won't save you if you end up inside a wall, since the material that is accelerated still has to go somewhere. It would end up impacting the rest of the wall, overheating it and probably killing you in the process.
Then we have the impact problem:
So, your main problem when moving at high speeds is impacts, be they with the atoms in the air (friction, drag) or with the atoms in a wall (collision). Interactions between atoms happen almost exclusively via electromagnetism, since gravity and the weak and strong atomic forces are not strong enough to be of any influence at the scale we're working with.
So in the best case scenario, you would find a way to disable all outside electromagnetic forces to your body for the split second the transfer takes to happen. I know this is probably very expensive, but that should be offset by the fact that they only have to be disabled for a very short time, just enough for the transportation to happen. The electromagnetic forces between the atoms in the user's body continue happening normally, keeping the body of the user together.
If that can't be done then there's a slight problem, since you'd also have to disable electromagnetism in the user's body. And with Newtonain physics, that means that the electrons orbiting the protons in the atoms of your body will become free within moments of electromagnetism being disabled, turning your body into a cloud of cold plasma. That means that you can't travel any great distances without risking your body falling apart. Even if you survive the transfer without becoming plasma, bonds between atoms can still break and many electrons will radiate photons as their orbits decay to their ground states.
I'm unsure about how time dialation would work in that scenario. My instinct tells me it would help since things will appear to be happening slower for the user, so that means that the electrons would move slower, giving the user greater range. But I'm too sleepy to think clearly right now and I need to wrap this up.Spoiler: Numbers (click to show/hide)
Misc:
Obviously with the same resources you could get a very powerful weapon that could probably destroy walls, but that is not the purpose of the blink module. Its purpose is to provide a mobility advantage that will probably surprise your enemies, a way to bypass obstacles and allow the infiltration of otherwise inaccessible or hard to reach areas.
Note that this can probably still be affected by other people's amps and manipulators if their effect is strong enough.Spoiler: Not relevant to the unit's function (click to show/hide)
Translocator/Blink moduleFew minor problems I see:
I hope you like big posts...Can I get a picture? It sounds interesting although I can basically already tell you it is gonna be very very costly.Eh, token cost doesn't matter, I'm just doing this fore fun. Although there are some serious modifications I want to consider... And this does mean I'm wasting my time...
hmmm...
Oh well, fun comes first! Plus, if this works, it could get used in a covert op or maybe in a spaceship.
So, the simple part first:
The system comes with a suit, either a modified exoskeleton/MK3 or a custom built suit if necessary. It probably won't be necessary.
It will be good if the suit has flight capabilities since the when activated the system might damage the user's surroundings if automanipulators can't be set to only affect the user.
Let's assume this is the suit:Then the system would be attached much like an armoured backpack (the green thing in the back, yes I said know I draw terribly). All the automanipulators along with their energy source and electronics will be in it, preferably close to the center of a sphere surrounding the user.Spoiler (click to show/hide)
It should have a small port so that its insides can be checked, repaired and replaced as necessary without the entire system having to be disassembled.
The system can be manually programmed with the relative coordinates. It can also be controlled via a HUD, using a rangefinder to compute the distance. Finally, it can use a combination of the two systems (for example, looking where you want to move towards, setting the distance and engaging the system). It can also be allowed to be controlled remotely, but that function should be very well protected, perhaps with a physical switch on top of normal computer security, so that it cannot be easily used by the enemy or accidentally activated by AUX overshoots of teammates.
It doesn't need much armour, just enough to slow any debris down enough so that if an automanipulator is hit, the automanipulator's sensors can detect the breach and it can self destruct before it can overload, so that dying with the thing on does not mean everyone around you has to run. It would be good if the self destruct feature can be disabled in covert ops if possible, so that if the operative dies, the system can be overloaded, ensuring that the operative is not captured.
The position of the electromagnetic manipulator should be somewhere in the backpack. The where is not really important since it should remain immobile.
The vector automanipulators will be positioned like this:A sphere within which the automanipulators can freely move.Spoiler (click to show/hide)
The automanipulators each point in opposite directions.
One manipulator accelerates, the other decelerates in the other direction. The electromagnetic manipulator protects the user during the transfer. Simple as that.
The delay between activation of the first automanipulator and the activation of the second controls how far the user jumps.
They can also be used to accelerate the user by being positioned at an angle and firing simultaneously, like this:The orange arrow is the vector of the acceleration. The smaller the angle between the two automanipulators the greater the acceleration.Spoiler (click to show/hide)
The primary use for this would be the ability for the user to gain a quick burst of speed if he needs more speed than a MK3 can provide. It would also be useful if the suit is used in space, since it will allow the user to do things such as match their velocity with that of a spaceship while remaining undetected and then infiltrate it by jumping through its hull.
The two modes (acceleration and teleportation) could be combined by inducing a tiny delay between the activation of the first and second automanipulators.
That way, you could do things like teleport in front of the enemy with enough speed to deliver a fatal kinetic-amp powered punch before he has a chance to react.
Of course, this requires the system to be precise enough to correctly position the automanipulators and keep them there, since if it is not, then the user might find himself veering off course and/or getting slammed into a wall at a significant fraction of c. Which is cool if you're trying to kamikaze, but not so cool for normal operation.
If there is no system stable enough to do that, then we can scrap the above for a rigid and precisely calibrated beam where the automanipulators are mounted on.
This means that the system can no longer be used to accelerate the user (except if you activate only one automanipulator, but that would probably cause you to go insanely fast) but is much safer to use.
The system also runs various self diagnostics between jumps to ensure that the user can be warned if wear caused by jumping is starting to make the system unsafe to operate (see overload and/or slamming into a wall) or possibly damaging to the user (most probable is loss of many atoms due to going through dense materials and radiation damage due to the energy released by the few atoms that are lost during normal operation).
It should be easy to do, just a few sensors on important equipment.
If that is expensive, then cheapest we can get is a cube of densely packed conductive almost-monoatomic wires. As conductivity in each wire drops, the on board electronics can measure how many atoms have been lost and from which position and run a simulation or use statistics gathered by VR-run simulations to estimate the damage caused to the suit and user and give the user an estimate of how safe it is to continue using the suit.
Now, on to the more physics oriented stuff:
My knowledge of physics is amateur at best, just what I learned by reading and in university, so I'm not 100% certain about those stuff, so I'll keep it simple.
Also, I have no idea of how quantum physics work (then again, who does?) so I'm not certain about how electrons would behave in that situation. I'm just guessing by using Newtonian physics.
First of all the problem of the air at the arriving location:
In the best case scenario, the automanipulators would simply move the body of the user. However, if that is not possible, then they will affect an area around the user, like this:Now, when you begin the transportation, you begin moving at a certain speed. Let's call that speed V.Spoiler (click to show/hide)
So when you reach your destination, you're going to be moving at that speed V, while the air will be motionless (relative to the speed you're moving with).
Let's call the air's speed Δ, where Δ=0. So at the moment you arrive to your destination, you have something like this:Where the blue thing is you and the purple the air.Spoiler (click to show/hide)
And then the second automanipulator activates to slow you down. But since it affects everything in the surrounding area, then the air will be accelerated in the opposite direction.
So you end up with Δ'=-V and V'=0.That will make the air leave the location you're standing in, ensuring no nasty air bubbles in the brain will kill you.Spoiler (click to show/hide)
Obviously this won't save you if you end up inside a wall, since the material that is accelerated still has to go somewhere. It would end up impacting the rest of the wall, overheating it and probably killing you in the process.
Then we have the impact problem:
So, your main problem when moving at high speeds is impacts, be they with the atoms in the air (friction, drag) or with the atoms in a wall (collision). Interactions between atoms happen almost exclusively via electromagnetism, since gravity and the weak and strong atomic forces are not strong enough to be of any influence at the scale we're working with.
So in the best case scenario, you would find a way to disable all outside electromagnetic forces to your body for the split second the transfer takes to happen. I know this is probably very expensive, but that should be offset by the fact that they only have to be disabled for a very short time, just enough for the transportation to happen. The electromagnetic forces between the atoms in the user's body continue happening normally, keeping the body of the user together.
If that can't be done then there's a slight problem, since you'd also have to disable electromagnetism in the user's body. And with Newtonain physics, that means that the electrons orbiting the protons in the atoms of your body will become free within moments of electromagnetism being disabled, turning your body into a cloud of cold plasma. That means that you can't travel any great distances without risking your body falling apart. Even if you survive the transfer without becoming plasma, bonds between atoms can still break and many electrons will radiate photons as their orbits decay to their ground states.
I'm unsure about how time dialation would work in that scenario. My instinct tells me it would help since things will appear to be happening slower for the user, so that means that the electrons would move slower, giving the user greater range. But I'm too sleepy to think clearly right now and I need to wrap this up.Spoiler: Numbers (click to show/hide)
Misc:
Obviously with the same resources you could get a very powerful weapon that could probably destroy walls, but that is not the purpose of the blink module. Its purpose is to provide a mobility advantage that will probably surprise your enemies, a way to bypass obstacles and allow the infiltration of otherwise inaccessible or hard to reach areas.
Note that this can probably still be affected by other people's amps and manipulators if their effect is strong enough.Spoiler: Not relevant to the unit's function (click to show/hide)
First, this thing would be expensive as fuck.3. I'm assuming the amps can accelerate your entire body equally. Since the speed of your head remains the same relative to the speed of your torso, you won't loose your head, even if your speed relative to the ground changes.
Second, with automanips of that size, you' get one shot, at best, and even that would probably overload them.
Three, You talk about the electromagnetic amp for the purposes of self protection, but I fail to see how it will protect you from being pulverized into subatomic shrapnel when you jerk your body forward at significant values of c, or just c.
Fourth, ignoring all the others, even if they all worked, you're accelerating to c and then back to 0 in HOW MANY METERS?! I'm no physicist but I'm pretty sure that much energy would kill you and everyone around you for several miles with just the shockwave.
In order to make sure it empties the tubing it's gonna need a secondary source of pressure; an tank of propellent. Thats about it, really.Yeah, figured as much. Sure, add a small secondary tank with pressured gas.
Paris:Hence why I asked for the automanipulator to only disable the influence of outside electromagnetic forces if possible. The atoms making up the body would continue to affect each other, hence keeping the body from exploding.
Since you become a plasma (and, since you've disabled electromagnetics, there's much less keeping protons away from one another, a plasma that might have a bit of fusion going on in it), and plasma is essentially gas that has been stripped of electric charge, what used to be your body is now going to attempt to equalize pressure with the surrounding atmosphere (up to and including vacuum).
Do you know what we call something solid or liquid becoming a large amount of gas all of a sudden, or rather, the gasses' attempt to equalize pressure? An explosion.
@syv: the only way you'll pull this off is by either spending a lot of tokens/RU on it, or getting extremely lucky. There's a canyon's worth of distance between 'it could be done' and actually doing it.
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You really did take a page from my creation of the launcher, didn't you? Though I'll point out that the Thor-A is only 10mm higher calibre than the... I think I'll call it the Ekrixi Grenade Launcher.
-snip-
You really did take a page from my creation of the launcher, didn't you? Though I'll point out that the Thor-A is only 10mm higher calibre than the... I think I'll call it the Ekrixi Grenade Launcher.
Yeah, but 60mm stands the highest chance I'll actually be able to lug this thing around, though I can go to an in-between caliber and put it at 70mm. Remember, I'd have to likely increase the size of the buttplate and bipods as barrel diameter rises to insure proper firing stability
Recharge the batteries via being electrocuted? As in, if someone whacks you with a tesla sabre you want to hear the Wall-e battery recharge noise? Doable, but easily damaged since you'll need a mesh of wire leading into the battery and a bunch of capacitors and such to control the flow and amount and not bust the battery, Since the electrical discharge runs on a separate battery, rather then the suit's main generator.QuoteFirst, this thing would be expensive as fuck.3. I'm assuming the amps can accelerate your entire body equally. Since the speed of your head remains the same relative to the speed of your torso, you won't loose your head, even if your speed relative to the ground changes.
Second, with automanips of that size, you' get one shot, at best, and even that would probably overload them.
Three, You talk about the electromagnetic amp for the purposes of self protection, but I fail to see how it will protect you from being pulverized into subatomic shrapnel when you jerk your body forward at significant values of c, or just c.
Fourth, ignoring all the others, even if they all worked, you're accelerating to c and then back to 0 in HOW MANY METERS?! I'm no physicist but I'm pretty sure that much energy would kill you and everyone around you for several miles with just the shockwave.
4. Well, if the electromagnetic automanipulator works as I intend it to, the air between the starting point and end point will be left undisturbed. However, you're right, the air that is displaced at your endpoint would be going insanely fast, thus creating a big shockwave. So that will make it only be usable in space.
Anyway, the above mean that this will find only very limited use in space or giant robot combat, so I'm abandoning the project. If anyone feels like making teleporting giant robots or spaceships, feel free to use the above as you like.
I liked your jenga metaphor by the way. My thoughts exactly.
Edit: New project: ESDS (Electrified Surface Defense System) Battlesuit Power Plug
Check how the battlesuit's ESDS works. Would it be possible to modify it to allow it to charge the battlesuit's capacitors if the battlesuit is hit by an external electrical current, perhaps by fitting a few heavy duty transformers in it?
While I'm at it, see how the battlesuit normally charges and if it could accept power I took from a wall socket.
While I'm at it, see if I could chain the powersource of the battlesuit with that of my MK2's and my rechargeable mining laser with a few simple plugs and transformers.
Ahhhhhh it will be fine. It will be fine. Don't worry. It will just dissolve the skin a liiiittle bit. Better then a bullet. Or a lot of bullets.QuoteIn order to make sure it empties the tubing it's gonna need a secondary source of pressure; an tank of propellent. Thats about it, really.Yeah, figured as much. Sure, add a small secondary tank with pressured gas.
Also, ok if we just put the dissolvant in a spray can? And is the dissolvant damaging to skin, and if yes, to what extent?
((This is as soon as the briefing is over, just getting started on this in case we don't have a lot of time before mission go))I really don't see anything here that wouldn't work. Although, I would point out that ARM/HMRC rarely gets the chance to use long range, high arc parabolic weapons. Just a heads up before you spend like 10 tokens on this and never get the chance to shoot it, except as an adhoc gauss cannon.
Start a project called 'Thor' Gauss mortar. Start with a metal plate, add a simple swivel mechanism, then add in succession 3 different tubes of 60mm, 80mm, and 100mm, and add a bipod to each to stabilize the firing angle.
Attach gauss coils and a generator(stepped down to ensure the whole thing doesn't fly apart upon firing) and three buttons-one to fire the thing, one to airburst the shell, and one to manually disarm the shell. Save the 60mm mortar as Thor-A, the 80mm mortar as Thor-B, and the 100mm mortar as Thor-C.
Create an appropriately sized standard frag shell for each different mortar, and test how far each of them can fire a shell downrange. test how powerful a transmitter I'd need to airburst each shell at max range, test firing parameters and practice leading targets with the shell(mortar shells tend to have a lot of hangtime). Also create high explosive and incendiary shells and practice with those.
Test the weight of each different prototype and see how strong I'd need to be to carry them(ie, how man-portable they are).
Finally, open up a sub-project involving a shell housing a kinetic amp and a shaped charge, appropriately sized to each prototype, and name this 'Mjolnir VHE shell'.
Well, for size reference, at least, this:Reality only comes into play when I can use it to fuck you over.is the M252 81mm mortar, with some soldiers around it providing some scale (and operating it). Looks to me like it might be possible to be single man-portable - though I doubt he'd be carrying much else, and would have fairly limited ammunition... and some trouble operating it alone, since it looks like that model uses one person to aim while the other fires it - that's not a terribly hard restriction to get around, though.Spoiler (click to show/hide)
That, of course, is reality - PW doesn't do things like being weighed down by equipment, really. Or awkward equipment bulk (we can carry LESHO rifles solo, after all). Unless he can use it as an excuse for something like failing to climb a rope or whatever.
Next, options for the incendiary shell. What substances can I use to achieve the maximum carnage with burning death?
QuoteNext, options for the incendiary shell. What substances can I use to achieve the maximum carnage with burning death?
Namite. It's very good, burns very hot (like a super napalm).
Does the mind rot cost one token per shot, or one token per magazine of ten?Forgot me.
Test the round vs a naked person, mk1, mk2, mk3, and civic defenders longcoat.
Also test how many it takes to bring down a t-rex.
No. Not unless the generator is strong enough to power the laser at max power. We pretty much never run out of laser battery power, unless people use it as a cutting device, and if that's a problem we should probably just make a better cutting device.I'm not just talking about players here, but sod forces as well. Also, people have run out of battery before, it just seems pw keeps much less track of ammo now that there are many more people playing. And a lot of people in the past have spend tokens on hooking up their laser weapons to some sort of generator, so they wouldn't have to worry about ammo anymore.
Chemical explosives are a terrible idea. Electricity is practically free in ER, plus chemical explosives are a extremely inefficient way to propel a bullet- most of the force is lost in escaping gasses after the bullet leaves.Looking at modern firearms, and taking into account that fuels/propellants in ER have incredible energy density, that little bit of chemicals explosive could give some serious extra ooomph to the weapon, while still being cheap. Sure, adding an extra charging circuit might do the same, but to decide what is most efficient, I'd like to see some empirical testing done, instead of just going by gut feeling. You guys have a shooting range, you can do it.
...Why would we make them more powerful? They're already at the level you can shoot a guy in the shin and you'll blow his leg off. And nobody uses armor unless it's basically tank armor. The only real improvements I can see for gauss rifles are a higher fire speed, and higher accuracy.Because that would be the low-tier answer to mid-tier armor. Sure, it still wouldn't oneshot a battlesuit, but it should at least still do some damage if hit in the right spot. Doesn't have to be gauss per se by the way, just an example, a rocket launcher is also good (though a grenade launcher is more a support weapon, I think). Or do a mix, make it a miniature LESHO but without the guiding systems.
I like Anton's red hand design. It has a non-lethal level, although I guess it's not necessarily reliable. It's still a wonderful sidearm.It's not usable in vaccuum though, or underwater. Or a stiff breeze (though pw probably won't ever take that into account). Not to say it's not good, but perhaps not universally usable enough.
Then, make an automatic sub-machinegun of some form. We have a distressing lack of them, and they are very powerful weapons in CQB. Especially considering how little armor most people wear, this should be a no-brainer.Could be combined with the second idea, since most battles don't go beyond lower medium range anyways. Keep things a bit streamlined.
Haha, yeah. Although it's pretty much the perfect engineer's sidearm. With a built-in feeding mechanism for welding wire, it will effectively become a self-contained universal repair tool - it can cut, it can arc-weld, it never runs out of power and in fact can act as a decent powersource, it's reasonably precise, it doesn't need a holster or occupy a hand, and it's also a reasonable self-defense weapon, both as a hand laser and with the electrolaser function.QuoteI like Anton's red hand design. It has a non-lethal level, although I guess it's not necessarily reliable. It's still a wonderful sidearm.It's not usable in vaccuum though, or underwater. Or a stiff breeze (though pw probably won't ever take that into account). Not to say it's not good, but perhaps not universally usable enough.
No. Not unless the generator is strong enough to power the laser at max power. We pretty much never run out of laser battery power, unless people use it as a cutting device, and if that's a problem we should probably just make a better cutting device.Making it "standard" is probably not wise, but the Gungnir-S conversion kit, if sold separately from the saber and the rifle, is effectively just a custom bolt-on stock for the laser rifle that has a generator and slots into the power pack chamber. The generator effectively doubles the price of the weapon, but if it's made as a simple add-on pack instead of a DIY "assembly required" deal, it can very well be used as "standard".
This is... really relying on sci-fi, so I can't exactly argue against it very well, but I'm just gonna guess the weapon would have to be especially complex, and probably quite heavy, to do this. Most of the time, I'd think having a normal gauss weapon with a standard caliber would be sufficient.The only sci-fi it relies on is a metamaterial that instantly transitions from liquid at room temperature to solid with the right conditions, while retaining magnetic properties in both states. Everything else can already be done in-universe, it just needs to be mashed together with enough force. (you know, so it fuses. :P)
It's certainly a neat idea though, and that might be enough. It really just depends on how much more costly it would be compared to standard designs.
My ideas:The Mk1's we use are basically oldtimey spacesuits, relatively speaking. We use them because they're the cheapest and simplest thing around.
First, Fix the gorram MK.1. The UWM found some way to do away with heat fins, so we should probably copy that. Then, add a large generator to the back, at least large enough to power a red hand. Add a power port to the back of the forearm on each arm, and connect weapons to that. This way, basic suits would cost more, but weapons would overall be cheaper because each one doesn't need it's own power supply.
Taking a page from Anton's MCS, add hardpoint all over it to accept things like a larger generator, a (sod) brain box, or special weapons. Don't include stuff like exoskeletons and cameyes by default though.
Also, make sure it has a robust computer system so I can make WAFFLES very advanced. No, I don't know what that stands for. It's a battlefield awareness thing.
Then, make an automatic sub-machinegun of some form. We have a distressing lack of them, and they are very powerful weapons in CQB. Especially considering how little armor most people wear, this should be a no-brainer.And yet you say chemical explosives in weapons are useless... there is no way to make a compact and deadly SMG with gauss tech. Sometimes, there is no replacing an FN P90.
I think the main question we need to ask ourselves is what we want basic weapons to be for. Are they for expendable sods to use en masse? Are they for standard usage until you get something very specific for very specific purposes? Are they for newbies to remain useful even if they don't have a ton of tokens? Are they for unreliable people with stupid ideas to do things without causing too many problems? Because depending on what we're going for, the answer to what we want will change pretty radically. If we're hoping for newbies to keep up with vets, for instance, we'll generally want basic weapons to be short-lived but powerful, or to have a lot of utility built in that's likely to be useful but not replicated by more powerful individuals. If we want to keep newcomers from screwing everything up, we might want uncon and exo basic weapons that aren't amps or manips.My idea for "basic" weapons is primarily "weapons that are intended to be most widely used in our forces", sort of "standard issue". They may not be the cheapest or the simplest weapons we have (no beating the Gauss and Laser rifles for cost-efficiency and blunt simplicity), but they must be suitable to a wide range of uses, and be cheap enough to mass-produce, while still maintaining a measure of "punch-above-your-weight" ability for the really desperate times. Both weapons I described seem, to me, fit that idea.
You sure these are going to count as "basic?" They seem pretty elaborate.Ultimately, a whole lot, I think. A lot of civilians are going to appreciate being guarded by Sods (
Going from the designs, though, it seems like your goal is flexibility and quite possibly standardization- making "basic" guns "normal" or "standard" rather than "garbage you use until you can afford something better."
This makes me wonder what the average life cycle of an ARM operative looks like. How many of what kinds of people are going to value these designs for how long?
Yeah, I know that mortars don't get to be used often, but I'm on the mission to the south pole so unless I need to actually get inside the thing we are digging up I won't have a problem not using this :DNo, what I meant was nothing here looks to be something that needs to be modified in order to work. If you keep making it bigger you're not gonna be able to carry as many shells. I mean, 120mm are stupid big (http://images.ctv.ca/archives/CTVNews/img2/20110527/800_ap_smuggled_mortar_shel_430241.jpg?2). You'd be able to carry like 2 and nothing else.
So, if nothing here isn't something I can't carry by myself, ramp this up to 80mm, 100mm, and 120mm and see if I can still carry the 120mm. Afterwards, test out the Mjolnir shell. What is it's blast radius? What affect does the amp have?
Next, options for the incendiary shell. What substances can I use to achieve the maximum carnage with burning death?
Finally, cost breakdown of all the mortars, shells, and materials. Would this be able to be prototyped?
For simplicity, I want to get the biggest one I can carry prototyped. If that's the 120mm mortar, cool. If not, the 100mm
Yeah, I was thinking that the main limitation of the Rainbow Cannon is energy consumption (and possibly overheating, haven't tried firing for that long).Ah.
So if I were to be able to gain power easily from anywhere I want (by simply ripping power cables off a wall and attaching them on the battlesuit's armour for example) I could fire for much longer without having to wait to recharge the battlesuit's capacitors, at the cost of becoming stationary, essentially trading mobility for firepower.
That's why I wanted to know if I could modify the battlesuit's Electrified Surface Defence System. So that this power transfer could happen automatically, simply by attaching the wires on it without me having to get outside the battlesuit and try to connect it with the power manually.
The ability to gain power by teammates (or enemies) hitting me with a tesla saber or one of Sean's electrolasers would be an added bonus, although it probably wouldn't see much use.
Would it be possible to do the above (charging the battlesuit's main capacitor) by inserting those capacitors you mentioned and perhaps a few variable transformers or diodes and linking the above to the battlesuit's main capacitor?
Maybe add a sensor and a physical switch so that a powersource can be tested before linking it to the suit, so as to prevent damage in case it's too powerful or too weak?
It costs 1 token per small bottle. How far that goes depends on how much you put in each round.Does the mind rot cost one token per shot, or one token per magazine of ten?Forgot me.
Test the round vs a naked person, mk1, mk2, mk3, and civic defenders longcoat.
Also test how many it takes to bring down a t-rex.
boot up the tinker.That would basically just snap the filament at the stress point of the "Vibranimum" Thats the problem with monorazor stuff, you can't really stab with it.
Spawn monorazor sword.
Spawn one token worth of monorazor proof grade A vibranium metamaterial.
Put in a third slightly elongated limb in the centre tipped with a vibranium control anchor to hold the wire.
Move the hilt behind and trigger the vibrations from this new limb.
Reduce the distance between the original two limbs to form th crosspiece.
Make sure the new limb is thin enough to slide, or squeeze, through the hole torn by the monofilament.
Replace limb material with something stronger if necessary.
So yeah basic idea is this:
An extremely thin Vibranium shaping tip is attached to the new central limb and sort of welded to the wire itself.
This limb is then vibrated, either on its own or In conjunction with the original vibration source and allows the razor to perform slashing and stabbing attacks while the new thinner limb slides into the grooves the monofilament shreds in the target.
Basically monoatomic butchers cleaver becomes monoatomic gladius, or dirk, probably a dirk.
Looking at modern firearms, and taking into account that fuels/propellants in ER have incredible energy density, that little bit of chemicals explosive could give some serious extra ooomph to the weapon, while still being cheap. Sure, adding an extra charging circuit might do the same, but to decide what is most efficient, I'd like to see some empirical testing done, instead of just going by gut feeling. You guys have a shooting range, you can do it.
Because that would be the low-tier answer to mid-tier armor. Sure, it still wouldn't oneshot a battlesuit, but it should at least still do some damage if hit in the right spot. Doesn't have to be gauss per se by the way, just an example, a rocket launcher is also good (though a grenade launcher is more a support weapon, I think). Or do a mix, make it a miniature LESHO but without the guiding systems.
[Anton's Red Hand is] not usable in vaccuum though, or underwater. Or a stiff breeze (though pw probably won't ever take that into account). Not to say it's not good, but perhaps not universally usable enough.
Could be combined with the second idea, since most battles don't go beyond lower medium range anyways. Keep things a bit streamlined.Yeah, to be honest we could probably replace all our weapons with SMGs and we'd be doing better. I'm as much an advocate of battle rifles as anyone, but we really don't fight many battles where range is needed.
The only sci-fi it relies on is a metamaterial that instantly transitions from liquid at room temperature to solid with the right conditions, while retaining magnetic properties in both states. Everything else can already be done in-universe, it just needs to be mashed together with enough force. (you know, so it fuses. :P)The piezoelectric shards are a liquid that changes into a crystal under an electric current, I believe.
The Mk1's we use are basically oldtimey spacesuits, relatively speaking. We use them because they're the cheapest and simplest thing around.
Really, anything we do to upgrade the Mk1 will just bring it closer to a Mk2, and is unlikely to do so at lesser cost. Though perhaps we could outfit the Mk1 with some of the Mk2's survival features, like medical systems and anti-breach compartmentalization features, at little enough cost to make this sort of a "Mk1.5" suitable as a default suit replacement.
And yet you say chemical explosives in weapons are useless... there is no way to make a compact and deadly SMG with gauss tech. Sometimes, there is no replacing an FN P90.
Ultimately, a whole lot, I think. A lot of civilians are going to appreciate being guarded by Sods (Yes, making specialized weapons does carry the risk that the soldier runs into a situation that he can't deal with. But, he will be able to deal with the situation he runs into most often very effectively.and Artees) that have weapons advanced enough to handle a wide variety of tasks. The weapons we have, have a certain series of flaws, or perhaps one big flaw - they are too specialized. A gauss rifle, once you choose it, is good for exactly one thing - punching a hole in the thing you point it at. It's really good for it, as long as there's only the one thing - the refire delay means that you can't engage multiple rapidly approaching targets with it, and the shot power means that if you're threatened by something numerous and unarmored - like if Xan decides to flood the universe with Xanlings - then you're wasting your limited ammo on massive overkill of single targets (http://www.youtube.com/watch?v=3Ew_jfj9798). Conversely, the laser rifle is great for sweeping the beam around and killing little things, but it takes a longer, more concentrated and more accurate attack to kill something big with it. The designs I thought of try to address those two points, giving the weapons more versatility so that if a soldier has only one type of weapon, he is less screwed if he encounters a situation his weapon is not intended for. While, hopefully, staying cheap enough for mass production.
And yet you say chemical explosives in weapons are useless... there is no way to make a compact and deadly SMG with gauss tech. Sometimes, there is no replacing an FN P90.
D:<
Honestly, there's probably no possible way you could have stated that better, considering how much of a P90 fanboy I am. RL P90s would probably be sufficient for our purposes, actually.
But I disagree with you on the gauss weapons. The P90 still has a ten inch barrel, which I'd think is still an effective length for a gauss weapon. We can easily shrink the round to a 5mm too, and on top of that the weapon would probably have lighter recoil than a real P90. Not that that really matters. Fires like a dream already...
Between that, and powering it by suit, we could easily get a high rate of fire. And a gauss weapon can fire more bullets in a magazine by size, because it needs no propellant.
...Anyways, I'm only going to try for a gauss SMG if the PSL (hah) can't be miniaturized into a SMG cheaply. Considering how massively effective the foot long shards are, a two inch shard should still be pretty horrific against a human.
Yes, making specialized weapons does carry the risk that the soldier runs into a situation that he can't deal with. But, he will be able to deal with the situation he runs into most often very effectively.
Attempting to make every weapon be able to perform every role will mean that your soldier will be able to deal with any situation, but he won't be able to deal with any of them as well as if he had a specialized gun. If 80% of the situations he runs into can be dealt with the specialized one, you should give him the specialized one because chances are he'll die in one of those situations anyways.
Besides, we have swiss army knives in our forces anyways. We call them space wizards.They are rather more like swiss army chainsaw-chucks.
Completely unrelated: HEY! PIECEWISE! Do robot-body people have things that mimick the functions of glands, like the adrenal glands? Do they suffer/benefit from fight-or-flight?I believe fight-or-flight and some other things are dependent on the
Gauss SMGs face a whole slew of problems even not taking the power requirements into account. Everything from heating to electrode erosion is an issue, and the required capacitors alone would take up significant space. Not saying it's impossible, but it will need a rather drastic rework of the whole principle of the weapon.
Ah, but I am not taking away the weapons' primary strengths. Both of these still allow the weapons to function in their original role - the metamaterial rifle will still be able to hock large metal slugs at ludicrous speeds at the enemy, and the FEL rifle will still be able to produce an on-demand laser beam that it can fire continuously. In these cases, the weapon upgrades only serve to expand their usefulness, not make tradeoffs with their primary function.
They are rather more like swiss army chainsaw-chucks.Yeah, that is correct. Still, they're being compared to simple daggers. I'm more affraid of the perfect master of the SWC-C than the perfect master of a dagger.
I believe fight-or-flight and some other things are dependent on theEpinephrine is produced by your adrenal glands, above your kidneys. There's other non-brain glands which produce stuff which affect your brain, I believe, but FOF was the first to come to mind.hippopotamus in your brainhypothalamus gland, which resides somewhere around your brainstem, so robobodies should still have their various hormone-powered reactions
Is the monofilament able to be bent at any small degree or is it impossible for... reasons?Well, it's an extremely thin, strong but brittle, filament vibrating at extremely high speed. The reason it's suspended between two points with a metal frame is because it will basically cut anything and the things it can't cut will cause it to break. Mono-filament is quite limited in that way.
Yes, your idea does sound better. And using my teammates' electrolasers as a link gun (http://liandri.beyondunreal.com/Link_Gun) probably wouldn't find much use.
How many tokens for that plug (I'm assuming it's just two metal cups with things to hold the wires and prevent them from falling off) and the capacitors and other electronics for the thing?
Would it cost extra to have a sensor that would test the current for whether or not it's too powerful, something like a breaker switch?
Could I use that rechargable vehicle battery I have connected to my industrial mining laser or does it not have enough power to make a significant difference?
If not, what would I need to make the red plasma beam fire for twice as long? How much would it all cost?
While we're at it, what's the best energy to size ratio battery I can get installed in this system, how many times more long-lasting is it compared to Gilgamesh's main capacitor and what would that bring the cost to?
Oh, irrelevant, directed more towards our other tinker people designing weapons, but I read that the Russian Military is using some kind of generator that gets its electricity from an explosion to power their prototype railguns. Assuming that that technology has advanced and can create more power than our standard generator/capacitor combo, you could use it to create a gauss gun or pulse laser that would be more powerful at the cost of not having unlimited power.
Oh, in that case just go for the 80mm then. As for how to explain how this is different from a gauss cannon firing in parabolas...Hm. Test how a gauss cannon firing like a mortar differs from using an actual mortar(range, shell accuracy, ease of aiming, etc.). If it's sufficiently different to satisfy the AM, great. If not, check the newbie fund to see if there's enough left to fund building this thing and at least 4 shells(combined with the five I haven't spent, that is). Of there is, save the shcematics to my wristpad and go to the AM to get this thing done and hit the shuttle. If there isn't enough credits left, shrug and just save the project, then log out.It's really basically gonna be the same. You could just strap an adjustable stand to the cannon and get the same effect because the two are mechanically pretty much identical, just a tube that uses gauss coils to fire big metal shells.
As for the Mjolnir shell....check how far out the cone of effect hits out to, and how far it's diameter expands. See if there's an optimal height to airburst the shell for maximum carnage to an area. Finally, load up a battlesuit and an AoW have each of them hit by the Mjolnir to check how well this thing destroys armored targets.
The robodies do a pretty good job mimicking normal bodies, complete with production of various hormones and chemical substances normal in humans.Looking at modern firearms, and taking into account that fuels/propellants in ER have incredible energy density, that little bit of chemicals explosive could give some serious extra ooomph to the weapon, while still being cheap. Sure, adding an extra charging circuit might do the same, but to decide what is most efficient, I'd like to see some empirical testing done, instead of just going by gut feeling. You guys have a shooting range, you can do it.
Eh, true, we don't know how good propellents are in ER. It still stands that regardless of energy density they're inefficient in how they apply it, which is what I was trying to say. More than half of the kinetic force that leaves the barrel is still in the gasses ejected, which means that a gauss weapon with the same bullet velocity and size should have less than half the recoil of a chemical propellant firearm. Muzzle brakes can mitigate this somewhat, but they can't fully solve the problem.
Beyond that, adding propellents to the bullets makes them larger, and more expensive, even if you make them caseless. And you get muzzle flash, which is more a tactical disadvantage but it's certainly a bad one.Because that would be the low-tier answer to mid-tier armor. Sure, it still wouldn't oneshot a battlesuit, but it should at least still do some damage if hit in the right spot. Doesn't have to be gauss per se by the way, just an example, a rocket launcher is also good (though a grenade launcher is more a support weapon, I think). Or do a mix, make it a miniature LESHO but without the guiding systems.
Gauss rifles already do damage against battlesuits if you shoot them in the joints. Not much, but you can cripple them. And as far as sandpapering their armor... well, a Sibillus does that. I thiiink a series of overcharged gauss rounds can sandpaper a battlesuit too, but that was literally fifteen hundred pages of on-ship ago. And nearly two years...
And you're not gonna make a 'low-tier' mini-LESHO which fires a round larger than a gauss rifle. It's a railgun, and uses a fancy (and expensive!) meta-material that reverts to it's original form when it gets shocked.[Anton's Red Hand is] not usable in vaccuum though, or underwater. Or a stiff breeze (though pw probably won't ever take that into account). Not to say it's not good, but perhaps not universally usable enough.
It's still a very good sidearm, and IIRC most of the cost was for the generators, which would be negated if we link suit power to our weaponry. It would be a suitable replacement for our current hand laser.Could be combined with the second idea, since most battles don't go beyond lower medium range anyways. Keep things a bit streamlined.Yeah, to be honest we could probably replace all our weapons with SMGs and we'd be doing better. I'm as much an advocate of battle rifles as anyone, but we really don't fight many battles where range is needed.The only sci-fi it relies on is a metamaterial that instantly transitions from liquid at room temperature to solid with the right conditions, while retaining magnetic properties in both states. Everything else can already be done in-universe, it just needs to be mashed together with enough force. (you know, so it fuses. :P)The piezoelectric shards are a liquid that changes into a crystal under an electric current, I believe.
...This might be a good time to mention that I was thinking of making a piezoelectric SMG.The Mk1's we use are basically oldtimey spacesuits, relatively speaking. We use them because they're the cheapest and simplest thing around.
Really, anything we do to upgrade the Mk1 will just bring it closer to a Mk2, and is unlikely to do so at lesser cost. Though perhaps we could outfit the Mk1 with some of the Mk2's survival features, like medical systems and anti-breach compartmentalization features, at little enough cost to make this sort of a "Mk1.5" suitable as a default suit replacement.
Yeah, that's a good point. I still say the improved generator is important, because not having a power source in every gun would be quite useful. Also, moving the power transfer point to the palm of the hand, so that weapons can be drawn easily and not have to be plugged in. That would be very bad. It might also double as an emergency taser- just slap the enemy with your electrified glove!
And yes, we would need versions of weapons with their own power sources for black ops. Those could be specialized versions that are more expensive, or modification kits.And yet you say chemical explosives in weapons are useless... there is no way to make a compact and deadly SMG with gauss tech. Sometimes, there is no replacing an FN P90.
D:<
Honestly, there's probably no possible way you could have stated that better, considering how much of a P90 fanboy I am. RL P90s would probably be sufficient for our purposes, actually.
But I disagree with you on the gauss weapons. The P90 still has a ten inch barrel, which I'd think is still an effective length for a gauss weapon. We can easily shrink the round to a 5mm too, and on top of that the weapon would probably have lighter recoil than a real P90. Not that that really matters. Fires like a dream already...
Between that, and powering it by suit, we could easily get a high rate of fire. And a gauss weapon can fire more bullets in a magazine by size, because it needs no propellant.
...Anyways, I'm only going to try for a gauss SMG if the PSL (hah) can't be miniaturized into a SMG cheaply. Considering how massively effective the foot long shards are, a two inch shard should still be pretty horrific against a human.Ultimately, a whole lot, I think. A lot of civilians are going to appreciate being guarded by Sods (Yes, making specialized weapons does carry the risk that the soldier runs into a situation that he can't deal with. But, he will be able to deal with the situation he runs into most often very effectively.and Artees) that have weapons advanced enough to handle a wide variety of tasks. The weapons we have, have a certain series of flaws, or perhaps one big flaw - they are too specialized. A gauss rifle, once you choose it, is good for exactly one thing - punching a hole in the thing you point it at. It's really good for it, as long as there's only the one thing - the refire delay means that you can't engage multiple rapidly approaching targets with it, and the shot power means that if you're threatened by something numerous and unarmored - like if Xan decides to flood the universe with Xanlings - then you're wasting your limited ammo on massive overkill of single targets (http://www.youtube.com/watch?v=3Ew_jfj9798). Conversely, the laser rifle is great for sweeping the beam around and killing little things, but it takes a longer, more concentrated and more accurate attack to kill something big with it. The designs I thought of try to address those two points, giving the weapons more versatility so that if a soldier has only one type of weapon, he is less screwed if he encounters a situation his weapon is not intended for. While, hopefully, staying cheap enough for mass production.
Attempting to make every weapon be able to perform every role will mean that your soldier will be able to deal with any situation, but he won't be able to deal with any of them as well as if he had a specialized gun. If 80% of the situations he runs into can be dealt with the specialized one, you should give him the specialized one because chances are he'll die in one of those situations anyways.
Besides, we have swiss army knives in our forces anyways. We call them space wizards.
Also, Radio and Sean, when you're quoting posts could you start writing your message on a newline after the (/quote) tag? As it is, you just have these massive lumps that are hard to parse in the message box.
Completely unrelated: HEY! PIECEWISE! Do robot-body people have things that mimick the functions of glands, like the adrenal glands? Do they suffer/benefit from fight-or-flight?
Otherwise you'd see a rather radical change in the personality of the subject placed in the body. You can turn them off manually though, if you want. Though doing so may have unforeseen effects.
@hapah: interesting idea, you might want to coordinate with Hephaustus people since they'll be desiging new basic weapons.Oh sure, I probably will once the missions are over. At the moment I'm more interested in the feedback from the players if this is something that they think would be useful to have. Would it have been good in any past missions? I'm trying to avoid putting a lot of thought into answering a question that nobody's asking, you know? Does the idea have value?
MLRS style launchers that can be attached to my Halberd mech design.@hapah: interesting idea, you might want to coordinate with Hephaustus people since they'll be desiging new basic weapons.Oh sure, I probably will once the missions are over. At the moment I'm more interested in the feedback from the players if this is something that they think would be useful to have. Would it have been good in any past missions? I'm trying to avoid putting a lot of thought into answering a question that nobody's asking, you know? Does the idea have value?
What's vibranium anyway? Searching the board reveals nothing.What Captain America's shield is made out of? I think he's referring to metamaterials of some sort, though. I'm not sure.
@U_P: http://en.m.wikipedia.org/wiki/Soldering_ironSoldering iron =/= laser sword
This might be easier way to get that.
@U_P: http://en.m.wikipedia.org/wiki/Soldering_ironSoldering iron =/= laser sword
This might be easier way to get that.
I dunno man, you ever been hit with one? Feels about the same.@U_P: http://en.m.wikipedia.org/wiki/Soldering_ironSoldering iron =/= laser sword
This might be easier way to get that.
Yes.Otherwise you'd see a rather radical change in the personality of the subject placed in the body. You can turn them off manually though, if you want. Though doing so may have unforeseen effects.
Can they be otherwise tampered with? For example, extra adrenaline, trigger a rush of dopamine, oxytocin to feel pleasure, etc.
Eh, no problem, that's fine. It was a cool idea anyways :P. Plus, if I ever get a cannon, I can just adapt the Mjolnir shell to it.True.
Bring Halberd Mech design back up.Gonna have to kick the computers' memory bank a bit here, if you catch my drift.
replace the monofilament with a vibranium wire of equal size shaped like a gladius blade.Wait, how are you vibrating the entire blade...yet only using a small amount of material?
Vibrate the entire blade section instead of the wire itself.
Seems to me that a material that near instantly snaps back into its original shape would be perfect for a shaped monorazor.
Should be cheap too because youd only need like an Australian 5 cent piece worth of metamaterials.
new seperate project
Spawn a thin fibre obtic cable with a temperature threshold of 4000° Celsius or more.
Spawn a temperature resistant cable holder to hold the wire in a rounded rectangle shape where it feeds back into itself to form an infiniteloop but maintains a distinct laser seeding segment.
Spawn a laser rifle emmitter with no focusing lenses to serve as the hilt and feed its "beam" into the fibre optics seeding segment.
Place a thermostat in the crosspiece and connect it to the laser emmitter to regulate energy flowand coat the top of the crosspiece in that laser absorbing crystal to prevent heat reaching the hilt.
Run a power cable from the laser emmitter designed to connect easily to suit reactors.
Basic idea is that the light from the laser emmitter collects inside the fibre optics and heats it to 3500 degrees and is held at that temperature by the thermostat, then when you hit stuff with the cable it melts right through the target, or your leg if you screw up horribly.
The vibration only effects the wire. Otherwise the thing would buzz right out of your hand.What's vibranium anyway? Searching the board reveals nothing.What Captain America's shield is made out of? I think he's referring to metamaterials of some sort, though. I'm not sure.
Piecewise, if I were to attach a sword point to a monoatomic razor, would the filament go to work on the stab just because of proximity, or would I have to move it once it's in the wound? Also, would makng a three-sided monoatomic blade allow me to 'stab' with the front filament?
This.Probably something like 15 tokens for the whole thing, with weapons and such. Because they're not terribly complex, kinda like a light battlesuit but with less options. Weapons, at least the normal guns, would all cost about the same. Think..5 tokens.I'M IN TINKER AGAIN
WHY AM I IN TINKER AGAINLook at you throwing around the Armor shrikes and Double edges like I don't have the box set of Blue gender on my shelf AT THIS VERY DAMN MOMENT.Work in progress.
"Halberd"Rapid Battle Unit
Armour: Electro Reactive Armour
Height: Around 16 ft (how many meters is that?) tall for most configurations.
Weapons: 1 Coilgun or equivalent rapid fire weapon along with a choice of either a under barrel rocket launcher or a bayonet type weapon. 1 mech scale dagger or sword type weapon for melee. 2x shoulder blades as well. 1 optional wrist mounted shield made of battle suit plate.
Movement: Roller blade style system mounted on feet to allow for quick movement across most surfaces with ability to be stowed inside the feet to allow for movement on rougher surfaces such as a wreckage strewn fields or mountains.
Cargo: 1 Pilot and/or AI controlled.
Support: Auto repair kit.
Operation: This configuration is designed to rapidly engage enemy forces while being supported by other Halberds and other friendly units including infantry and air support. And if equipped with a under barrel rocket launcher, it can engage enemy armour units if it has to.
Advantages: Speed, adaptability and same basic parts used in all configuration.
Disadvantages: not as heavily armoured as units such as a battlesuit.Spoiler: Appearance of Standard config (With the pilot begin enclosed of course) (click to show/hide)
What do you think Piecewise, is there anything you think I should add or change?
So wha, you wanna make a double edge, but one that doesn't make you go kill crazy? Seems reasonable. Hell, they're one of the few mechs that are really sorta realistic in anime. Reasonable size, move quickly using wheels instead of running, etc.
How many tokens would it cost with the normal weapons? And how much would each weapon or option like the double blades cost if the characters decided to change the weapons? And how much would something more like the Armour shrikes before the Double Edge appeared?
I don't think it'd be any different from animal control tranquilizer darts, except in physical damage delivered. So probably no on the war crime.Depends on if Maldavian mind rot is considered a WMD.
Wait, what?I'm saying it devalues stats gained by mundane people like Lars and Milno.Lars fights by will of the gods! He's more like a Paladin, really... though he's about to take a level in Psionicist.
If my calculations are correct an electron goes about 2km/s when orbiting a proton.I remember reading that if electrons really did orbit protons in a conventional sense, the moving electrical charge would cause a release of...something, I forget what, causing the electron to lose energy and crash into the proton in a tiny fraction of a second. So that number might be meaningless.
You also have the problem that heat from firing might just boil the booze.I chatted with a firearms expert I know, and he said it was doable. He said it depends on how much was getting heated up, but unless it managed to make the alcohol reach its flash point, it would be fine. He compared it to incendiary rounds, in case that helps.
Three, You talk about the electromagnetic amp for the purposes of self protection, but I fail to see how it will protect you from being pulverized into subatomic shrapnel when you jerk your body forward at significant values of c, or just c.They say that it's the sudden stop at the end that kills you, but they're wrong. What kills you is that all of you doesn't stop at the same time.
Fourth, ignoring all the others, even if they all worked, you're accelerating to c and then back to 0 in HOW MANY METERS?! I'm no physicist but I'm pretty sure that much energy would kill you and everyone around you for several miles with just the shockwave.Unless manips follow Newton's 3rd Law of Motion, it'll be fine.
The weapons we have, have a certain series of flaws, or perhaps one big flaw - they are too specialized. A gauss rifle, once you choose it, is good for exactly one thing - punching a hole in the thing you point it at. It's really good for it, as long as there's only the one thing - the refire delay means that you can't engage multiple rapidly approaching targets with it, and the shot power means that if you're threatened by something numerous and unarmored - like if Xan decides to flood the universe with Xanlings - then you're wasting your limited ammo on massive overkill of single targets (http://www.youtube.com/watch?v=3Ew_jfj9798). Conversely, the laser rifle is great for sweeping the beam around and killing little things, but it takes a longer, more concentrated and more accurate attack to kill something big with it. The designs I thought of try to address those two points, giving the weapons more versatility so that if a soldier has only one type of weapon, he is less screwed if he encounters a situation his weapon is not intended for. While, hopefully, staying cheap enough for mass production.That is a bit of a problem. Brings a new level of meaning to phrases like "general-purpose machine gun," doesn't it?
So am I. That would be a good thing if I wasn't on the same team as them.They are rather more like swiss army chainsaw-chucks.Yeah, that is correct. Still, they're being compared to simple daggers. I'm more affraid of the perfect master of the SWC-C than the perfect master of a dagger.
Otherwise you'd see a rather radical change in the personality of the subject placed in the body.Given the kind of people we're talking about, this is a bad thing?
Indeed, but the principle behind a soldering iron might mean you can get a stretch of 'wire/cable' incredibly hot in an easier way. That's what you're trying to get, right? A stretch of very hot material to slice through things? Or is the usage of lasers absolutely critical to you? :POf course it is! Lasers make everything cooler! (Except the stuff they heat up to extreme temperatures.)
Eh, I'm kinda out of tokens right now, but just to keep it in mind in case I do get some tokens, what kind of battery system could I get with 5 tokens? What kind of effect would it have? Use the data gathered during the defence of Hephaestus to extrapolate how much more powerful it could make the cannon.Missed me.
Also, would it be possible to bend a monoatomic razor's wire with centrifugal force or would the wire not be taut enough to vibrate and cut stuff? I was thinking of having something like this:Where the red is the monowire and the blue is the thing that makes it spin.Spoiler (click to show/hide)
Wait, what?I'm saying it devalues stats gained by mundane people like Lars and Milno.Lars fights by will of the gods! He's more like a Paladin, really... though he's about to take a level in Psionicist.
15 Organochemistry Overrider Psychokinetic Amplifier
Ammo:NA
Range: NA
Stat requirement: 15 Willpower 12 Charisma
Description: An upgraded version of the Neural Connector that allows the user to freely manipulate the body chemistry of the target. A boring man would simply stop the target's heart or melt their brain, while a clnver man could hijack an alien's body and pilot it around or even completely rewrite their brains and turn them into passive drones. Feedback with this Amp tends to have rather messy results.
Gotcha. Alright loaded. Whatcha wanna do with it?This.Probably something like 15 tokens for the whole thing, with weapons and such. Because they're not terribly complex, kinda like a light battlesuit but with less options. Weapons, at least the normal guns, would all cost about the same. Think..5 tokens.I'M IN TINKER AGAIN
WHY AM I IN TINKER AGAINLook at you throwing around the Armor shrikes and Double edges like I don't have the box set of Blue gender on my shelf AT THIS VERY DAMN MOMENT.Work in progress.
"Halberd"Rapid Battle Unit
Armour: Electro Reactive Armour
Height: Around 16 ft (how many meters is that?) tall for most configurations.
Weapons: 1 Coilgun or equivalent rapid fire weapon along with a choice of either a under barrel rocket launcher or a bayonet type weapon. 1 mech scale dagger or sword type weapon for melee. 2x shoulder blades as well. 1 optional wrist mounted shield made of battle suit plate.
Movement: Roller blade style system mounted on feet to allow for quick movement across most surfaces with ability to be stowed inside the feet to allow for movement on rougher surfaces such as a wreckage strewn fields or mountains.
Cargo: 1 Pilot and/or AI controlled.
Support: Auto repair kit.
Operation: This configuration is designed to rapidly engage enemy forces while being supported by other Halberds and other friendly units including infantry and air support. And if equipped with a under barrel rocket launcher, it can engage enemy armour units if it has to.
Advantages: Speed, adaptability and same basic parts used in all configuration.
Disadvantages: not as heavily armoured as units such as a battlesuit.Spoiler: Appearance of Standard config (With the pilot begin enclosed of course) (click to show/hide)
What do you think Piecewise, is there anything you think I should add or change?
So wha, you wanna make a double edge, but one that doesn't make you go kill crazy? Seems reasonable. Hell, they're one of the few mechs that are really sorta realistic in anime. Reasonable size, move quickly using wheels instead of running, etc.
How many tokens would it cost with the normal weapons? And how much would each weapon or option like the double blades cost if the characters decided to change the weapons? And how much would something more like the Armour shrikes before the Double Edge appeared?
I see gwg is catching up on lost time.I don't think it'd be any different from animal control tranquilizer darts, except in physical damage delivered. So probably no on the war crime.Depends on if Maldavian mind rot is considered a WMD.Wait, what?I'm saying it devalues stats gained by mundane people like Lars and Milno.Lars fights by will of the gods! He's more like a Paladin, really... though he's about to take a level in Psionicist.If my calculations are correct an electron goes about 2km/s when orbiting a proton.I remember reading that if electrons really did orbit protons in a conventional sense, the moving electrical charge would cause a release of...something, I forget what, causing the electron to lose energy and crash into the proton in a tiny fraction of a second. So that number might be meaningless.You also have the problem that heat from firing might just boil the booze.I chatted with a firearms expert I know, and he said it was doable. He said it depends on how much was getting heated up, but unless it managed to make the alcohol reach its flash point, it would be fine. He compared it to incendiary rounds, in case that helps.
When I explained the situation, he pointed out that is might be pointless. How potent is a few grams of mind rot, anyways?QuoteThree, You talk about the electromagnetic amp for the purposes of self protection, but I fail to see how it will protect you from being pulverized into subatomic shrapnel when you jerk your body forward at significant values of c, or just c.They say that it's the sudden stop at the end that kills you, but they're wrong. What kills you is that all of you doesn't stop at the same time.
Your feet stop first, but your knees are still moving. If your shins can absorb the force, great; if not, you've got broken legs. Perhaps more importantly, when your skull stops moving, your brain hasn't stopped yet, so it bangs into the skull. I could go on, but the sum total of it is that if you accelerate all your bits and pieces an equal amount at the same time you'll be fine. Of course, at those speeds uneven rounding errors could be fatal, but aside from stuff like that, it'll be good.QuoteFourth, ignoring all the others, even if they all worked, you're accelerating to c and then back to 0 in HOW MANY METERS?! I'm no physicist but I'm pretty sure that much energy would kill you and everyone around you for several miles with just the shockwave.Unless manips follow Newton's 3rd Law of Motion, it'll be fine.
Presumably, vector manips move material...um...they move stuff without needing to move anything in the opposite direction. Hence, the only thing that could cause issues from that is the stuff actually being accelerated...which can't actually collide with anything, since their electromagnetism is turned off.The weapons we have, have a certain series of flaws, or perhaps one big flaw - they are too specialized. A gauss rifle, once you choose it, is good for exactly one thing - punching a hole in the thing you point it at. It's really good for it, as long as there's only the one thing - the refire delay means that you can't engage multiple rapidly approaching targets with it, and the shot power means that if you're threatened by something numerous and unarmored - like if Xan decides to flood the universe with Xanlings - then you're wasting your limited ammo on massive overkill of single targets (http://www.youtube.com/watch?v=3Ew_jfj9798). Conversely, the laser rifle is great for sweeping the beam around and killing little things, but it takes a longer, more concentrated and more accurate attack to kill something big with it. The designs I thought of try to address those two points, giving the weapons more versatility so that if a soldier has only one type of weapon, he is less screwed if he encounters a situation his weapon is not intended for. While, hopefully, staying cheap enough for mass production.That is a bit of a problem. Brings a new level of meaning to phrases like "general-purpose machine gun," doesn't it?
And that video is exactly what I was thinking of when I was reading that. Good ol' Bert.So am I. That would be a good thing if I wasn't on the same team as them.They are rather more like swiss army chainsaw-chucks.Yeah, that is correct. Still, they're being compared to simple daggers. I'm more affraid of the perfect master of the SWC-C than the perfect master of a dagger.
Space magic has its own downsides. Conventional weapons might not be able to damage a given enemy efficiently; space magic probably can, but it's a lot more reliant on luck. Too low and you'll do nothing except give yourself a crippling headache (something that you can't do with a gun), too high and you'll have people trying to fit a 9 to your situation.Otherwise you'd see a rather radical change in the personality of the subject placed in the body.Given the kind of people we're talking about, this is a bad thing?Indeed, but the principle behind a soldering iron might mean you can get a stretch of 'wire/cable' incredibly hot in an easier way. That's what you're trying to get, right? A stretch of very hot material to slice through things? Or is the usage of lasers absolutely critical to you? :POf course it is! Lasers make everything cooler! (Except the stuff they heat up to extreme temperatures.)
Alright. Just for fun, let's see if I can design some things I saw online. Unless piecewise rejects this kind of thing because it takes up too much time.
Let's start simple.
Design a sort of belt-fed shotgun built into a gauntlet. (The belt should also be covered by part of the gauntlet.) Also design incendiary shotgun shells. I don't know enough about shotguns or incendiary rounds to see anything terribly problematic with that, so that should be sufficient.
Five you could probably add 25-50% more power. It would have the effect of more power. You're not sure if it would make the cannon more powerful or simply allow it to fire more without draining the suit.Eh, I'm kinda out of tokens right now, but just to keep it in mind in case I do get some tokens, what kind of battery system could I get with 5 tokens? What kind of effect would it have? Use the data gathered during the defence of Hephaestus to extrapolate how much more powerful it could make the cannon.Missed me.
Also, would it be possible to bend a monoatomic razor's wire with centrifugal force or would the wire not be taut enough to vibrate and cut stuff? I was thinking of having something like this:Where the red is the monowire and the blue is the thing that makes it spin.Spoiler (click to show/hide)
Based on what GWG said in this thread about the booze not boiling when shot out of a gun, and what Paris said in the OOC thread about liquid mercury bullets successfully poisoning people, I think the mind rot bullets would work.Thing is though, Liquid mercury bullets probably got lodged in people and had time to leak out. Gauss bullets tend not to get lodged.
How many grams of mind rot can I get for one token?
PW, you missed part of something I had asked. I wanted some details on the Mjolnir's effect on armored targets(I had set up some tests on battlesuits and AoWs before logging off), and the exact area of effect the shockwave cone hits out to. Doesn't matter until I get back to this after the mission, but still something I'd like to know.Depends on if it hits them (Shockwaves won't have too much an effect on them other then knocking them down) And the area of effect depends on how far you consider it effective. As in, the shockwave lessens in intensity as it heads out, so you have to know the lowest point you're willing to still consider it an effective attack.
the "blade" is the rigid vibranium monofilament, the "blade section" is the non vibranium or vibranium tipped limbs that hold it in place. Hence ill only need a tiny coins worth of metamaterial.
test effectiveness of vibranium wire gladius against varying materials such as steel and battleplate with slashing and stabbing attacks.
Reset laser sword except for the hilt and power lead.
Place flourescent light tube made of bulletproof heat resistant glass on end of hilt.
Place refector dish in top end and reflector ring in bottom end of tube to reflect light away from the sides of the tube and form a photon condenser.
Hit virtual stuff with laser light globe sword of death.
See if I can create shoulder mounted rail cannons that can be used in place of the back blades. And also see how one does against a standard sod squad with gauss rifles.
See if I can create shoulder mounted rail cannons that can be used in place of the back blades. And also see how one does against a standard UWM squad.How powerful? Gauss cannon powerful?
Pictures... difficult...phone internets... horrible... drawing impossible...The mono-thing probably wouldn't work.
(http://s.productreview.com.au/products/images/milwaukee-m12-cordless-multi-tool_50ede0f1139fa.jpg)
Think of an oscillation grinder like the "renovator multi-tool" but with the cutting tip shaped like a vibranium edged gladius and the blade coming out of the center of the hilt instead of from below it.
As for the cutting blade, imagine an unshaded hand drawn leaf.
The exterior edging is the monofilament, the veins are the wafer thin almost superfluous support struts, the white spaces are air and the stem gets slitted into the oscillator to anchor the blade in place.
Get price check on flourescent death tube and vibranium osvillation gladius, test effectiveness against standard targets and materials.
Yeah, thats the basic gist of my flourescent laser sword, now it just needs to be telescopic and produce visible light.
Thanks for the info. Wonder if Steve would let me connect to the Sword's power supply to test that. What's the worse that can happen? 6+2Shredder:
How about this monoatomic Spinner Staff, Shredder Sword and Slicer Saucer? Would they work?
Assume I'm using the best quality monoatomic wire I can get and a reasonably strong material for the rest of the weapon, with something a bit stronger for the guards and covers. Assume the spinning parts are spinning as fast as possible without there being a danger of breaking.
How does each of those weapons perform against a sod and against a battlesuit? What are their problems? How do they perform in terms of cutting speed and fragility?Spoiler: Shredder Sword (click to show/hide)Spoiler: Spinner Staff (click to show/hide)Spoiler: Slicer Saucer and Saucer Launcher (click to show/hide)
Yes, I know it's going to be expensive. But man-usable-monoatomic-sword. Only problem I see is that it will need some Dex and Str to use, because unless I use very expensive materials it's going to be heavy and because of the spinning parts it's going to be resistant to twisting the sword because of angular momentum.
Well, even if my round doesn't affect the armor of a battlesuit very much, I'm pretty damn sure anything that almost instantly flattens one into the ground is still gonna injure the pilot/cause joints and systems to fail.If the round actually strikes the suit and isn't an airburst, it's gonna do a lot of damage. Enough to probably kill the pilot. Air burst that knocks it down, it's hard to say what will happen. Chances are there will be some damage, either to the pilot or some system, but it's not going to be consistent.
To answer the question on effectiveness though, I'd first need to know exactly what damage to the battlesuit(BESIDES knocking it down) it does. Assume direct hit to center of mass/cockpit for this. Then, extrapolate out from this calculation to the point where it doesn't do any damage besides maybe shifting the suit a little
Yeah, gauss cannon powerful.See if I can create shoulder mounted rail cannons that can be used in place of the back blades. And also see how one does against a standard UWM squad.How powerful? Gauss cannon powerful?
The glowing sword...Does it have to be a light tube? This would be so much easier if it was just a piece of metal heated with an electric current.
Heat doesn't really "Chop" through stuff very well.My $0.02 on the matter:
The mono-thing probably wouldn't work.The cutting surface is on the outside length of the limbs.
As per the spinning thing, I've used tools like that before and they jerk about a fair bit, even when well balanced. I'm saying that you're gonna have to counterbalance the thing to prevent vibration. And it's also gonna be quite hard to use. Since, if you just thrust it forward willy nilly, it's just gonna hit the metal "arm" part and not the cutting surface. I suppose you could run mono-razors up the outside length of the arm. That would work.
It would also be heavy and scary as fuck. Just a giant whirring blade of death on a stick.
The glowing sword...Does it have to be a light tube? This would be so much easier if it was just a piece of metal heated with an electric current. Not that either will do much against things in a quick manner. Heat doesn't really "Chop" through stuff very well.
As for the cutting blade, imagine an unshaded hand drawn leaf.Scary whirring death blade is exactly what im aiming for.
The exterior edging is the monofilament, the veins are the wafer thin almost superfluous support struts, the white spaces are air and the stem gets slitted into the oscillator to anchor the blade in place.
Well if you fire it straight into them you're gonna fuck'em up. Gonna fuck em up good.Yeah, gauss cannon powerful.See if I can create shoulder mounted rail cannons that can be used in place of the back blades. And also see how one does against a standard UWM squad.How powerful? Gauss cannon powerful?
((Monoatomic frisbee is the best kind of frisbee.The lower one has a lesser capacity to effect things. Basically, you can fuck with brain chemistry or nerve impulses or similar things, but if you wanted to, say, cause them to grow another finger you'd have to sit there and bugger about in their genes and then wait 2 months for them to actually grow it.
Also, only advantage they have is that they can stab. That means that you can cut through a door with some effort for example.
And monoatomic manhack? It's like every teammate's worse nightmare: A remote controlled death frisbee that uses AUX. Who wouldn't want that?))
Compare the Organochemistry Overrider Psychokinetic Amplifier and the Organo-tissue Dominator Psychokinetic Amplifier. Is their only difference that one is better at modifying flesh at the cost of loosing the mind control capability? Or is there something else, like one can only influence living flesh for example.
((Hey, Tavik, maybe try not to quote the whole post if you only need a single sentence. Kinda unwieldy.It will glow. It will glow orange or red.QuoteThe glowing sword...Does it have to be a light tube? This would be so much easier if it was just a piece of metal heated with an electric current.
((Hey, I said that as well, but the man really wants his weapons to glow :P
No, adding cutting surfaces to the metal arms holding the filament on the spinning death blade. Cause right now it is only gonna cut if used JUST right, otherwise it's gonna just smack them with the rotating arm and probably break or rip the weapon out of your hands.The mono-thing probably wouldn't work.The cutting surface is on the outside length of the limbs.
As per the spinning thing, I've used tools like that before and they jerk about a fair bit, even when well balanced. I'm saying that you're gonna have to counterbalance the thing to prevent vibration. And it's also gonna be quite hard to use. Since, if you just thrust it forward willy nilly, it's just gonna hit the metal "arm" part and not the cutting surface. I suppose you could run mono-razors up the outside length of the arm. That would work.
It would also be heavy and scary as fuck. Just a giant whirring blade of death on a stick.
The glowing sword...Does it have to be a light tube? This would be so much easier if it was just a piece of metal heated with an electric current. Not that either will do much against things in a quick manner. Heat doesn't really "Chop" through stuff very well.QuoteAs for the cutting blade, imagine an unshaded hand drawn leaf.Scary whirring death blade is exactly what im aiming for.
The exterior edging is the monofilament, the veins are the wafer thin almost superfluous support struts, the white spaces are air and the stem gets slitted into the oscillator to anchor the blade in place.
Light tube doesnt need visible light, it was a lightsaber joke.
In any case im sure a 3500°C tube will melt through stuff just fine.
But yes needs to be a light tube, im trying to make a laser sword, not a soldering iron.
Price check and standard testing regimen against mk2, steel plate, synthflrsh and battlesuit.
Check schematics of standard robobody. Would it be possible to use that hunterbot CPU I still have from mission 7 as a 'brain' for it? Check with Stevebot schematics to learn what other hardware and software is needed to make those things run.Yes, you could do that.
I cannot watch videos ever due to miniscule data limit.It's a red-hot sphere of nickel slowly melting through a stack of CDs. It has to be reheated partway through.
Whats the difference between the temp of the nickel and the melting point of the cd though, oh and my sword is self heating so that isnt an issue.I cannot watch videos ever due to miniscule data limit.It's a red-hot sphere of nickel slowly melting through a stack of CDs. It has to be reheated partway through.
It didn't say, but going by the color it's probably somewhere in the region of 900 degrees Celsius (~1200 K). CDs melt around 600 degrees Celsius (~900 K). That's a solid 33% temperature differential, while your 3500 C (?) to 3000 C would be less than half of that.
My point was more that it took a long time to burn through just a few inches of CDs. Even longer, since the heat differential between the heat source and the melting thing is smaller.
There was a robot from mission 7 that fought with a extremely hot club. It cut though metal like butter.One, we don't know how hot it was. Two...wait, what effects did that have on the surroundings? It should have scorched any nearby exposed flesh basically instantly.
Firstly, im not expecting to actually use it against a battlesuit, i merely want the option. Its gonna be fine against the fleshy twats im generally gonna thwack with it.1. It's going to be extreme overkill, actually. And not very efficient overkill, either. Flesh tends to burn slowly rather than melt slowly.
Secondly, pyros example uses something with an initial temp not a constant temp, for all you know my tube might produce more heat than striking something takes away. Also battlesuits are designed to disperse lasers using refractive fibers which have no effect on pure heat.
Thirdly, minimum difference which i fully expect to be able to increase through overcharging.
Fourthly, You wound up on haphaestus because you wanted to be there and get free tinker prototypes, not because anyone said "hey go to haphestus because you know science".
And im not arguing with the GM about the light tube, he says itll work albiet slowly against some targets and i accept that.
Im aguing with him over my vibranium oscillation sword which i believe he is misinterpereting.
on the topic of really hot things, has anyone suggested / developed plasma weaponry yet?There's the plasma projector in the armoury. It shoots blobs of plasma. Don't think anyone's used it yet.
Really hot stick. Hit a battlesuit in the leg with it. Battlesuit can't move now.Equally true of any stick, if you hit it in the right place.
But with a really hot stick you dont have to hit it as accurately or as hard to disable the joint.Really hot stick. Hit a battlesuit in the leg with it. Battlesuit can't move now.Equally true of any stick, if you hit it in the right place.
Depends on how hot the stick is.But with a really hot stick you dont have to hit it as accurately or as hard to disable the joint.Really hot stick. Hit a battlesuit in the leg with it. Battlesuit can't move now.Equally true of any stick, if you hit it in the right place.
Okay not arguing anymore but ill just say this because you called me an idiot and i cant let that stand, if you cant see the difference in application between a rudimentary lightsaber and a tiny dollop of molten metal when compared to burning through stuff then im sorry but you sir are completely retarded. Whether or not i have seen the video is irrelevant as you personally informed me of its contents.And you assumed that it was "a tiny dollop" which "couldn't eat through a stack of CDs". Which is not what I said.
It was used in VR at least, and we did have a huge flying plasma cannon helping us in the Battle of Hephaestus.on the topic of really hot things, has anyone suggested / developed plasma weaponry yet?There's the plasma projector in the armoury. It shoots blobs of plasma. Don't think anyone's used it yet.
I also tried converting my WWII flamethrower design to project plasma but it was just for fun and piecewise never ran the action.It was used in VR at least, and we did have a huge flying plasma cannon helping us in the Battle of Hephaestus.on the topic of really hot things, has anyone suggested / developed plasma weaponry yet?There's the plasma projector in the armoury. It shoots blobs of plasma. Don't think anyone's used it yet.
No, im really not.True but irrelevant.
Dollop is tiny compared to a four foot tube.
Dollop applies no pressure on the melted material.
Dollop loses heat over time.
Dollop wastes heat heating already heated material.
Dollop sits on top of molten material and is greatly slowed in term of heating lower materuals.
Tube applies pressure to the target forcing molten material out of the hole.Not much, if you don't want to break your tube. Also not much relevant.
Tube maintains its own temperature and can be increased if necessary.
Tube heats unheated material because already heated material is forced away by pressure of tube being pushed into hole.
Tube is always pushing against lowest material.
Shit is not the same.It's also governed by the same properties. Besides, the differences you cite don't change as much as you seem to think.
As in just their brains or the whole thing?Just what is needed to make them run, yes. Stuff like memory banks and such, the 'internal hardware'. The 'external hardware' (like weapons and stuff) we can deal with later.
Just out of curiosity, what are the specs on one of these "double edge" armor shrikes?Here you go.
How tall are they? How do those back blades work? How much would a small A.S. strike team affect the difficulty slider?
Work in progress.
"Halberd"Rapid Battle Unit
Cost: 15 tokens. 5 for individual weapons.
Armour: Electro Reactive Armour
Height: Around 16 ft (how many meters is that?) tall for most configurations.
Weapons: 1 Coilgun or equivalent rapid fire weapon along with a choice of either a under barrel rocket launcher or a bayonet type weapon. 1 mech scale dagger or sword type weapon for melee. 2x shoulder blades as well. 1 optional wrist mounted shield made of battle suit plate.
Movement: Roller blade style system mounted on feet to allow for quick movement across most surfaces with ability to be stowed inside the feet to allow for movement on rougher surfaces such as a wreckage strewn fields or mountains.
Cargo: 1 Pilot and/or AI controlled.
Support: Auto repair kit.
Operation: This configuration is designed to rapidly engage enemy forces while being supported by other Halberds and other friendly units including infantry and air support. And if equipped with a under barrel rocket launcher, it can engage enemy armour units if it has to.
Advantages: Speed, adaptability and same basic parts used in all configuration.
Disadvantages: not as heavily armoured as units such as a battlesuit.Spoiler: Appearance of Standard config (With the pilot begin enclosed of course) (click to show/hide)
Hey Tavik, did I miss PW telling you how much that thing would cost? Or did you just write that in as an assumption?Yeah, that was PWs estimate.
Also, that thing is slightly taller than an Avatar of War.
Hey Tavik, did I miss PW telling you how much that thing would cost? Or did you just write that in as an assumption?Yeah, that was PWs estimate.
Also, that thing is slightly taller than an Avatar of War.
And I might make it a bit smaller.
The Halberd is, as far as I see, mostly the logical continuation of the Mobility Battlesuit variant. Even less armor, even more speed, focus on just the basic weaponry. Result is lower cost, and much lower survivability unless the pilot is really good. With the scale-up to Avatar size, I can readily see the cost being low - it's just a big robot, not synthflesh or even that heavily armed and armored. It has most of the drawbacks of the Avatar, with almost none of the benefits. 15 token might be too little though - PW must have missed the size. About the same as a regular Battlesuit might be fine. 15 token would be alright if it were Battlesuit sized, because it's barely an upgrade over the Mk3 at that point.Hey Tavik, did I miss PW telling you how much that thing would cost? Or did you just write that in as an assumption?Yeah, that was PWs estimate.
Also, that thing is slightly taller than an Avatar of War.
And I might make it a bit smaller.
All right. No offence, but seeing a cost put in like that looked odd, and I missed the post where he said that.
Any critique of the design from me will come up if/when you send it off to Hephaestus.
I'd peg it at somewhat smaller than a normal battlesuit for that cost, which would also make one or two points of mine moot. Call it... 2 and a half meters, maybe. Still 8 foot, roughly, compared to a battlesuit's near 10 and a MkIII's probably ~6. And an Avatar's roughly 16. And it actually loses several big features of the MkIII - so the 2-token gap is fine.What armour do you suggest?
Oh, and Tavik - that armour's going to be not very good. It can take 1 decent shot, and then it'll take time to build up a power differential again - and that's if the shot didn't break through the outer plate (like it's supposed to) in such a way that apart of the plate comes close enough to the inner plate to not let it build a charge. If that happens, you've got tinfoil for armour.
Right now, your best bet is likely thinned battlesuit plate - PW's basically made a miracle material of that, I can attest (I did some stuff involving armour quite a long time ago - battlesuit plate is simply absurdly light for the protection it gives, compared to normal armour materials).Use both?
While the electroreactive armour is a nice idea, it's also wise to take a page from the people who design vehicles with reactive armours and not let it be the only armour. Any kind of active armour is nice, whether explosive, electric, or whatever - but if someone gets a shell, rocket, laser, whatever, in where the reactive armour isn't - whether it's blown off or recharging, you want passive armour there to take the hit. The same argument could be applied to any kind of shield - possible in the ER universe by automanipulator.
-snip-Use both?
Hmmm, i wonder how we could go about using the pill machine to create a 16 foot tall critter with a specialised exoskeleton that we could armor the halberd with.First, we would need to make a 16-foot-tall...not really a homunculus when it isn't little anymore, but you know what I mean. Then, we would need to figure out what pills would give it an exoskeleton and make it more useful than conventionally-manufactured materials.
You could use some kind of enlargement pill. Combine that with some kind of mechanical ant pill for the exoskeleton, constructed out of something like BS plate for armour and you're good.Hmmm, i wonder how we could go about using the pill machine to create a 16 foot tall critter with a specialised exoskeleton that we could armor the halberd with.First, we would need to make a 16-foot-tall...not really a homunculus when it isn't little anymore, but you know what I mean. Then, we would need to figure out what pills would give it an exoskeleton and make it more useful than conventionally-manufactured materials.
Giving it a carapace is simple, iou merely start with an insect or place an entire insect or discarded carapace within the machine.Hmmm, i wonder how we could go about using the pill machine to create a 16 foot tall critter with a specialised exoskeleton that we could armor the halberd with.First, we would need to make a 16-foot-tall...not really a homunculus when it isn't little anymore, but you know what I mean. Then, we would need to figure out what pills would give it an exoskeleton and make it more useful than conventionally-manufactured materials.
We don't have any data on size-changing pills, nor any particular reason to believe they exist. As to the second part, if that works, it's probably not going to be better than battlesuit plate, so I'm a bit fuzzy on why we're bothering...Some kind of chemical cocktail, perhaps something cooked up by the Doctor or made with flesh from the Tunnel Horror could work. Just gotta make sure it has enough flesh/food and that you can make it stop growing.
enlargement pill
Giving it a carapace is simple, iou merely start with an insect or place an entire insect or discarded carapace within the machine.
Some kind of chemical cocktail, perhaps something cooked up by the Doctor or made with flesh from the Tunnel Horror could work. Just gotta make sure it has enough flesh/food and that you can make it stop growing.You know what happens when you assume something, right? You get horribly embarrassed when the results of your expensive study turn out less positively than anticipated.
As for making the exoskeleton out of more useful materials, simply introducing hard to manufacture materials is useful because you can use a single shard to create another quantity of any necessary size.Well, first off my question was about making something better than existing materials. Second off, what makes you think that it will be of equal pill-quality as the original?
The problem i the size enlarging in my opinion.Possible. Let's not bet on it yet, though. And we don't have any Pym Partcile juice, anyways.
The xeno spit pill provided a constan effect hinting that any pill consumed will continuosly apply the effect of its ingredients this likely means that if you start growing you probably wont stop without external intervention.
As for why bother: cost and time. If you can armour a sod with 1/4 BS plate in 1/4 of the time by using 1/20 of the materials that would normally require, then you're turning a profit.Indeed you would be, if we ignore the time and cost of both growing the whatever to let it be pilled and harvested, the time and tools required to harvest and process the plate, and all the stuff that goes into battlesuits or whatever aside from the outer plates.
Get your mind out of the gutter.enlargement pillCome up with one of those and we'll be rich!
Not only this, but you also now possess a creature capable of organically creating expensive or rare materials over time.We don't have any data on size-changing pills, nor any particular reason to believe they exist. As to the second part, if that works, it's probably not going to be better than battlesuit plate, so I'm a bit fuzzy on why we're bothering...As for why bother: cost and time. If you can armour a sod with 1/4 BS plate in 1/4 of the time by using 1/20 of the materials that would normally require, then you're turning a profit.
See how many of the mechs I would need to take down a battlesuit.Not many, with that armament. They're basically just unarmored battle suits with a gauss cannon strapped on. Gauss cannon is gonna cause some damage if it hits, regardless of what you have it strapped to.
I cannot watch videos ever due to miniscule data limit.Oh so the filament itself is made of the stuff?
I can tell im gonna have to try drawing it, my sword blade doesnt spin or have a rotating arm, are you confusing me with paris?My weapon is an oscillation tool.Spoiler: big photo, not to scale (click to show/hide)
The blade moves in, out and side to side but doesnt rotate, spin or move up and down.
Vibranium filament makes up almost the entire outside edge of the blade section.
Lock pins are there to keep the blade from turning and impacting against the inside of the hilt.
Bump the death tube temp up to 5000°C to shut GWG up.
Start new project.
Spawn kinetic amplifier and gauss rifle.
Cannibalize gauss rifle to build an arm mounted self resetting gauss piston.
Place a springloaded plate on end of barrel with trigger behind it so when you punch stuff it fires the gauss round into the back of the plate.
Incorporate kinetic amp into the trigger plate so that when gauss piston fires it strikes the amp a few millimeters before its stopping point and activates the amp firing god knows how much kinetic energy into the target.
Save as gauss piledriver.
can i get price check and testing on all 3 projects please?
Would healing someone with the Organo-tissue Dominator Psychokinetic Amplifier use Medical or Exotic?
Would it be possible for someone to rebuild someone else's body with it or would that be bordering the Overload danger area?
EDIT: What's the most one can do with a manipulator like that? Create a plant? Create a mouse? Create a goat? Create a sod? Create a human? Create a giant human?
Not a lot per bot, it's basically just a very compact, powerful computer running AI taken from the snowglobe. The only real difficulty is making things that small and good takes time and special processes, and getting the AI adapted to it takes a bit too. So manufacturing time is the real bottleneck here.QuoteAs in just their brains or the whole thing?Just what is needed to make them run, yes. Stuff like memory banks and such, the 'internal hardware'. The 'external hardware' (like weapons and stuff) we can deal with later.
enlargement pill
Come up with one of those and we'll be rich!
Hey now, revolutions are expensive to run. If we can gather mass and lift up some problems, then we can raise the mast on many new projects. Think of the growth potential! You don't want our guns to be weak and floppy, do you?No, but I do doubt the cost-effectiveness of the manufacturing methods.
Not only this, but you also now possess a creature capable of organically creating expensive or rare materials over time.If we can make a creature with a regenerating high-quality mythril exoskeleton that can be harvested without killing it, and if the mythril can be harvested at a decent rate, then yes. This isn't what you were proposing earlier sounded like, though.
Think of it, you create sod with a mythril exoskeleton that it produces by consuming whatever organic material it is given and sheds its shell upon consuming enough mass so that it may grow larger before reinforcing its new exoskeleton with more mythril and repeating the process. For the price of one teeny shard you now have a living factory producing any number of increasingly large and near indestructable armored suits over the duration of its life span.
Assuming the pill machine is even still functioning. It was caught in Grate's original outburst while protected by only a locker door, and the last description of it I remember includes several somewhat important pieces being either missing, smashed, or bent out of shape. And it has never been so much as looked at, nevermind used, again.I will be greatly annoyed with piecewise in general and the Doctor in specific if the pill machine is completely nonfunctional.
You know, if we just went to planets and said "Every man who joins our cause gets a pill that makes your dick twice as big" we'd never run out of soldiers. That is a depressing fact, but a fact none the less.Only if they believed us. And the market is full of fakes.
Yeah just the filament. It doesnt even need to be double sided, simply the front edge and a V for the point would suffice.I cannot watch videos ever due to miniscule data limit.Oh so the filament itself is made of the stuff?
I can tell im gonna have to try drawing it, my sword blade doesnt spin or have a rotating arm, are you confusing me with paris?My weapon is an oscillation tool.Spoiler: big photo, not to scale (click to show/hide)
The blade moves in, out and side to side but doesnt rotate, spin or move up and down.
Vibranium filament makes up almost the entire outside edge of the blade section.
Lock pins are there to keep the blade from turning and impacting against the inside of the hilt.
Bump the death tube temp up to 5000°C to shut GWG up.
Start new project.
Spawn kinetic amplifier and gauss rifle.
Cannibalize gauss rifle to build an arm mounted self resetting gauss piston.
Place a springloaded plate on end of barrel with trigger behind it so when you punch stuff it fires the gauss round into the back of the plate.
Incorporate kinetic amp into the trigger plate so that when gauss piston fires it strikes the amp a few millimeters before its stopping point and activates the amp firing god knows how much kinetic energy into the target.
Save as gauss piledriver.
can i get price check and testing on all 3 projects please?
Alright. Teammate melter up to 5000.
You know there's an upper limit to what the suits protect from right? They do great against could and pretty good against hot but I'm starting to think you might accidentally kill yourself with radiant heat. Or just set everything around you on fire.
So basically the piledriver from "All you need is kill" or EDF but with an amp on it?
First one...probably too expensive to be worth it.
Glowstick is...probably something like 6 or 7 because of materials.
Piledriver? Like 5. Most of it being the rifle and the amp.
I'd probably take the thing out on a mission for field tests before trying to put it into mass production, but that's just me.The sword or my mech?
I'd probably take the thing out on a mission for field tests before trying to put it into mass production, but that's just me.The sword or my mech?
Heh, gauss piledriver. Now we need shoulder-mounted mass titanium flechette launchers, three-barrel rotary autocannon, and a head-mounted thermal blade.Edit: stupid phone posted before i even had a chance to write my comment.
(https://lh6.googleusercontent.com/-srLF1qKwDBw/TXYDqOMb6OI/AAAAAAAACGI/haXeOOWJ_d0/s1600/alteisen.jpg)
Is it bad i want to make a working scal model of this for the sole purpose of feeding it into the pill machine?Is it bad that I want to have a working model of this:
Only if its bad that i want to make this:Is it bad i want to make a working scal model of this for the sole purpose of feeding it into the pill machine?Is it bad that I want to have a working model of this:
...
...just so we can nickname it "The Big Ow"?
Not a lot per bot, it's basically just a very compact, powerful computer running AI taken from the snowglobe. The only real difficulty is making things that small and good takes time and special processes, and getting the AI adapted to it takes a bit too. So manufacturing time is the real bottleneck here.
Pyro, would Simus be willing to build a test model of the Halberd for field testing?
With actual mockup wars if need be. I mean, the dead Sod bodies can be recycled back into the 'pits, right?Even if we ignore the damage to the landscape and equipment, and assume a 100% reclamation rate, our flesh pits have a finite output (which is why Project Asartes will be using homunculli rather than full sods if nonhuman subjects are unsuitable for initial testing stages). We'll lose the time.
Tavik, try 7-8 feet.7-8 feet sounds like a large exosuit. Battlesuit seems fine with 10.
Tavik, try 7-8 feet.7-8 feet sounds like a large exosuit. Battlesuit seems fine with 10.
It's still possible to make a cheaper, lighter, and faster battlesuit by still keeping the battlesuit and making it cheaper, lighter, and faster. Reducing the size will mean a lot less space remains for the suit's workings because of the pilot.Tavik, try 7-8 feet.7-8 feet sounds like a large exosuit. Battlesuit seems fine with 10.
He's trying to make something cheaper, lighter, and faster than the battlesuit - so 'large exosuit' size range is perfect for it.
Pretty much this.It's still possible to make a cheaper, lighter, and faster battlesuit by still keeping the battlesuit and making it cheaper, lighter, and faster. Reducing the size will mean a lot less space remains for the suit's workings because of the pilot.Tavik, try 7-8 feet.7-8 feet sounds like a large exosuit. Battlesuit seems fine with 10.
He's trying to make something cheaper, lighter, and faster than the battlesuit - so 'large exosuit' size range is perfect for it.
Pretty much this.It's still possible to make a cheaper, lighter, and faster battlesuit by still keeping the battlesuit and making it cheaper, lighter, and faster. Reducing the size will mean a lot less space remains for the suit's workings because of the pilot.Tavik, try 7-8 feet.7-8 feet sounds like a large exosuit. Battlesuit seems fine with 10.
He's trying to make something cheaper, lighter, and faster than the battlesuit - so 'large exosuit' size range is perfect for it.
I remember the auto repair kit being mentioned earlier near the start of this thread.Pretty much this.It's still possible to make a cheaper, lighter, and faster battlesuit by still keeping the battlesuit and making it cheaper, lighter, and faster. Reducing the size will mean a lot less space remains for the suit's workings because of the pilot.Tavik, try 7-8 feet.7-8 feet sounds like a large exosuit. Battlesuit seems fine with 10.
He's trying to make something cheaper, lighter, and faster than the battlesuit - so 'large exosuit' size range is perfect for it.
Going by what Tavik posted he wants (though I'm interested in what his 'Auto Repair Kit' consists of), 7-8 feet is more than enough space. And, keep in mind - if you have it battlesuit-sized, then you have to deal with the fact that you have a battlesuit-sized target with nowhere near battlesuit-scale protection.
Hey would it be possible to create a toned down version of the Doc's baseball-bat of wind-shear with 5 token or would it be ineffective?Miya could always build you a decent bat (as in, with good weight distribution and such). Kinetic amps you'll have to buy yourself though.
@Sean: interesting idea, but maybe a bit hard to implement in terms of mechanics. for example, if you take license X, but break the equipment, what then?The suit is repaired as per normal arrangements. If you somehow lose the equipment but not the suit, you might need to reinstate your license (it'd be up to Steve to revoke it depending on circumstances). Generally, this setup means that you don't purchase the equipment so much as the right to use the equipment, and since you can only use one set of equipment with every one suit, it doesn't strictly speaking matter which set of equipment you use so long as you make it back intact-ish. There are a number of good mobility options to facilitate the "returning" bit for mission packs that don't provide flight. ^_^
@Sean: interesting idea, but maybe a bit hard to implement in terms of mechanics. for example, if you take license X, but break the equipment, what then?The suit is repaired as per normal arrangements. If you somehow lose the equipment but not the suit, you might need to reinstate your license (it'd be up to Steve to revoke it depending on circumstances). Generally, this setup means that you don't purchase the equipment so much as the right to use the equipment, and since you can only use one set of equipment with every one suit, it doesn't strictly speaking matter which set of equipment you use so long as you make it back intact-ish. There are a number of good mobility options to facilitate the "returning" bit for mission packs that don't provide flight. ^_^
Yeah, that's pretty much the plan. The base suit is, like I said, some 9 or 10 token (it's a souped-up Mk2 with exoskeleton), and with the license purchased the total cost is around 15. The power of the suit is judged by the sum total of its cost, not the cost of the license - i.e. the Mk3 at 13 token is less powerful than the fully equipped MACS at 15. The "power" is different for every loadout, and customizable.@Sean: interesting idea, but maybe a bit hard to implement in terms of mechanics. for example, if you take license X, but break the equipment, what then?The suit is repaired as per normal arrangements. If you somehow lose the equipment but not the suit, you might need to reinstate your license (it'd be up to Steve to revoke it depending on circumstances). Generally, this setup means that you don't purchase the equipment so much as the right to use the equipment, and since you can only use one set of equipment with every one suit, it doesn't strictly speaking matter which set of equipment you use so long as you make it back intact-ish. There are a number of good mobility options to facilitate the "returning" bit for mission packs that don't provide flight. ^_^
It could work, but you'll need Steve's (read: PW's) help with setting that up. And it'll mean another thing to keep track of (though, if you make 'MACS equipment license' a buyable item, and it's completely apart from the base suit itself, it could work).
You might have trouble 'balancing' the various packs though, since they'll need to be worth about as much, and they might be limited to whatever price you set the license (I somehow doubt PW will let you use 10 tokens worth of equipment for a 5 token license, for example.)
@ Tavik: if I were you, I'd ask PW how small the suit could be made without losing functionality and for the same price. After that, check how much the price would increase if you made it smaller than that but retaining all it's functionality (due to needing higher grade components). Then you have a good basis to either remove equipment and downsize it, but keeping cost the same, or let it be big but with the same equipment and cost, or small with all functionality but increased cost. Basically, it'll give you a better chance to find that sweet spot where you can fill a niche without being redundant.Would you think that somewhere in the middle of a battlesuit and avatars size be good?Hey would it be possible to create a toned down version of the Doc's baseball-bat of wind-shear with 5 token or would it be ineffective?Miya could always build you a decent bat (as in, with good weight distribution and such). Kinetic amps you'll have to buy yourself though.
Maybe ask the Doc if you could loan his bat?
@Sean: interesting idea, but maybe a bit hard to implement in terms of mechanics. for example, if you take license X, but break the equipment, what then?
The Doktor's Mace of Windu works by using lots of kinetic amps.
... I want a baneblade... A Leman Russ, at least? A Sentinel? Or maybe a little Chimaera?Eh, not a whole lot. 3-4 tokens.QuoteNot a lot per bot, it's basically just a very compact, powerful computer running AI taken from the snowglobe. The only real difficulty is making things that small and good takes time and special processes, and getting the AI adapted to it takes a bit too. So manufacturing time is the real bottleneck here.
Since I have the Hunterbot CPU already, how much would it cost to have a standard robobody outfitted with it and supporting computer hardware? And how would that thing work mechanics-wise?
What about using the Organo-tissue Dominator Psychokinetic Amplifier to transform, rather than create something? For example, how hard would it be to transform a tiger into a lion?Yes, though difficulty is dependent on level of change. For instance, you want it to just look like a lion, or you want it to be genetically identical to one?
What about changing some physical properties? For example, how hard would it be to make one's skin supertough by changing it into some kind of advanced polymer?
Could you use the Organochemistry Overrider Psychokinetic Amplifier to achieve effects similar to the above by very very slowly (some weeks perhaps) manipulating the DNA of the entire body and then triggering some sort of cellular regeneration to replace all old cells with new ones (that will have the modified structure resulting from the new DNA)? Essentially something similar to Ivan's transformation but more slow and controlled?
(wiped out three report-magnet posts in which the posters failed to be respectful)Sorry about that. These technicians, man. One minute they're talking about theoretical physics, the next minute there's a knife fight. The ER Skunkworks is a dangerous place.
The effectiveness of kinetic amps is already proven against most targets using standard dex+str rolls, my piledriver negates the need for a strength roll and astronomically increases their damage output making them effective against even heavily armored targets.
Its effectiveness is pretty much gauranteed if you can get close enough to use it.
Updated.Missed me Piecewise.
"Halberd"Rapid Battle Unit
Cost: 15 tokens. 5 for individual weapons.
Armour: Electro Reactive Armour and/or Thinned Battle suit plate
Height: Around 13 ft (how many meters is that?) tall for most configurations.
Weapons: 1 Coilgun or equivalent rapid fire weapon along with a choice of either a under barrel rocket launcher or a bayonet type weapon. 1 mech scale dagger or sword type weapon for melee. 2x shoulder blades or 2x Gauss cannon or 1x Gauss cannon and 1x Shoulder blade. 1 optional wrist mounted shield made of battle suit plate.
Movement: Roller blade style system mounted on feet to allow for quick movement across most surfaces with ability to be stowed inside the feet to allow for movement on rougher surfaces such as a wreckage strewn fields or mountains.
Cargo: 1 Pilot and/or AI controlled.
Support: Auto repair kit.
Operation: This configuration is designed to rapidly engage enemy forces while being supported by other Halberds and other friendly units including infantry and air support. And if equipped with a under barrel rocket launcher, it can engage enemy armour units if it has to.
Advantages: Speed, adaptability and same basic parts used in all configuration.
Disadvantages: not as heavily armoured as units such as a battlesuit.
PW, how much of a difference in cost is this setup?
New project: Terror Drones
Basic Variant Test:
Create a basic spider-bot chassis, just a small radio controlled drone with 4 scout-eye-like legs, a very basic CPU, a very small laser-cutting-torch and a generator to power the whole thing, including the laser.
Don't bother with programming them, just have the VR do its thing for now, like there's some kind of perfectly programmed computer giving them orders.
Spawn a UWM ship like the one we took over or larger. Crew hostile and alerted but they don't know for sure that they've been boarded.
Spawn 10 spiderbots in various locations around the ship while giving them no information about the layout of the ship. Sometimes they're spawned all in one location, sometime in groups and sometimes each in a different location.
Have the bots go from one area of the ship to the other.
They're going to use info gained from other drones to help navigation. Movement pattern similar to telepathic ants (they split up when they don't know where to go but if an exit is detected they all know about it and use it).
They're going to use their lasers to get through small (or large if necessary) obstacles or attacking people if necessary. Make them smart enough to bypass or disable defences (cutting their power supply with their lasers for example) like turrets if they detect them.
Run the above test many times. Problems? Any places the bots can't reach or any situations where they are decimated or stumped?
((Since there's nothing pressing going on on the ship and this is a kinda-big project, I thought I'd divide it into multiple tests/posts to make it easier. Would you prefer it if I described the general idea first?))
New project: Terror DronesBiggest problems are the following:
Basic Variant Test:
Create a basic spider-bot chassis, just a small radio controlled drone with 4 scout-eye-like legs, a very basic CPU, a very small laser-cutting-torch and a generator to power the whole thing, including the laser.
Don't bother with programming them, just have the VR do its thing for now, like there's some kind of perfectly programmed computer giving them orders.
Spawn a UWM ship like the one we took over or larger. Crew hostile and alerted but they don't know for sure that they've been boarded.
Spawn 10 spiderbots in various locations around the ship while giving them no information about the layout of the ship. Sometimes they're spawned all in one location, sometime in groups and sometimes each in a different location.
Have the bots go from one area of the ship to the other.
They're going to use info gained from other drones to help navigation. Movement pattern similar to telepathic ants (they split up when they don't know where to go but if an exit is detected they all know about it and use it).
They're going to use their lasers to get through small (or large if necessary) obstacles or attacking people if necessary. Make them smart enough to bypass or disable defences (cutting their power supply with their lasers for example) like turrets if they detect them.
Run the above test many times. Problems? Any places the bots can't reach or any situations where they are decimated or stumped?
((Since there's nothing pressing going on on the ship and this is a kinda-big project, I thought I'd divide it into multiple tests/posts to make it easier. Would you prefer it if I described the general idea first?))
Updated.Missed me Piecewise.
"Halberd"Rapid Battle Unit
Cost: 15 tokens. 5 for individual weapons.
Armour: Electro Reactive Armour and/or Thinned Battle suit plate
Height: Around 13 ft (how many meters is that?) tall for most configurations.
Weapons: 1 Coilgun or equivalent rapid fire weapon along with a choice of either a under barrel rocket launcher or a bayonet type weapon. 1 mech scale dagger or sword type weapon for melee. 2x shoulder blades or 2x Gauss cannon or 1x Gauss cannon and 1x Shoulder blade. 1 optional wrist mounted shield made of battle suit plate.
Movement: Roller blade style system mounted on feet to allow for quick movement across most surfaces with ability to be stowed inside the feet to allow for movement on rougher surfaces such as a wreckage strewn fields or mountains.
Cargo: 1 Pilot and/or AI controlled.
Support: Auto repair kit.
Operation: This configuration is designed to rapidly engage enemy forces while being supported by other Halberds and other friendly units including infantry and air support. And if equipped with a under barrel rocket launcher, it can engage enemy armour units if it has to.
Advantages: Speed, adaptability and same basic parts used in all configuration.
Disadvantages: not as heavily armoured as units such as a battlesuit.
PW, how much of a difference in cost is this setup?
Hmm. Well the battle suit plate shield is gonna put some strain on the budget. The bot itself, along with the blades are cheap. Gauss cannons are gonna be normal cost. Really the suit itself is gonna be like 12 or so, and the weapons you chose to use with it will range from like 3 to over 10. So which of those weapons you chose to use is going to make a big difference. I wouldn't recommend trying to use them all.Updated.Missed me Piecewise.
"Halberd"Rapid Battle Unit
Cost: 15 tokens. 5 for individual weapons.
Armour: Electro Reactive Armour and/or Thinned Battle suit plate
Height: Around 13 ft (how many meters is that?) tall for most configurations.
Weapons: 1 Coilgun or equivalent rapid fire weapon along with a choice of either a under barrel rocket launcher or a bayonet type weapon. 1 mech scale dagger or sword type weapon for melee. 2x shoulder blades or 2x Gauss cannon or 1x Gauss cannon and 1x Shoulder blade. 1 optional wrist mounted shield made of battle suit plate.
Movement: Roller blade style system mounted on feet to allow for quick movement across most surfaces with ability to be stowed inside the feet to allow for movement on rougher surfaces such as a wreckage strewn fields or mountains.
Cargo: 1 Pilot and/or AI controlled.
Support: Auto repair kit.
Operation: This configuration is designed to rapidly engage enemy forces while being supported by other Halberds and other friendly units including infantry and air support. And if equipped with a under barrel rocket launcher, it can engage enemy armour units if it has to.
Advantages: Speed, adaptability and same basic parts used in all configuration.
Disadvantages: not as heavily armoured as units such as a battlesuit.
PW, how much of a difference in cost is this setup?
Would you think that somewhere in the middle of a battlesuit and avatars size be good?
QuoteSince I have the Hunterbot CPU already, how much would it cost to have a standard robobody outfitted with it and supporting computer hardware? And how would that thing work mechanics-wise?
Eh, not a whole lot. 3-4 tokens.
And you'd get an adaptive, dangerous robot which runs on absolute logic.
Mechanics wise it would be an NPC with some bonuses and unique behaviors.
I didn't plan for it to do things like entering buildings. I planned for it to assist other units like battlesuits in a combine arms style or even on teams of 5-6 Halberds, either all the same configuration if its a normal team or even several different configurations in each team if possible. Several teams can also work together if one team doesn't have the equipment to face a threat.QuoteWould you think that somewhere in the middle of a battlesuit and avatars size be good?
I'd personally advise you to keep it as small as possible. Between Mk.III and battlesuit at most. Because the bigger it gets, the more situations the pilot/wearer won't be able to advance or enter.
Also, I think going for either a decent shield or body armor would be better than trying to get both, for cost reasons.QuoteQuoteSince I have the Hunterbot CPU already, how much would it cost to have a standard robobody outfitted with it and supporting computer hardware? And how would that thing work mechanics-wise?
Eh, not a whole lot. 3-4 tokens.
And you'd get an adaptive, dangerous robot which runs on absolute logic.
Mechanics wise it would be an NPC with some bonuses and unique behaviors.
Interesting. And if we were to integrate the CPU into an existing robobody or suit which already has a pilot, would that be the same cost, or lower? And how would that work? Would the occupant get a support ai (like a less sexy Cortana) and would it have any bonuses to rolls or something?
I didn't plan for it to do things like entering buildings. I planned for it to assist other units like battlesuits in a combine arms style or even on teams of 5-6 Halberds, either all the same configuration if its a normal team or even several different configurations in each team if possible. Several teams can also work together if one team doesn't have the equipment to face a threat.
13ft isn't much higher, correct?QuoteI didn't plan for it to do things like entering buildings. I planned for it to assist other units like battlesuits in a combine arms style or even on teams of 5-6 Halberds, either all the same configuration if its a normal team or even several different configurations in each team if possible. Several teams can also work together if one team doesn't have the equipment to face a threat.
Aha, that helps. Yeah, in that case battlesuit size should be fine.
13ft isn't much higher, correct?QuoteI didn't plan for it to do things like entering buildings. I planned for it to assist other units like battlesuits in a combine arms style or even on teams of 5-6 Halberds, either all the same configuration if its a normal team or even several different configurations in each team if possible. Several teams can also work together if one team doesn't have the equipment to face a threat.
Aha, that helps. Yeah, in that case battlesuit size should be fine.
I might make a variant based off of the melee armour shrike and the other one used before the double blade.13ft isn't much higher, correct?QuoteI didn't plan for it to do things like entering buildings. I planned for it to assist other units like battlesuits in a combine arms style or even on teams of 5-6 Halberds, either all the same configuration if its a normal team or even several different configurations in each team if possible. Several teams can also work together if one team doesn't have the equipment to face a threat.
Aha, that helps. Yeah, in that case battlesuit size should be fine.
I'd aim for 10-11 feet max, personally. But again, you should ask pw how small the suit, in its current form, could be made, so we know what to compare.
A small test before I continue working on the drones:
I know this might seem useless but bear with me, this thing has a purpose as part of a larger project..
What's the most expensive sensory equipment I could get my hands on/can find in the VR? Some kind of Manipulator-based sensor?
Take a battlesuit-sized exoskeleton. Fill it with all manners of the most powerful sensory equipment I can find. Everything I can fit on it that wouldn't make it ridiculously expensive. Seismic, electro-resistive, sonar, spectrometers, radar, anything. Be sure to put them in the appropriate place for best reception (seismic sensors in the legs for example).
Then add a helmet that can save and process the gathered data and can output it as something useful that humans can understand and use.
Spawn two NPCs in a maze with sections made of random materials. One NPC has the sensor suit, the other a normal battlesuit-sized exoskeleton. Then spawn a bunch of Sod guards inside the maze hostile to them.
Is there any measurable increase in success with using the sensor suit to escape the maze? (no cheating/jumping over/breaking walls) Any materials the sensor suit can't see through?
Cheaper, or about the same, really. But what you'd get, as it is, is a sort of "Autonomous mode" you could turn on or off. It wouldn't really be able to function as support, at least as it is now. It would be all on or all off. Could be useful for a battle suit, though, if the pilot dies or needs to get out for some reason.QuoteWould you think that somewhere in the middle of a battlesuit and avatars size be good?
I'd personally advise you to keep it as small as possible. Between Mk.III and battlesuit at most. Because the bigger it gets, the more situations the pilot/wearer won't be able to advance or enter.
Also, I think going for either a decent shield or body armor would be better than trying to get both, for cost reasons.QuoteQuoteSince I have the Hunterbot CPU already, how much would it cost to have a standard robobody outfitted with it and supporting computer hardware? And how would that thing work mechanics-wise?
Eh, not a whole lot. 3-4 tokens.
And you'd get an adaptive, dangerous robot which runs on absolute logic.
Mechanics wise it would be an NPC with some bonuses and unique behaviors.
Interesting. And if we were to integrate the CPU into an existing robobody or suit which already has a pilot, would that be the same cost, or lower? And how would that work? Would the occupant get a support ai (like a less sexy Cortana) and would it have any bonuses to rolls or something?
The shield is also optional so some people might not use it.If it's effective against a battle suit a tank isn't gonna stand much of a chance.
Test how a Halberd des against a UWM tank.
Standard Configuration:
1x Coilgun w under-barrel rocket launcher
2x Shoulder blades.
1x Sword
1x battlesuit plate shield
Any problems other than that it can't work in vacuum?((Well, for one sonar isn't going to work (or rather it'll interfere), and the sand from the bags we manufacture can't be disengaged once formed into a shape. So if you form armor out of it, it'll solidify around you like a sarcophagus.))
Ah, I see. I was trying the reverse tinker procedure of trying to see what I could get and then building off of that towards my goal. Let me try the normal tinker procedure: Stating my goal and then looking for equipment to achieve it.
Project name: One-eyed King (O.K.)
Sub-project name: Sandman's shroud
Take an exoskeleton. Put two sandbags on it. Then have the bags' sand be computer controlled (should be possible since it already is in a way).
There are three dials, an on/off switch and an emergency trigger.
Once the system is turned on, the sand will exit the bags and begin circling around the user. When turned off, it will return to the user's bags. Sensors will ensure that the sand keeps a small but safe distance from the user, so that he doesn't get hurt.
One dial controls how fast the sand is rotating, one controls the distance from the user and one controls the density of the sand cloud (how close the sand particles are to each other).
The emergency trigger causes some of the sand around the user to fly towards the exoskeleton and then solidify a short distance from it to form armour. (Not too short though, don't want to entomb the exoskeleton. Think of it as spaced armour (http://en.wikipedia.org/wiki/Spaced_armour).) The longer the trigger is pressed, the more sand is used to form the armour and the thicker it gets. (This would work better if it was automated but I'm keeping it manual for now.)
Spawn the above system and search through sensors until I find something that can see through the sand cloud.
Would sonar work? Or a combination of different sensors? Or sensor pods further away from the exoskeleton, like eye stalks?
Then test the result against sods with laser and gauss rifles.
Is unhardened sand effective protection against those weapons?
What about hardened?
Is it effective in reducing visibility of the enemy?
Is the sand effective at killing sods or at least blinding them long enough for the suit to close in and kill them?
Any problems other than that it can't work in vacuum?
Have design be sent to Hept for testing. Then leave tinker and enter mission replay.Okie dokie. That would be back on ship.
I know I'm on mission, but just to save some time later, I have a few things I'd like to test.NOPE NOPE NOPE
Looking at the three-edged monoatomic sword concept, would the top/stabbing blade be effective against sods? How big a target would I have to reach before I can't effectively stab anymore? Assume a blade that fits on top of the two side monorazor frames, with sharpened corners.
Finally, can I get a price-check on this idea?
((Damn. I really thought I had designed something good there. Oh well, I'll find something else to e-mail to Simus.))A coating of living sand is gonna do grrrrrrrreat against lasers.
Create 5 civic defender's longcoats.
One is normal, one has the ablative anti-laser paint, one has solid sand scales, one has a coating of sand and one has scales made of that energy absorbent material from the anomalous planetoid mission (if it is available on VR).
Test the 5 against lasers and gauss rifles. Which one's the most effective? Any problems (too heavy, etc.)?
Civic defender's longcoat is 3 tokens. Civic defender's longcoat with ablative anti-laser paint is 5 tokens. Are the other modified longcoats as cheap?
He replied, but skipped the quote. Look at the last line in his post.How small could tavik his new mech design (the blue gender one) be made? Assuming cost stays the same and with the same capabilities, what's the minimum height it could be?
Secondly, assuming one is willing to increase the price, what is the absolute minimum size the suit would be (retaining all functionality).
Missed me I think.
He replied, but skipped the quote. Look at the last line in his post.How small could tavik his new mech design (the blue gender one) be made? Assuming cost stays the same and with the same capabilities, what's the minimum height it could be?
Secondly, assuming one is willing to increase the price, what is the absolute minimum size the suit would be (retaining all functionality).
Missed me I think.
He replied, but skipped the quote. Look at the last line in his post.How small could tavik his new mech design (the blue gender one) be made? Assuming cost stays the same and with the same capabilities, what's the minimum height it could be?
Secondly, assuming one is willing to increase the price, what is the absolute minimum size the suit would be (retaining all functionality).
Missed me I think.
Oh yeah, somehow I thought that was part of Paris' action. Thanks.
Anyways, we can now safely assume the suit could be downsized by a third without losing anything, as by the gm's words. That would bring it just below a battlesuit I think.
Pretty much this.It's still possible to make a cheaper, lighter, and faster battlesuit by still keeping the battlesuit and making it cheaper, lighter, and faster. Reducing the size will mean a lot less space remains for the suit's workings because of the pilot.Tavik, try 7-8 feet.7-8 feet sounds like a large exosuit. Battlesuit seems fine with 10.
He's trying to make something cheaper, lighter, and faster than the battlesuit - so 'large exosuit' size range is perfect for it.
Going by what Tavik posted he wants (though I'm interested in what his 'Auto Repair Kit' consists of), 7-8 feet is more than enough space. And, keep in mind - if you have it battlesuit-sized, then you have to deal with the fact that you have a battlesuit-sized target with nowhere near battlesuit-scale protection.
That's... actually what I said when I discussed it with Tavik.
QuoteThat's... actually what I said when I discussed it with Tavik.
Indeed you did, good job. I just asked so that we now have hard, conclusive proof that the suit could be downsized without loosing anything whatsoever. Just wanted to move this out of speculation and into hard data territory.
Nevertheless, good analysis, since it's exactly what the gm says as well.
Sent Smurf a PM asking them to explain what the Auto Repair kit is exactly once they come online.
once they come online.
Body damage?Sent Smurf a PM asking them to explain what the Auto Repair kit is exactly once they come online.once they come online.
WE ARE THE SMURF
Weirdness aside, the auto repair kit was originally a box full of robotic arms that was supposed to repair minor hull/track/turret damage on the Stag tank, so that it could be fixed fairly quickly if it got disabled. Not sure how that'll translate over to a battlesuit.
I'd point out that I got yelled at for it (admittedly, not by Tavik), but that got scrubbed by the Toad.
Going to keep it as it is.
Why? Because it's meant to be in between a avatar and battlesuit in size. But cheaper-ish than a avatar.
Going to keep it as it is.
Why? Because it's meant to be in between a avatar and battlesuit in size. But cheaper-ish than a avatar.
I understand what you are trying to do. But why make it bigger if that serves no purpose? What tactical advantage would you get just from 'being bigger'? I mean, in real life they to make their tanks and such as low as possible, so they won't get hit.
I just don't see how being larger, in and of itself, would help you.
Sent Smurf a PM asking them to explain what the Auto Repair kit is exactly once they come online.Weirdness aside, the auto repair kit was originally a box full of robotic arms that was supposed to repair minor hull/track/turret damage on the Stag tank, so that it could be fixed fairly quickly if it got disabled. Not sure how that'll translate over to a battlesuit.
Has the hexagonal stuff been analysed and reproduced yet? Or is it something that has to be done on Hephaestus or on the Sword's R&D?It's not been reproduced, though there has been some research done on it. It's gonna come under the responsibility of the HEP boys now.
Regardless of the above, as an experiment, see if I could design an armour plate similar to the ones used on spaceships, but replacing the anti-laser layer with a sand layer and the anti-gauss layer with an energy absorbent hex layer.
Compare with normal space armour in terms of durability and price, if possible.
Is there any black goo danger with using living sand armour or have we developed any ways to counteract that?
If yes, is there any danger of that happening on Hephaestus due to the stuff we used during boarding?
I'm making two posts, one in Tinker, one in Heph. I figured it makes sense in-universe, considering we're supposed to have massive amounts of time thanks to the jumps. If that's not okay, ignore this post, and just do the Heph one.I don't know why you'd need to post in both? Just post it all in the heph thread.
Anyways, about the powered gloves, and making them safe: I'm not certain what it's called, but there's a method to monitor the integrity of a conductive surface by having electricity flow into it from one side, and measuring it at the other. It can detect holes and other abnormalities in the material.
I want to set up something like that, and as long as it doesn't detect any abnormalities, it transmits a 'safe' signal. If it stops transmitting, the power is cut. To make sure it stays working, at all times have a very tiny amount of electricity flowing, just enough to measure the integrity, but not enough to damage a person. Also, make sure it's possible to override the shutdown, although make sure it gives a BIG warning.
Additionally, see if I can make a similar power transmission surface over the glove's knuckles, so that a person can punch rather than grab.
Lastly, I want to know if the crystal rifle can penetrate milnoplate/longcoats when fired in automatic mode. And can it penetrate synthflesh sufficiently to damage the braincase?
Ah, so the fact that even "dead" sand slowly grows means that the extra sand will have to be periodically "shaven off" so that the armour doesn't burst from the inside?
If yes, could I add some sort of pressure release tube in each armour plate that will take the extra sand and store it in sacks?
Then, if the ship comes under attack, it can release the extra sand it has gathered over time while moving, like an octopus with its ink. It'll be like an anti-laser shield-cloud that also partially blocks sight. Probably usable only when you know you're boned and want to try running away or if you absolutely must dodge or if the enemy has laser superiority but not gauss superiority. Still, it's free, so why not find a use for it besides repairing armour? (Because, as history has shown us, space battles tend to end messily and with many destroyed ships and not many damaged ships, so you'll probably won't need to repair armour much).
So to recap, just to make sure I didn't get confused or misunderstood something:Yes
Dead sand cannot absorb light/other forms of energy or reproduce. It's no better than a normal stone (in solid form) or sand (in sand form) in terms of what it can do.
Live sand engineered by the Sword's R&D will very slowly reproduce and will absorb light and other forms of energy. Its rate of reproduction is slow enough to allow it to be safely disposed of and avoid any grey goo scenarios. When this type of sand forms solid objects, it dies.
Normal live sand can do the same as the one our scientists made, only it's much more dangerous due to its rate of reproduction but can also absorb more energy. When this type of sand forms solid objects, it doesn't die.
Correct?
EDIT: While I'm at it, see if a Battlesuit has any sort of external wiring, something to interface with its computer systems from the outside. Something like some sort of technician's diagnostic/debug cable port.
Does the UWM still use wheeled/tracked vehicles in combat situations? If yes, for what roles/purposes? Only support stuff like APC's, or also main battle tanks or IFV's? And if yes, how do they look like? What armaments, what armor?Rarely, but they do exist. More then likely you'll see them with local governments, ones that aren't using rockets and hard suits and giant synthflesh things for almost everything.
Same question for fighters, bombers and gunships.
Rarely, but they do exist. More then likely you'll see them with local governments, ones that aren't using rockets and hard suits and giant synthflesh things for almost everything.
Multiple reasons, not all of them good.QuoteRarely, but they do exist. More then likely you'll see them with local governments, ones that aren't using rockets and hard suits and giant synthflesh things for almost everything.
Could you give an explanation as to why this is? Is it because threats that aren't dealt with through orbital bombardment are engaged at close range?
Also, what do you mean exactly with 'rockets' in this context? Guided missiles, stuff like LESHO?
Great! Thanks for the info.
Now, let's see about this armoured panel. I'm assuming it is locked somehow? Is it locked from the inside? Physical locked or electronic lock? Could it be bypassed?
I was thinking that a viable anti-battlesuit strategy (if you want to take one down silently but don't have access to space magic) would be to access that panel and use an Ice Pick to quickly hack the suit and disable it. Would that be possible? Could you use a cutting laser to silently cut into the panel and then stick an Ice pick in there to hack it and disable it, perhaps killing the pilot in the process?
Or would your only hope be pressing the emergency release and hoping whoever driving isn't quick enough to override it?
EDIT: Oh, can I communicate with the people back on Hephaestus?
*looks at RC's answer* Now I'm imagining a giant synthflesh Roc with rockets and electrolasers attached on it.
Wonder if the physics bending abilities of synthflesh can allow them to produce more lift with their wings.
Multiple reasons, not all of them good.
1.because they have tons left over.
2.Because they have huge factories and built up systems for creating these things.
3.Because they've become used to just throwing troops at something till it's solved, so while this stuff might be worse in some instances then a tank or a bomber, they don't give a shit because things still get done eventually.
4.Because usually the only things they don't just shoot from space are the things that they want to take without much damage, so infantry and hardsuits make sense.
The UWM is a big organization with a lot of "Momentum", they do things the way they're used to doing them, even if there are better ways.
I remember asking you once, and you said that while Battlesuit's couldn't be controlled via their internal keyboard, they could be easily allowed to do that with some modifications. What kind of modifications would those be? Simply writing a program for it or something more complex, like rewiring the control cuffs?You'd have to map control of the mechanical drive systems to the keyboard and then use individual keys to control extension or retraction. Basically, each limb is controlled via the extension, retraction or rotation of actuators or electromotive cuffs. You would have to map each of these actuators and cuffs to a key or pair of keys and control them like that. The actual act of programing this is easy, but controlling it like that is quite difficult. Sure, you can move one arm around without much difficulty, if you practice it, but the whole body? Much harder.
Depends on the situation, honestly. I mean, design and use armored vehicles ourselves? Maybe, but honestly a tank really doesn't have the mobility needed for most of our missions. However, designing them and then shipping them out to any of our allies or friendly planets (If we ever get any) could be helpful to them.
I doubt there will be many missions where tanks will really fit in well, to be honest.
Depends on their situation, but the best would probably be urban troop carriers and tanks, as artillery and larger guns will probably be prebuilt and stationary. At least in terms of armored, wheeled ground units.QuoteDepends on the situation, honestly. I mean, design and use armored vehicles ourselves? Maybe, but honestly a tank really doesn't have the mobility needed for most of our missions. However, designing them and then shipping them out to any of our allies or friendly planets (If we ever get any) could be helpful to them.
I doubt there will be many missions where tanks will really fit in well, to be honest.Question, have you read the discussion in the ooc thread about armored vehicles? Because the mobility issue was addressed there, and basically, a tank should have a good bit more mobility than a battlesuit of similar proportions, except in tight urban settings. If not, would you be willing to skim the arguments at least (it starts here (http://www.bay12forums.com/smf/index.php?topic=135884.msg5401502#msg5401502))?EDIT: sorted out in dj chat, nevermind.
Secondly, do you think there will be big combat missions again like the Hep defense? I know that didn't work out really as we hoped it would, so I understand if you'd rather not.
Thirdly, if we build vehicles for our allies, what kind of vehicles would they benefit the most from? Fast hit-and-run things, stuff for urban operations, utility vehicles like anti-air platforms?
Back to my Terror Drone project:Do you want to have them run into any type of resistance? Because a one armed sod could take a ship with no one resisting.
Let's try two different approaches.
First one, is the Ant approach:
Make thousands of tiny bots. Nothing more than a small battery/generator, some tiny scout-eye like legs and a small receiver for remote control.
For offensive capabilities just make them able to bite things and electrocute them or swarm something and then kamikaze by short-circuiting their powersource (or detonating a small explosive if their powersource can't do that).
Release them in a medium sized UWM ship with orders to kill the crew. See what happens.
Since they have no ability to bypass obstacles, make it so that all doors are stuck open for some reason.
one armed sod
Just what they'd find on a ship, like the ones we took over. Except for doors. Assume doors aren't locked and can't be locked and that the robots can push the buttons to open them. I would also like to remind you that it doesn't take much to electrocute someone to death:Back to my Terror Drone project:Do you want to have them run into any type of resistance? Because a one armed sod could take a ship with no one resisting.
Let's try two different approaches.
First one, is the Ant approach:
Make thousands of tiny bots. Nothing more than a small battery/generator, some tiny scout-eye like legs and a small receiver for remote control.
For offensive capabilities just make them able to bite things and electrocute them or swarm something and then kamikaze by short-circuiting their powersource (or detonating a small explosive if their powersource can't do that).
Release them in a medium sized UWM ship with orders to kill the crew. See what happens.
Since they have no ability to bypass obstacles, make it so that all doors are stuck open for some reason.
As my electrical safety instructor said, "The reason we now have to teach the electrical safety course to all electricians at least twice per year is because some joe was bright enough to be the one person in the world who could figure out how to kill himself with a 9V battery."
(( Random idea:
Remember that speech sod thing somebody proposed? Has anyone looked into that? Because, if it's possible, then there are interesting things we could do.
For example, grow a sod to be charismatic, good at organizing and fluent with words and such. Then train him in things like guerrilla tactics, terrorist operations and organizing a rebel force.
Then send these around the galaxy to UWM worlds so they can rally the locals around them and train them in rebel tactics and advise them how to best fight against the UWM. Kinda like what the US and Soviet secret services did in the Cold war: send advisors to train others to fight their wars on their own, weakening the enemy in the progress. Basically letting them fight our war for us!
Of course, if those covert agents aren't able to convince the rebels to join ARM later on then we're just weakening the UWM while potentially training the future insurgents we'll have to fight ourselves (because, for example, we really need that particular planet). Exactly like with the Mujahedin!
((No offense paris, but I don't think it would be wise to continue designing until you find a way around the door problem, or at least verify your drones can deal with them one way or another. Because it seems like wishful thinking that they won't form a problem like your current simulation assumes.))Aerial vehicles: you'd probably be split between UAV's for surveillance and recon and heavy aircraft for carpet bombing. No real use of fighters for the most part, since the UWM sure as hell doesn't have any big fat b52's to shoot down.
And in terms of aerial weapons and vehicles, would these be useful? And if yes, what would be the ones we should focus on? Drones, gunships, strike fighters?
Secondly, have you read that idea for a 'guerrilla sod'? Woild it be possible, and if yes, would it be useful?
For the record, It was this:
(( Random idea:
Remember that speech sod thing somebody proposed? Has anyone looked into that? Because, if it's possible, then there are interesting things we could do.
For example, grow a sod to be charismatic, good at organizing and fluent with words and such. Then train him in things like guerrilla tactics, terrorist operations and organizing a rebel force.
Then send these around the galaxy to UWM worlds so they can rally the locals around them and train them in rebel tactics and advise them how to best fight against the UWM. Kinda like what the US and Soviet secret services did in the Cold war: send advisors to train others to fight their wars on their own, weakening the enemy in the progress. Basically letting them fight our war for us!
Of course, if those covert agents aren't able to convince the rebels to join ARM later on then we're just weakening the UWM while potentially training the future insurgents we'll have to fight ourselves (because, for example, we really need that particular planet). Exactly like with the Mujahedin!
Idiot savant rhetoricians would be very odd indeed.
Do this.Just what they'd find on a ship, like the ones we took over. Except for doors. Assume doors aren't locked and can't be locked and that the robots can push the buttons to open them. I would also like to remind you that it doesn't take much to electrocute someone to death:Back to my Terror Drone project:Do you want to have them run into any type of resistance? Because a one armed sod could take a ship with no one resisting.
Let's try two different approaches.
First one, is the Ant approach:
Make thousands of tiny bots. Nothing more than a small battery/generator, some tiny scout-eye like legs and a small receiver for remote control.
For offensive capabilities just make them able to bite things and electrocute them or swarm something and then kamikaze by short-circuiting their powersource (or detonating a small explosive if their powersource can't do that).
Release them in a medium sized UWM ship with orders to kill the crew. See what happens.
Since they have no ability to bypass obstacles, make it so that all doors are stuck open for some reason.Quote from: http://www.darwinawards.com/darwin/darwin1999-50.htmlAs my electrical safety instructor said, "The reason we now have to teach the electrical safety course to all electricians at least twice per year is because some joe was bright enough to be the one person in the world who could figure out how to kill himself with a 9V battery."
Aerial vehicles: you'd probably be split between UAV's for surveillance and recon and heavy aircraft for carpet bombing. No real use of fighters for the most part, since the UWM sure as hell doesn't have any big fat b52's to shoot down.
It might potentially be possible but making a sod charismatic is like making a bulldog into a gray hound: you're essentially flipping their type. And you get the possiblity of rebellion since they'd have to be at least somewhat smart in order to convince people of things. Idiot savant rhetoricians would be very odd indeed.
Who?Idiot savant rhetoricians would be very odd indeed.
((It worked for the Ori... >_>))
Do this.Just what they'd find on a ship, like the ones we took over. Except for doors. Assume doors aren't locked and can't be locked and that the robots can push the buttons to open them. I would also like to remind you that it doesn't take much to electrocute someone to death:Back to my Terror Drone project:Do you want to have them run into any type of resistance? Because a one armed sod could take a ship with no one resisting.
Let's try two different approaches.
First one, is the Ant approach:
Make thousands of tiny bots. Nothing more than a small battery/generator, some tiny scout-eye like legs and a small receiver for remote control.
For offensive capabilities just make them able to bite things and electrocute them or swarm something and then kamikaze by short-circuiting their powersource (or detonating a small explosive if their powersource can't do that).
Release them in a medium sized UWM ship with orders to kill the crew. See what happens.
Since they have no ability to bypass obstacles, make it so that all doors are stuck open for some reason.Quote from: http://www.darwinawards.com/darwin/darwin1999-50.htmlAs my electrical safety instructor said, "The reason we now have to teach the electrical safety course to all electricians at least twice per year is because some joe was bright enough to be the one person in the world who could figure out how to kill himself with a 9V battery."
Maybe, but those drop pods and ships are moving stupid fast and erratic. They're meant to dodge computer guided laser defense grids, after all. What you would probably end up with is more of a flying weapons platform then anything, since human controlled fighters won't do it.QuoteAerial vehicles: you'd probably be split between UAV's for surveillance and recon and heavy aircraft for carpet bombing. No real use of fighters for the most part, since the UWM sure as hell doesn't have any big fat b52's to shoot down.
the UWM uses a lot of drop pods and drip ships, right? Would it be possible to build a fighter/gunship hybrid designed for shooting them down as droppods come down, then give fire support after they havr landed?QuoteIt might potentially be possible but making a sod charismatic is like making a bulldog into a gray hound: you're essentially flipping their type. And you get the possiblity of rebellion since they'd have to be at least somewhat smart in order to convince people of things. Idiot savant rhetoricians would be very odd indeed.
how extensive would these alterations be? What kind of input would you require from us, the players? And how loyal could we make these operatives through extensive indoctrination?
It would require pretty much an entire brain rewrite; they'd have to be made much quicker and more clever, as well as more charismatic and empathetic. The danger comes from the fact that they might empathize too much. You could tweak them to make them sociopaths who are capable of empathetic manipulation but not swayed by it. But then they might be unpredictable and self centered. You see the problem?What does the UWM do to brainwash their soldiers into thinking suicide is preferable to defeat? Can't we use that?
((See? Just mass produce me when I'm released.))
They don't brainwash them. Sod brains are implicitly different from human ones. They lack the capacity to do many things, have greatly reduced free will, little in terms of self preservation, etc. Thats why making a orator out of a sod is such a big project. It's like making a wolf out of a sheep.It would require pretty much an entire brain rewrite; they'd have to be made much quicker and more clever, as well as more charismatic and empathetic. The danger comes from the fact that they might empathize too much. You could tweak them to make them sociopaths who are capable of empathetic manipulation but not swayed by it. But then they might be unpredictable and self centered. You see the problem?What does the UWM do to brainwash their soldiers into thinking suicide is preferable to defeat? Can't we use that?
Or maybe just implant the sods with memories of a family or something similar to give them a reason to fight for us?
Or maybe just make an army of clones using the generals as a template and improving on it?
Tinker post coming later.
Depends on what you and simus decide, honestly.((See? Just mass produce me when I'm released.))
((I'd prefer a reliable weapon system :v ))
What will we use our sods most for? Shipping to allies, npc's for operations based from the Sword?
Secondly, what roles will those sods mostly need to fill? Will there be things like garrisoning duties?
What will we use our sods most for? Shipping to allies, npc's for operations based from the Sword?Depends on what you and Simus decide, honestly.
Secondly, what roles will those sods mostly need to fill? Will there be things like garrisoning duties?
Again, depends on what you want to do with em.
No, I meant how does the UWM brainwashe their human soldiers? Urban Executors, Arbiters of Peace, Shadow Walkers, Ghost Ships, etc. Can't we use that?Well arbiters have artificial brains, ghost ships are mostly mechanical now, and the rest mostly come from core worlds, and have a lifetime of indoctrination and propaganda behind them. And even they go rouge some times. The UWM doesn't use any special method, just good old fashion patriotism and xenophobia.
What will we use our sods most for? Shipping to allies, npc's for operations based from the Sword?Depends on what you and Simus decide, honestly.
Secondly, what roles will those sods mostly need to fill? Will there be things like garrisoning duties?
Again, depends on what you want to do with em.
Well, you remember how we showed that tanks should still be a dependable weapon system in ER verse, but then found out they wouldn't have a whole lot of use due to the fact that big open battles (like Hep defense) for players don't work very well within ER mechanics, and thus we shouldn't put a big emphasis on them? And that vehicles such as that would mostly be used by allies?
Well, this is like that. I'm asking what kind of roles our sods will need to fill so we know what to grow. Of course, sods for 'own use' (such as sods produced to deal with the fleshmonster, or to help defend Hep) we can decide ourselves, but what would be most useful to our allies, and for deployments from the Sword? Lots of cheap organic sods that are easy to 'maintain' (no complex machinery or upkeep, just food and water), fewer more powerful sods (upgraded robobodies), a mix?
For example, I take it we won't need to train and deploy clownsods juggling grenades to entertain the populace of new ARM planets?
The robo-sods being developed on Heph right now are honestly probably the best. They're more complex then fleshy ones but statistically have better survival rates. Though that may not equate to better success rates. That still needs testing.
Honestly, Sods really are designed for use with a competent general, so regardless of what type we send, we might be better off offering training.
A sod which could train the citizens as well as act alone would be best, but thats not really a sod, is it?
QuoteThe robo-sods being developed on Heph right now are honestly probably the best. They're more complex then fleshy ones but statistically have better survival rates. Though that may not equate to better success rates. That still needs testing.
Why does the UWM not use robosods? Is it due to their 'momentum', or are there more legitimate reasons for it? Ask Steve if needed.
Start VR test. For starters, battle of Hephaustus. If we replace our sods with regular robosods, is there any difference? And if the UWM replaced theirs?QuoteHonestly, Sods really are designed for use with a competent general, so regardless of what type we send, we might be better off offering training.
You mean, we train other players, or offer training to npc allies? If second, is that something we should automate as well, or something we do 'manually'?QuoteA sod which could train the citizens as well as act alone would be best, but thats not really a sod, is it?
I dunno, but that sounds exactly like the kind of 'guerrilla sod' I described earlier, for which you outlined a few difficulties and which I'll get back to later I hope.
@RC: Just do a clone army. You know you want to.Mostly mechanical as in the central computer handles a lot of stuff; the consciousness of the ship is basically just there to fight. Things like designating targets, moving the ship under normal circumstances, etc are all automated or even remote controlled. And the programming they use with the subjects is often post hypnotic or subliminal, reenforced by conditioning and self-enforcing thoughts. It's quite complex and even then, it's not 100%. There were still a large number of people cut.
What do you mean ghost ships are mostly mechanical? Don't they use specially conditioned human brains? Or has spending so much time as a ghost ship turned those minds into something more like a computer?
Also, tinker project:
The Modular Ordinance Magnetic Accelerator Rifle (or Gauss Slingshot for short):
Use the gauss rifle as a template but make it a bit bigger than a gauss rifle.
It has the ability to link all of its coils, transforming them into a single coil.
Inside its barrel is a cradle made of ferromagnetic material, essentially a frame for things to be placed on.
The top of the rifle can open like a bolt action rifle, allowing things to be placed inside the cradle.
When the (now singular) coil is activated, the cradle will begin accelerating, pulled by the coil's magnetic field towards its middle. When it passes the middle, the cradle will start decelerating and will eventually go in reverse until it reaches its starting position. At that point the coil should deactivate so that the cradle will stop moving. Meanwhile, whatever the cradle was carrying should keep moving and exit the barrel, assuming it is not affected by the coil's magnetic field.
The Gauss Slingshot can also be switched to magnetic projectile mode, where the cradle remains locked in place and it functions as a normal gauss rifle
The Gauss Slingshot can optionally take a magazine, for when the user wants semi-auto or full-auto firing.
The Gauss Slingshot has a knob for setting the power, so that power can be lowered if one wants to lob a grenade instead of launching a mortar.
It is essentially a grenade launcher that can be used to launch almost anything. You could use it to throw rocks at your enemies or create a stakegun/spear fishing gun for example.
I'd draw it but I'm writing this from my phone. Hopefully, you'll understand what I mean. This might help: http://en.m.wikipedia.org/wiki/Coilgun
Longer life span, in general, meaning you have more sods for longer. On Hephestus it's not much of a change, a bit better, but since their numbers were limited and they were fighting with you, it's a increase in efficiency of about 5-8%. On the other hand, the UWM, since they were all sods, do benefit a good deal from the change, since it makes them harder to kill, meaning they get more shots off at you.
You could automate training pretty easy. Hell, all you'd need to do is make up a good basic training vr program with someone teaching them the stuff and then produce it as both a VR program and a straight video for those without vr machines. Youtube trained insurgents, mofo. Of course, creating some sort of heavily adapted sod drill Sargent might be more effective, but would also be harder and harder to get where they need to go.
Yeah, that makes sense, that's one of the problems it has. The other being that if you put something fragile in it and launch it too fast it might break apart inside the barrel and damage it. Just wanted to have your OK in case I decide to build it later or send it to Hephaestus. Because a weapon that can shoot supersonic gravel sounds like a great idea for a guerrilla force. They would be able to shoot any specialised ammunition we give them, like redshot or normal gauss rifle rounds, but once they run out of ammo, they can start shooting with whatever is available. Like what some militaries did in the old days when they run out of cannon balls.Someone sent me this:
Anyway, another project:
Remember the monoatomic shredder sword I made earlier? The one that had the spinning monowires? http://www.bay12forums.com/smf/index.php?topic=136149.msg5315782#msg5315782 (http://www.bay12forums.com/smf/index.php?topic=136149.msg5315782#msg5315782)
Make it bigger. The size of a drill. And with rounded sides, like a V. And put the spinners on the now rounded sides so that they point to everywhere. That way, the front spinners will start digging the hole and the side spinners will enlarge it as the drill turns around.
Compare it to the drills we have on Hephaestus. Are there any glaring advantages or disadvantages in terms of wear and tear, power usage, cost or efficiency?
The burst laser is a bit dodgy physics-wise, but it's not that extreme. However, the gauss slingshot, on the other hand, is a really, really, bad idea and a giant physics mugging.
Some issues.. First, you need it shaped at least like a proper bullet or artillery shell for any accuracy beyond that of a smoothbore cannon. Secondly, due to the nature of gauss propulsion, the projectile needs to be both paramagnetic and balanced by mass or it'll rip apart during the acceleration, which could damage your gun and it's wielder pretty well.. and just eyeballing it is not accurate enough. That's not quite as big an issue with a ship-sized gauss cannon, as it's robust enough so that it will get the object out of the barrel, but it'll be leaving in a large number of pieces.
Railguns and coilguns are powerful devices. If he wants a gun he can just shoot random objects out of, he should be looking at smoothbore cannon, and he needs to remember cladding and wadding are not optional. Railguns and coilguns are fundamentally different.
Depends on if we factor in the Artillery fun time, which rather reduced your forces.QuoteLonger life span, in general, meaning you have more sods for longer. On Hephestus it's not much of a change, a bit better, but since their numbers were limited and they were fighting with you, it's a increase in efficiency of about 5-8%. On the other hand, the UWM, since they were all sods, do benefit a good deal from the change, since it makes them harder to kill, meaning they get more shots off at you.
Can you give me a % increase in effectiveness for the UWM if they used robosods for that battle? And could you tell me how the ratio of effectiveness/cost changes?
Secondly, for sods inside battlesuits or other vehicles, is there an increase/decrease in effectiveness if the sod piloting it is a robot?
Thirdly, use vr to go over various battles and operations where the UWM deployed sods (try to get a mix of different engagements). Then replace flesh sods with regular robosods. Try to get the % increase in effectiveness. Then check effectiveness/cost ratio, taking into account the 'bigger picture' (such as higher initial production cost).QuoteYou could automate training pretty easy. Hell, all you'd need to do is make up a good basic training vr program with someone teaching them the stuff and then produce it as both a VR program and a straight video for those without vr machines. Youtube trained insurgents, mofo. Of course, creating some sort of heavily adapted sod drill Sargent might be more effective, but would also be harder and harder to get where they need to go.
Can't we do both? One of those things only requires some work from players, after all, no input from Hep. And what, exactly, would you require from us? You want me to write out a treatise on the aspects of warfare in this sci-fi setting, just give some vague guidelines and let the dice do the talking, film it live action and post it on youtube (deargodpleaseno)?
Well, whoever wrote that to you clearly had no idea what they were talking about because they either didn't read or didn't understand how the Gauss Slingshot works.
First, you need it shaped at least like a proper bullet or artillery shell for any accuracy beyond that of a smoothbore cannon.Well, of course. One would think that the fact that its name contains the word Slingshot and that it's made as a "launch almost anything" weapon and the fact that I actually mentioned loading cannons with improper ammunition in it would make it apparent, but if you feel the need to state the obvious, then go ahead. Still, the fact that it can launch non-aerodynamic ammunition doesn't mean that it can't launch properly constructed aerodynamic ammunition, a fact that was also mentioned in my post.
Secondly, due to the nature of gauss propulsion, the projectile needs to be both paramagnetic and balanced by mass or it'll rip apart during the acceleration, which could damage your gun and it's wielder pretty well.. and just eyeballing it is not accurate enough. That's not quite as big an issue with a ship-sized gauss cannon, as it's robust enough so that it will get the object out of the barrel, but it'll be leaving in a large number of pieces.This is also a part where the commenter failed to read the weapon description properly. If they had, they would have noticed that:
Railguns and coilguns are powerful devices. If he wants a gun he can just shoot random objects out of, he should be looking at smoothbore cannon, and he needs to remember cladding and wadding are not optional. Railguns and coilguns are fundamentally different.That's not what the weapon was designed for. Cannons require gunpowder. Gunpowder requires resources. This weapon is designed to function with as little resources necessary as possible, while allowing a large variety of ammunition to be launched. It's like a laser working off a generator that allows it to have infinite ammo, only this one has the strengths of the Gauss Rifle: It can launch specialised ammunition like Grav-Shot or other kinds of Ani-Tank Gauss Ammunition and it can launch non-magnetic ammunition designed by the wielder.
Still, whoever did is correct is correct about how insanely dangerous that thing would probably be, with the ease with which it can damage and destroy itself (here's something the comment didn't mention - damage to the coils (which is basically inevitable with the way it's intended to be used) could potentially result in a magnetic IED). And the accuracy comment too. As Syv said - you'd probably be better off getting a small(-ish) vector automanipulator and a barrel that's functionally similar a smoothbore cannon barrelI don't understand why damage to the coils would occur. Which part of the weapon would damage the coils?
The biggest problem with that design is that it won't be able to launch anything magnetic, because whatever it is will move with the cradle.
The cradle itself is also likely to break apart spectacularly because of the forces involved in sudden acceleration of something very heavy and not perfectly braced against the cradle.Simple solution: Add padding.
The easier way to achieve what you want is something like a gauss ballista - two discrete acceleration rails in parallel, with a sturdy pusher plate embedded inbetween and linked to permanent "projectiles" within the rails - though obviously the rails won't enclose them completely because a slit is needed to slide the pusher plate along. This way the gauss rails will work in their normal circumstances, on "projectiles" that will easily comply with the magnetic forces, without affecting the actual projectile.Yeah, that's actually a very good idea. It would solve the deceleration problem when launching not-as-magnetic-as-the-cradle objects. And probably increase the power output a bit and decrease maintenance. But less pusher plate and more Π shaped, so that aerodynamic ammunition put in it would point forward and be generally easier to align with custom ammunition. Only problem I see is that then you wouldn't be able to launch magnetic projectiles like a gauss rifle that way, which is one of the features of the weapon.
Dammit why do people keep stealing tinker ideas out of my head when I'm on mission? First the goop sprayer now the electroreactive ballista. This is why I wanted to buy that vr backpack.
Now do all that again but observe with normal rolls. Do 10 times then get an evaluation of the Halberd.Speed and maneuvering is its greatest strength, that's for sure. But basically, if someone shoots it in the leg and slows it down, it is boned. Very boned.
Otherwise, the weapons work fairly well, though the blades really don't work against anything with much armor.
If the Battle suits are Chromehounds mechs, then yours is Armored core style.
Depends on if we factor in the Artillery fun time, which rather reduced your forces.
It varies by mission, but on average it's about 20%, though thats considering the UWM's massive sod production system and the fact they can crank out sods for almost nothing. On an interesting note it would mean you could have several hundred year old sods that have seen combat on dozens or hundreds of worlds.
@RC: Do the training course in that program piecewise did the warehouse history thing. And have the player pass a virtual multiple choice test in the end, where wrong options kill your virtual self in gruesome ways.An interesting idea, but it would be a huge amount of work. I don't think I can devote the time or energy for that, though if other people were to help it might be possible.
Also, as to the training course, pickmepickmepickme. Modern military tactics, especially CQB, is one of my favorite things. I have more information than is actually useful.))
Dammit why do people keep stealing tinker ideas out of my head when I'm on mission? First the goop sprayer now the electroreactive ballista. This is why I wanted to buy that vr backpack.Heh, welcome to my world. But if another works out your idea in a good way, does it matter all that much you weren't the one to do it? After all, you know you had a good idea, you just didn't get the time to work on it. And you can still help out in OOC. For example, do you (or anyone else) have an idea to improve upon the goop thrower/universal chem thrower?
@ Sean and Tavik: why not merge your designs and work together? If your stuff is going to fill the same niche, I think that'd be the most optimal way to go about it. Yes; I know there's pride involved in wanting your own design to be proven best and used, but I think the two of you working together would find the best solution to the 'lightly armored rapid assault mech' problem.
@ Sean and Tavik: why not merge your designs and work together? If your stuff is going to fill the same niche, I think that'd be the most optimal way to go about it. Yes; I know there's pride involved in wanting your own design to be proven best and used, but I think the two of you working together would find the best solution to the 'lightly armored rapid assault mech' problem.
We'd kind of be working long-distance, and we're not yet in time-sync, and Anton has a nonzero chance of not surviving until then anyway. Plus, Anton's design needs certain important technological breakthroughs. But yeah, like I said, the two projects are likely to end up being related. Either one based off the other, or one inspired by the other.
Run several tests (same parameters as the recent tests Tavik did for his Halberd), give the increase or decrease in effectiveness (keeping in mind different resource costs) compared to Tavik's most recent Halberd tests (without perfect rolls):1.Did about 30% better. Faster, smaller, harder to hit.
1) replace current halberd design with the smaller one (you said it could be made smaller, to about 8 feet, without losing anything)
2) replace halberd design with standard battlesuit carrying the same weapons (or weapons of comparable strength and cost)
3) replace halberd design with mobility battlesuit carrying the same weapons (or weapons of comparable strength and cost)
4) replace halberd design with melee battlesuit carrying the same weapons (or weapons of comparable strength and cost)
For reference, this is the test I'm talking about:QuoteNow do all that again but observe with normal rolls. Do 10 times then get an evaluation of the Halberd.Speed and maneuvering is its greatest strength, that's for sure. But basically, if someone shoots it in the leg and slows it down, it is boned. Very boned.
Otherwise, the weapons work fairly well, though the blades really don't work against anything with much armor.
If the Battle suits are Chromehounds mechs, then yours is Armored core style.QuoteDepends on if we factor in the Artillery fun time, which rather reduced your forces.
Run two tests, one where Artillery fun time remains like it was, the other where the simulation is reset. Get in- or decrease in effectiveness for UWMQuoteIt varies by mission, but on average it's about 20%, though thats considering the UWM's massive sod production system and the fact they can crank out sods for almost nothing. On an interesting note it would mean you could have several hundred year old sods that have seen combat on dozens or hundreds of worlds.
Could the average UWM sod actually benefit from this battlefield experience, or not? Could our current upgraded sods benefit from it? Is it possible to create sods that are smart and independent enough to benefit from it? If yes, would we face the loyalty problems we would with that 'guerilla sod'?Quote@RC: Do the training course in that program piecewise did the warehouse history thing. And have the player pass a virtual multiple choice test in the end, where wrong options kill your virtual self in gruesome ways.An interesting idea, but it would be a huge amount of work. I don't think I can devote the time or energy for that, though if other people were to help it might be possible.QuoteAlso, as to the training course, pickmepickmepickme. Modern military tactics, especially CQB, is one of my favorite things. I have more information than is actually useful.))
Sure, but you'll have to wait until the flesh horror stuff on your planet is solved before Saint can help with that IC. But until then we can plan things through OOC. I'm gonna lay down a framework for these vids soon, so hold your horses for a little while.
@ Sean and Tavik: why not merge your designs and work together? If your stuff is going to fill the same niche, I think that'd be the most optimal way to go about it. Yes; I know there's pride involved in wanting your own design to be proven best and used, but I think the two of you working together would find the best solution to the 'lightly armored rapid assault mech' problem.Dammit why do people keep stealing tinker ideas out of my head when I'm on mission? First the goop sprayer now the electroreactive ballista. This is why I wanted to buy that vr backpack.Heh, welcome to my world. But if another works out your idea in a good way, does it matter all that much you weren't the one to do it? After all, you know you had a good idea, you just didn't get the time to work on it. And you can still help out in OOC. For example, do you (or anyone else) have an idea to improve upon the goop thrower/universal chem thrower?
An interesting idea, but it would be a huge amount of work. I don't think I can devote the time or energy for that, though if other people were to help it might be possible.
Sure, but you'll have to wait until the flesh horror stuff on your planet is solved before Saint can help with that IC. But until then we can plan things through OOC. I'm gonna lay down a framework for these vids soon, so hold your horses for a little while.
Heh, welcome to my world. But if another works out your idea in a good way, does it matter all that much you weren't the one to do it? After all, you know you had a good idea, you just didn't get the time to work on it. And you can still help out in OOC. For example, do you (or anyone else) have an idea to improve upon the goop thrower/universal chem thrower?
@ Sean and Tavik: why not merge your designs and work together? If your stuff is going to fill the same niche, I think that'd be the most optimal way to go about it. Yes; I know there's pride involved in wanting your own design to be proven best and used, but I think the two of you working together would find the best solution to the 'lightly armored rapid assault mech' problem.
We'd kind of be working long-distance, and we're not yet in time-sync, and Anton has a nonzero chance of not surviving until then anyway. Plus, Anton's design needs certain important technological breakthroughs. But yeah, like I said, the two projects are likely to end up being related. Either one based off the other, or one inspired by the other.
I kinda think PW wouldn't mind if you ignore the time-sync suff, he has said as much in the past. You are right Anton can't help right now IC, but you can always discuss things OOC. You do what you want of course, I just suspect that, if there are two designs that somwhat fill the same niche, one will just be forgotten in favor of the other, which could be a waste since you both have interesting ideas the other doesn't.
But there's almost nothing to discuss! The design philosophies in both cases seem to be exceedingly similar - a light-armor, highly mobile mechsuit with extra punch in close combat. Except mine is designed after a basic mass-produced Mecha Mook from a somewhat-known tactical mecha TBS, and his is a recreation of an advanced mass-produced hunter-killer mech from a little-known mecha anime. His is customizable with mounted ranged weapons, mine uses handheld weapons only. His uses its mobility more to evade the enemy, mine uses it more to close in with the enemy. His uses mostly existing tech, mine requires extensive R&D. They're two very different machines based around the same conceptual idea. I can no more help him design the Halberd than a swordsman can help an axeman improve his backswing.
I would be willing to help out with something like that, but I'm not sure if it would work well. If it's similar to multiple choice games (Which is what I think Twine is for?), then it would probably result in a lot of "Do you order the sods to: Charge stupidly and suicidally? Advance slowly and carefully with little support? Enact a complicated plan that is obviously the right choice?"Yeah, multiple choice situations are hard to pull of. But even without that, just presenting the info, with a multiple-choice quiz at the end could be feasible. Or maybe you're presented with a few options, and for each option it tells you the advantages, disadvantages and risks, which you can then compare with what you had thought of yourself.
If you keep your designs apart, then indeed there is not. However, I proposed you guys merged your designs into one. In that case, you'd need to decide what parts of each design to use.
Do person sized automanipulators use standard manipulator batteries?Well, sorta. The use more of the driving substance at least.
Do ship sized automanipulators use some larger version of that battery?
I would be willing to help out with something like that, but I'm not sure if it would work well. If it's similar to multiple choice games (Which is what I think Twine is for?), then it would probably result in a lot of "Do you order the sods to: Charge stupidly and suicidally? Advance slowly and carefully with little support? Enact a complicated plan that is obviously the right choice?"I was mostly joking with that, but if you're serious:
((Normally I wait until the argument really gets going to start off the book, but spoilering them to start is probably better. And serves as something of a warning, I suppose.))They don't have batteries in the same way, they're single use.Spoiler: Arguments with Paris, Volume 1, Preface (click to show/hide)An interesting idea, but it would be a huge amount of work. I don't think I can devote the time or energy for that, though if other people were to help it might be possible.
I would be willing to help out with something like that, but I'm not sure if it would work well. If it's similar to multiple choice games (Which is what I think Twine is for?), then it would probably result in a lot of "Do you order the sods to: Charge stupidly and suicidally? Advance slowly and carefully with little support? Enact a complicated plan that is obviously the right choice?"Sure, but you'll have to wait until the flesh horror stuff on your planet is solved before Saint can help with that IC. But until then we can plan things through OOC. I'm gonna lay down a framework for these vids soon, so hold your horses for a little while.
I don't think Saint would even help IC. He's supposed to know almost nothing about actual military tactics and operations, and only knows stuff about weapons and equipment because he spent a year studying it.
That said, I'm pretty terrible at keeping my character IC when it would limit my own fun.Heh, welcome to my world. But if another works out your idea in a good way, does it matter all that much you weren't the one to do it? After all, you know you had a good idea, you just didn't get the time to work on it. And you can still help out in OOC. For example, do you (or anyone else) have an idea to improve upon the goop thrower/universal chem thrower?
Of course it matters! Everyone has to know that you are the best tinker and have all the genius ideas! What's the point if you don't get recognized for coming up with them?
FYI, I'm making fun of myself here, not someone else.
This might be out of bounds, but I have a question: Do small automanipulators need batteries, like the handheld manips that use Uncon?
1) Could you tell me what the rest of the waves during Hep defense looked like? The ones we didn't fight because timeskip? Because I'm curious to the other weapons the UWM uses.1. other waves? I think that directory might have been reformatted. Try again?
2) Are there weapon systems the UWM (often) uses that we haven't seen yet? If yes, what are they?
3) How smart and independent could sods be made? At what point do loyalty problems emerge?
4) Can you give me a % increase in effectiveness for the UWM if they used robosods during the battle for Hep? And could you tell me how the ratio of effectiveness/cost changes? Run two tests: once with artillery funtimes, one without.QuoteBut there's almost nothing to discuss! The design philosophies in both cases seem to be exceedingly similar - a light-armor, highly mobile mechsuit with extra punch in close combat. Except mine is designed after a basic mass-produced Mecha Mook from a somewhat-known tactical mecha TBS, and his is a recreation of an advanced mass-produced hunter-killer mech from a little-known mecha anime. His is customizable with mounted ranged weapons, mine uses handheld weapons only. His uses its mobility more to evade the enemy, mine uses it more to close in with the enemy. His uses mostly existing tech, mine requires extensive R&D. They're two very different machines based around the same conceptual idea. I can no more help him design the Halberd than a swordsman can help an axeman improve his backswing.
If you keep your designs apart, then indeed there is not. However, I proposed you guys merged your designs into one. In that case, you'd need to decide what parts of each design to use.QuoteI would be willing to help out with something like that, but I'm not sure if it would work well. If it's similar to multiple choice games (Which is what I think Twine is for?), then it would probably result in a lot of "Do you order the sods to: Charge stupidly and suicidally? Advance slowly and carefully with little support? Enact a complicated plan that is obviously the right choice?"Yeah, multiple choice situations are hard to pull of. But even without that, just presenting the info, with a multiple-choice quiz at the end could be feasible. Or maybe you're presented with a few options, and for each option it tells you the advantages, disadvantages and risks, which you can then compare with what you had thought of yourself.
I don't have enough time (nor the desire, since I don't draw any enjoyment from this) to argue like that, so I won't. Don't know why I bothered in the first place.1.Depends on the type.
@Sean: Thanks for the helpful suggestions. That's a good idea. I could run some tests on something like that later.
@Syvarris: We had the exact same argument in the past. You actually need automanipulators to be as large as the ones used on ships to have them be self-sustaining. So it could work on a spaceship (or perhaps a Titan or other large vehicle) but not on something you want to be man-portable/cheap. Yes, I know piecewise usually doesn't keep track of batteries and ammo anymore.Do person sized automanipulators use standard manipulator batteries?Well, sorta. The use more of the driving substance at least.
Do ship sized automanipulators use some larger version of that battery?QuoteI would be willing to help out with something like that, but I'm not sure if it would work well. If it's similar to multiple choice games (Which is what I think Twine is for?), then it would probably result in a lot of "Do you order the sods to: Charge stupidly and suicidally? Advance slowly and carefully with little support? Enact a complicated plan that is obviously the right choice?"I was mostly joking with that, but if you're serious:
Not all multiple choice games are bad. It depends on the creativity of the author and how good they can be.
For example: Escaping the Prison (http://www.newgrounds.com/portal/view/533001), a fun short multiple choice game. Or at least I find it fun.
Not that something like that would be good for a training program, because this displays a situation which relies on luck and rule of funny. In a training program you need the outcome to be less affected by luck and more realistic, since you're trying to teach someone instead of amusing them.
To create a fun training program, you'd need to challenge the player, you'd need to give them a choice that is the tactically correct choice but not the obvious choice (for example, it relies on a clue hidden in a previous choice). You'd need to make them be able to have a good score by making the right choices but only be able to get a 100% score by making the awesome choices. And you could put some funny bits in there in the non-combat situations, like when the instructor is speaking or when the player is given their evaluation. Or maybe even in the combat itself, if you find a good place to put the funny bit in.
What are Titans armed with usually?
Are they more "Weapons Platform","Mobile Bunker","Carrier","All of the above","Something else"?
How are Titans deployed on a planet? Can they fly or are there larger Titan Carriers? Or maybe they temporarily negate gravity like the Sword does? Or are they simply synthflesh battleships that usually stay in orbit, simply taking advantage of the physics bending abilities of synthflesh, only landing when absolutely necessary?
Are automanipulator shields in use on larger vessels like Battleships? If not, why? Do they somehow overheat or run out of juice and have to recharge? Or would they need to be as big as the ship to offer proper protection?
1. other waves? I think that directory might have been reformatted. Try again?
2. So you're gonna have to narrow the type of engagement. Also, you're gonna have to assume that they're going to develop new shit to counteract your actions. (Translation: This info has a half-life.)2) How would they defend a military base? How would they assault it (assume they need to capture it, not just destroy)? And if said base has anti-air/drop pod defenses (so they can't drop in with battlesuits and such)?
3.Curious question, and a difficult one. Intelligence and independence are, of course, not simple sliders.3) I know, but even so you gave me a better idea of how to go about the sod intelligence. Guess I'll have to go bother Doc some more.
4.To be honest, these %'s are all just guesses, obviously.I know it's difficult, it's just that it's handy to have some sort of measurement, even if it's very abstract or with large margins (e.g. "10 to 40%") so we can make informed decisions. Giving broad ideas is good enough usually. The % is just to try and get a bit more concrete answer, so one can actually prove to another player of why it's neccesary.
Oh, we just skipped the last wave of stragglers. Nothing different.Quote1. other waves? I think that directory might have been reformatted. Try again?
1) The first wave were the sods and battlesuits and such. Second were the mass of drones. There would have been more, but we skipped them to get to the boarding. I'm curious as to what the other waves/dangers would have been.Quote2. So you're gonna have to narrow the type of engagement. Also, you're gonna have to assume that they're going to develop new shit to counteract your actions. (Translation: This info has a half-life.)2) How would they defend a military base? How would they assault it (assume they need to capture it, not just destroy)? And if said base has anti-air/drop pod defenses (so they can't drop in with battlesuits and such)?Quote3.Curious question, and a difficult one. Intelligence and independence are, of course, not simple sliders.3) I know, but even so you gave me a better idea of how to go about the sod intelligence. Guess I'll have to go bother Doc some more.
That said, could you perhaps give me a general idea, based on previous (IC, as in in-universe) data, on certain threshholds? For example: "Once a sod is intelligent enough to perform completely independant on the battlefield on par with a trained human, then questions of obediency or loyalty potentially come into play."Quote4.To be honest, these %'s are all just guesses, obviously.I know it's difficult, it's just that it's handy to have some sort of measurement, even if it's very abstract or with large margins (e.g. "10 to 40%") so we can make informed decisions. Giving broad ideas is good enough usually. The % is just to try and get a bit more concrete answer, so one can actually prove to another player of why it's neccesary.
4) Lastly, could certain research on Hep be done automatically? Say I need a material to have X properties, would I need to assign this to a Hep team, or could ARESTEVE do it alone?
Are automanipulator shields in use on larger vessels like Battleships? If not, why? Do they somehow overheat or run out of juice and have to recharge? Or would they need to be as big as the ship to offer proper protection?They are, but they have limits. Think about the force of a round fired from the sword. Not try and stop that round within a short distance. Thats a fuck ton of force, to use a technical term. So while their automated manip systems provide some degree of protection against smaller weapons (Below a certain size or power you're basically never going to damage one of those ships) they really can't stop a full power round without an automanip of horrendous size and frightening cost; a cost measured not solely in dollars, either.
Project name: MonorapierNot a bad idea. Basically a Mythril Needle being vibrated at high speed eh? Hmm. I think it would work, however attempting to use it against thick armor might be dangerous. After all, if it is easier to vibrate the handle then the needle then thats what will happen, so if it gets stuck into the armor then you might have a hard time retrieving it. You might honestly be good with just the spike in most occasions.
Monorazor can't stab. This reduces its effective reach, prevents its use against flat planes like walls, doors, or shields, and limits its use as a bayonet.
Take the thinnest possible rod (or strand) of mythril that will remain rigid. make it 1 meter long.
Give it a handle. Attach a monorazor's vibrator in the handle.
Does this work? How well does it cut compared to a monorazor? How expensive?
(Mythril's that extremely strong, extremely expensive metal. This design only calls for extremely small amounts so it might be economically viable.)
Project:ExcaliburHmm. Well to be honest something like that would probably be exoskeleton portable only. Mostly for balance reasons. Also, Feyri's already basically got one of these, though hers is rotary. Should take a look at it when she gets back.Goal:Investigate ways to reduce or eliminate the suicidal kickback on Gauss Cannons
1:Spawn a Gauss Cannon. Examine it in action to determine the cause of the kickback
Edit: Scratch that. I have a better idea for something that might be very useful. Take a gauss cannon frame, the meta-material rails from the Lesho, some auto-stabilization systems for reducing recoil,and as many charging circuits as possible to keep fire rate up, while keeping the strength requirement at around 10. The idea here is to make essentially a man-portable HMG/autocannon for when you absolutely need to destroy incoming groups of armored targets(and anything else for that matter, really). I'm using rails to simplify things a bit, and the longer the rail, the more the muzzle velocity. This allows me to balance armor piercing with fire rate.
Exoskeleton portable is fine, since I was thinking of grabbing one anyways. I also had plans for a vehicle mount mod for it, so it works out. Oh, and thanks for the tip about Feyri's rotary cannon, I'll look on how it works later and maybe mod my design.It works, however there is a problem with using it to fire repeatedly very quickly; the rails heat up and start to distort and lose conductivity, meaning the shots get weaker the longer it fires and if fired too long, it will break all together. It's quite powerful (It's a rapid fire LESHO for god sake) but it is also very expensive. Even the Mjolnir shell of yours will cost several tokens each, meaning that this massive, expensive gun will be firing massive expensive shells at high speed. (http://youtu.be/jHgZh4GV9G0?t=27s)
Anyways, until then, continue with the current design. Spawn an exoskeleton for me, then spawn one of the guns as per specifications and do some test fires. See if it works, for one, then see what sort of fire rate I can get from this(as a note, this is envisioned to be belt-fed). Then check armor piercing(assuming a barrel diameter of 40mm, and throwing the slugs at around mach 7) by spawning a battlesuit and seeing how many slugs it takes to punch through the armor.
As a side project, bring up my Mjolnir shell, size it for my new cannon, and see how many kinamps I can sandwich on the front and still be cost-effective. Test its armor shattering capabilities(as assumed with a direct hit), and price a belt of 10, 50, and 100 of these.
Give it a strap like a wii remote. Should solve that problem.That would just tear the strap. Or the hand, whichever came first. Probably better to include some sort of remote "Vibrate off" button.
Estimate token cost.
design a 30cm version for roughly 1/3 the price. Ideal for bayonet use.
Attempt to adapt an RPG to fire 1/8 kiloton charges with fins and the engine part of the original ammo spot-welded on.I think you might be underestimating the force of that sort of thing (http://nuclearsecrecy.com/nukemap3d/?&clat=36.168386958824286&clng=-115.13015574313279&calt=1171.094918986934&chdg=0.157405972938568&ctlt=31.25634814941473&crll=0.28981515276680786&mlat=36.17510308978413&mlng=-115.12937338727585&mtyp=2&malt=590.8096923828125&kt=0.2)
How much does this cost?
How far does it fire horizontally? What about a ballistic arc?
Are mark 1s radiation-proof?
By a fortuitous coincidence, I do have a design for a mortar already set to go, if you want me to fax it over to your char.
By a fortuitous coincidence, I do have a design for a mortar already set to go, if you want me to fax it over to your char.
Can it handle side-plate-sized projectiles though? Even the 1/8ths aren't tiny.
Hmm, so barrel cooling is a bit of an issue then. Bring up options for better air cooling, water cooling jackets, and the like. Worst case, disable full auto and restrict this to burst-fire to not overheat the rails. Also, scrap using Mjolnir shells with this for now, since I need to be able to actually buy ammo for this :P.Cooling via coolant circulation works under most circumstances.
Speaking of ammo, price me the cost of a standard 200 round belt of just solid 40mm slugs. Then, create some specialized AP ammo consisting of half-sized, fin-stabilized shaped penetrators with discarding sabots(point being to concentrate ALL the force one a smaller area), and test those versus standard slugs, then price them. Next, create a HE shell, then one that has a small explosion that releases cluster munitions for an antipersonnel round, and test their effectiveness versus softer targets, and prices for a belt of both. Then, create a chem-incindiary shell using chlorine tetrafloride, price a belt of those, and test them to insure no premature detonations.
Next, create an autofeeding ammo box to put the belts in, and design a way to attach them to the gun. The ammo boxes should have a magnetic attachment system to store onto the exoskeleton until needed to swap out.
Finally, Finalize project name as the Jackhammer Autocannon, get overall cost estimates, and have Steve review this and see if this is something that might be worth sending to Hephaestus for review, and also see if I might be able to get a prototype for this.
Those are 40mm rounds. That big box there holds 32 shots. You'd need 6 full boxes and 1 quarter full box to hold all that. It would be like 5 feet tall and two wide and weigh several hundred pounds. That might be a bit much for anyone not in an exoskeleton, and even then it's gonna slow em down.((Technically, those are 40mm caliber grenades, along with the gunpowder to launch them, whereas gauss rounds would be more like 40mm spheres. Each of those 40mm grenades looks like it occupies as much space as three 40mm spheres, so you'd only need just over two full boxes of them, perhaps exactly two with an efficient packing method.
Ok, off button. ::)Then send the design to Heph for prototyping if they like it. Then exit VR.
Design a 20cm version for 3 tokens.
Vr test to determine the best way of using this thing. How well can it cut? How well can it stab?
Can it get through battlesuit/milnoplate? Can it get through synthflesh?
Fuck, missed you.Ok, off button. ::)Then send the design to Heph for prototyping if they like it. Then exit VR.
Design a 20cm version for 3 tokens.
Vr test to determine the best way of using this thing. How well can it cut? How well can it stab?
Can it get through battlesuit/milnoplate? Can it get through synthflesh?
Yep... my calculations...completely wrong...
I always thought bullet caliber was length.
Design a 20cm version for 3 tokens.
It sort of "sinks" through thicker stuff, taking a second or two of pressure to get in. But it pierces pretty well, even through milno and battle suit plate.
...I was thinking the rounds would be smaller overall without needing propellent, but that's a good illustration of me underestimating sizes here(I dunno how I thought soda can-sized rounds could reasonably fit 200 in a box). Ok, standard would be whatever amount that can fit in a box of reasonable size, preferably as close to 50 rounds as possible. Also, what the heck is that in the picture, some sort of squad-portable 40mm cannon?(looks baddass btw)
Still going to need ammo prices and overall weapon costs, as well as whether I can get this prototyped.
Ummm it does if i used 20x10 cylinder instead of a 20x20 cylinder or 20mm sphere, its only like 1/4 of the actual volume.Yep... my calculations...completely wrong...
I always thought bullet caliber was length.
That doesn't really change much if the projectile is a sphere though. :P
Isn't that essentially what a gauss cannon is? Maybe with a few additions like variable power settings and better targeting systems?1) rocket propelled
Or do you want the projectiles to be rocket propelled instead of gauss propelled?
I forget with milno plate, but Battle suit is thick enough to render it mostly useless, at least in most areas. The Torso where the pilot is, for instance. But you could still stab into the limbs and reach stuff inside them.QuoteDesign a 20cm version for 3 tokens.QuoteIt sort of "sinks" through thicker stuff, taking a second or two of pressure to get in. But it pierces pretty well, even through milno and battle suit plate.
How thick is Milno plate? How thick is full battlesuit armor at the front?
...I was thinking the rounds would be smaller overall without needing propellent, but that's a good illustration of me underestimating sizes here(I dunno how I thought soda can-sized rounds could reasonably fit 200 in a box). Ok, standard would be whatever amount that can fit in a box of reasonable size, preferably as close to 50 rounds as possible. Also, what the heck is that in the picture, some sort of squad-portable 40mm cannon?(looks baddass btw)It shoots 40mm grenades.
Still going to need ammo prices and overall weapon costs, as well as whether I can get this prototyped.
Edit:Run some tests for the people at hep so they don't need to ask for the data:
1) Baseline test of weapon against guy in mk 1
2) Test against robosod
3)Test against synthflesh sod
4) Test against a guy in a mk III and milnoplate
5)Full performance test against a battlesuit
6)Just for completeness, see if it can hurt a AOW at all
Finally, spawn a completed Jackhammer, and load up a full combat scenario: A couple squads and I(with the Jackhammer) in a war-torn city(lots of rubble, ruined buildings, and such) holding a hardened, fortified point blocking progress deeper into the city versus waves of increasingly difficult enemies, each wave containing at least one hard target of some description. The squads aiding me have a mix of weapons costing 10 or less credits, and some have exoskeletons with milnoplate. Ammo is assumed to be infinite for the purpose of the test, but time for swapping mags is still needed. (Since I want to run this manually, this can happen here or the On-ship thread, whichever is more convenient for you)
alrightyOk, off button. ::)Then send the design to Heph for prototyping if they like it. Then exit VR.
Design a 20cm version for 3 tokens.
Vr test to determine the best way of using this thing. How well can it cut? How well can it stab?
Can it get through battlesuit/milnoplate? Can it get through synthflesh?
Talked to simus about that. Dunno milno, probably not 7 inches. Battle suit is thick enough though.QuoteDesign a 20cm version for 3 tokens.QuoteIt sort of "sinks" through thicker stuff, taking a second or two of pressure to get in. But it pierces pretty well, even through milno and battle suit plate.
How thick is Milno plate? How thick is full battlesuit armor at the front?
More Rapier testing. Sorry PW.
1. Effects on the human body. Does the vibrating make it do any serious damage, more than just a small hole?
2. Effectiveness vs different targets. Including minimum length required to pierce the squishy bits.(Mk1, mk3, robobody, synthflesh, civic defenders, battlesuit, and a block of steel.)
3. Combat tests
Run some duels between someone with a monorazor, and someone with a same length rapier. Who generally comes out on top?
Try testing a squad of soldiers armed with gauss rifles with 20cm bayonets vs a squad armed with gauss rifles and monorazors. Close range urban combat. who wins?
Is it better than a same length monorazor against full synthflesh? against a battlesuit?
Via carefree welding and cutting of RPG rounds, adapt 1/16 mininukes to fire from a multipurpose tube with folding legs for emergency direct-fire use.For a tube? like 2-3 tokens. Seriously the launcher isn't going to be the main cost here.
Calculate token cost.
Edit: don't know if I made it clear but the idea here is a mortar which you can also point at the enemy if needed. Ignore that if it seems dumb.
Yeah, that's why I asked about the cost of those gauss cannon ammo plus rocket plus fin.Where?
Via carefree welding and cutting of RPG rounds, adapt 1/16 mininukes to fire from a multipurpose tube with folding legs for emergency direct-fire use.I see nothing about gauss stuff
Calculate token cost.
Edit: don't know if I made it clear but the idea here is a mortar which you can also point at the enemy if needed. Ignore that if it seems dumb.
The cost of his vibrator...hmm...the cost of his penetrator....hmm...the cost of his weapon is mainly due to the fact that he's using an extremely expensive and robust meta material for the spike. Even in small amounts it is very expensive. You could probably make one cheaper (If less robust) via research into new materials, or via use of some of the samples that are coming when the missions end. Basically, he made a combat knife out of diamond when tungsten carbide would probably do.Based on this quote, it seems there is something wrong about the design. If it can be made out of weaker materials and still function, then it can be made thinner (less material, better cutting) and still function. In the first tinker post I said to use the thinnest possible rod that will remain rigid.
Hmmm. You have any limits on price here? Because I mean you could use Mythril (Blame the science section's Tolkien hardon for that one) and literally tank a nuke, but that stuff would cost you 30 token a plate.I highly doubt a 1 meter long spiderweb thin needle (15 tokens) uses half as much material as a plate of armour (30 tokens), so either the armour is underpriced or the needle is overpriced.
Based on this quote, it seems there is something wrong about the design. If it can be made out of weaker materials and still function, then it can be made thinner (less material, better cutting) and still function. In the first tinker post I said to use the thinnest possible rod that will remain rigid.Materials may not work as simple as you imagine it. There may be a minimal thickness needed regardless or material needed. Or maybe mythrill has other properties that come into consideration. For example, do you know how with graphite it's easy to shave of layers in one direction, but hard to do in another due to the stacking of the planar layers? Maybe mythril has similar properties (in that it's stronger in one 'direction' than the other).
I highly doubt a 1 meter long spiderweb thin needle (15 tokens) uses half as much material as a plate of armour (30 tokens), so either the armour is underpriced or the needle is overpriced.
The cost of his vibrator...hmm...the cost of his penetrator....hmm...the cost of his weapon is mainly due to the fact that he's using an extremely expensive and robust meta material for the spike. Even in small amounts it is very expensive. You could probably make one cheaper (If less robust) via research into new materials, or via use of some of the samples that are coming when the missions end. Basically, he made a combat knife out of diamond when tungsten carbide would probably do.Based on this quote, it seems there is something wrong about the design. If it can be made out of weaker materials and still function, then it can be made thinner (less material, better cutting) and still function. In the first tinker post I said to use the thinnest possible rod that will remain rigid.Hmmm. You have any limits on price here? Because I mean you could use Mythril (Blame the science section's Tolkien hardon for that one) and literally tank a nuke, but that stuff would cost you 30 token a plate.I highly doubt a 1 meter long spiderweb thin needle (15 tokens) uses half as much material as a plate of armour (30 tokens), so either the armour is underpriced or the needle is overpriced.
What he said.QuoteBased on this quote, it seems there is something wrong about the design. If it can be made out of weaker materials and still function, then it can be made thinner (less material, better cutting) and still function. In the first tinker post I said to use the thinnest possible rod that will remain rigid.Materials may not work as simple as you imagine it. There may be a minimal thickness needed regardless or material needed. Or maybe mythrill has other properties that come into consideration. For example, do you know how with graphite it's easy to shave of layers in one direction, but hard to do in another due to the stacking of the planar layers? Maybe mythril has similar properties (in that it's stronger in one 'direction' than the other).QuoteI highly doubt a 1 meter long spiderweb thin needle (15 tokens) uses half as much material as a plate of armour (30 tokens), so either the armour is underpriced or the needle is overpriced.
Economies of scale. If they have a bunch of armor plates lying around ready for use, but they need to do some serious work on one to get a strand of desired length and thickness without breaking it in the process, I could see the price difference being realistic.
Whoops, life happened, sorry! Anyways, A Lesho is 18 credits according to you, so 20 seems right to me, though I'm not sure what I think ammo should cost(2 credits a belt? It should have some cost, but normal ammo would just be a belt of 50 of a solid hunk of metal 40mm in diameter, so I shouldn't be outrageous.) Though, I get the feeling I won't get a prototype for this, since It is basically a Lesho with cooling and belt feed, but I can dream right? :P. In any case, still send the weapon design to hep with the data I collected.This is a hell of a wall of text
Anyways, cancel that combat test scenario, I had a better idea for a weapon I can make that I might actually be able to afford right now. Basically, a Heavy Grenade Launcher. Take a 90mm tube, add a few gauss coils and charging circuits,, a 6-shot revolver cylinder, a computerized sight/rangefinder, and a auto-stabilizer to decrease recoil.(Basically, I'm going for a drastically upsized Milkor MGL (http://en.wikipedia.org/wiki/Milkor_MGL) using gauss tech). The fuses are computer controlled and set, with settings from impact to proximity to VTF(Variable Timed Fuse). It includes a manual disarm and a manual override detonation button.
Test first to see if there's any problems, then do tests for each of the following ammo types:
First, standard high explosive. Spawn a group of 100 sods, all clustered in a circle with them about 5 meters from each other. Explode a round at the center of the cluster and note how big the explosion is and how many sods it kills. (of it kills all of them, widen the cluster by spawning 100 more sods 5 meters apart, and keep doing the test until some live)
Next, take the cluster round I designed for the Jackhammer(Explosion scatters many small submunitions), adapt it to this gun, and do the same test. How wide are the munitions scattered, and does the effect kill more or less sods overall?
Next, design a normal HEAT round(basically just a shaped charge focusing the blast forwards) and do the same test. The effective area should be much smaller, but how much? Then, spawn a battlesuit and assume a direct hit by the round. How effective is it in punching though/damaging a battlesuit's armor? How effective is it with a non-direct hit? Do a comparison with the normal HEAT round versus my Mjolnir round, and give me the pros and cons of both.
Now, an incendiary round using ClF3. Do the sod test and see how wide the affected area is and how many sods I can hit with an airbursted shell. Then, see what happens when it hits a battlesuit. How long does it take to melt though the armor, or at least disable important systems?
Finally, spawn some robosods and sythflesh sods and repeat the tests with all the shells against them. Finalize the name as the Thor MGL, and obtain costs for the weapon and all shells. Send to Hep, and see if I can get this prototyped, or at least all the materials for it to build myself.
Edit: Also add a HESH demolition round. For the uninformed, HESH stands for High Explosive Squash Head, which basically means the round is designed to pancake at impact and smush it's plastic explosive into a large patty before exploding. It is pretty decent about taking out chunks in armor, but even better at blowing off large chunks of buildings.
One last thing I want to create is a door/wallbreacher demolition device I'd like to call the Doorknocker. Basically, it is a reinforced frame holding several shaped charges in the shape of a door large enough to let in the average guy in an exoskeleton, with spikes to hold it to the door/wall long enough to detonate. Hopefully, the frame would be reusable and allow the charges to be replaced. Run tests on doors and walls of various thicknesses and materials, from wood to reinforced concrete and metal, the give cost and prototyping possibility.
This is a place to both use Tinker, and to talk about ideas and stuff for tinker while not physically in it. You can hang out here and plan stuff, but you won't have the full access to tools unless you're in vr.Is this still true? Does 'planning stuff' constitute tinkering-without-working-out-details (with regular bolded actions and your vague, not in-depth responses) or just non-bolded-action 'talking' about ideas?
God help you if you fucking use tinker while you're on mission. You might notice your rolls going badly a statistically implausible amount of the time.
Huh, I was sure my launcher was different enough due to being literally double the size, and being a 6 shot revolver rather than a break-action single shot(IIRC of course, feel free to correct me).The reason for it not being prototyped is it's basically the same; in that it fills the same role. It's bigger and has more shots but it's still does basically the same thing, if you get what I mean. Otherwise people could abuse the system by just making upgrades to existing weapons as a method of getting them for free.
In any case, I guess I'll just work on my own ammo types then. The ClF3 round should be basically the same as Simus's, so forget testing that. That cluster HE is basically a shell packed with as many submunitions as can fit(and still pack a charge strong enough to burst the shell). The bomblets are impact armed with a 3-second timefuse, and a sphere of tiny ball bearings; it won't do that much overall structural damage, but the many bomblets should put out a great amount of shrapnel to wipe out soft targets.
One other thing I want to test then is the cost effectiveness of My Mjolnir shell versus a more conventional HEAT round. Spawn a battlesuit and fire a Mjolnir shell, then a HEAT shell, and see if the Mjolnir does more damage on a direct hit, then the same test on a glancing hit.
I think this fell by the wayside so...Ok. Thats easy. It's basically gonna look like a modern day RPG.
Adapt nuclear GC shell warhead with fins and rocket motors in order to make them launch able via basic tube-style launcher mortar
Simple stuff and generally just checking on a basic idea can be checked here without being in tinker, sure. However it better be a single question, in plain, simple language.This is a place to both use Tinker, and to talk about ideas and stuff for tinker while not physically in it. You can hang out here and plan stuff, but you won't have the full access to tools unless you're in vr.Is this still true? Does 'planning stuff' constitute tinkering-without-working-out-details (with regular bolded actions and your vague, not in-depth responses) or just non-bolded-action 'talking' about ideas?
Can the simplest and not-technical ER-physics questions be posted here? (Like 'Can a handlaser cut through battlesuit?' 'No.', 'Can a Microwave Field Manipulator freeze things instead of cooking them?''Yes' and such)
Disclaimer:Quote from: Attributed to PiecewiseGod help you if you fucking use tinker while you're on mission. You might notice your rolls going badly a statistically implausible amount of the time.
You do realize now I have to tinker up a gun that shoots Xanbees.A certain weapon from Half-Life comes to mind...
Brilliant! Organic ammo that secretes a self-replicating fluid that dissolves organics, so you get a nice slurry of biomass for easy absorption.
I actually was gonna when I got back from mission 15. Now that I've altered Xan's personality to be more amicable to that as well, there's gonna be more of that.Brilliant! Organic ammo that secretes a self-replicating fluid that dissolves organics, so you get a nice slurry of biomass for easy absorption.
I proposed stuff like this months ago, back when he got his powers. Along with a crapton of other subtle and less subtle things he could try. He never did try them, but hey, a man can try.
Huh, I was sure my launcher was different enough due to being literally double the size, and being a 6 shot revolver rather than a break-action single shot(IIRC of course, feel free to correct me).
How hard would it be to make armor like the Stormtrooper armor from Star Wars?
I imagine it'd be something like a longcoat material jumpsuit with thin metal or some kinda space polymer plates over the good bits. I dunno if it's possible to get the material that the longcoats are made out of, though.
Wonderful!Gauss rounds certainly, and lasers...perhaps. Plasma yes, but I'm not sure how magnets work on lasers. I assume it can be used to redirect them? If so, then you could block using a "Wedge" of magnetism to split and defuse the beam.
Can the Magnetic Amp (or the Magnetic Field Manipulator) be used to deflect gauss rifle rounds or laser beams?
@RC But then we got a whole planet with fleshpits and possibly even an organic forge to build such things ourselves :P
Honestly, organic production so far appears very promising, and it's one of the reasons Maurice is interested in the hydroponics of the Swords.
Price check on the weapon, check on cost per shell (~same as GC nuke rounds I think)Price of the ammo is the price of the nuke (whichever power you use) plus 1. Weapon is like a token.
Christen gun "The Zanzibar Special", name nuke rockets "Avengers"
QuestionThe human created living sand doesn't replicate, remember. So we don't end up with a cold universe devoid of light like that pocket/alternate dimension. And you'd have to find a way to make the shark mist listen to you. But hypothetically, if you could overcome/learn to live with those limitations, yes.
Can i make an arrow secreting quiver by putting some living sand into an incubator powered by a gauss generator that feeds the sand growths to some sharkmist that has been engineered to grow arrows?
How hard would it be to make armor like the Stormtrooper armor from Star Wars?Cheap white plastic armor that doesn't seem to hold up to anything more powerful then a summer's sun beam? That would be pretty cheap.
I imagine it'd be something like a longcoat material jumpsuit with thin metal or some kinda space polymer plates over the good bits. I dunno if it's possible to get the material that the longcoats are made out of, though.
Alright, good to know with the shells. I guess I can adapt them to a Simus special(speaking of which, when are those going to show up regularly in the armory? I'm pretty sure Simus proved their worth...). Anyways, you didn't post anything about the Doorknocker, so reposting that for this turn. Basically, it is a reinforced frame holding several shaped charges in the shape of a door large enough to let in the average guy in an exoskeleton, with spikes to hold it to the door/wall long enough to detonate. Hopefully, the frame would be reusable and allow the charges to be replaced. Run tests on doors and walls of various thicknesses and materials, from wood to reinforced concrete and metal, then give cost and prototyping possibility.As soon as simus starts producing and sending them here.
Also, create a Bangstick; basically, a shaped charge at the end of a metal pole for blowing holes in things. The charge is ideally replacable.
Can the fleshknitter be used as a makeshift 'longevity vaccine'? Actually, is there one already? (not involving genetic alteration or cybernetic augmentation)((Considering that old age mostly involves organ failure, and that the fleshknitter doesn't do a stellar job on those, I suspect that the answer to the first one is "no".))
Quote2)If we let the cannons rotate around the star at about the same speed as the jump point, would that mean that we always have them between ships coming for Hep from the jump point? Would this be useful to continually attack them while they make their next move after breaking the jump point blockade?2.That would keep them with a bead on the jump point, yeah.
Cap ships from asteroids
Heh, I guess for the Bangstick we newton's third law up the bitch and go with the slightly insane option, namely add a second charge facing the opposite direction that explodes at the exact same time to counteract the forces propelling the stick. :P Test effectiveness/user safety and give a price.Hmm. Well you see that depends on what metric of "Effective" you want to use. It is highly effective at killing and breaking things, thats for sure. As per the effectiveness of killing and breaking the correct thing, thats another story.
As for the Doorknocker, yeah, work on options to make it collapsible, with handy dandy carrying case/bag. Limiting it to single use is okay in this instance, though ideally it should still be reusable.
Can the fleshknitter be used as a makeshift 'longevity vaccine'? Actually, is there one already? (not involving genetic alteration or cybernetic augmentation)The standard method of extending your life via non-mechanical means is something akin to the system we use to heal people's injuries. It can be used to reduce the body's effective age and heal the damage caused by aging. Fleshknitter could do that sort of thing sort of, but not really. It's not precise enough.
((Guess I'll post here, for Pyro's sake.))(Source is:http://www.purdue.edu/impactearth/)QuoteQuote2)If we let the cannons rotate around the star at about the same speed as the jump point, would that mean that we always have them between ships coming for Hep from the jump point? Would this be useful to continually attack them while they make their next move after breaking the jump point blockade?2.That would keep them with a bead on the jump point, yeah.
1) And would this actually be helpful for the defense of the system? My idea is to place them in a stable rotation, but a ways outside the straight line between jump point and Hep, so that they can continually fire at a fleet moving for Hep and thus either whittle them down, fore them to act or distract them to buy time.QuoteCap ships from asteroids
2) Interesting quote (though it would be nice to provide sources next time, says my academic inner child) you had there. Hmm. Would boarding the thing (en masse, mind you) and trying to take over from inside work?
If not, Could a heatblade such as the one created by the AoW on the Hep assault be able to cut it in two? If also not, would ramming one of our own small planetary bodies into it work?
Can I ask a small question?The first is better at just mind reading, the second is better at mind control.
What is better for pure mind reading/mind control? The Neural Connector Psychokinetic Amplifier (http://einsteinianroulette.wikia.com/wiki/Neural_Connector_Psychokinetic_Amplifier) or the Organochemistry Overrider Psychokinetic Amplifier (http://einsteinianroulette.wikia.com/wiki/Organochemistry_Overrider_Psychokinetic_Amplifier)?
Yeah, it could help. Your idea seems fine, the only problem could be other planets getting in the way, but that would be highly unlikely, considering the distances involved.
If you could get enough ships up to it and inside, then yeah.
A heat blade might work but it would need to be BIG. Stupid huge.
Heh, yeah, throwing planets at them might work. It would probably be difficult to do, but fuck if it wouldn't be awesome eh?
At some point in past, in a conversation with the Armory Master, I think, it was mentioned that we can possibly make other kinds of amps than those listed.
For example, can an amp (or, I dare say it, a field manipulator) finely tuned to moulding and bio-coding the fleshknitter be created, so as to control and complement its regenerative deficiencies?
I understand that the Organo-tissue Dominator and possibly the Organochemistry Dominator PK Amps can do that, but I'm asking about something less versatile, more focused and, most importantly, cheaper.
Also, can I get a percentage on average failure rates for the collapsable version of the Doorknocker? Assuming ideal conditions and repeated re-usage16.66% :P
((Thanks for source. It's fun to play around with.))Boarding pods could work, sure.You'd need a lot of them though. You'd just need enough bodies. And we'd need to slow them down heavily just before they hit the protected range or it would trigger the automated defenses.QuoteYeah, it could help. Your idea seems fine, the only problem could be other planets getting in the way, but that would be highly unlikely, considering the distances involved.
Coolio, another resource sink for us to consider.QuoteIf you could get enough ships up to it and inside, then yeah.
Would it need to be ships, or would launching boarding pods through hammer cannons (like during the boarding during Hep defense) work? Or would its automanips/point defenses push away/destroy the projectiles? Or is there another reason that it'd need to be ships (such as getting enough troops inside, since a boarding pod is rather limited)?QuoteA heat blade might work but it would need to be BIG. Stupid huge.
And do we have the resources to build an automanip or something that can do this? If yes, could we mount this on a ship to be used specifically to defeat cap ships (since regular ships would be too small.fast too hit I presume)?QuoteHeh, yeah, throwing planets at them might work. It would probably be difficult to do, but fuck if it wouldn't be awesome eh?
I was thinking moons or large asteroids, but yeah, it'd be cool. And hilarious, us and the UWM lobbing around celestial bodies to crash them into each other.
At some point in past, in a conversation with the Armory Master, I think, it was mentioned that we can possibly make other kinds of amps than those listed.Maybe. But we lack the facilities on Heph to do anything like that.
For example, can an amp (or, I dare say it, a field manipulator) finely tuned to moulding and bio-coding the fleshknitter be created, so as to control and complement its regenerative deficiencies?
I understand that the Organo-tissue Dominator and possibly the Organochemistry Dominator PK Amps can do that, but I'm asking about something less versatile, more focused and, most importantly, cheaper.
I had an idea to increase effectiveness of the Bangstick: mount the charges perpendicular to the handle and swing it like some demented polearm that shoots explosions on impact. Effective? Maybe. Safe? hahahaha no. Awesome? Come on son, you're swinging around fucking exploding hammers in effect.
Also, can I get a percentage on average failure rates for the collapsible version of the Doorknocker? Assuming ideal conditions and repeated re-usage. Basically, I'm looking for the average reuses it can do before catastrophic failure.
Someone's gotten into my statistics folder again!Also, can I get a percentage on average failure rates for the collapsable version of the Doorknocker? Assuming ideal conditions and repeated re-usage16.66% :P
PW, I think the universal chem thrower is ready for full admittance into the armory by now, barring Pyro having a problem with it.Assuming pyro is ok with it, I'm thinking 3 tokens. And yeah, it's good as far as I'm concerned.
What do you think is a good price? I think 2 tokens (with 1 cannister of goop or namite upon purchase) is reasonable? And 1token per can of either ammo?
Quick trip to pull up the specs on the X3 civ gauss rifle simus made, so I know what it can do.Probably should direct that more towards her on heph then here.
((If we can indeed research new amps, then there are a few things I'd like to try. Such as a 'machine emphatics' amp that lets one influence/control machines and computers ("oh look, that UWM deathmachine has a self destruct sequence. Oops, just activated it.").((I've long had an idea of at least a partially effective solution to this problem.))
You guys want a manip version of Milno's gauntlet eh?((If we can indeed research new amps, then there are a few things I'd like to try. Such as a 'machine emphatics' amp that lets one influence/control machines and computers ("oh look, that UWM deathmachine has a self destruct sequence. Oops, just activated it.").((I've long had an idea of at least a partially effective solution to this problem.))
Can the magnetic field manipulator/psychokinetic amplifier manipulate electrical currents at fine level, effectively allowing to influence/control electrical machines and computers? Or is there an electrical field manip/amp (available and known, I mean, just never mentioned) which could be used to those ends?
You could always have the amp convert part of your brain to the machine you are trying to control. [/joking]Actually, that's a very good idea.
Essentially a portable amp specialist?You could always have the amp convert part of your brain to the machine you are trying to control. [/joking]Actually, that's a very good idea.
-beat- :P
Generally speaking, is it possible to make an amp/manipulator crossbreed, which would operate using a fleshy brain (and convert it as needed) - just not the user's one? It could then be hand-held like the regular field-manips, or hooked to the user's brain using the mind-interface (like the one used in braincases or full-sense VR simulation).
Wetware-powered manip. Except configurable in use, as opposed to standard automanips.
You could always have the amp convert part of your brain to the machine you are trying to control. [/joking]Hmmm....
So use an interface to control the brain and then the brain controls the amp as you want it to?You could always have the amp convert part of your brain to the machine you are trying to control. [/joking]Actually, that's a very good idea.
-beat- :P
Generally speaking, is it possible to make an amp/manipulator crossbreed, which would operate using a fleshy brain (and convert it as needed) - just not the user's one? It could then be hand-held like the regular field-manips, or hooked to the user's brain using the mind-interface (like the one used in braincases or full-sense VR simulation).
Wetware-powered manip. Except configurable in use, as opposed to standard automanips.
So a clone of me wouldn't work?Nope.
Could you describe Steve bots in more detail? How do they fly, what weapons do they use, how big are they, what gadgets do they have, how easy to build are they, how resource intensive,...They're similar to the flying robots your fought in the snowglobe. Thin, mix of mechanical and synthflesh, vaguely humanoid in appearance though they have 4 gauss stake throwers for arms, an overhauled cutting laser for a head and branching octopus legs with cutters at the end of every limb. They fly using nuclear ramjets, which are dangerously radioactive to normal living things, though not to synthflesh and sufficiently shielded electronics. Their flight systems are very good at maintaining flight but relatively slow acceleration. They're about 1.5 the height of a man. They have a variety of "Gadgets", mostly sensors to let steve, or ARESTEVE control them more accurately. They're not terribly resource intensive, but they're somewhat difficult to build. They're very strong and powerful for their size and weight, due mostly to very fine and careful manipulation of materials. This results in long production times and the necessity of special machinery.
They're similar to the flying robots your fought in the snowglobe. Thin, mix of mechanical and synthflesh, vaguely humanoid in appearance though they have 4 gauss stake throwers for arms, an overhauled cutting laser for a head and branching octopus legs with cutters at the end of every limb. They fly using nuclear ramjets, which are dangerously radioactive to normal living things, though not to synthflesh and sufficiently shielded electronics. Their flight systems are very good at maintaining flight but relatively slow acceleration. They're about 1.5 the height of a man. They have a variety of "Gadgets", mostly sensors to let steve, or ARESTEVE control them more accurately. They're not terribly resource intensive, but they're somewhat difficult to build. They're very strong and powerful for their size and weight, due mostly to very fine and careful manipulation of materials. This results in long production times and the necessity of special machinery.
With the pregnancy unnaturally accelarated or no?What I'm worried about here is that the question isn't 'why was that the first thing you thought of?' and rather 'how many corners could I cut in the process?'.
With the pregnancy unnaturally accelarated or no?You could try it, but no guarantees it would work.
Wait a sec...aren't you on mission? How are you here?QuoteThey're similar to the flying robots your fought in the snowglobe. Thin, mix of mechanical and synthflesh, vaguely humanoid in appearance though they have 4 gauss stake throwers for arms, an overhauled cutting laser for a head and branching octopus legs with cutters at the end of every limb. They fly using nuclear ramjets, which are dangerously radioactive to normal living things, though not to synthflesh and sufficiently shielded electronics. Their flight systems are very good at maintaining flight but relatively slow acceleration. They're about 1.5 the height of a man. They have a variety of "Gadgets", mostly sensors to let steve, or ARESTEVE control them more accurately. They're not terribly resource intensive, but they're somewhat difficult to build. They're very strong and powerful for their size and weight, due mostly to very fine and careful manipulation of materials. This results in long production times and the necessity of special machinery.
1) Are they fully operated remotely, or can they do stuff independent (like the original murderbots)?
2) what exactly are gauss stake throwers? Big ol' slabs of metal to impale fools with from a distance?
3) could you perhaps describe the special machinery? Could Hep start production now if they wanted?
4) how resource intensive are they compared to synthflesh, and how do they compare in terms of power?
5) would it be possible to alter the design to make them a bit less powerful and with shorter production times (aka suitable for mass production)? And make it so they are a bit more versatile (so different types, and bit more humanoid where needed, such as for one designed for support rather than direct combat)? And so they can be controlled by a sod brain in a braincase supported by whatever ai they have. Basically, these could perhaps be used as a base for our 'upgraded robosods'.
With the pregnancy unnaturally accelarated or no?You could try it, but no guarantees it would work.Wait a sec...aren't you on mission? How are you here?QuoteThey're similar to the flying robots your fought in the snowglobe. Thin, mix of mechanical and synthflesh, vaguely humanoid in appearance though they have 4 gauss stake throwers for arms, an overhauled cutting laser for a head and branching octopus legs with cutters at the end of every limb. They fly using nuclear ramjets, which are dangerously radioactive to normal living things, though not to synthflesh and sufficiently shielded electronics. Their flight systems are very good at maintaining flight but relatively slow acceleration. They're about 1.5 the height of a man. They have a variety of "Gadgets", mostly sensors to let steve, or ARESTEVE control them more accurately. They're not terribly resource intensive, but they're somewhat difficult to build. They're very strong and powerful for their size and weight, due mostly to very fine and careful manipulation of materials. This results in long production times and the necessity of special machinery.
1) Are they fully operated remotely, or can they do stuff independent (like the original murderbots)?
2) what exactly are gauss stake throwers? Big ol' slabs of metal to impale fools with from a distance?
3) could you perhaps describe the special machinery? Could Hep start production now if they wanted?
4) how resource intensive are they compared to synthflesh, and how do they compare in terms of power?
5) would it be possible to alter the design to make them a bit less powerful and with shorter production times (aka suitable for mass production)? And make it so they are a bit more versatile (so different types, and bit more humanoid where needed, such as for one designed for support rather than direct combat)? And so they can be controlled by a sod brain in a braincase supported by whatever ai they have. Basically, these could perhaps be used as a base for our 'upgraded robosods'.
You're trying to trick me aren't you.
Hmm. You're on a mission where you're not doing much...Lets put it like this. If you don't do anything on your turn in that mission, ie you just stand around, we'll assume you spend that time space googling stuff.With the pregnancy unnaturally accelarated or no?You could try it, but no guarantees it would work.Wait a sec...aren't you on mission? How are you here?QuoteThey're similar to the flying robots your fought in the snowglobe. Thin, mix of mechanical and synthflesh, vaguely humanoid in appearance though they have 4 gauss stake throwers for arms, an overhauled cutting laser for a head and branching octopus legs with cutters at the end of every limb. They fly using nuclear ramjets, which are dangerously radioactive to normal living things, though not to synthflesh and sufficiently shielded electronics. Their flight systems are very good at maintaining flight but relatively slow acceleration. They're about 1.5 the height of a man. They have a variety of "Gadgets", mostly sensors to let steve, or ARESTEVE control them more accurately. They're not terribly resource intensive, but they're somewhat difficult to build. They're very strong and powerful for their size and weight, due mostly to very fine and careful manipulation of materials. This results in long production times and the necessity of special machinery.
1) Are they fully operated remotely, or can they do stuff independent (like the original murderbots)?
2) what exactly are gauss stake throwers? Big ol' slabs of metal to impale fools with from a distance?
3) could you perhaps describe the special machinery? Could Hep start production now if they wanted?
4) how resource intensive are they compared to synthflesh, and how do they compare in terms of power?
5) would it be possible to alter the design to make them a bit less powerful and with shorter production times (aka suitable for mass production)? And make it so they are a bit more versatile (so different types, and bit more humanoid where needed, such as for one designed for support rather than direct combat)? And so they can be controlled by a sod brain in a braincase supported by whatever ai they have. Basically, these could perhaps be used as a base for our 'upgraded robosods'.
You're trying to trick me aren't you.
I'm not trying to trick you. I'm doing this because it needs doing, and it's something Hep people should be doing (but they seem predisposed with other endeavors). It's not any sort of personal tinkering or designing, only stuff that are tied to the overall war effort or background stuff. If you think that's not ok or if you wanna prevent the precedent, just say so and I'll stop. If not, getting even a short rudimentary idea of the feasibility would be handy.
((Meee! Meee! Anything to do in place of wasted turns!
... I think I have never been so happy towards the prospect of losing bowel control.))
Bring that End roll on, man! With any negative modifiers you can think of! No roll at all if you wish! I am up to the challenge!
Especially even if the worst happens and bowels betray me, no one but my pride will be hurt. The suit shall conceal everything.
It is best if I do something beneficial to the ARM here rather than risk compromising the mission there.
Okay, fleshknitter gives cancer. How much, how soon, howlethaldisabling if left untreated (way before the gruesome end)? Assuming either automated regular application via suit-tank small reservoir or one-time manual application in large doses in case of a serious injury treatable by it (muscles, bones, etc.).
And - what about the stasis-cancer? Or is it stasis-sterility? Have you made up your mind?
Well, actually, I vowed to myself to support your 'war effort clause' and work not for personal amusement here, but on things useful to the ARM overall. With fleshknitter being still mostly unknown factor, both the current mission (partially, but nonetheless) and MCP-II production (a lot more) sort of depend on how much it can actually be relied upon, and I really wanted the stasis side effects be sorted out. Guess it's my fault I did not make it clear from the post.
Contributing to the war effort from a slightly different angle, because Steve knows there's much enough people working on armaments of destruction, but nearly not enough on basic things to save lives. And I am making effort to think of ways to advance in that direction.
((Meee! Meee! Anything to do in place of wasted turns!
... I think I have never been so happy towards the prospect of losing bowel control.))
Bring that End roll on, man! With any negative modifiers you can think of! No roll at all if you wish! I am up to the challenge!
Especially even if the worst happens and bowels betray me, no one but my pride will be hurt. The suit shall conceal everything.
It is best if I do something beneficial to the ARM here rather than risk compromising the mission there.
Okay, fleshknitter gives cancer. How much, how soon, howlethaldisabling if left untreated (way before the gruesome end)? Assuming either automated regular application via suit-tank small reservoir or one-time manual application in large doses in case of a serious injury treatable by it (muscles, bones, etc.).
And - what about the stasis-cancer? Or is it stasis-sterility? Have you made up your mind?
It's fine. (https://www.youtube.com/watch?v=POCdbcPxNfc)((Meee! Meee! Anything to do in place of wasted turns!
... I think I have never been so happy towards the prospect of losing bowel control.))
Bring that End roll on, man! With any negative modifiers you can think of! No roll at all if you wish! I am up to the challenge!
Especially even if the worst happens and bowels betray me, no one but my pride will be hurt. The suit shall conceal everything.
It is best if I do something beneficial to the ARM here rather than risk compromising the mission there.
Okay, fleshknitter gives cancer. How much, how soon, howlethaldisabling if left untreated (way before the gruesome end)? Assuming either automated regular application via suit-tank small reservoir or one-time manual application in large doses in case of a serious injury treatable by it (muscles, bones, etc.).
And - what about the stasis-cancer? Or is it stasis-sterility? Have you made up your mind?
((... Sigh.
I'm sorry pw, I really am. Should've known better really. Didn't think the floodgates would open up immediately. Might have been smarter to just make searching stuff my action in mission, but didn't want to to prevent having to dig through several threads later on. Woe my hubris, and laziness.
Nik, you realize I added the 'purely war effort background stuff' clause to prevent this, right? That I wouldn't do personal tinker projects to prevent setting precedent for other people (since other people don't really seem to care about the mechanics of the greater background war effort)? But I do realize being stuck on the mission like you are right now has to suck, so... I dunno. Dunno what to do now. Sigh.))
If you'll still allow me, pw, I've got some more questions. If not, for the love of god nip this in the bud and I'll just do my research in the mission thread when Miya's not doing anything.
Just out of curiosity, what does the battlesuit's cockpit entrance look like? Is it a small thing that you have to crawl through to get to the cockpit or does the front part of the cockpit open completely like an aircraft's canopy? Or can it do both?
Could you perhaps describe Arbiter of Peace more? And how they are made? Could Hep make them now, for example? If not, what would be needed?Ok that one I'm gonna have to redirect you for. Talk to the guy who made both of them, he's the one you'd have to contact about getting more made, after all.
And what about Renen-like robotbodies? Can those be mass produced?
Well... It was actually never meant for players, but for npc forces. Also, again I'll have to ask if they can be downgraded a bit to make them easier and faster to build? Or should I go to doc again? If yes, can I message him from the planet?You can talk to him on planet, just don't split your turns, like we talked about before.
And yes, you are right, Renen was indeed made massively op for no cost. Did he get straight fives for all his Doc rolls?
((Note, if you think that saying that thing to the advisor counts as a real action turn, ignore this and I'll repost it later.))
Could you perhaps describe Arbiter of Peace more? And how they are made? Could Hep make them now, for example? If not, what would be needed?
And what about Renen-like robotbodies? Can those be mass produced?
((Ok then, thanks for the quick answer.))Unless you have some specific reason to post it here, post it in the mission thread next time.
Send Doc a message asking for the information in the following post:Could you perhaps describe Arbiter of Peace more? And how they are made? Could Hep make them now, for example? If not, what would be needed?
And what about Renen-like robotbodies? Can those be mass produced?
Unless you have some specific reason to post it here, post it in the mission thread next time.((I posted it here so that I would find it again easily in the future, when the knowledge gathered here would be needed. Mostly because the search function on this forum sucks. Is that a good enough reason for you?))
Yeah, thats fine. It's not like it bothers me or anything; I just figured if it was gonna count as your action on mission it might as well be in the mission thread unless you had some reason not to put it there. And you do, so that's fine.QuoteUnless you have some specific reason to post it here, post it in the mission thread next time.((I posted it here so that I would find it again easily in the future, when the knowledge gathered here would be needed. Mostly because the search function on this forum sucks. Is that a good enough reason for you?))
Hmm. So somebody using a body like that intensively will inevitably face brain atrophy? Could that process be slowed or reversed? By, say, using an automanip that reverts the damage?
And how does Renen differ from the original Arbiters? A better design, or lesser but more resource efficient?
Alright, here's the specifics for that Laser Discoball Grenade I'm dubbing "Disco Inferno" :P.
1)Combine a one-shot battery with the most powerful laser emitter I can get my hands on through our fronts. Add specially designed lenses to refract the beam(I wouldn't call it a focusing chamber, since that's the opposite of what I'm trying to do :P. Call it a refracting chamber). The chamber spins as the laser passes through, refracting the light at an upwards angle.
2)Pack it into a case that's somewhat egg-shaped and weighted on the bottom. The idea is that no matter what position it lands when I throw it, it would right itself. I'm also aiming to keep this somewhat reasonably throwable, or even better throwable AND being able to be shot from a launcher.
((Thanx paris for the tip!))
Message to Doc:Slowed, but only depending on actions of user.QuoteHmm. So somebody using a body like that intensively will inevitably face brain atrophy? Could that process be slowed or reversed? By, say, using an automanip that reverts the damage?
And how does Renen differ from the original Arbiters? A better design, or lesser but more resource efficient?
Alright, here's the specifics for that Laser Discoball Grenade I'm dubbing "Disco Inferno" :P.So a laser Weeble?
1)Combine a one-shot battery with the most powerful laser emitter I can get my hands on through our fronts. Add specially designed lenses to refract the beam(I wouldn't call it a focusing chamber, since that's the opposite of what I'm trying to do :P. Call it a refracting chamber). The chamber spins as the laser passes through, refracting the light at an upwards angle.
2)Pack it into a case that's somewhat egg-shaped and weighted on the bottom. The idea is that no matter what position it lands when I throw it, it would right itself. I'm also aiming to keep this somewhat reasonably throwable, or even better throwable AND being able to be shot from a launcher.
((Thanx paris for the tip!))
Unfortunately this is pretty much true. The best kind of "Laser grenade" would probably be a weeble with a built in laser that slowly swept around on a track, but thats not terribly fast or easy to make.Alright, here's the specifics for that Laser Discoball Grenade I'm dubbing "Disco Inferno" :P.
1)Combine a one-shot battery with the most powerful laser emitter I can get my hands on through our fronts. Add specially designed lenses to refract the beam(I wouldn't call it a focusing chamber, since that's the opposite of what I'm trying to do :P. Call it a refracting chamber). The chamber spins as the laser passes through, refracting the light at an upwards angle.
2)Pack it into a case that's somewhat egg-shaped and weighted on the bottom. The idea is that no matter what position it lands when I throw it, it would right itself. I'm also aiming to keep this somewhat reasonably throwable, or even better throwable AND being able to be shot from a launcher.
((Thanx paris for the tip!))
((Last time someone (Anton) tried to make a throwable laser grenade, it was rather stupendously weak. Lasers need time to inflict their damage, compact lasers even more so. Even if you fit a few full-size laser rifle emitters into a disc the size of a manhole cover, any kind of rapid movement or rotation from being thrown or launched is going to murder its ability to murder things. Making it a single bigger laser and a rotating prism array would work better, but you'd have to put it down, and it'd have to rotate fairly slowly to be a danger to people. There are some things lasers suck at, and being a grenade is one of them.))
What, exactly, is the 'purpose' of the Renen-body prototype? If one can use an artificial brain to work around the problem of an organic brain going berserk, why test a system that's not always on?
Oh, and do we have the needed data to produce these high quality artificial brains? If not, any idea where we could get that?
Just for fun:This but only the blades are mithril and then only the cutting edge, price difference?
Battlesuit-sized Mythril chainsword that is efficient and won't break apart after a hit: more than 30 tokens?
((I think that will still be at least as expensive as that ice-pick-like thing that one guy made and more likely to fail. The connection between Mythril and whatever other material you are using is likely to break apart due to the stress involved with cutting something like battlesuit armour. It's better if the entire chain is made of Mythril.Just for fun:This but only the blades are mithril and then only the cutting edge, price difference?
Battlesuit-sized Mythril chainsword that is efficient and won't break apart after a hit: more than 30 tokens?
send message to Doc:"Artificial brains are hard to come by. A system not dependent on one would be useful. Need more research."QuoteWhat, exactly, is the 'purpose' of the Renen-body prototype? If one can use an artificial brain to work around the problem of an organic brain going berserk, why test a system that's not always on?
Oh, and do we have the needed data to produce these high quality artificial brains? If not, any idea where we could get that?
Just for fun:"Battlesuit-sized mythril-"
Battlesuit-sized Mythril chainsword that is efficient and won't break apart after a hit: more than 30 tokens?
Just for fun:This but only the blades are mithril and then only the cutting edge, price difference?
Battlesuit-sized Mythril chainsword that is efficient and won't break apart after a hit: more than 30 tokens?
You wanna run this tinkering stuff Paris? You're pretty good at it.((I think that will still be at least as expensive as that ice-pick-like thing that one guy made and more likely to fail. The connection between Mythril and whatever other material you are using is likely to break apart due to the stress involved with cutting something like battlesuit armour. It's better if the entire chain is made of Mythril.Just for fun:This but only the blades are mithril and then only the cutting edge, price difference?
Battlesuit-sized Mythril chainsword that is efficient and won't break apart after a hit: more than 30 tokens?
Or you could just use a normal, less expensive material.
Or if you want something cheap, capable of cutting almost anything and don't care about the chance of it breaking down, you could use the spinner sword or monoatomic drill I developed.
But anyway, you're better off using a less ridiculous, less expensive and more efficient weapon like a kinetic amp.
Or just buying specialized ammo for the gauss rifle. The most efficient choice by far. Which I am surprised that almost nobody ever takes for some reason.))
Okay, tinker time. For the sake of the ARM good, nothing less!For the most part they're the same. Tougher,generally harder to kill but they're not SPASSMARINES they're not filled with redundant organs or special systems to keep'em alive. We just make more. They're storm troopers.
How is treating sods in the field different from vanilla humans? What traditional difficulties and problems have been solved in their design (no pain, what else - boosted immune system? faster coagulating blood? etc.)?
What (if any) new medical challenges does treating sods pose? Are they even human enough to be treatable with the same medications? Would the fleshknitter work on them?
Basic concept check: a Gauss Rifle that shoots smaller slugs at a faster rate-of-fire than a normal Gauss Rifle. Are there any major technical hurdles?
Sure, I imagine something along those lines will be the answer, but just want to check the foundation before I start building the house, as it were. If it ends up being more complicated than I thought it'd be I'll just leave the idea alone.Basic concept check: a Gauss Rifle that shoots smaller slugs at a faster rate-of-fire than a normal Gauss Rifle. Are there any major technical hurdles?((Capacitors. From how I recall ER-tek Gauss Rifles (and real life ones, too) work, you have a small generator feeding a capacitor bank constantly, which discharges all at once when you fire, then starts recharging (usually fast enough to fire again in just a few moments). For example, the Sibilus, which is essentially a Gauss Rifle firing smaller rocket-propelled slugs with the capacity for burst-fire, has, I believe, three capacitor arrays.))
That was probably more information than anyone wanted, but there you go. Anyways, I'd suggest you not even look into low caliber gauss weapons, except maybe for use as SMGs. Lasers are basically entirely superior.))Piss on lasers, I need dakka.
((As I recall, the Sibilus has so many capacitors because it fires the rockets at a similar force to gauss rifles, despite their smaller size. There's no problem with smaller rounds, although there's probably some small issues with inefficiency- larger rounds are cheaper by weight, and making more complex mechanisms for a higher fire rate would cost more too.))
Has anyone but me considered trying to scale down Lukas' particle accumulator sniper rifle?
You know, change it from "what size chunks do you want to blow your teammates into?" to "which quarter of their body do you wanna leave partially intact?"
Id try, but i have not had the opportunity or resources to do so yet.
Or i could make a variable yield PAC and never pay for ammo again ever.If that is what you want. Just remember that running out of ammo almost never happens. And that the Particle Accelerator Cannon (PAC) is different from the Particle Condenser Rifle (PCR). And that they take some time to recharge, so you'd be using them pike the HEP.
forget what I was doing and exit VR.You forget what you were doing and wander off.
Basic concept check: a Gauss Rifle that shoots smaller slugs at a faster rate-of-fire than a normal Gauss Rifle. Are there any major technical hurdles?The other guys below you in the tread basically covered this.
Maybe you'd want to check if you could make a mini LESHO first. Might be cheaper AND it allows you to use alternate ammo, so depending on what you want to kill, you can load the appropriate ammo. Wanna kill a soldier? Load normal rounds. Wanna take out a platoon? Load nuclear rounds. Wanna take out an avatar or another heavily armoured target without irradiating the entire area? Load grav-shells. Wanna destroy a wall? Load high explosive shells.My tinker was basically the poor man's LESHO.
Do you know where the data for making the brains for the original Arbiters is? Could we access it, steal it perhaps?
Oh, and I think I might know who's brain they used previously, and I'm pretty sure you do as well. You reckon this person could be used again as a template, should the previous not be possible?
5.How many traditional fragmentation grenades with an effective kill radius of fifteen meters could you get for one token, assuming we made them standard? For comparison, one token currently gets five smoke bombs, or six paralysis gas canisters.Depends on their design, but you could probably get 3 or so.
Is it possible to get out of the battlesuit but have it keep flying in a certain direction? Something like an autopilot?The suit can perform actions autonomously but it isn't the same as an auto pilot. Basically, you can create a list of actions for the suit to take "ie burn for 30 seconds, close right hand, walk forward" and it will perform them. However, it's not intelligent; it has some stabilization systems, to help with walking and recoil, but if you program it to walk forward and it walks into a wall, it will just keep walking into that wall until its taken the number of steps it needs to.
The way I'm thinking about it is this:
People can shoot weapons while flying.
That means that there is probably some sort of simplified flight mode that allows people to fly without requiring them to fully control the suit, its orientation, how much fuel it is using, etc.
They probably use part of their body combined with existing sensor data to specify a direction for the suit to move and a speed and the flight computer takes care of the rest, allowing the pilot to move their body more freely, without worrying that a small movement might screw their flight path.
Thus, if you lock the suit in the correct position or if you input the right command in its computer, it should keep flying (roughly) in the same direction.
I'm imagining something like the following scenario:
There's something I need to shoot/C4/grab inside a spaceship hovering above a spot.
I blow a hole to the side of the spaceship, get out of Gilgamesh and jump inside.
I shoot things that need shooting, C4 things that need C4ing and grab things that need grabbing.
I get out through the hole on the other side, jump, grab Gilgamesh and get back inside him.
Yes, I know that doing the above is probably not a very good idea and that there are better ways of achieving the same result, but hey, it will look good. And there might be a very rare situation where having the ability to do the above will turn out to be useful.
For example, if something is about to explode and I can't get the rest of the team away from it in time and nobody has an amp or something that can deal with it, I could pull a Batman and have the battlesuit move it away on its own instead of going for the heroic sacrifice. Bonus points if I can get people to believe I actually sacrificed myself for a second, before Steve snarkily tells them otherwise.
Or the wall gives up.I can just see the man shaped holes dotting every defensive wall around the galaxy.
Quick Price Check: How much Pistol can I get for one token? Not energy laser pewpew pistols, something kinetic.
Also, kinetic, as in gauss or the real life ones with gunpowder (or modern equivalent)?Whatever works, really.
You could get a civilian gauss pistol. Or rifle. You could even ask for a silenced civilian gauss pistol.Oh yeah, I'm sure I can get something. Just wondering what 1 token will get me: is it enough for the super-fancy handguns, or only cheap models, or something in the middle? In the end, I'm not certain it would make that big of a difference either way, but wouldn't mind knowing if there's meaningful differences.
You could get basically any kind of non-gauss kinetic pistol for one token. Silenced, gold plated, whatever you want.You could get a civilian gauss pistol. Or rifle. You could even ask for a silenced civilian gauss pistol.Oh yeah, I'm sure I can get something. Just wondering what 1 token will get me: is it enough for the super-fancy handguns, or only cheap models, or something in the middle? In the end, I'm not certain it would make that big of a difference either way, but wouldn't mind knowing if there's meaningful differences.
I wonder if you'd need to silence a gauss pistol?
Joker Team had silenced gauss handguns, although I don't know how that works. Low velocity high mass bullet shaped for maximum penetration so that there is no sonic boom?Yeah, mostly just insulated to prevent sounds from the charging and discharge of the parts. It's also less powerful so it doesn't blow holes straight through the target and the wall behind it.
Although the sonic boom really would not be that much trouble, since it would sound more like a very loud whistling.
Maybe the sound is not from the bullets but from the components of the gauss rifle deforming due to the high energy? Something like the noise some capacitors or transformers make? Or bending of metal due to temperature? I have no idea.
The point is, silenced gauss pistols exist in this universe, therefore they must have a reason to exist.
Create sharkmist nanobots that're really good at eating things but can't procreate and have a limited lifespan before 'burning out'. Have them activate when they don't receive a (radio)signal (or another system, just train of thought here) which is created from a weak short ranged source in the weapon. Put it into modified chem thrower, maybe with carrier matrix. Spray stream of bots at things and watch them dissolve before your very eyes!
Hmmm. I'm rather nervous about allowing people to mess with them because I feel it might end inQuoteCreate sharkmist nanobots that're really good at eating things but can't procreate and have a limited lifespan before 'burning out'. Have them activate when they don't receive a (radio)signal (or another system, just train of thought here) which is created from a weak short ranged source in the weapon. Put it into modified chem thrower, maybe with carrier matrix. Spray stream of bots at things and watch them dissolve before your very eyes!
Just curious, but would something like this be possible? And more in general, what about programming or designing bots with certain properties to do stuff we need it to?
Hmmm. I'm rather nervous about allowing people to mess with them because I feel it might end inQuoteCreate sharkmist nanobots that're really good at eating things but can't procreate and have a limited lifespan before 'burning out'. Have them activate when they don't receive a (radio)signal (or another system, just train of thought here) which is created from a weak short ranged source in the weapon. Put it into modified chem thrower, maybe with carrier matrix. Spray stream of bots at things and watch them dissolve before your very eyes!
Just curious, but would something like this be possible? And more in general, what about programming or designing bots with certain properties to do stuff we need it to?
Theoretically? Very versitile. Any kind of nano machines or similar tech would be very powerful and useful if used right. Even if restrained by certain conditions, the ability manipulate and build like they would permit a lot of stuff not otherwise available to you. Especially if you can get them to work internally like Milno did.Hmmm. I'm rather nervous about allowing people to mess with them because I feel it might end inQuoteCreate sharkmist nanobots that're really good at eating things but can't procreate and have a limited lifespan before 'burning out'. Have them activate when they don't receive a (radio)signal (or another system, just train of thought here) which is created from a weak short ranged source in the weapon. Put it into modified chem thrower, maybe with carrier matrix. Spray stream of bots at things and watch them dissolve before your very eyes!
Just curious, but would something like this be possible? And more in general, what about programming or designing bots with certain properties to do stuff we need it to?
And even if we won't be allowed to use them, how versatile would they be, theoretically? What kinda stuff can they, or can they not, do?
One thing you could try for active defense is making an automanip that, in a radius of x meter at a distance of y, changes the vector of all moving particles with a few degrees. That would effectively make them miss their target, and you could set the automanip on a very precise gimbal inside the ship to target stuff.
In other words, have an automanip that projects an effect in, say, a cone out in front of it. And stick that automanip on a gimble and use the gimble to swing the automanip around, pointing the effect where you want? That seems possible. Though It does complicate the mechanism a bit and give more points for it to fail. It would be very bad if one of the actuators failed during an assault, for instance.QuoteOne thing you could try for active defense is making an automanip that, in a radius of x meter at a distance of y, changes the vector of all moving particles with a few degrees. That would effectively make them miss their target, and you could set the automanip on a very precise gimbal inside the ship to target stuff.
Say, pw, would this principle work, you think? As in, do we have sensors and computers precise enough to pull of such active automanip defense? Idea would be to 'target' automanips so they don't have to cover a large amount of space.
In other words, have an automanip that projects an effect in, say, a cone out in front of it. And stick that automanip on a gimble and use the gimble to swing the automanip around, pointing the effect where you want? That seems possible. Though It does complicate the mechanism a bit and give more points for it to fail. It would be very bad if one of the actuators failed during an assault, for instance.QuoteOne thing you could try for active defense is making an automanip that, in a radius of x meter at a distance of y, changes the vector of all moving particles with a few degrees. That would effectively make them miss their target, and you could set the automanip on a very precise gimbal inside the ship to target stuff.
Say, pw, would this principle work, you think? As in, do we have sensors and computers precise enough to pull of such active automanip defense? Idea would be to 'target' automanips so they don't have to cover a large amount of space.
That depends on the application, honestly. Somethings could theoretically be helped by that reduction, but then you have things like the defensive systems which simply don't have time to realign themselves in reaction to being hit, since those hits are either going at the speed of light or very close to it.In other words, have an automanip that projects an effect in, say, a cone out in front of it. And stick that automanip on a gimble and use the gimble to swing the automanip around, pointing the effect where you want? That seems possible. Though It does complicate the mechanism a bit and give more points for it to fail. It would be very bad if one of the actuators failed during an assault, for instance.QuoteOne thing you could try for active defense is making an automanip that, in a radius of x meter at a distance of y, changes the vector of all moving particles with a few degrees. That would effectively make them miss their target, and you could set the automanip on a very precise gimbal inside the ship to target stuff.
Say, pw, would this principle work, you think? As in, do we have sensors and computers precise enough to pull of such active automanip defense? Idea would be to 'target' automanips so they don't have to cover a large amount of space.
hmm, I see. The reason for aiming the automanip would be so that the manip doesn't need to cover quite such a vast amount of space, thereby making it cheaper/smaller. But that doesn indeed introduce a point of failure in the system.
What do you think about it? Is the decrease in automanip 'power'/potential great enough to warrant the risk?
That depends on the application, honestly. Somethings could theoretically be helped by that reduction, but then you have things like the defensive systems which simply don't have time to realign themselves in reaction to being hit, since those hits are either going at the speed of light or very close to it.
As in a defensive shield made using these things isn't gonna function because that laser is gonna hit and do damage before the manip can swivel around to aim at it.QuoteThat depends on the application, honestly. Somethings could theoretically be helped by that reduction, but then you have things like the defensive systems which simply don't have time to realign themselves in reaction to being hit, since those hits are either going at the speed of light or very close to it.
I'm not sure I understand you fully here. Realign in reaction to being hit? As in, can't target them before they hit the ship, or re-target after the ship being hit?
As far as I understand, if you know where the enemy is, then you can predict the path a solid round would take to reach your ship, no? Meaning that you just point the automanip in the direction of the enemy fleet (and set the cone of your defensive field wide enough), so that any round fired by them crosses its cone of deflection, thereby protecting the ship. And if you wanna shoot them yourself, you point the manip away from the front for a sec, fire, then re-aim the defense at them. How fast they go doesn't matter, since an automanip is 'always on' (eg those automanip shields Bishop has don't need to be turned on at the right moment to deflect an incoming round) so you don't care how fast the round is going, as long as you know where it's coming from. Or am I misunderstanding something here?
((You're getting at the fact that we need specialized ships to handle deflection. :PAs in a defensive shield made using these things isn't gonna function because that laser is gonna hit and do damage before the manip can swivel around to aim at it.QuoteThat depends on the application, honestly. Somethings could theoretically be helped by that reduction, but then you have things like the defensive systems which simply don't have time to realign themselves in reaction to being hit, since those hits are either going at the speed of light or very close to it.
I'm not sure I understand you fully here. Realign in reaction to being hit? As in, can't target them before they hit the ship, or re-target after the ship being hit?
As far as I understand, if you know where the enemy is, then you can predict the path a solid round would take to reach your ship, no? Meaning that you just point the automanip in the direction of the enemy fleet (and set the cone of your defensive field wide enough), so that any round fired by them crosses its cone of deflection, thereby protecting the ship. And if you wanna shoot them yourself, you point the manip away from the front for a sec, fire, then re-aim the defense at them. How fast they go doesn't matter, since an automanip is 'always on' (eg those automanip shields Bishop has don't need to be turned on at the right moment to deflect an incoming round) so you don't care how fast the round is going, as long as you know where it's coming from. Or am I misunderstanding something here?
I am, of course, assuming you're not just fighting a single ship. If you're fighting a single ship or even a handful coming at you from a similar position, thats fine. But what about if they aren't all coming from the same direction? Or firing simultaneously? Best outcome there is splitting the systems, pointing one over there, the other over there, the third over there, etc. But that splits the effectiveness.
Do you see what I'm getting at here?
As in a defensive shield made using these things isn't gonna function because that laser is gonna hit and do damage before the manip can swivel around to aim at it.
I am, of course, assuming you're not just fighting a single ship. If you're fighting a single ship or even a handful coming at you from a similar position, thats fine. But what about if they aren't all coming from the same direction? Or firing simultaneously? Best outcome there is splitting the systems, pointing one over there, the other over there, the third over there, etc. But that splits the effectiveness.
Do you see what I'm getting at here?
Well, if we're doing this...There is the precision duplicator automanipulator (http://www.bay12forums.com/smf/index.php?topic=138720.msg5304904#msg5304904), although I'm not sure if it works with non-human space magic or what adverse effects combining different kinds of space magic might have. And I bet it would be kind of expensive to build or at least rare, since it's one of the special things we need Steve to import for the space magic facility.
Would it be possible to create exact duplicates of artifacts by developing a sort of spess magic scanner? Idea would be it just creates an exact duplicate of something. Not for actually mass producing things, but for creating a back up so testing can be done it bit more freely.
Well, if we're doing this...It depends on the artifact. Something which is fairly mundane, like the Hex material or Samsonite abyss sand or that kind of thing could be copied. But something like the alien power source that hates milno or the deathcube couldn't be. Well, they could be but the copy would either be inferior or completely lack the original's "special" capacities.
Would it be possible to create exact duplicates of artifacts by developing a sort of spess magic scanner? Idea would be it just creates an exact duplicate of something. Not for actually mass producing things, but for creating a back up so testing can be done it bit more freely.
Okay, let's finish the deal with MCP-II. May Simus/Pyro ever forgive me.forgive me, but I forget what the MCP-I is, specifically in how it's different from a normal MKI
MCP-I plus medical systems of Mk II sans the irises (the neck one gets added, though) plus a small tank of fleshknitter (just in case you forgot, that regenerative "fill the wound to the brim with stem cells" substance, cost 5 tokens per can). How much would it cost?
Also, let's check something new that might be useful. Let's say we add the lower half - legs, to be precise - of an exosketon stripped down to 1/3 or maybe even 1/5 of original might (use the new models, of course). The idea here is that they'd assist with walking, running and jumping, taking away some of the fatigue and increasing the metrics - i.e. jumping higher, running faster, and so on. Would that very toned-down cut exoskeleton version increase the suit cost much? What if it was sold separately?
Oh, and add the wall-walking soles re-engineered from Nekarios's Doctor-upgraded mechanic legs. You know, those that originally were spidery many, and ended up a mere human-like pair.
((Mostly intended for regular army foot-infantry use where simple endurance means a lot. But wall-walking is useful to everyone. Discussion and criticism welcome! ...In Heph OOC thread, I suppose.))
What's the feasibility of jump gates? Space stations that accelerate small ships through jump points and decelerate them on the other side if needed. Can that be done? Either with space magic vector manips or giant space coilguns or solar-sail-like things accelerated by lasers?It's the sort of thing which is possible, assuming the ships can survive the acceleration.
Remember those training vids, the ones for insurgent npc's? Well, the last batch are the general strategy ones. Could you give me an idea on what kind of format you'd like that in, and how much detail? Just a very broad idea will do.Well, something along the lines of a outline of the material being presented and how it is presented would be good. You know, a bulleted list of the stuff being covered with a small summary of the goals of the video at the bottom.
Secondly, Could you describe the plasma projector? How does it look, inside and outside? When I pull the trigger, what happens inside of the gun?
MCP was Simus's Mechanical Counter-Pressure suit, skintight to protect from vacuum. The replacement for Mk I... which should've probably become standard equipment by now, or will very soon.1. Hmmm...Well, MKI are free, MkII's are 5 and their only real addition is the medical system. Say 5. Mostly because of the addition of the fleshknitter too.
So, MCP-II: MCP-I plus medical system and the neck iris of Mk II and a small tank of fleshknitter to boot. How much?
By the way, if the user suffered, say, a gauss rifle perforating shot, would the fleshknitter be able to seal off the blood loss? What about catching a stray non-nuclear HGC shot (in a way that does not turn you into paste)?
As for the exoskeleton, let's ditch it altogether. But keep the wall-walking soles - those are basically free, right?
Do people have to be in stasis during space travel?Just to answer this prematurely, I'm pretty sure they don't but they might get too old on the way to their destination and the jump transit kills people IIRC so they stasis.
I meant jump points, yes. I'll edit to clarify.Do people have to be in stasis during space travel?Just to answer this prematurely, I'm pretty sure they don't but they might get too old on the way to their destination and the jump transit kills people IIRC so they stasis.
2. Seal off the bloodloss? Probably yeah. As per that one...lets say the round just tears your damn arm off or whatever. I forget the MCP for the most part...but if I remember right it's a thing which uses negative pressure or something to seal small holes in the suit right? I'm not sure how that would react to having a whole limb ripped off. Ask simus, but the medical system, originally, was designed to use an iris to cut above the point of trauma and then seal the wound. Without the irises the thing is just gonna kinda have to spray fleshknitter in the general area and hope it works.
Do people have to be in stasis during travel through jump points?The jump point isn't the problem. Traveling through it is both instantaneous and completely uneventful, at least from the perspective of an observer on the ship. The problem is that the ship has to be going very quickly to "use" the point. And while we could just accurate at 1 g for a long period and everyone could sit around and wait while we traveled, under normal circumstances we accelerate at several g's, enough to kill you. Stasis is a way to protect you from the acceleration and to pass the time needed to accelerate.
Could you describe the plasma projector? How does it look, inside and outside? When I pull the trigger, what happens inside of the gun?As of right now, the standard one is rather useless as a platform to build upon. Mainly because it isn't much more then a tube with an automanip inside it. There's no real complex mechanisms or anything to tinker with.
Secondly, can things like plasma ball size, temperature and speed of the projectile be altered, and if yes, to what extent?
Run the simulation through several variants of limbs torn off, then holes punched through flesh (say, thigh or something - without ripping off the leg, just a nice awful gaping through and through hole) and through flesh with cavities (shot to the guts, etc.). Can the fleshknitter keep the user alive and (somewhat) able?According to some talking I've been doing with others, large punctures of the suit AND the person inside would be...well they would be rather unpleasant. Toothpaste tubes being squeezed is a good analogy. That combined with the fact that the fleshknitter will have a much harder time working effectively without the irises makes me think adding those irises back is a good idea.
Can the fleshknitter tank size be safely decreased without impacting the performance as tested above? Also, could it work with just coagulant boosters instead of fleshknitter?
And how much would adding back the irises system increase the cost? What about leaving only the most crucial ones (say, one for each limb plus maybe a cross-torso one if it ever existed)?
As of right now, the standard one is rather useless as a platform to build upon. Mainly because it isn't much more then a tube with an automanip inside it. There's no real complex mechanisms or anything to tinker with.
Gotta remember, like most of those big heavy weapons this thing is a relic of different times, one in which longevity was less important than damage.QuoteAs of right now, the standard one is rather useless as a platform to build upon. Mainly because it isn't much more then a tube with an automanip inside it. There's no real complex mechanisms or anything to tinker with.
Wait, so everything is done by an automanip, from creating the plasma and containment field to firing it?
Would it be possible to replace part of what the manip does, such as plasma creation, to lower the cost due to needing a lesser automanip?
Once upon a time, you said that a MCP-II suit (without fleshknitter back then) as MCP-I plus medical system (no irises) and simple armoring for the torso would cost 2 (medsys) + 1 (armor) = 3 tokens; I have always presumed since then that irises system constituted the larger part of the vanilla Mk II cost. But if you changed your mind since then, it's totally fine.Yeah, that sounds about right.
So, in the case where irises system is dirt-cheap, let's just put all of it back again. Now, the suit is basically hard-skintight Mk II with an added tank of fleshknitter and wall-walking soles, and it still costs mere 5 tokens (with industrial cost reduction applied, I'm working on behalf of Hephaestus here), right?
Out of curiosity, how much would the same design with no fleshknitter cost? And would it then be possible to have fleshknitter tank (refillable per maintenance) available as an upgrade? Just like that blue-rad cell addon of Mk III-A.
@Pyro: We scrapped the armor part of the original design because sharksuit was developed alongside, and an option of bying just a chestplate piece for 1 token was introduced.
You could totally generate plasma in a better way, though I'm not sure how you'd generate a moving magnetic field.
Take Anton's Plasma Stake and fit it with the automanip of choice if you want an interim solution. Anton will be working on a completely non-manipulator plasma weapon design once he gets through the rest of his backlog.QuoteYou could totally generate plasma in a better way, though I'm not sure how you'd generate a moving magnetic field.
So I could have regular components create the plasma (powered by blueraddite battery) and use an automanip only for containing it via magnetic field and shooting it?
And just to get an idea, if we did it like this, would the cost of a design that does the same as a plasma projector (aka large ball of slow moving plasma) go down, and how much?
Finally, how fast could we reasonably (aka not horribly expensive) get a magnetic field the size of a tennisball going (you can compare it to the speed of a plasma projector projectile if that's easier)?
Take Anton's Plasma Stake and fit it with the automanip of choice if you want an interim solution. Anton will be working on a completely non-manipulator plasma weapon design once he gets through the rest of his backlog.
I should probably ask this beforehand - when I start doing biotech bullshit either onship or Heph, should I put speculation on the design here? Not quite sure how closely this is stick to IC or OOC anymore, but I do recall that shapeshifting isn't programmed into Tinker, so I'd better ask beforehand.Are you gonna be on heph?
Okay, then let's have a few slots for such or similar tanks - say, four. Let's keep the baseline suit at three tokens, and allow it to be upgraded with these small tanks.Alright.
The suit itself - use the library of new designs (software, hardware, etc. etc. ) to upgrade the corresponding systems of the suit. See if we now can fit a slightly more powerful generator without increasing overall cost. Also, check if there is a way to provide better electrical insulation (again, without increasing the suit price - maybe a tiny layer of hexsand in the suit, or something?).
Whatever changes are made, keep the price at three tokens. Or minimize/discard the required changes.
Finally, the upgrades. Just how big is that 'small tank'? Can it hold one or several doses of battlestimms? If so, design another tank-upgrade, refillable per maintenance, to be filled with chosen battlestimm substance. Of course, as expensive as it takes.
At the very least, I see that there is also potential for upgrade-tanks with bluesmoke substance and whatever temporary intoxicant for refilling mind points woks, but they would require additional research and it can come later.
Yeah, that could work.QuoteYou could totally generate plasma in a better way, though I'm not sure how you'd generate a moving magnetic field.
So I could have regular components create the plasma (powered by blueraddite battery) and use an automanip only for containing it via magnetic field and shooting it?
And just to get an idea, if we did it like this, would the cost of a design that does the same as a plasma projector (aka large ball of slow moving plasma) go down, and how much?
Finally, how fast could we reasonably (aka not horribly expensive) get a magnetic field the size of a tennisball going (you can compare it to the speed of a plasma projector projectile if that's easier)?
By several tokens. If you can figure out a way to handle the magnetism problem then even more, and it would make it more usable in the long term.
Plasma weapons are theoretical, as they need more power than any handheld device could supply. If small portable fusion reactors are made, one potential source of weapons-grade plasma sources might be a direct tap on a fusion reactor, especially a dense plasma focus, since the natural yield of such a reactor is a hot high-speed plasma beam. Making real plasma weapons will need a major scientific breakthrough, as the concept of plasma-firing weapons is scientifically difficult, for various reasons:Some of these points can be solved by ER scifi handwavium, but the things in bold are kinda inherent to the design. Some solutions for the second one are proposed, but they all bank on 'if hypothetical X can somehow be achieved, then it might be possible'. And then there's the last issue, of course, and if ER armor is strong enough to shrug of stuff that'd be anti-tank grade in current RL... yeah.
- The technology to create plasma compact toroids[4] and particle beams is far too bulky for anything man-portable. In such a high-performance design, the plasma would have to be stored and created in highly focused magnetic bottles, such as those used in NASA's VASIMR rocket: this design has been suggested as a potential weapon design for future real human-engineered plasma weapons. For simpler designs based on plasma cutting torches, a designer might be able to heat the plasma with an arcjet, if his power source is strong enough.
- Using current technology, if a plasma beam was fired in a planetary atmosphere, it would quickly be stopped by atmospheric resistance and would make a short hot flame like a blow torch.
- The plasma shot out of a plasma weapon would tend to dissipate in the surrounding environment within about 50 centimeters from the gun, from thermal and/or electric pressure expansion, called blooming, unless:
-The magnetic confinement bottle is extended all the way to the target. Modifications to this bottle could make the plasma home in on its target. On the other hand, magnetic fields of such strength could also be used to block the plasma.
-The plasma is somehow made self-sustaining over a much longer time period as with ball lightning.
-The particles are fired fast enough to reach a target before blooming occurs. This is then a particle beam more than a plasma shot (at least as much as any technical definition for such weapons exists). This would work for use outside atmosphere (i.e. in a space vacuum), but within an atmosphere would merely cause a hotter short flame from more violent collision between the flying particles and the atmosphere.
-It might also be possible to generate a laser beam "tunnel". High-energy lasers ionize the air around the beam, heating the atmosphere and providing the plasma bolt with an easy passage to the target (see electrolaser).
-Another laser-assisted plasma weapon approach for use in atmosphere is possible if the laser is powerful enough to blast the air out of the way, but having the plasma particles reach the target before the newly created vacuum channel collapses in on itself is a problem unless the weapon possesses sufficient power to either sustain the channel or the aforementioned "plasma particle beam" approach is used.
-It may also be possible to encase a bolt of plasma in a capsule of some material, possibly a polymer. This would allow the plasma to reach a medium distance before the capsule wears out. However, such a material could also be used to block the plasma.- A plasma round would glow very brightly due to blackbody radiation, leading to quick substantial energy loss. This might also represent a blinding hazard for the operator and bystanders. From basic physics, a 1 cm ball of plasma at 10,000 Kelvin (K) would be equal to a 180 kilowatt (kW) bulb.
- Many materials already exist that are highly resistant to plasma, reinforced carbon-carbon used on the Space Shuttle's nose cone for example; or the ceramic inserts used in bulletproof vests.
QuoteFinally, how fast could we reasonably (aka not horribly expensive) get a magnetic field the size of a tennisball going (you can compare it to the speed of a plasma projector projectile if that's easier)?Using automanips or...?
At the risk of compromising my own design - we don't need automanips, and we don't need a resistant shell. Tiny bluerad cell plus some superconducting wire will get you the bane of modern-day fusion research - a tokamak. Get some research done on field configurations that allow a circular ring of plasma to be maintained around a core, with no outer wall - this would yield us a throwable plasma disk saw. Stuff it into an easily-breakable aerodynamic disk shell for personal weapons (ship weapons can do without), fit it with a destruct mechanism to prevent the enemy from finding useful shards of blueraditite, and you got your poor man's plasma weapon.
There's basically no way to avoid using ammo with the plasma weapon design. May as well make the ammo a bit fancier if it means making the weapon itself cheaper and better understood.
And either way, an automanip magical containment field has the advantage that it forces all of the plasma to go through the target and deliver its energy. If you don't use that, I can imagine a whole lot of it is lost to scatter or whatever on impact, regardless of what we use.The idea is to make plasma weapons cheap. Like, cutting laser cheap. A mass of plasma delivers more destructive energy than an equivalent mass of gauss slug, and their starting state is the same. With blueraditite we have a potential source of abundant energy for compact applications.
The electrolaser got away with it because there wasn't a lot of practical difference gameplay wise between it and the normal laser.QuoteBy several tokens. If you can figure out a way to handle the magnetism problem then even more, and it would make it more usable in the long term.
Thing is, I'm not sure if we can forego the magnetism problem. I mean, we could try to focus the plasma into a tight beam, but even then I don't think it would get very far in any appreciable atmosphere. I suspect it'd disperse too fast to be of use, except maybe very sort ranges (but that plasma stake kinda has that covered).
In fact, wikipedia has a page on plasma weapons (http://en.wikipedia.org/wiki/Plasma_weapon), which says:QuotePlasma weapons are theoretical, as they need more power than any handheld device could supply. If small portable fusion reactors are made, one potential source of weapons-grade plasma sources might be a direct tap on a fusion reactor, especially a dense plasma focus, since the natural yield of such a reactor is a hot high-speed plasma beam. Making real plasma weapons will need a major scientific breakthrough, as the concept of plasma-firing weapons is scientifically difficult, for various reasons:Some of these points can be solved by ER scifi handwavium, but the things in bold are kinda inherent to the design. Some solutions for the second one are proposed, but they all bank on 'if hypothetical X can somehow be achieved, then it might be possible'. And then there's the last issue, of course, and if ER armor is strong enough to shrug of stuff that'd be anti-tank grade in current RL... yeah.
- The technology to create plasma compact toroids[4] and particle beams is far too bulky for anything man-portable. In such a high-performance design, the plasma would have to be stored and created in highly focused magnetic bottles, such as those used in NASA's VASIMR rocket: this design has been suggested as a potential weapon design for future real human-engineered plasma weapons. For simpler designs based on plasma cutting torches, a designer might be able to heat the plasma with an arcjet, if his power source is strong enough.
- Using current technology, if a plasma beam was fired in a planetary atmosphere, it would quickly be stopped by atmospheric resistance and would make a short hot flame like a blow torch.
- The plasma shot out of a plasma weapon would tend to dissipate in the surrounding environment within about 50 centimeters from the gun, from thermal and/or electric pressure expansion, called blooming, unless:
-The magnetic confinement bottle is extended all the way to the target. Modifications to this bottle could make the plasma home in on its target. On the other hand, magnetic fields of such strength could also be used to block the plasma.
-The plasma is somehow made self-sustaining over a much longer time period as with ball lightning.
-The particles are fired fast enough to reach a target before blooming occurs. This is then a particle beam more than a plasma shot (at least as much as any technical definition for such weapons exists). This would work for use outside atmosphere (i.e. in a space vacuum), but within an atmosphere would merely cause a hotter short flame from more violent collision between the flying particles and the atmosphere.
-It might also be possible to generate a laser beam "tunnel". High-energy lasers ionize the air around the beam, heating the atmosphere and providing the plasma bolt with an easy passage to the target (see electrolaser).
-Another laser-assisted plasma weapon approach for use in atmosphere is possible if the laser is powerful enough to blast the air out of the way, but having the plasma particles reach the target before the newly created vacuum channel collapses in on itself is a problem unless the weapon possesses sufficient power to either sustain the channel or the aforementioned "plasma particle beam" approach is used.
-It may also be possible to encase a bolt of plasma in a capsule of some material, possibly a polymer. This would allow the plasma to reach a medium distance before the capsule wears out. However, such a material could also be used to block the plasma.- A plasma round would glow very brightly due to blackbody radiation, leading to quick substantial energy loss. This might also represent a blinding hazard for the operator and bystanders. From basic physics, a 1 cm ball of plasma at 10,000 Kelvin (K) would be equal to a 180 kilowatt (kW) bulb.
- Many materials already exist that are highly resistant to plasma, reinforced carbon-carbon used on the Space Shuttle's nose cone for example; or the ceramic inserts used in bulletproof vests.
I suppose we could go for the option colored in red, aka trap the plasma inside a shell that breaks on impact and which 'aims' the plasma jet to the target, but that sounds rather expensive, though more feasible than the other options presented there. I can think of a way to make a sort of shell that creates a tiny magnetic shield just inside itself to contain the plasma, and which on impact breaks so that the magnetic shield bends toward the target, but things like creating balllightningplasma or iffy electrolaser-like designs sound implausible (then again, I didn't think an electrolaser would work well for reasons I stated when it was being made. But those issues weren't deemed problematic enough back then to halt the design, so I dunno. I guess we could make it work if we played fast and very loose with the practical limits of physics and engineering).
Based on the options presented above, which one do you think would be most practical/achievable using ER tech (note that I can put a science team on it if there's one that'd be perfect, but requires some R&D to get there).QuoteQuoteFinally, how fast could we reasonably (aka not horribly expensive) get a magnetic field the size of a tennisball going (you can compare it to the speed of a plasma projector projectile if that's easier)?Using automanips or...?
Yes, with automanips.
Say, do battle stims behave like christmas potions? Meaning do I have use it all at once or nothing at all? Because 5+/6- duration of effects is a bit too long for my preferences.So the same stat boosts but lower time scales on both ends?
Would it be possible to dilute effects down, for example 2+/3-? Or even 1+/2-?
Well then - finalize the suit, and transmit the schematics to Hephaestus for their use!(I'd post that spoiler in their thread. Give em a good slap)Spoiler: MCP-II recap (click to show/hide)
Are you gonna be on heph?If/when they get around to waking me up eventually. What with the way things are going on ship I might be there sooner than I thought, but my eventual hope is that I can have a copy of me active on both Heph and the sword with a third in stasis on Heph. Cheesy as fuck, but if you'll accept it, I can do some interesting things for their troops...
The problem with just using a shell is that the shell will break apart on impact, and the plasma will just erupt into a fireball. With a toroid magnetic field holding the plasma in a ring, the plasma won't scatter until the core itself is destroyed, and by then it'll have deposited at least half of its plasma into the target - that's not even accounting for the plasma itself spinning in the toroid. The aerodynamic shell is then simply designed to break - it is neither expensive like the plasma-containing one, nor a good source of plasma-resistant materials to the enemy, it's just there to stop the plasma from scattering to the winds.
Hmm. This is a tricky thing, ain't it? The shell is probably the best alternative, but I have a sneaking suspition that it's gonna be pretty expensive and probably not that different in effectiveness or price over all. It might be better over all to ignore this as a technological dead end and focus on other, more viable technologies.
Why not shoot a device that can convert the entirety of the energy contained in the bluread battery into heat directed towards the target at the moment of impact or some distance before that, depending on the setting it's on? It would probably be cheaper than maintaining a magnetic field. It's like an explosive, but because bluerad doesn't explode on its own, you have to convert the energy contained within it into electricity first.
If you can reconfigure how the plasma will be converted and directed before firing, you can cause each bullet to behave differently. You can have armour piercing that direct the stream into a single point, anti-infantry that explodes into a wide cone, something that acts as a grenade, something that acts as a flare, etc.
You just have to compare it to regular explosives to see if it's worth it.
I'm not sure we can make it really 'cheap' while still getting enough destructive power at lower levels. I'm leaning more in the direction of
anti-batlesuit weapon rather than anti-infantry for the moment, since a good laser or mini PSL or gauss design probably fills anti infantry better/more efficient. Though plasma bullets does sound cool, I must admit.
Maybe as an alternative to the gauss rifle or as alternative gauss/ rocket rifle/sibilus ammo.
And let's assume for a second that the hardware price and reliability for a plasma weapon are the same as for a good laser (which is generous towards the plasma design I think, but why not). Since a laser also works through applying heat (which is also the primary damaging component of a plasma weapon) we can then compare how much damage/penetration power you get for the same amount of energy (eg same sized bluerad shard) and determine if the slightly different damage type of plasma weighs up.
If not, we can just use a laser with same energy use and be better of. The point is that we shouldn't go for a plasma weapon because plasma is cool and exotic, but because it gives good bang per buck (or at least acceptable bang per buck, so that it having a bit different 'damage type' could come into play).QuoteThe problem with just using a shell is that the shell will break apart on impact, and the plasma will just erupt into a fireball. With a toroid magnetic field holding the plasma in a ring, the plasma won't scatter until the core itself is destroyed, and by then it'll have deposited at least half of its plasma into the target - that's not even accounting for the plasma itself spinning in the toroid. The aerodynamic shell is then simply designed to break - it is neither expensive like the plasma-containing one, nor a good source of plasma-resistant materials to the enemy, it's just there to stop the plasma from scattering to the winds.
Well, you are right that it would explode into a plasma fireball if it were just a regular container.
But as I alluded to, the idea is that while traveling, the plasma is contained in a (foot)ball shape, and once the shell hits it
cracks in such a way that the magnetic field lines form a thin cone to push the plasma out in a jet stream. Kinda like how in a
regular bomb the explosion goes everywhere, but a shaped charge funnels it into a focused jet. I'm not sure if it's possible to construct the
(electro?)magnets in such a way that they'll create the correctly shaped field lines to concentrate the plasma and push it forward, but it
sounds much easier to build something like this than to get strong enough field lines to contain a plasma out of thin air (aka without an outer shell).
The shaped charge analogy is a rather apt one really, we could call it a 'shaped plasma charge' and it'd be pretty on the mark.
Here, I made some horrible drawings to illustrate the point. The lines show the magnetic containment lines, and thus how the plasma is shaped.
Note that after penetrating the armor, it might result in a spray of hot plasma everywhere depending on how far the field lines reach.
___
/ \
\___/
___ [
/ \ [
\___/ [
__ [
|__>[
[
__[
|__>
[QuoteHmm. This is a tricky thing, ain't it? The shell is probably the best alternative, but I have a sneaking suspition that it's gonna be pretty expensive and probably not that different in effectiveness or price over all. It might be better over all to ignore this as a technological dead end and focus on other, more viable technologies.
Yeah, I'm getting this feeling as well. However, if you'll humor me, I'm gonna look into it a little more. but if it indeed doesn't work out, I'm gonna drop it like it's hot.
So, going with the design layed out above for a solid shell to carry the plasma, what price range are we looking at here? Assume that the plasma is formed inside the gun, and then 'injected' into the shell, which is then closed up (a sliding lid or whatever) and fired.
Secondly, regardless of delivery system, how does the raw destructive power per kilojoule energy used of a decent laser compare to that of a plasma weapon
Okay, sure, let's ask.1. We got some o' those already.
Hey, any thoughts about the following anti-armour weapons? Which one would you say is the most effective compared to its price?
1. An armour piercing gauss round
2. A laser that fires very strong but relatively short pulses. Each shot consumes a shell containing a small bluerad bead, probably combined with some coolant to take care of the heat generated by firing such a powerful laser, if a heat sink can't cut it.
3. A shell with a small bluerad bead that uses its energy to create plasma and direct it into an armour piercing jet as it hits the target, like a shaped charge. Either permanent magnets, electromagnets feeding off the bluerad bead or a combination of the two can be used to direct the jet, combined with the natural pressure its heat provides.
4. A shell with a bluerad bead that simply maintains plasma that is created by the launcher using a combination of electromagnets feeding off the bluerad bead an permanent magnets. On impact, it uses its electromagnets to direct a plasma jet towards the target.
EDIT: Irrelevant: Hexsand armour is good at blocking heat, right? So it could be used as some sort of heat sink?
((You could probably up the destructive potential of the plasma by using a material that also causes chemical damage to the armour, but I don't know if something like that is possible.))
EDIT2: 3 is kinda like launching those short range weapons Sean made for BSs, now that I think about it, with the only difference being that it's one time use only and uses a more efficient battery, so it should be a lot cheaper.
How big is the smallest (human) wetware AI capable of sapience and personality with barebone lifesupport and interfacing equipment? How much brain matter would be required? What price range are we talking about here?
Is it possible to confer superior animal reflexes through use of animal wetware AI (or possibly a similar spinal cord-based wetware system)? Provided there are synthetic (or hydraulic, or whatever) 'muscles' (of a robot body or an exoskeleton) connected to it, of course.
The "Stick it in a jam jar and throw it at them" approach eh? Unfortunately there's a lot of very specific things this particular jam jar has to do. Has to hold the plasma, has to "break" in just the right way, has to be aerodynamic enough not to fly like a one winged turkey, has to be a reasonable size...I can't see it being reasonable with our current tech level.
2. Possible way to create high power laser in small package. Armor piercing capacity depends on what it is up against. Good idea for creating cutting laser level power in rifle size though.
Cat Righting Reflex (http://en.wikipedia.org/wiki/Cat_righting_reflex), for example (provided the body has the prerequisite flexibility - likely possible only with a specificly designed robobody, but still); and other cases where animlas have superior (to untrained humans) reaction time, agility, and so on.External methods of boosting the capacities of people eh? We've got something for that coming out soon, thanks to ARESTEVE. It's very good but situational. We're gonna install them in Joker Team when they get back.
Basically, I'm looking for a way to externally boost the Dex stat of the user. Since it's all too often limited by the mental ability of the user to be agile, rather than actual rigidity, sluggishness and inflexibility of the body (especially in the case of robo-bodies), then maybe a 'mentally-proficient' co-pilot could help with that?
Or, if the animals feature all to different and in-adaptable physiology, perhaps a less-than-intelligent proper piece of a well-trained human's brain could suffice? Since it's not about proper thinking or decision-making (or whatever makes pristine brain-meat efficient at space magic and other things), maybe it could even be cloned or bioforge-printed.
Depends on two things 1. what is the size limit you have on the shard and 2. Does the rifle have to survive the shooting? A "Burner" rifle can be much more powerful.QuoteThe "Stick it in a jam jar and throw it at them" approach eh? Unfortunately there's a lot of very specific things this particular jam jar has to do. Has to hold the plasma, has to "break" in just the right way, has to be aerodynamic enough not to fly like a one winged turkey, has to be a reasonable size...I can't see it being reasonable with our current tech level.
Yeah, was afraid of that. Kay then, shelving it for now until either new tech emerges or I have an epiphany.
Note, if anyone wants to pick it up and continue working on it, feel free to!Quote2. Possible way to create high power laser in small package. Armor piercing capacity depends on what it is up against. Good idea for creating cutting laser level power in rifle size though.
Great idea. So, what is the highest power we could cram into a laser or gauss rifle sized package using a blueshard battery? Assume only a few shots (3-5 or so) and that it works in pulses.
Same question, but for a pistol sized weapon. Same parameters orherwise.
How exactly does hexsand "eat" heat and energy? Does it cause heat to disappear entirely or does it simply radiate very little over a very long time?For all intents and purposes, it does it via magic. And it just eats it.
I mean, could I do something like create a ship out of hexsand specifically modified to absorb all radiation and emit none/very little to create a stealth craft? Because if I combined a ship like that with a gravity/vector automanipulator based propulsion system, it would be virtually undetectable. You'd need to use the same method they use for finding black holes to find it (searching for missing/curved light or unnatural gravity). Would a "black hole" ship like that be possible?
So, what is the highest power we could cram into a laser or gauss rifle sized package using a blueshard battery? Assume only a few shots (3-5 or so) and that it works in pulses.
Same question, but for a pistol sized weapon. Same parameters otherwise.QuoteDepends on two things 1. what is the size limit you have on the shard and 2. Does the rifle have to survive the shooting? A "Burner" rifle can be much more powerful.
Can I tinker if I don't have a character?
Welcome! A (former) lurker, I presume? Either way, you can always just make a character (though right now there's a little something going on) and just have him tinker all day everyday.Thanks for the welcome!
Collective effort around my idea created a new weapon design. Here (http://einsteinianroulette.wikia.com/wiki/User:Comrade_P.#Gauss-powered_Amplified_Universal_Projectile_Thrower_.28GAUPT.29) is a final and illustrated description, starting here (http://www.bay12forums.com/smf/index.php?topic=145831.msg6050506#msg6050506) was the discussion on this concept. Piecewise, have a look, please.
Well, Xan-hatching is a whole another method of producing quasi-genetically-identical creatures, I am led to believe :P((It explains all the seas of flesh I keep exploding into.))
(Especially since I strongly suspect you have a tiny bit of space god's flesh in your genes, as a base for all that fleshwarping, and thus it's not exactly bound by regular rules of cloning)
((Wait. You, of all people, don't know?Well, Xan-hatching is a whole another method of producing quasi-genetically-identical creatures, I am led to believe :P((It explains all the seas of flesh I keep exploding into.))
(Especially since I strongly suspect you have a tiny bit of space god's flesh in your genes, as a base for all that fleshwarping, and thus it's not exactly bound by regular rules of cloning)
1 About as powerful as a rifle.QuoteSo, what is the highest power we could cram into a laser or gauss rifle sized package using a blueshard battery? Assume only a few shots (3-5 or so) and that it works in pulses.
Same question, but for a pistol sized weapon. Same parameters otherwise.QuoteDepends on two things 1. what is the size limit you have on the shard and 2. Does the rifle have to survive the shooting? A "Burner" rifle can be much more powerful.
I'd like to know for the following four designs please:
1) a pistol that still can be fired one-handed, blueshard size so that it still fits into one hand comfortably and isn't too heavy to get a decent shot off. Shard would be in the grip (and maybe partly protruding into body, depending on how much space is needed for optics and whatnot). 5 Shots, can be reloaded.
2) a pistol that still can be fired one-handed (same size as previous), blueshard size so that it still fits into one hand comfortably and isn't too heavy to get a decent shot off. Shard would be in the grip and partly in body. 1 Shot, needs no reload (aka is destroyed after use).
3) a laser rifle sized weapon, shard a big as can fit into a stock or magazine size of an assault rifle or something. 10 Shots, can be reloaded.
4) a gauss rifle sized weapon, shard a big as can fit into a stock or magazine size of a weapon that's still wieldable without an exoskeleton. 1 Shot, needs no reload (aka is destroyed after use).
Can I tinker if I don't have a character?
((@RC: Try a battlesuit/exoskeleton usable one next. Or maybe a one time use gauss rifle/cannon as a sort of extreme anti-tank weapon for use against one of our own battlesuits.Looks theoretically possible and potentially useful.
Oh, and you've got 3 twice.))
Okay, take a blackship-equivelant ship. A ship that can travel to other star systems and hold a few men (let's say around 6-10), equipment for them, communication systems, some weapons, etc. Then replace its armour with hexsand in the following configuration:
(http://i896.photobucket.com/albums/ac165/parisbre56/stealth_zpsg2m8kats.png)
The red, green and blue things are hexsand. They can open and close as necessary to reveal sensors, engines, doors and whatever else needs access to the outside of the ship.
The design is simplified, assume it has whatever shape makes it easier to function. Or perhaps a shape that will allow it to fly better in atmosphere. It's not necessarily egg shaped.
With that design, only the plates that need to be opened are opened, allowing maximum protection and stealth for any given circumstance.
Finally, give the ship a self sustaining gravity or vector automanipulator or a combination of the two (whatever is the most efficient) that can be used in combination with the acceleration automanipulators (the ones used to allow the ship to accelerate to jump speed) to move the ship in stealth mode, without use of its engines. Make it at least strong enough to allow it to land on an earth-like planet without need to use engines until the ship is close to the ground. Stronger if I can get away with it.
Also make sure it has accelerometers/gravity sensors and that its flight computer is good enough to allow it to fly around without external sensor data to the best of its ability so that it can fly around while in stealth mode reasonably well.
Could we build something like that? Could our black ops teams use it? Any problems with it?
Collective effort around my idea created a new weapon design. Here (http://einsteinianroulette.wikia.com/wiki/User:Comrade_P.#Gauss-powered_Amplified_Universal_Projectile_Thrower_.28GAUPT.29) is a final and illustrated description, starting here (http://www.bay12forums.com/smf/index.php?topic=145831.msg6050506#msg6050506) was the discussion on this concept. Piecewise, have a look, please.So lets see if I got the idea right. You have a metal thing in a chamber. This metal thing is accelerated via gauss coils into a kinetic amp. This amp amplifies the impact force, which is used to fire a bullet made of sharkmist.
By the way, what is wrong with clones (on the observable physical/social level, without taking complicated secret space magic rules and such into consideration)? Is there, perhaps, any noticeable degradation of intelligence? Can wetware AIs be made of cloned brains?Cloning a single individual through one iteration is fine. We use that crap for sods, after all. The problem is when you start having clones of clones. There are degenerative effects. Especially when you start increasing their maturation rate so they're actually useful.
And what is the difference between cloning, vat-growing (like sods) and bioforge-printing a person/a brain? Are they all practically the same person, or would there be noticeable differences (or lack of differences due to much better duplicating tech) in mind, personality, thoughts, abilities, etc.?
So lets see if I got the idea right. You have a metal thing in a chamber. This metal thing is accelerated via gauss coils into a kinetic amp. This amp amplifies the impact force, which is used to fire a bullet made of sharkmist.
Correct?
Oh, I am sure it's our GM's way of saying "Welcome! Sure you can." He's probably off making a feast to celebrate you finally joining us here, even if only in this timid and non-corporeal way!Can I tinker if I don't have a character?
https://www.youtube.com/watch?v=DdCI15QojoA
I'd like to know for the following four designs please:
1) a pistol that still can be fired one-handed, blueshard size so that it still fits into one hand comfortably and isn't too heavy to get a decent shot off. Shard would be in the grip (and maybe partly protruding into body, depending on how much space is needed for optics and whatnot). 5 Shots, can be reloaded.
2) a pistol that still can be fired one-handed (same size as previous), blueshard size so that it still fits into one hand comfortably and isn't too heavy to get a decent shot off. Shard would be in the grip and partly in body. 1 Shot, needs no reload (aka is destroyed after use).
3) a laser rifle sized weapon, shard a big as can fit into a stock or magazine size of an assault rifle or something. 10 Shots, can be reloaded.
4) a gauss rifle sized weapon, shard a big as can fit into a stock or magazine size of a weapon that's still wieldable without an exoskeleton. 1 Shot, needs no reload (aka is destroyed after use).
I'll take that as a yes. (given you didn't say no.)Can I tinker if I don't have a character?https://www.youtube.com/watch?v=DdCI15QojoA
Do you know about the Council of people I keep to advise me on matters of gameplay? Well, I've had two of them warn me about the precedent of a non-player using tinker. And about how that might mean other people would want to start using tinker. And then I'd have to start purging things with fire.I'll take that as a yes. (given you didn't say no.)Can I tinker if I don't have a character?https://www.youtube.com/watch?v=DdCI15QojoA
Can the HEP fire even more powerful shots if we give it more power? (from say, a great big BlueRad chunk.)
This is with the goal of inventing, using unknown, alien technology, an absurdly destructive single-shot, anti-armer, rocket-launcher-shaped weapon that melts into slag as soon as it's fired, as well as both igniting and irradiating everything nearby.
How about they can design weapons or whatever, but they can't actually implement them until they make a character. And then they have to wait an equivalent amount of time they spent tinkering without a character in order to implement the idea?Because tinker makes me want to break knees
ptw. I might do something here later.Piecewise loves more people tinkering, as we all know. Don't worry, Piecewise, my character has a very low handicraft, so he's unlikely to be Denzel and try to build particle cannons.
Hook generator up to the cutting laser, and see if it will allow continous fire.Well, if that generator of yours puts out at least 8 tpu of continuous power *which 4 gauss generators won't do* then yeah, it will work. But you've never really said what the specifics of that generator are so...yeah.
So it appears that there might be burst-type generators and flow-type, with the latter being more rare and expensive; for example, it seems reasonable that the 'cheap low-power generator' (which is somehow still ~~5 tokens, IIRC, while being only 5 TPU) strapped to the HEP device is of the latter category as well.((So, the TPUs don't add up linearly? Or is it about the yet unknown gauss rifle power generators' specifications that prevent them from maintaining the continious output? ))(They release in bursts and spurts of energy rather then a nice continuous flow. You'd have it basically strobing at very high speeds.)
Per PW, here's the stat line for my Kugelblitz guided missile launcher for evaluation:
"Kugelblitz" portable guided missile launcher
Token cost:shoot for 10-12 tokens; missiles should be 2 tokens(3 for nukes)
Stat requirement:+1 str
Description:The Kugelblitz is a man-portable guided missile launcher firing 152mm guided missiles. It has a base unit that connects to a missile tube and provides command and control, and each missile is prepackaged into a disposable tube. Each missile comes with a semi-active radar homing package and a manual laser guidance mode, and comes in three distinct warheads: HE, MAHEM (magneto-hydrodynamic HEAT), and namite incendiary, with optional 1/8th kiloton warheads for when HE just isn't enough.(The base unit comes with a single HE missile, reloads extra)
Comments welcome
Per PW, here's the stat line for my Kugelblitz guided missile launcher for evaluation:
"Kugelblitz" portable guided missile launcher
Token cost:shoot for 10-12 tokens; missiles should be 2 tokens(3 for nukes)
Stat requirement:+1 str
Description:The Kugelblitz is a man-portable guided missile launcher firing 152mm guided missiles. It has a base unit that connects to a missile tube and provides command and control, and each missile is prepackaged into a disposable tube. Each missile comes with a semi-active radar homing package and a manual laser guidance mode, and comes in three distinct warheads: HE, MAHEM (magneto-hydrodynamic HEAT), and namite incendiary, with optional 1/8th kiloton warheads for when HE just isn't enough.(The base unit comes with a single HE missile, reloads extra)
Comments welcome
Got anything more than a statline? I (and it is me, after me it's PW and the Council) can't really make a determination about something from just a statline, you're going to have to tell me how things are working here.
Also, 152mm is going to be bigger than this:
(http://upload.wikimedia.org/wikipedia/commons/thumb/f/ff/Army-fgm148.jpg/300px-Army-fgm148.jpg)
Javelin missile (and launcher and crew). Missile caliber is 127mm
That's not single-man portable, even with an exoskeleton - it's just way too bulky (weight isn't as much of an issue as bulk). Especially if you think people are going to have multiple rockets on them.
It's probably awkward to carry around a (single) missile that's almost as tall as you are.
with a battlesuit that's not that much larger or stronger than an exoskeleton.
A Gauss machine gun that requires bipod deployment (or anchoring via included mount) to allow firing without a STR requirement, and exoskeleton otherwise?
I don't know that creating additional entities for PW to keep track of is the best route.
Was referring to the missile donkey cart thing.
@ tryar: council idea is that 2-3 tokens for the launcher is alright, and that the price of the missiles and stat requirements is ok as well. Anything else?
The glove is just a thing the person wears, the actual kinetic amplifier is the postage stamp thing. It's been used in other things, like clubs studded with them and stuff.
The glove is just a thing the person wears, the actual kinetic amplifier is the postage stamp thing. It's been used in other things, like clubs studded with them and stuff.
That's sort of what I have in mind. Except with a Gauss slug, instead of a club.
Random thought while playing CoD:AW for you tinker people. Have any of your thought about making a laser LMG using the blueradite as the shells/ammo? Make it belt fed and you'd have a decently strong squad support weaponWhile there are, as discussed earlier, certain benefits to a pulse-firing laser, there's almost no point in bothering with an "automatic weapon" that uses small disposable shells, if a single bigger shard can replace a whole belt of them with no moving parts involved. Unless you're planning a whole line of "energy firearms" that could use interchangeable ammo like that, I guess.
Random thought while playing CoD:AW for you tinker people. Have any of your thought about making a laser LMG using the blueradite as the shells/ammo? Make it belt fed and you'd have a decently strong squad support weaponWhile there are, as discussed earlier, certain benefits to a pulse-firing laser, there's almost no point in bothering with an "automatic weapon" that uses small disposable shells, if a single bigger shard can replace a whole belt of them with no moving parts involved. Unless you're planning a whole line of "energy firearms" that could use interchangeable ammo like that, I guess.
Why would you make a blurad handgun a revolver? There's no real benefit to it.
Because movies have taught us oversized revolvers are cool and it would not change the price.It is known.
And games have taught us that revolvers are super powerful compared to pistols but have rare bullets. (See Half-life)
Also, I can really see us playing Russian Roulette with the survivors (victors) specifically designated by game rules as heirs to the deceased; maybe with a minor token penalty to those wounded by not killed. Then depending on if someone died, either everyone lives, or some live and get rich, while others either lose yet survive with a small payment, or lose and die permanently and don't need neither tokens nor equipment anymore.
It's a sort of gambling, only one where losers aren't sad for losing. Humane, in a way.
Also, Sean, weren't Hammerheads nine tokens each? They were effective, but far, far too expensive to be practical.Six tokens for the kinamp sandwich, two for the rest of the missile. With bulk production we can shrink the cost down to six total, maybe five.
I don't think designing our guns specifically to facilitate our soldiers shooting themselves is a wise idea.Sigged.
Oi, Tyrar. Where exactly did 'plasma thrusters' come up? As far as I can tell you've never mentioned how these rockets actually work.That would be my doing, and no, I never actually made them, just put them forward as an idea.
Oi, Tyrar. Where exactly did 'plasma thrusters' come up? As far as I can tell you've never mentioned how these rockets actually work.That would be my doing, and no, I never actually made them, just put them forward as an idea.
Basically they'd be an offshoot of the Plasma Stake weapon, multiplied by the inverse Kzinti Lesson. Take a bluerad cell, a plasma projector chamber with a solid material core, and set it to a slow burn. Instead of plasmarizing and expelling the entire core at once (as the Plasma Stake does), the core would plasmarize gradually, and be accelerated out of the nozzle at high velocity - essentially a MagnetoPlasmaDynamic thruster with ER-tech materials and an alien power source.
I haven't so much as started preliminary research on those though. :P I was planning to use them for the rocket pods of the ATX series Assault Mechsuits. Way further down the line.
Hold on, if I'm getting this right (And I most certainly am not) You mean to use a small shard of Bludarite to output enough energy to Plasma-ise a solid material gradually, then that plasma is accelerated out through the nozzle?
I did research on plasma weapons a while back, in case you wanna pursue this line of research. The results were... Less than promising though.
Oi, Tyrar. Where exactly did 'plasma thrusters' come up? As far as I can tell you've never mentioned how these rockets actually work.
Oi, Tyrar. Where exactly did 'plasma thrusters' come up? As far as I can tell you've never mentioned how these rockets actually work.
oh, yeah. That idea sounded cooler at 5 am than it really is, as you pointed out. Standard liquid fuel rockets(using ER verse better fuels) should still get the range I want
Oi, Tyrar. Where exactly did 'plasma thrusters' come up? As far as I can tell you've never mentioned how these rockets actually work.
oh, yeah. That idea sounded cooler at 5 am than it really is, as you pointed out. Standard liquid fuel rockets(using ER verse better fuels) should still get the range I want
Missiles like that typically use solid rocket motors, and for a reason. Liquid fuels have issues, even ER-verse ones. They have a bit lower performance, but are much more predictable, stable, and so, so much cheaper (I've been assuming that solid rockets were the idea since the start, with that low missile price).
Oi, Tyrar. Where exactly did 'plasma thrusters' come up? As far as I can tell you've never mentioned how these rockets actually work.
oh, yeah. That idea sounded cooler at 5 am than it really is, as you pointed out. Standard liquid fuel rockets(using ER verse better fuels) should still get the range I want
Missiles like that typically use solid rocket motors, and for a reason. Liquid fuels have issues, even ER-verse ones. They have a bit lower performance, but are much more predictable, stable, and so, so much cheaper (I've been assuming that solid rockets were the idea since the start, with that low missile price).
Point. so solid fueled rockets then(even then should have good range)
Oi, Tyrar. Where exactly did 'plasma thrusters' come up? As far as I can tell you've never mentioned how these rockets actually work.
oh, yeah. That idea sounded cooler at 5 am than it really is, as you pointed out. Standard liquid fuel rockets(using ER verse better fuels) should still get the range I want
Missiles like that typically use solid rocket motors, and for a reason. Liquid fuels have issues, even ER-verse ones. They have a bit lower performance, but are much more predictable, stable, and so, so much cheaper (I've been assuming that solid rockets were the idea since the start, with that low missile price).
Point. so solid fueled rockets then(even then should have good range)
Well, the Stinger has an effective range of about 4.8km, so between 5 and 6 might be reasonable (this is, after all, the future!). Would vary dependent on warhead (nuclear warheads will reduce the range, call it 4km).
Why does it need such a large range? That's just gonna make ammo more expensive. 1.5 km would be fine, even for a 1/8 kiloton, considering even our basic suits have radiation shielding and are resistant to light fragments.
We practically never fight anywhere that a 6 km range is useful anyway. It might be realistic, but it's not necessary for us. Cheapness, however, is.
Long range could be useful for sod forces, especially if they had to fight something large, like an Avatar of War or Titan. Although I guess at that point using a Gauss Cannon or a LESHO would be better against the space magic armour of sythflesh, since it could probably embed itself into the enemy's synthflesh and cause more damage that way, like a firework exploding in your closed hand.
@Tryrar
Considering the fact that a 1/8 kt nuke is already two tokens, you probably won't be able to get a missile version for the same price.
It might not matter due to the pricing mechanics, but have you considered redesigning the launcher to use some initial gauss acceleration, as Sean suggested? It would eliminate backblast, and possibly cheapen the missiles.
@Paris
It's sorta my hope that this thing can completely replace gauss cannons, so 'this is a problem but you would use a gauss cannon instead anyway' is an issue. Hopefully, the ability to penetrate into an AoW's flesh would be countered by the fact this thing fires nuke rounds twice as powerful.
@Tryrar
Considering the fact that a 1/8 kt nuke is already two tokens, you probably won't be able to get a missile version for the same price.
It might not matter due to the pricing mechanics, but have you considered redesigning the launcher to use some initial gauss acceleration, as Sean suggested? It would eliminate backblast, and possibly cheapen the missiles.
@Paris
It's sorta my hope that this thing can completely replace gauss cannons, so 'this is a problem but you would use a gauss cannon instead anyway' is an issue. Hopefully, the ability to penetrate into an AoW's flesh would be countered by the fact this thing fires nuke rounds twice as powerful.
I've already considered it, and I guess we can go for it then. we might be able to get away with .5 meter missiles then, which makes carrying reloads even easier. I can do the redesin, but I guess we should do this IC in the hep thread?
So you wanted to put weapons on the ARSC?
Quick question: do you intend to finish these new projects before the mission starts? We already have a crapton of prototypes to test, and we might wanna save some for next batch. That, and I'm trying to keep a move on on the planning so we can start asap. Will put it before council regardless.
Then I need a full description to persent. Also, if possible, try to wait with proposing to council until a design is mostly finished please. NO much fun discussing the same thing thrice.
2 tokens for the extra gauss stuff + 2/3 for tube and guiding and everything else. So 4/5 total, probably 4 due to expensive ammo. Still 2 token per missile, 4 if nuke.
An extra +1 requirement for con.
So, what exact price then? I'd say we lower the price a bit if not reusable, or up it in case it's refillable? I'll ask him what it's supposed to be.
Well, here I am.
Hmm... Now then...MagnetsManipulators, how do they work?
Specifically, the Vector Field Manip. I've heard and read that manipulators (aside from automanips, which only do one thing anyway) can't be computer controlled, but could they be computer controlled if the function was severely limited? Similar to an automanip, but the function or intensity can vary slightly based on situation. For example, holding an object up at a specific distance, but the computer can change the distance depending on inputs.
Oh well, never mind then. I was planning on making a drone that hovers through use of manips to keep size and noise down.
Back to the drawing board...
You can't exactly mount a gun to a cam-eye though, can you?
They're a little small though...
Alright then, how about fixing some hardpoints on the sides, on which quadcopter style rotors can be fixed for in-atmosphere use, or rocket pods for non atmospheric use.
Alright then, how about fixing some hardpoints on the sides, on which quadcopter style rotors can be fixed for in-atmosphere use, or rocket pods for non atmospheric use.Hardpoints are somewhat expensive as well at 5 tokens a pop.
Ok, I've been thinking. The heavy laser looks a bit too heavy, at least if we want to attempt to recover the drone when it goes down and no one has an exoskeleton.
I'm thinking of reducing the laser to a Spektr (http://einsteinianroulette.wikia.com/wiki/Variable_Laser_Rifle_%22Spektr%22) sort of thing.
I don't really want rocket pods on it if it can be helped. An exploding fuel tank is generally less survivable/salvageable than a relatively low speed crash due to loss of a rotor.
Is there some sort of robotic pack animal thing that could help carrying stuff around? I'm thinking a hexapedal robot designed purely to lug stuff around. It has no weapon and only light armour, if any.
It could come with internal storage compartments for additional equipment and interesting artefacts/shiny rocks, and maybe mounts on top for landing drones on to save power/fuel or to recover drones after they get downed.
DP to post yet another brainstorm I had(I'm just a fountain of ideas!)
Landspeeder Hoverbike
Stat req: Aux +1
Basically nothing more than a seat, some framing, 4 electric ducted fans just powerful enough to lift the whole thing 10 feet in the air or so, and a generator to power it, this hoverbike is miles safer than the rocketbike(in that you're very unlikely to blow up in a fireball if something looks at you funny), although it cannot be used in a no atmosphere environment.
Can the council pricecheck this as well?
Does anyone know what happens when Piezo/Testament tanks rupture?Not much. The fluid solidifies through the use of an electrification chamber in order to become as dangerous as it is when fired. So if it just spurts out before then, it shouldn't be too dangerous except perhaps as a slipping hazard.
Does anyone know what happens when Piezo/Testament tanks rupture?Not much. The fluid solidifies through the use of an electrification chamber in order to become as dangerous as it is when fired. So if it just spurts out before then, it shouldn't be too dangerous except perhaps as a slipping hazard.
I'm not sure about the specific incident you're talking about, but he probably stuck them with crystalline projector fluid. That stuff will... eat your flesh and replace it, or something. It's weird.
PS fluid is relatively safe, by comparison. It just crystallizes when electrocuted, and the crystal explodes when damaged. Nothing more, nothing less. Simple.
While I'm vomiting questionable ideas:Ask the Doc, he made Faith able to manufacture and secrete healing gel on a whim.
What about using a toxin sac to create normally synthetic fluids? For example, a sticky-goop producing sac on your neck, which you would attach to your chem thrower with a catheter.
The throwing knife sounds more Uncon to me, but that might be me wanting explosive throwing knives.Likewise :D
20:30 <Piecewise>: 10, 3 per shot.
20:33 <SeanMirrsen>: The PEW is 12 token, 3 per 2 shots.
costs 13 tokens, 4 per 30 shots.
:\
@Shap
Anyway, the hover board, while seeming quite silly, is a fairly decent item. I'd like to see it replace the jump rocket pack since it's basically just completely better for only one more token. Also, I think it should probably require at least +0 auxiliary, like the other flying rocket devices. I don't see why a balancing board with eight rockets is any easier to operate than a jetpack with two.
I'd expect the corvid to cost... oh, eight tokens? Five for the Spektr, two for flight, and one for a wetware AI. Seven if it can get a discount on the Spektr. Removing the overcharge ability is essentially pointless, IIRC, because the overcharge is a feature of the mechanism, just like the variable wavelength, and increased power efficiency. Remove one, lose them all, or gain nothing. I'm not a councilperson though, so price isn't my decision
Also the Spektr is horribly heavy. Like sixty pounds. Maybe not the best choice for a flyer.
@Radio
I don't think 1 token per shot is too little. The Raduga costs 11, one more than this, and has infinite ammo; It will always be better for anything that doesn't require a super powerful single shot. In fact, I think it would still be kinda inferior to the others. If you only ever kill three battlesuits with it, you've saved one token by not having to buy a PSL. And you've lost all the other advantages of a PSL.
I think it would actually be better to price it around six tokens, and have it be a burner; It's something cheap that people can buy 'just in case' when a PSL or PEW is way outside their price range. It would also work well as sod equipment.
(Note that this is all from a 'balance' standpoint; IIRC, PW has said that battlesuits are near immune to lasers.)
Using that argument, any weapon we've designed to work against a BS isn't guaranteed to work. It doesn't invalidate any given item in particular.
Besides, even if it always takes three shots to kill a BS--three more than the sterile tinker question suggested--A PSL kills ten BSs per 4 tokens, and starts with ten potential dead BSs. The LB kills 4 BSs per 4 tokens, and starts with only one potential dead BS. And the LB is still only three tokens cheaper.
I don't think any "laser" should be gauged by its effectiveness against a Battlesuit. A laserbazooka - or a blaster cannon, as I call it - is still a laser, and a Battlesuit is very resistant against them, unlike the kinetic/electric combo of the PSL, or the kinetic/raw energy blast of the PEW.
If the blaster cannon can one-shot a Battlesuit reliably with its 3-token shot, it is going to wreck unholy amounts of hell on any non-laser-resistant target, that both the PSL and the PEW will struggle to match.
Consider the amount of laser power needed, to take out a mech that can withstand a nuke, and is specifically resistant to lasers, in one shot. Consider what will happen if that energy gets deposited into something softer than that.I don't think any "laser" should be gauged by its effectiveness against a Battlesuit. A laserbazooka - or a blaster cannon, as I call it - is still a laser, and a Battlesuit is very resistant against them, unlike the kinetic/electric combo of the PSL, or the kinetic/raw energy blast of the PEW.
If the blaster cannon can one-shot a Battlesuit reliably with its 3-token shot, it is going to wreck unholy amounts of hell on any non-laser-resistant target, that both the PSL and the PEW will struggle to match.
True, but those things wouldn't need 3 darn tokens per shot of it.
@Shap
Anyway, the hover board, while seeming quite silly, is a fairly decent item. I'd like to see it replace the jump rocket pack since it's basically just completely better for only one more token. Also, I think it should probably require at least +0 auxiliary, like the other flying rocket devices. I don't see why a balancing board with eight rockets is any easier to operate than a jetpack with two.
Edit: I don't have the logs from when I was designing it, but we are discussing it on IRC right now. http://mibpaste.com/SgnpOE Piecewise also mentioned why it doesn't use Aux in this one.
I wish to basical.y attempt to replace the laser emitter in a laser rifle with the magnetometer from a microwave so as to create one that emits microwaves, I then wish to make it variable so it can act like this: http://en.m.wikipedia.org/wiki/Active_Denial_System. And be deadly and horrifically burn and boil the flesh off of things. If I can't afford the microwave, I will attempt to bargain with others, as for the laser rifle I am already buying one from the armory
The Spektr is a bit too wide-spectrum (hehe), and is geared to be a precision weapon for combat.Still be a fun device. A laser shotgun
What Spazyak wants there is a magnetron (not magnetometer :P) hooked up to a laser rifle's power system, as a sort of a microwave shotgun. It'd be far cheaper and easier to handle than a Spektr, but it would lack precision, and therefore range. It could still cause burns though, if only at very short range. But it'd also need a heavy-duty magnetron to do serious damage, something from a microwave is unlikely to be able to handle the requisite amount of power.
The Spektr is a bit too wide-spectrum (hehe), and is geared to be a precision weapon for combat.Still be a fun device. A laser shotgun
What Spazyak wants there is a magnetron (not magnetometer :P) hooked up to a laser rifle's power system, as a sort of a microwave shotgun. It'd be far cheaper and easier to handle than a Spektr, but it would lack precision, and therefore range. It could still cause burns though, if only at very short range. But it'd also need a heavy-duty magnetron to do serious damage, something from a microwave is unlikely to be able to handle the requisite amount of power.
The Spektr is a bit too wide-spectrum (hehe), and is geared to be a precision weapon for combat.Still be a fun device. A laser shotgun
What Spazyak wants there is a magnetron (not magnetometer :P) hooked up to a laser rifle's power system, as a sort of a microwave shotgun. It'd be far cheaper and easier to handle than a Spektr, but it would lack precision, and therefore range. It could still cause burns though, if only at very short range. But it'd also need a heavy-duty magnetron to do serious damage, something from a microwave is unlikely to be able to handle the requisite amount of power.
We have laser shotguns - intensity to max and cohesion to minimum on the standard laser rifle, settings any user can adjust.
What you're proposing is a microwave blunderbuss. Extremely short range, but anything that's not protected (and hopefully, said protection isn't metallic) is roasting. On the outside, at least - microwaves (on the frequencies that induce heating) don't go through things very well.
Bonus points if it looks like a blunderbuss.Bonus Bonus points if you have to manually load the bludarite shells through the barrel.
Ok microwave blunderbuss I think it will be useful against that fugua I heard we are going to fightBonus points if it looks like a blunderbuss.Bonus Bonus points if you have to manually load the bludarite shells through the barrel.
MYTHRIL PENETRATOR dagger
Cost: 5 tokens
Requirements: Unconventional
Range: Melee
Description: An incredibly thin vibrating needle made of mythril. It can easily pierce most armours, and does massive damage to the flesh inside. This version is 30cm long. It makes a good bayonet.
MYTHRIL PENETRATOR sword
Cost: 15 tokens
Requirements: Unconventional
Range: Melee
Description: An incredibly thin vibrating needle made of mythril. It can easily pierce most armours, and does massive damage to the flesh inside. This version is 1 meter long. It is capable of stabbing through a battlesuit and killing the pilot.
Due to technical glitches and difficulties with the new personnel assignments and latest shipment to the Sword, the data on the prototype equipment awaiting approval was corrupted and partially lost. For Head of Engineering Simulacrus's and my own sake, please resend the designs that were previously awaiting approval.
Dr. M.Sanctor
((The reasons are twofold: first, I am really not sure what designs were awaiting the approval - hoverboard probably, what else? Mythril penentrator, Kugelblitz? And second, with the new age of weapon power dawning on us with RC's super blaster weapons, you might want to check up on the weapon and ammo prices, lest we do it ourselves and unfortunately have to decline previously sound designs because of the shifting expected power level for a given amount of tokens.))(Zayne can't really resend it on mission, but I can give ya the designs here,
((Sure, it's fine. Now... does it have a set hover height, or can it ascend/descend (theoretically it should be, but the controls might be tricky for that)? Can one make rolls in the air with it, and are the feet-clamps sturdy enough to support character's weight in that case? Can the variant options be bought as separate upgrades, post-purchase? Does -10 max speed refer to speed in miles per hour or kilometers per hour? Is that a different design, or would even slight character encumbrance affect the hoverboard's speed?))It has no programming yet, so at the moment it's not set, more of just you being able to adjust the bottom thrusters power, you turn by using your body weight, so likely, Feet clamps, yes. Post purchase should be possible with modification I believe. Miles per hour, or whatever the MkIII uses to measure. I have the armored, remote, and normal in different .txt files, I can post those once I get home. And it can't support an exoskeleton's weight without modification. Only armored gets the penalty to speed. Oh, and all controls are built into the feet.
I just think that if that thing can fly up and down quickly, then it should use aux, not dex. Mostly for balance, since all the equipment that we have now that can be used to fly reliably uses aux. If it can move up or down but does so slowly or if it is simply used to move forward quickly and attach ones self to vehicles then I'm fine with it using dex.The thing is, according to piecewise, as long as you're not doing anything technical with it, it's not aux (I think?) And aswell, most of those use gimbals(?). I think that's where the aux comes from. This is basically you controlling some throttles and throwing your weight around. No gimbals.
Okay then. You lean forwards and backwards for speed, left and right for turning and that's it? Because that's what I've been saying, that if it's just that, then Dex is acceptable (even though I think it should still be Aux). If it's more complex than that, it's Aux.It's pressing your feet down to accelerate, leaning forward is tilting the nose down, back up, ect. It's basically how fast the user can react and change is the reason for dex. I asked piecewise 2-3 times if there would be an aux requirement, but he said just dex. Aux if it's something complicated like, cutting only one engine to spin around or something.
Hoverboard is approved. Now it needs to be prototyped and sent to the Sword for testing.
Approve Hoverboard prototyping. As usual, three of them to be sent in the next shipment.Ok. This prototyping shit might need to be reevaluated.
Here's the raw .txt file's contents, for those who are intrested. Spoilered.You should add that it doesn't work on water :PSpoiler: Hoverboard (click to show/hide)
Edit: Added a more condensed version which basically covers all the variants.
I'm going to assume I can post ideas here if I'm on the ship.
I can't design this myself yet but what about a medic suit, an auxiliary suit that, instead of being super combat equipped, is surgically equipped. I will let someone prototype this if I get some credit and can test the prototype.
The problem is, I don't follow how a suit can be made surgically equipped, for example. I've been toying with the idea of making "medsupply-less" Advanced kit (consisting purely of various medical instruments, but with no consumables or anything of the kind - in an effort to make it considerably cheaper), but I cannot see what can be integrated to good effect into a suit frame.
I don't think you can make that Advanced kit you are planning. You need to pack disinfective materials to keep your tools clean, or bring those separately. Or just take risk of infecting people, it's not like medics actually care about such long term problems anyway.To tell the truth, I don't think that's of a major importance. First of all, Maurice has been using that Instrument scalpel of his for years, and not once was there any trouble with infection or something; I presume that we can simply disinfect tools and the such between the missions and then they are preserved by virtue of ER science. And secondly, given the window frame of most missions (and the level of medical facilities available afterwards), I wouldn't say regular infections pose much problem; and when they do, it's by design and probably pretty much unavoidable (see: Sharkmist mission).
I haven't really been paying much attention here because this seems to have become some sort of tinker OOC or similar brain storming area. Was there anyone with actions that needed handling?
could someone create what is basically a tank with fluid similar to embryonic fluid and pump it full of a person's stem cells to allow them to better recover from grievous injuries such as an arm through the head?
aww would there be any way to try and get it to work in a similar fashion to this to regenerate lost limbs and suchcould someone create what is basically a tank with fluid similar to embryonic fluid and pump it full of a person's stem cells to allow them to better recover from grievous injuries such as an arm through the head?
Medicine/biology don't work that way I'm afraid.
There is flshknitter that can regrow all tissues but not with the right structure. So it works for flesh and muscle, but not things that are more complex like hearts.so could you replace part of the brain with a computer, destroying any memories and such but leaving the person with a working brain and it would be upgradeable.
Then there is Kriellya's new synthetic replacements that can be used to replace organs and limbs on the field (provided you have an environment where you can perform surgery).
And finally there is the specialized healing fluid pods used in the infirmary. It is similar to fleshknitter, but acts in a controlled manner and can even regrow entire bodies. However, it is very hard to use, making it very likely for you to end up with a tumor if you try to use it. Plus, it's not instantaneous, it takes some time to regrow something. As such, it will probably be best if someone made a specialized battlesuit or APC with a tank of that fluid+the necessary equipment to use it that can be used by people with high Med and/or Aux so that limbs and organs can be regrown in the field. However, it might be much more efficient and quick (if not as cheap) to simply replace said organs with synthetics or simply remove the brain and place it in a robobody/braincase.
There are ways to replace your brain with mechanical parts by replacing it neuron by neuron (if I remember correctly) but there's little benefit and large risk involved.simply pump the flesh knitter into the brain them put it on what is essentially a Frankenstein body so that you have a barely sentient body guard that works for you/my future char that may steal it.
Making yourself into an AI is probably impossible. You could train an AI to act like you (maybe, if you're really really lucky) but it probably wouldn't be you.
Mechanical augmentations to your brain are possible, but it tends to be dangerous. There's an upgrade for example that lets Steve control your body, but it tends to slowly fry your brain whenever used.
In short, it's either dangerous, expensive or both.
Unless you want something else? What exactly do you mean by "upgrades"?
@Piecewise Having the once-glorious Tinker devolve into mere OOC discussion with all actual Tinkering done off-forum makes me sad and archaic, but it's not something that can be helped, is it?well zoltan's body is currently being held in stasis till it get's there so it can last for a long time. but let's do it! lets flash knit then add those gene mods and program him to work for us and make it a flesh golem body guard!
Maybe we could have people who have Tinkered with you in IRC or something post all the logs of such discussion here? That way, we could still bask in what little glory remains to this dangerous yet addictive behavior.
Otherwise, I must congratulate you. Were it by your design or not, you were able to crush the impertinent spirit of Tinkering and hide away what little remains of it. As the original Tinker addict, I salute you on this accomplishment!
@AI brain transformation Actually, there is a way (well, was, up to recently) - one could get that genemod that gives +1 to Aux (not safe and sorry 'enhanced capacity' of modern times, but full-dangerous genemods of foregone era), as it would make your brain fully computer-compatible but force computer-like thinking on you. Basically, closest you can get to becoming a wetware AI without dying and being rebuilt. Not sure if you can still get those genemods without the Doctor on board.
Hey pw, now that manips changed and only need the human brain in order to function, does that mean we can now give manips to sods or robots to use? If not, why not?
As long as they have a human brain they're carrying with them, yes.Hey pw, now that manips changed and only need the human brain in order to function, does that mean we can now give manips to sods or robots to use? If not, why not?
This.
Well folks, that was it, good show. We can now have an army of soldiers that can instantly snipe any armor they come across. Probably destroys the concept behind the blazooka as well. Oh well, we had a good run.Well, do keep in mind that they're not very smart or creative, so about the best we can do is train them to do the same sort of actions repeatedly. Sort of like they're just carrying a dozen or so automanips that have distinct functions.
Well folks, that was it, good show. We can now have an army of soldiers that can instantly snipe any armor they come across. Probably destroys the concept behind the blazooka as well. Oh well, we had a good run.Well, do keep in mind that they're not very smart or creative, so about the best we can do is train them to do the same sort of actions repeatedly. Sort of like they're just carrying a dozen or so automanips that have distinct functions.
Sooo who has claimed future ZOltan cyborg body guard robot?
ah yah...Sooo who has claimed future ZOltan cyborg body guard robot?
Me, a while ago. Didn't you see? For glorious testing.
hey pw, is something like this possible in ER:Well thats the silliest fucking defense system I've ever seen.
https://m.youtube.com/watch?v=i9rS-x4aT5w (https://m.youtube.com/watch?v=i9rS-x4aT5w)
You can assume the system we would use might have extra gauss/railgun systems to help launch it up (eg kinda like a LESHO). It also doesn't have to be equally 'man-portable' as this, something exoskeleton-fired would also be ok. Or hell, a small stationary system (like how a mortar can be used by a regular human, but said human couldn't use it on the move, he has to deploy it first). Finally, assume the target is a spaceship that's in an orbit allowing it to do precision laser bombardment.
hey pw, is something like this possible in ER:Well thats the silliest fucking defense system I've ever seen.
https://m.youtube.com/watch?v=i9rS-x4aT5w (https://m.youtube.com/watch?v=i9rS-x4aT5w)
You can assume the system we would use might have extra gauss/railgun systems to help launch it up (eg kinda like a LESHO). It also doesn't have to be equally 'man-portable' as this, something exoskeleton-fired would also be ok. Or hell, a small stationary system (like how a mortar can be used by a regular human, but said human couldn't use it on the move, he has to deploy it first). Finally, assume the target is a spaceship that's in an orbit allowing it to do precision laser bombardment.
Anyways, so you're basically just asking if we can create some sort of ground based, semi-portable missile system for engaging targets in close orbit?
((Reposting since it was missed before))
Tinkerers awaiting approval for their designs' prototyping, please repost the relevant information.
Either here, or in Hephaestus OOC. Please check that you have Piecewise's approval on the design.
So far only the Hoverboard has been approved for prototyping.
So, was there anyone's questions I didn't answer in IRC yesterday?
Same here. Lots of questions still pending, but it might wait and hope to get resolved via other means.So, was there anyone's questions I didn't answer in IRC yesterday?
Boatloads of questions, but couldn't really be on then. But if you have summer classes, then we could always also do it via the ol' tinker thread as well.
So, was there anyone's questions I didn't answer in IRC yesterday?
hey pw, is something like this possible in ER:Well thats the silliest fucking defense system I've ever seen.
https://m.youtube.com/watch?v=i9rS-x4aT5w (https://m.youtube.com/watch?v=i9rS-x4aT5w)
You can assume the system we would use might have extra gauss/railgun systems to help launch it up (eg kinda like a LESHO). It also doesn't have to be equally 'man-portable' as this, something exoskeleton-fired would also be ok. Or hell, a small stationary system (like how a mortar can be used by a regular human, but said human couldn't use it on the move, he has to deploy it first). Finally, assume the target is a spaceship that's in an orbit allowing it to do precision laser bombardment.
Anyways, so you're basically just asking if we can create some sort of ground based, semi-portable missile system for engaging targets in close orbit?
Well, depends on the planet it's used on honestly. Earth level gravity would make getting a handheld rocket off the planet pretty damn hard. You'd need some serious thrust on that thing, or a lot of time for it to putt putt up and out of the atmosphere slowly. How far off planet are we talking here? Upper atmosphere? Near space?hey pw, is something like this possible in ER:Well thats the silliest fucking defense system I've ever seen.
https://m.youtube.com/watch?v=i9rS-x4aT5w (https://m.youtube.com/watch?v=i9rS-x4aT5w)
You can assume the system we would use might have extra gauss/railgun systems to help launch it up (eg kinda like a LESHO). It also doesn't have to be equally 'man-portable' as this, something exoskeleton-fired would also be ok. Or hell, a small stationary system (like how a mortar can be used by a regular human, but said human couldn't use it on the move, he has to deploy it first). Finally, assume the target is a spaceship that's in an orbit allowing it to do precision laser bombardment.
Anyways, so you're basically just asking if we can create some sort of ground based, semi-portable missile system for engaging targets in close orbit?
Yes (for the record, they used that so the peeps on that station could deny they themselves shot that ship full of refugees. It was for 'plausible deniability'). Failing that, how big would such a system (aka rail/gauss launcher, with rockets to further boost it up) need to be to target ships in such an orbit? Assume a payload capable of dealing decent damage to such a spaceship (shaped nuclear charge perhaps?)
((Reposting before I forget.))
How much do you think a Dictor suit would cost? I'm not even a medic and I want one.I've already got a man's soul for one of them.
...Is wearing one of those replacement limbs going to induce thoughts of omnicide?Of course. They come preinjected with near-lethal amounts of pure adrenaline and steroids.
...Is wearing one of those replacement limbs going to induce thoughts of omnicide?nahhhhh....probably not.
Spoiler (click to show/hide)
Well that depends on the ship and the payload. I mean, lasers will lose coherency over a certain distance but a gauss shot will, assuming it's aimed correctly, be able to hit a planet on the other side of the freaking galaxy. Are we talking like warships or more like weaponized shuttles? Because Weaponized shuttles is basically the only thing a ground based rocket will be able to take out. Even nuke tipped rockets will probably be shot down by anything with a decent Point defense system.Spoiler (click to show/hide)
If a spaceship has a maximum distance X at which it can still give accurate fire support (not indiscriminate kinetic bombardment), then that range.
What if it was a system that's mounted on a modified battlesuit-like platform? Maybe a big rigid spinal-mounted super-LESHO?
What if it was a system where you have a long (several meters below ground) tube with gauss accelerators (magnets ho!) at the sides to give it a really big push? The projectile itself still has rockets, but it gets a good deal of its initial speed from the launch system.
Also, I propose you rename this (or Hep) thread to 'my hubris'.
TINKER: Miya's Hubris
Well that depends on the ship and the payload. I mean, lasers will lose coherency over a certain distance but a gauss shot will, assuming it's aimed correctly, be able to hit a planet on the other side of the freaking galaxy. Are we talking like warships or more like weaponized shuttles? Because Weaponized shuttles is basically the only thing a ground based rocket will be able to take out. Even nuke tipped rockets will probably be shot down by anything with a decent Point defense system.
That could work better, Especially if you're mostly using it to aid in reaching escape velocity.
Again, that works, but kinda kills the point of mobility eh?
assume the target is a spaceship that's in an orbit allowing it to do precision laser bombardment.
A low Earth orbit (LEO) is an orbit around Earth with an altitude between 160 kilometers (99 mi) (orbital period of about 88 minutes), and 2,000 kilometers (1,200 mi) (about 127 minutes).
Earth observation satellites and spy satellites use LEO as they are able to see the surface of the Earth more clearly as they are not so far away. They are also able to traverse the surface of the Earth. A majority of artificial satellites are placed in LEO, making one complete revolution around the Earth in about 90 minutes.
The North American X-15 was a hypersonic rocket-powered aircraft operated by the United States Air Force and the National Aeronautics and Space Administration as part of the X-plane series of experimental aircraft. The X-15 set speed and altitude records in the 1960s, reaching the edge of outer space and returning with valuable data used in aircraft and spacecraft design. As of June 2015, the X-15 holds the official world record for the highest speed ever reached by a manned, powered aircraft. Its maximum speed was 4,520 miles per hour (7,274 km/h), or Mach 6.72.[1]
QuoteTINKER: Miya's Hubris
Not what I had in mind, what with you always complaining about tinker, but still true enough.QuoteWell that depends on the ship and the payload. I mean, lasers will lose coherency over a certain distance but a gauss shot will, assuming it's aimed correctly, be able to hit a planet on the other side of the freaking galaxy. Are we talking like warships or more like weaponized shuttles? Because Weaponized shuttles is basically the only thing a ground based rocket will be able to take out. Even nuke tipped rockets will probably be shot down by anything with a decent Point defense system.
That could work better, Especially if you're mostly using it to aid in reaching escape velocity.
Again, that works, but kinda kills the point of mobility eh?
Mobility isn't the main point, the point is checking if there is a cheap-ish way for a planet to defend itself from ships in orbit. AS for range, I specified it before:Quoteassume the target is a spaceship that's in an orbit allowing it to do precision laser bombardment.
This could be a shuttle in low orbit, or a warship higher. point is, one cannot easily defend against long-range kinetic glassing, but at that range you also don't have precise (kinetic or laser) fire support (to give artillery support to your ground troops capturing whatever it is you don't wanna nuke). I am trying to see if there is a way for a planet to 'scare away' warships in orbit (and shuttles flying lower I guess), because if yes, the UWM could use that to prevent our 'kill every hard target or group of resistance from space' doctrine.
Some facts to help:QuoteA low Earth orbit (LEO) is an orbit around Earth with an altitude between 160 kilometers (99 mi) (orbital period of about 88 minutes), and 2,000 kilometers (1,200 mi) (about 127 minutes).QuoteEarth observation satellites and spy satellites use LEO as they are able to see the surface of the Earth more clearly as they are not so far away. They are also able to traverse the surface of the Earth. A majority of artificial satellites are placed in LEO, making one complete revolution around the Earth in about 90 minutes.QuoteThe North American X-15 was a hypersonic rocket-powered aircraft operated by the United States Air Force and the National Aeronautics and Space Administration as part of the X-plane series of experimental aircraft. The X-15 set speed and altitude records in the 1960s, reaching the edge of outer space and returning with valuable data used in aircraft and spacecraft design. As of June 2015, the X-15 holds the official world record for the highest speed ever reached by a manned, powered aircraft. Its maximum speed was 4,520 miles per hour (7,274 km/h), or Mach 6.72.[1]
So, given a ship in LEO (say 1000km) away and a projectile with a average speed of 8 000 km/h (seems very plausible with ER tech, could probably be much higher) it would take the projectile 7.5 minutes (450 sec) for impact. If you can shoot one down every 5 seconds, that's just 90 rockets you need to take down a spaceship (that would cost more in resources, due to needing space magic for FTL engines).
Well then yes, it would be a possible to make something like this and make it portable. Probably not super portable, but portable.
-Name: not sure yet; Probably High Altitude Gunship ("Deploy the HAG!") or an animal as designation (probably a bird of prey. Eagle, falcon harrier, buzzard, hawk, something like that. What would you like best or find easiest to remember?((We've been doing well naming ships after weapons. For this one, "Kunai" would seem appropriate.))
-Name: not sure yet; Probably High Altitude Gunship ("Deploy the HAG!") or an animal as designation (probably a bird of prey. Eagle, falcon harrier, buzzard, hawk, something like that. What would you like best or find easiest to remember?((We've been doing well naming ships after weapons. For this one, "Kunai" would seem appropriate.))
Scalpels are good at extracting things.Oooh! Since Tryrar semi-challenged me to make a competing shuttle design around Project Orion drives (it's all in the IRC logs!), I now have an opportunity to make a design with that name!
Bonus points if it utilises force blades for both offense and defence.Scalpels are good at extracting things.Oooh! Since Tryrar semi-challenged me to make a competing shuttle design around Project Orion drives (it's all in the IRC logs!), I now have an opportunity to make a design with that name!
Make it use those anti space magic rods to stab reality as a means of reactionless propulsion.Bonus points if it utilises force blades for both offense and defence.Scalpels are good at extracting things.Oooh! Since Tryrar semi-challenged me to make a competing shuttle design around Project Orion drives (it's all in the IRC logs!), I now have an opportunity to make a design with that name!
That wouldnt work... those rods repel space magic, not reality.Make it use those anti space magic rods to stab reality as a means of reactionless propulsion.Bonus points if it utilises force blades for both offense and defence.Scalpels are good at extracting things.Oooh! Since Tryrar semi-challenged me to make a competing shuttle design around Project Orion drives (it's all in the IRC logs!), I now have an opportunity to make a design with that name!
No, see? It can definitely stab reality. :PAnd finally, question: if we coated a Hammer cannon round with those anti-spess magic rods, would that allow the round to negate a cap ship's automanip defenses and hit it anyway?Remember that our cannons use space magic to fire. Insulating a shell against space magic would make it hard to fire. Not to mention that firing a moving field like that...oh dear. Just stick a knife in reality's belly and yank upwards why don't you.
I thought that's what the space magic facility in the Hephaestus system was going to do. Or are you talking about the other testicle?Obviously the other one.
The Painsuit. Don't shoot me yet.
Basically it is a system built around bare exoskeleton. It breaks wearer's joints by bending them backwards repeatedly until it doesn't have enough strength to do so or until they don't break anymore.
Few weak lasers positioned around to cut and burn flesh, rigged to use exoskeleton's power source.
Medical system loaded with poisons and acids to inject or evaporate into breathable form.
Pistons to break major bones, ribcage and spine repeatedly.
Spikes to impale flesh and organs.
User wears it before being dropped on mission site and by time he gets there he's beefed up to handle most of basic forms of damage.
what the shiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiit
Sorry, no other words there.
[22:15] <+Swordsmith04> PW, Comrade P wanted to ask you whether the IVAN Treatment and the Limiter Unlocker genemods should be incompatible (he thought it might lead to something like the actual Ivan)
[22:17] <Piecewise> You might not wanna mix high level gene mods sword
So get Cthunkan to try it out, got it.Quote[22:15] <+Swordsmith04> PW, Comrade P wanted to ask you whether the IVAN Treatment and the Limiter Unlocker genemods should be incompatible (he thought it might lead to something like the actual Ivan)
[22:17] <Piecewise> You might not wanna mix high level gene mods sword
Compatible, but not recommended.
Note that to make automanipulators self sustaining they need to be about the size of a car. So as long as you're fine with limited uses, it should be possible.Im not expecting this to be man portable, it would be nice though.
Well, you should be able to at least retaliate. I can't tell you how effective it would be because scenarios are different.QuoteWell then yes, it would be a possible to make something like this and make it portable. Probably not super portable, but portable.
So, that means that, as long as an enemy isn't willing to nuke the shit out of an area from really far away, it should be possible to deny orbital artillery support capabilities?
Next thing: artillery support shuttle. Basically a high-altitude gunship. We talked about this before, do you remember that? Think a shuttle with the following features:
-Can fly at high altitude.
-Decent sensors to be able to accurately fire.
-Has QEC to Sword and good regular comms to talk to ground troops.
-Has a shape to help with stealth (like what the B-2 has going) and a coating of stealth material.
-Has a suite of countermeasures (flares, chaff, ...)
-Armored with a ground layer of sharkmist plate and hexsand on top of it (enough to protect against conventional AA laser installations).
-Armed with:
-A couple lasers of variable output (maybe a design like the FEL cruiser, basically a big box with multiple exit sites for the laser beam). At the least, an output/turret in the front, back, sides and underside
-A LESHO-like launch system for very precise missiles that can (but don't strictly have to) be accelerated with gauss tech. Missiles can have various payloads.
-Cockpit to allow for up to 3 pilots (or 6 braincases), but can be remote-controlled by steve as well.
-When a pilot is present, the chances for an artillery strike to hit is better according to the pilot's AUX skill. But please, don't make the thing miss 4/6 of the time when on autopilot, like the Hep artillery did, that was a bit ridiculous.
-It costs 5 tokens to have the artillery shuttle deployed.
-1 token buys you 3 airstrike 'vouchers'. Spending more vouchers at once allows a larger strike (spending 1 might buy you a 3 sec laser sweep of battlesuit-damaging power, spending 2 might buy you a single laser pulse straight melting a battlesuit, spending 5 vouchers might buy you a kinetic missile with a nuclear payload, etc). Should we precisely define what amount gets you what, or woud you prefer to keep it more vague?
-Name: not sure yet; Probably High Altitude Gunship ("Deploy the HAG!") or an animal as designation (probably a bird of prey. Eagle, falcon harrier, buzzard, hawk, something like that. What would you like best or find easiest to remember?
The Painsuit. Don't shoot me yet.For the ivan treatment eh? Well, It might work, but I feel like you might be surprised at the result. Remember, the ivan treatment modifies the body to deal with damage. Honestly it would probably just modify the body in such a way that it smashed out of the suit.
Basically it is a system built around bare exoskeleton. It breaks wearer's joints by bending them backwards repeatedly until it doesn't have enough strength to do so or until they don't break anymore.
Few weak lasers positioned around to cut and burn flesh, rigged to use exoskeleton's power source.
Medical system loaded with poisons and acids to inject or evaporate into breathable form.
Pistons to break major bones, ribcage and spine repeatedly.
Serrated spikes to impale and tear flesh and organs.
User wears it before being dropped on mission site and by time he gets there he's beefed up to handle most of basic forms of damage. Not intented to wear during mission.
I know I'm on a mission that has technically already started, but I'd just like to ask a question about a certain medical concept: Organ Printing (https://en.m.wikipedia.org/wiki/Organ_printing)See, fleshknitter pumps in undifferentiated cells that then rapidly differentiate and plug up holes and maybe even restore minor degrees of function due to sheer luck. The scaffolding would get them in the right shape and all, but thats generally not enough. What about all the extra cellular matrix? Or the Epidermal layers lining the inside or outside of various organs, or layers of different cells in general. I mean, you spray it in the lung, it doesn't necessarily form the alveoli pointed in the right direction, or even form them at all. Muscle cells are quite long and need to be aligned, skin needs anchoring points and bloodflow from underneath.
You said the problem with fleshknitter was that it grew things very quickly but didn't provide any structure for the cells.
What if there was a device a medic could carry that could "sculpt" organ scaffolding that is then pumped full of fleshknitter? Then the resulting cells would have a scaffold, something that would guide them, help them form the proper structure, the proper type of cells.
The advantage is that you have two tools ("printer" and fleshknitter can) that can heal most kinds of injury. (Although you'd probably need some tools from an advanced kit as well to make your job easier and more likely to succeed, since it would be better if you clean the wound and stop the bleeding and prepare the area.)
The disadvantages are that it takes more time than merely injecting some fleshknitter in the wound (printing an entire arm would take forever and probably drain the entire printer cartridge, but merely reconnecting a limb or fixing an eye would be relatively quick). It's also a sensitive process that requires the patient to remain reasonably still and the environment relatively safe. And, even though the software in the tool handles many things like analyzing the shape of the wound and knowing how to print certain kinds and configurations of flesh, the medic is responsible for making the ultimate choices about what kind of cell goes where and what shape the organ should have (meaning that with a bad roll, you might end up with an eyball in your guts). So it's much like real surgery in a way.
Overall, not as good, quick or easy to use as Xan's body and it can only work on fleshies, not robots, but it might be cheap enough and versatile enough to justify its existence. I could see it as an upgrade for a medic who already has an advanced kit and a can of fleshknitter.
I have an idea that needs work, and informations.
is it possible to make a self sustaining manipulator that anchors an item to a specific object and completely elimates that objects weight in relation to its anchor?
If so how large would the manipulator be?
If the object being swung around was reduced in size would this affect the end price?
Basically, is it possible to make an automanipulator that lets you swing a battlesuit sword around as if it only weighed as much as a flashlight by metaphysically anchoring it 15cm beyond the crosspiece of a sword hilt?
And would exchanging the BS sword for a hexbug volleyball make it cheaper?
also you told me in the past that while we cannot use GPS coordinates for space magic we can use special objects to replace the space magic origin co-ordinates so that the manipulator itself doesnt need to be re-oriented.
How much would one of these space magic targetting sensors cost?
How far can they be moved from the manipulator and still function?
Your gunship sounds acceptable too. Though, it may have limited use depending on the situation. But still, sounds acceptable. You might want to add on a box of tungsten rods for carpet bombing.
Ah, I see. So the problem is that this is a purely chaotic random thing. You'd need something more guided, something that will not only make the cells be in the right place but also make the right kind of cells appear Well, I guess that will require more research.Yep.
Of course, nothing beats the combo of medic+exo+organo-dominator amp+can of fleshknitter for extra easy to process flesh. You should get that if you're ever allowed to get amps again.No he should not.
In that case it might be quicker to just "print" specialized flesh knitter directly, unless there's an organ that requires scaffolding to be ”sculpted". Which would probably make it more expensive, since you'd need multiple cans of flesh knitter.
The reason I'm trying to tinker it like this is because it represents an upgrade to flesh knitter, it represents a natural progression for medics: medic gets emergency kit -> medic gets advanced kit -> (here should be a branch representing choice between flesh knitter tank and surgery kit) -> (organ printer for flesh knitter branch, more limbs for surgery kit branch)
Of course, nothing beats the combo of medic+exo+organo-dominator amp+can of fleshknitter for extra easy to process flesh. You should get that if you're ever allowed to get amps again.
I mean, one'd need to accelerate the rods to immense speeds to use them for carpet bombing, no? Needing enormous accelerators and/or spess mahics? Or am I missing something here?
I mean, one'd need to accelerate the rods to immense speeds to use them for carpet bombing, no? Needing enormous accelerators and/or spess mahics? Or am I missing something here?
I think the idea with tungsten rods is that you release them from orbit and gravity accelerates them to a high speed. Due to their high mass and speed they don't need any explosives either. Though, the planet would have to have sufficient gravity, so it might not work on asteroids unless the ship is already moving itself. At least, this is how they claim that they would work on Earth.
Space magic was the only thing that I could think of, where would I get a laser like that?The point of Tinker is either to think of a theoretical design and find out its feasibility and cost, attempt the modification and recombination of already existing equipment, test equipment without buying it, find out more about equipment or a combination of the above. Once you figure out what you want/need and how much it costs, you can buy it from the Armory (or the parts you need, since the armory can get you almost anything) or try to get Hephaestus to mass produce it.
Note to self: We can levitate frogs with magnets (https://www.youtube.com/watch?v=A1vyB-O5i6E). Make gauss frog gun.
Note to self: We can levitate frogs with magnets (https://www.youtube.com/watch?v=A1vyB-O5i6E). Make gauss frog gun.
can we make a frog shot, held tpgether with ribbitsNote to self: We can levitate frogs with magnets (https://www.youtube.com/watch?v=A1vyB-O5i6E). Make gauss frog gun.
I approve this!!!!!!
We do have a material called sharkplate that regenerates itself by absorbing carbon. You could use that to make bullets in the field.
The limb vat was tryar and my project, right? Still gotta wrap that up.
QuoteYour gunship sounds acceptable too. Though, it may have limited use depending on the situation. But still, sounds acceptable. You might want to add on a box of tungsten rods for carpet bombing.
Yeah, it'd be very limited in the amount of actual missions it can be used on, but would offer cheap and indirect firepower in return (Heabi mission would've been good :v ). Also, you sure about the rods? My idea was to use the missiles and arm them with nukes (using Simus' 'clean nuke' if needed) because I thought that'd be more cost-effective and less bulky (and a couple megaton nukes can bomb a pretty big carpet). I mean, one'd need to accelerate the rods to immense speeds to use them for carpet bombing, no? Needing enormous accelerators and/or spess mahics? Or am I missing something here?
EDIT:Spoiler (click to show/hide)
Should we precisely define what amount of vouchers gets you what, or would you prefer to keep it more vague?
new idea: electronade
This is basically a non-'refillable' electricity grenade. Take the tesla arc electricity-throwing mechanism. Make it shorter and less focused so it throws electricity all around it, in an area of a few meters or so. Make it have a blueshard battery. Bigger than a regular nade, more like a grapefruit I think (Though i don't know for sure). Components are cheap and burn out through usage, should last about as long as the battery. Give it three round dials: one for % power used, one for time delay and one for how long it works. Has small battery life indicator.
different intensities:
0,5%: taser power, stuns unarmored people but doesn’t kill or harm them
2% kills unarmored people
5% kills lightly-to-medium armored people
10% full power, kills anything not very well insulated against electricity
Time dial indicates how long it works before shutting off. So at 0,5% power for ten seconds will make it work at stun intensity for 10 seconds and uses up 5% of the batteries' power. After that, it can be reused (until the battery dies out). Time delay says how long it waits to start working to prevent people zapping themselves (standard is 3 sec). Does this thing make sense? How many could we get for a token? Is 2 for a token reasonable?
Some questions about the limits of the black halo. No need to answer all of the below if you don't have time.1. You can alter your appearance to be basically anything, though the farther you get from human, and the more detailed you are, the more difficult it is.
1. How much can it change your appearance? Can it make you look like an alien that has eight legs?
2. Can it change your appearance to someone whose existence you know, but whose exact appearance you don't know? For example, can you think "make me look like those trooper's commanding officer" even though you've never seen said commanding officer?
3. Does it also affect other senses? Would it, for example, affect how your voice sounds or how you smell or how your clothes feel?
4. How much does it confuse senses? If I disguise myself into someone that has only one arm and someone tries to touch my arm stump, will they think they are touching my arm stump or will the illusion break?
5. Can you give me a rough estimate of the distance it can affect other people's minds? Will it affect a security guard watching a video feed of me while he's standing behind the armoured door I'm trying to get him to open, for example? How about a sod trying to snipe me?
6. Can it only affect people viewing me in real-time or can I affect a recording of me wearing the halo if I'm nearby?
7. Can I project different illusions to different people?
8. Can it make you look like an inanimate object? Like a water cooler?
9. How large or small can it make you look like? Rough estimate, no need for exact numbers.
10. Can it alter how you perceive yourself or at least let you know what others are seeing?
11. Can it be used to alter what equipment others think you have, so that you can use it to make someone think you're holding a valid ID or a police badge?
Asking to see if it's worth giving my Exo backup character some charisma. Such thoughts always come to mind when Flint lands in the next deathtrap.
here is my new plan, it is for a rifle that melts down any ferrous metal and then shoots it at variable ranges. Call up the schematic for a Gauss rifle. Remove any loading mechanism and repair any hole once this is done. Add a small dial on the side that controls the strength of the magnets in the barrel, and a switch that flips the polarity. Separate the stock of the rifle form the body and add a solid block of metal the width and height width of the body of the gun where you separated the stock form the gun. the block is about 5 inches long. Weld any attachment points need to attach the stock to the end of the new block of metal.A big wall of text as your first post in tinker? You'll fit in here just fine. (https://img.4plebs.org/boards/x/image/1365/38/1365383097497.jpg)
Carve a hopper with a hatch on top, that is not quite as deep as the barrel and is slightly smaller then the mold below into the block of metal between the stock and the main body of the gun.
Carve out a space behind the hopper on the same level for a laser. Bore a hole between the hopper and the laser head so that the laser can melt the metal inside the hopper.
under neath the hopper there is a mold for a standard gauss rifle round. the mold is connected to the hopper by a small tunnel with a valve that when turned on allows molten metal to flow from the hopper into the mold. the mold is on the same level as the barrel carve out the metal separating the barrel and the front of the mold and replace it with a door that moves up and down. At the back of the mold there is a piston that push the round out of the mold and into the barrel.
Here is the order of the mechanical actions that happen. The hatch on top of the hopper opened. Scrap metal is loaded into the hopper. when the hatch is closed the valve separating the hopper from the mold is turned off. And the laser heats the metal until it is molten. The valve then turns to the on position dumping the molten metal into the mold. The valve is turned to the off position. The round in the mold is allowed to cool. Once the round is cool if there is no round in the barrel the door in front of the mold opens and the piston at the back of the mold pushes the round. If there is a round in the barrel the hatch on top of the hopper gets locked so that you can not put any more metal in.
When you pull the trigger it fires the round. And if there is a cooled round in the mold. It will open the door between the mold and the barrel, and then the piston at the back of the mold pushes the round into the barrel and unlocks the hatch on top of the hopper.
Fill the hopper with ferrous scrap metal, wait for it to make the round and then test fire the weapon at 100 percent power.
Then try to front load the gun using a premade Gauss rifle slug. by switching the polarity of the coils. placing the slug at the front of the barrel and firing the weapon at 2 percent power. Then put the polarity back to normal and fire the weapon at 100 percent power.
EDIT: oops I missed the clause for pulling the trigger.
EDIT 2: I forgot to say to fire the weapon.
EDIT 3: clarified, and added the ability to front load the gun
I tired to be as specific as I could be and make it very clear how everything works. Did I make any glaring errors that would prevent this from working? Does any one have a suggestion for how to improve it?
I thought the ship was low orbit, never mind.
Eh...yeah, we should. But lets do that as soon as someone actually shows interest in using it. Till then...lazy.Isn't this exactly the kind of thing the council could do? After all, it's pure balancing, so you wouldn't even need to do a lot, just give us the green light.
Electronade sounds fine, but I think we might need to up the % costs. Probably double them. 1,4,10, 20%. Even like that it's a 5 time use grenade at full power or a basically infinite use tossable taser.Sure, that sounds fair. Anything else, or can this then go on to Hep approval and armory inclusion?
As the representative of Heph Administration responsible for design approval, I should also ask: Can the electro'nade be made three for a token, like all standard grenades? For the sake of Brisant compatibility and standardisation.I doubt a 5-use lethal or 100-use taser grenade is going to be less than a token each.
(That is, of course, if you were fine with the lower end of the cost RC suggested. If the higher - no less than a token per electro'nade - I humbly withdraw this request.)
QuoteI thought the ship was low orbit, never mind.
Well, it could operate in low orbit, or even a high orbit, no reason it couldn't (it has the engines and such for it). The reason it operates lower normally is to increase accuracy and reduce target acquisition time. Something outside the atmosphere 500 km away would have more trouble aiming (or need significantly more time) at a target than something inside the atmosphere 50 km away. And again, the main goal is precision fire support, not indiscriminate bombardment. But, if it does need to do that, a couple megaton nukes on missiles should do the job very well, while not needing a lot of space or being overly expensive. Unlike, as far as I know, the gauss accelerators and space magic needed to speed up a kinetic projectile to the needed velocities.
That makes sense, right? Or am I mistaken somewhere?
Because, as sad as it is to acknowledge it, just dropping big rods of tungsten isn't all that impressive. Sure, it still gives a big boom, but not nearly as big as a decent nuke. If you really want to use this kinda tech for major devastation, then you need to accelerate them a lot. Not just shoot them, but really get into significant fractions of c. Otherwise, nukes are probably more cost-effective. And if I'm not mistaken, getting this kind of speeds for a big mass costs a whole lot and isn't small.QuoteEh...yeah, we should. But lets do that as soon as someone actually shows interest in using it. Till then...lazy.Isn't this exactly the kind of thing the council could do? After all, it's pure balancing, so you wouldn't even need to do a lot, just give us the green light.QuoteElectronade sounds fine, but I think we might need to up the % costs. Probably double them. 1,4,10, 20%. Even like that it's a 5 time use grenade at full power or a basically infinite use tossable taser.Sure, that sounds fair. Anything else, or can this then go on to Hep approval and armory inclusion?
I had an idea, though I am not sure if there would really be of any signifigant benefit other than a very slight increase in strength and or agility.It's feasible but It seems pretty complex and expensive for something that you could probably just do with higher powered actuators for less money.
The basic idea is to take a MCP-I (or higher) suit and line the arms and legs with a thin layer of synthflesh. There would be a cortical jack installed on the user's head, so they could coordinate the movements of the synthflesh with their own body.
The thickness of the synthflesh could be variable, having a thicker layer of it be more expensive. Of course it would only be so effective, at some point a synthflesh body is a better choice.
Cost?: 4-5 tokens for 1/3 inch of synthflesh?
Questions: Is this feasible? Would it cost more than I am thinking, and would it function the way that I described it? Would the benefits even be worth the extra cost, and would there really be any noticeable improvement in strength and agility?
As the representative of Heph Administration responsible for design approval, I should also ask: Can the electro'nade be made three for a token, like all standard grenades? For the sake of Brisant compatibility and standardisation.As currently designed? No. But something like it? Maybe.
(That is, of course, if you were fine with the lower end of the cost RC suggested. If the higher - no less than a token per electro'nade - I humbly withdraw this request.)
It's feasible but It seems pretty complex and expensive for something that you could probably just do with higher powered actuators for less money.
Well we already had the nuerophotonic spinal column for 14 tokens, but i think iit lost its function in the transition to the new system...All I can see it doing is increase reflexes and perhaps resistance against broken spines.
Perhaps we could get a new function for it?
QuoteIt's feasible but It seems pretty complex and expensive for something that you could probably just do with higher powered actuators for less money.
Hmm, since I assume my current character is dead, and my next would be a melee character, I am basically trying to create a suit that allows incredible agiliy. Somewhat inspired by the Arbiter of Peace. One problem with having a very high speed exoskeleton, would be that it would move faster than the standard human can react.
I think it's fairly straight forward; you can move it on in the process.And it's 2 for a token, right? Like what was said initially?
If you guys wanna work on it, thats fine. You don't need my green light to work on things, just to implement them. Coming up with ideas for how something should work or be balanced is fine so long as you realize I might say no at the end.Well, true, but it's nice to know beforehand what 'order of magnitude' we are working with, so to speak, to prevent wasting our time.
sharkmist vat
cost: 10 tokens
It’s a big vat of sharkmist that can grow any limb or organ, but one vat can only grow 1 thing, and it can only be ‘programmed’ once. Limbs can be made to be usable on both sides of a body however. Usable for both people and robobodies (same kind of limbs can be used for both). 10 tokens, can grow unlimited number of the programmed object, but it needs organic material to refill itself, and it takes a while to grow the items. These limbs, once taken out of their production vat, have limited self-repair capabilities. Needs exoskeleton to carry, battlesuit-level strength is better. Limbs/organs can be grown on-ship and taken on mission, though one should check with pw to the limit one can grow like this. Try not to spill it on the ground, though the sharkmist is modified not to give a grey goo scenario. Nevertheless, bathing in the vat is ill-advised and voids the non-existent warranty.
To prevent people from being cute and 'programming' an entire set of organs and limbs they then separate to get around the 'one vat can only grow 1 thing' rule, the size of what can be grown is limited to about the mass of a big arm or leg.
I dunno if the robot has long stretches of material strong yet flexible enough to use as bow strings.Muscle is not being used as a bowstring.
And you won't be able to make them contract like a muscle without the normal system for that (nerves firing for fleshy arm, probably an electric signal for a robot. And nutrients to maintain the thing).I can get whatever is needed to power and control the muscles from the robot body. It doesn't require nutrients, only the brain in the robot body needs nutrients.
And making a long string out of smaller subunits might make it rather weak.Not making a long string, making a thick bundle.
QuoteIt's feasible but It seems pretty complex and expensive for something that you could probably just do with higher powered actuators for less money.
Hmm, since I assume my current character is dead, and my next would be a melee character, I am basically trying to create a suit that allows incredible agiliy. Somewhat inspired by the Arbiter of Peace. One problem with having a very high speed exoskeleton, would be that it would move faster than the standard human can react. Even though this is more of a question for the on ship thread, is there any way we could get an implant that would basically replace the users nervous system with tons of fiber optic wires, and a coprocessor in the brain in order to improve speed and dexterity? Maybe 8-10 tokens?
Well we already had the nuerophotonic spinal column for 14 tokens, but i think iit lost its function in the transition to the new system...We could indeed change the effect of the spine into allowing faster then normal human reflexes.
Perhaps we could get a new function for it?
Based on the guy the AM spaced during the first mission, I assume the X-ray mode of camEyes can be used to strip-search people and vehicles for concealed objects, like those scanner things they use in some airports and customs stations?Well, no. Actually she ejected him for reasons unrelated to nudity and seeing through clothing.
EDIT: And a clarification to the Black Halo. Could I use it to deprive people of senses, instead of altering them? Could I, for example, make them NOT feel my hand as I pickpocket them?
And would they have to be looking at me for this to happen or just be ABLE TO see me, while not necessarily seeing me? I mean, it won't break if they blink or close their eyes or turn their head away from me, right?
And how far does the camera thing go? Is it the moment the "illusion image" "passes through" something electronic it turns normal or something a bit more vague, like "as long as the image reaches their optic nerves directly, it can affect robotic eye replacements"? For example, would the illusion affect someone in a robobody/synthfleshbody? Someone in a battlesuit? Someone with their faceplate down? Someone using camEyes? Someone using camEyes to look at you through a wall?
Could Miyamoto wear one and make his Avatar look tiny? (The most stealthy Avatar! Unless you're using cameras.)
Lets go with 1 token each as is.QuoteI think it's fairly straight forward; you can move it on in the process.And it's 2 for a token, right? Like what was said initially?QuoteIf you guys wanna work on it, thats fine. You don't need my green light to work on things, just to implement them. Coming up with ideas for how something should work or be balanced is fine so long as you realize I might say no at the end.Well, true, but it's nice to know beforehand what 'order of magnitude' we are working with, so to speak, to prevent wasting our time.
Anyways, I'll see what the council says.
So, that sharkmist limb vat idea from before. Can we finish that up? Most details were worked out already. Here is a preliminary write-up:Quotesharkmist vat
cost: 10 tokens
It’s a big vat of sharkmist that can grow any limb or organ, but one vat can only grow 1 thing, and it can only be ‘programmed’ once. Limbs can be made to be usable on both sides of a body however. Usable for both people and robobodies (same kind of limbs can be used for both). 10 tokens, can grow unlimited number of the programmed object, but it needs organic material to refill itself, and it takes a while to grow the items. These limbs, once taken out of their production vat, have limited self-repair capabilities. Needs exoskeleton to carry, battlesuit-level strength is better. Limbs/organs can be grown on-ship and taken on mission, though one should check with pw to the limit one can grow like this. Try not to spill it on the ground, though the sharkmist is modified not to give a grey goo scenario. Nevertheless, bathing in the vat is ill-advised and voids the non-existent warranty.
To prevent people from being cute and 'programming' an entire set of organs and limbs they then separate to get around the 'one vat can only grow 1 thing' rule, the size of what can be grown is limited to about the mass of a big arm or leg.
Actually the crossbow is a pretty good idea.I'm using two robot bodies, which are stronger than humans. so more like 8-10 tons.
If all the muscles in your body could pull in a single direction you could lift 3.5 tons.
Portable ballistae anyone?
Only problem is it wouldn't be very good at penetrating heavy armour (like civil defender's longcoat, although I assume it won't have trouble with the MCPs), but I'm assuming that's not what you want it for. I'm assuming you're looking for something either made for utility or for delivering grenades or special gauss rounds converted to grenades, a cheaper version of the hand cannon.I think you're underestimating it a bit. It's a weapon meant for an exoskeleton or battlesuit to wield. Think siege ballistae, not crossbow. Milnoplate would give it trouble, but it could get through a civic defenders longcoat, or at least crush their ribcage and knock them back.
If you need to penetrate something hard (but again, probably not as hard as most armour) or send something further away, you could use Sean's robomuscle overcharge function to create a sort of overcharge mode, similar to the gauss rifle one.Great idea. Who doesn't love self destructive overdrive modes?
And sure, battlesuits are great. Grab a heavy laser one and we'll have one of each. Or a howitzer one, like the one the sods had, essentially a bit below the LESHO one but a bit above the gauss cannon and it doesn't need to lock up to fire, meaning you can keep fighting when losing a limb or in enclosed places.Probably gonna get the mobility variant. Flying's just too damn useful.
Speed of contraction would only affect the reload speed though?Actually the crossbow is a pretty good idea.I'm using two robot bodies, which are stronger than humans. so more like 8-10 tons.
If all the muscles in your body could pull in a single direction you could lift 3.5 tons.
Portable ballistae anyone?
Portable ballistae! :D
The limiting factor will probably be on how much force the frame can stand, or the speed the muscles can contract, not how much force they can provide.
Lets go with 1 token each as is.And if we were to increase % used from 1,4,10, 20% to 2,8,20,40%, would two for a token be ok then?
Alright; what more do we need to work out do you think? Seems fine to me, though we kinda made the current Xan as an alternative to it.
Muscle is not being used as a bowstring.Sure, but what part of the robobody will you use as a string then? unless you wanna get that somewhere else?
I can get whatever is needed to power and control the muscles from the robot body. It doesn't require nutrients, only the brain in the robot body needs nutrients.Do robomuscles even work like normal ones do? Might be that they use motors and such more, I dunno. If it's indeed like muscles, are you sure it doesn't need any nutrients, and only electricity?
Its a piece of string. I doubt the armoury would even charge for it.QuoteMuscle is not being used as a bowstring.Sure, but what part of the robobody will you use as a string then? unless you wanna get that somewhere else?
Also, I get the idea this design puts a lot of stress on the fulcrum part. Might I suggest an alternative design?Sure, you can suggest a different design. I don't think it will be a problem, just gotta make a heavily reinforced fulcrum. Maybe move them a bit farther apart to reduce stress.
Yes they do. It has been mentioned several times that they work basically like human muscles. There are the usual Piecewise inconsistencies of course. Even if it uses actuators, I will make an actuator powered crossbow.QuoteI can get whatever is needed to power and control the muscles from the robot body. It doesn't require nutrients, only the brain in the robot body needs nutrients.Do robomuscles even work like normal ones do? Might be that they use motors and such more, I dunno. If it's indeed like muscles, are you sure it doesn't need any nutrients, and only electricity?
Also, I think it might be hard to actually separate all those parts and rearrange them and then try to re-purpose the controlling parts, but if you catch pw in a good mood he might be lenient, heh.So? Its far from impossible. Whats the point of handiwork if we can't make things from other things?
Its a piece of string. I doubt the armoury would even charge for it.
Yes they do. It has been mentioned several times that they work basically like human muscles. There are the usual Piecewise inconsistencies of course. Even if it uses actuators, I will make an actuator powered crossbow.
And it doesn't matter whether it needs nutrients or only electricity. I can feed my crossbow robot food if I have too.
So? Its far from impossible. Whats the point of handiwork if we can't make things from other things?Sure sure, just pointing it out. Can't hurt to try! Not mile those robobodies were gonna do much good sitting in an inventory.
Here's what Leo writes down for the portable sensor package:
Smoke isn't much of a problem. Have a number of infared LEDs into a few small lamps, and use an infared camera to build up an image. Have them be deployable, so you can take the little lamps and cameras out of the box and put them where you want coverage.
To further coverage, use a blacklight emitter. This will probably have to be flourescent, as it's cheaper to make blacklights like that. Include a UV camera as well.
That should take care of smoke and darkness. I'm afraid there's no real way to see in darkness without a lamp of some kind, depending on it's range.
Radar is a bit more tricky, as with the longer-wavelength light, you need larger pickups to handle them. Most of the box would have to be the emitter for the radar system, with a pair of long, telescopic rods and amplifiers to act as the pickups. These would be networked together to provide directional coverage. It would be directional, but it should be more than sufficient. Accuracy would be limited somewhat by putting them on people, instead of a fixed stand, but it would be better than nothing.. and a collapsable stand should be included, so you can set it up properly. It would also help if you are using it to penetrate walls.
So, in short, make a box around a radar emitter and a collapsable stand for the recievers. Let the recievers be a pair of telescopic rods with amplifiers. It could be attached to a frame or carried by a person, but with limited accuracy due to the somewhat irregular movement of a person. It should be, at reasonable power levels, capable of detecting objects on the other side of narrow walls.
This box should include two IR lamps, as well as at least one IR camera. It should also include two UV lamps, and a UV camera.
Pickups from the cameras can be handled as normal, but the radar needs a fair amount of processing power behind it to make useful returns, so it'll need a small computer and something to display it's readout on. The radar will also be directional.
Audio isn't really useful. Bullets and lasers travel faster than sound, after all, and pointing a directional microphone requires you to know what direction it's coming from so you can point it in the right way. Things would be different underwater, but making a sonar box similar to the radar box isn't too hard, if that should become necessary.
As for power consumption, the whole thing should be able to run for about an hour on two or three of the laser rifle batteries.
Sure.QuoteLets go with 1 token each as is.And if we were to increase % used from 1,4,10, 20% to 2,8,20,40%, would two for a token be ok then?QuoteAlright; what more do we need to work out do you think? Seems fine to me, though we kinda made the current Xan as an alternative to it.
I dunno, this things seems much more practical to me. Like, you can put them limbs in a closed box until you need them to protect them and keep them sterile, while the limbs and organs on Xan's body better not get into an environment with a lot of sand flying around, for example. Next to that, regular medics can still make use of this without any expensive suit, and unless Xan gets free limb refills for some reason (which would be weird, since medkits normally aren't refilled, nor are things like battlesuit gun ammo) even he'll be able to make use of it.
Anyways, I do think this is mostly wrapped up. Maybe say the limb degrades over the span of a few days/weeks, to prevent people chopping their arms of to get replaced with these (for the free limited self repair, you see)? Unless you don't think that'll be a problem.QuoteMuscle is not being used as a bowstring.Sure, but what part of the robobody will you use as a string then? unless you wanna get that somewhere else?
Also, I get the idea this design puts a lot of stress on the fulcrum part. Might I suggest an alternative design?QuoteI can get whatever is needed to power and control the muscles from the robot body. It doesn't require nutrients, only the brain in the robot body needs nutrients.Do robomuscles even work like normal ones do? Might be that they use motors and such more, I dunno. If it's indeed like muscles, are you sure it doesn't need any nutrients, and only electricity?
Also, I think it might be hard to actually separate all those parts and rearrange them and then try to re-purpose the controlling parts, but if you catch pw in a good mood he might be lenient, heh.
Is this directed at me?Here's what Leo writes down for the portable sensor package:
Smoke isn't much of a problem. Have a number of infared LEDs into a few small lamps, and use an infared camera to build up an image. Have them be deployable, so you can take the little lamps and cameras out of the box and put them where you want coverage.
To further coverage, use a blacklight emitter. This will probably have to be flourescent, as it's cheaper to make blacklights like that. Include a UV camera as well.
That should take care of smoke and darkness. I'm afraid there's no real way to see in darkness without a lamp of some kind, depending on it's range.
Radar is a bit more tricky, as with the longer-wavelength light, you need larger pickups to handle them. Most of the box would have to be the emitter for the radar system, with a pair of long, telescopic rods and amplifiers to act as the pickups. These would be networked together to provide directional coverage. It would be directional, but it should be more than sufficient. Accuracy would be limited somewhat by putting them on people, instead of a fixed stand, but it would be better than nothing.. and a collapsable stand should be included, so you can set it up properly. It would also help if you are using it to penetrate walls.
So, in short, make a box around a radar emitter and a collapsable stand for the recievers. Let the recievers be a pair of telescopic rods with amplifiers. It could be attached to a frame or carried by a person, but with limited accuracy due to the somewhat irregular movement of a person. It should be, at reasonable power levels, capable of detecting objects on the other side of narrow walls.
This box should include two IR lamps, as well as at least one IR camera. It should also include two UV lamps, and a UV camera.
Pickups from the cameras can be handled as normal, but the radar needs a fair amount of processing power behind it to make useful returns, so it'll need a small computer and something to display it's readout on. The radar will also be directional.
Audio isn't really useful. Bullets and lasers travel faster than sound, after all, and pointing a directional microphone requires you to know what direction it's coming from so you can point it in the right way. Things would be different underwater, but making a sonar box similar to the radar box isn't too hard, if that should become necessary.
As for power consumption, the whole thing should be able to run for about an hour on two or three of the laser rifle batteries.
So here's what the bolded description would be.
-The sensor package, at it's most basic, is a box a bit smaller than a breadbox.
-it contains at least two removable battery-powered IR lamps, which recharge when you put them back in their slots, from the replaceable battery in the package itself.
-likewise, it contains two similar UV lamps.
-It also contains similar removable networkable cameras, one for each of IR and UV. The cameras, in addition to being wireless, contain empty ports for network cables.
-the largest components of the box are the ones necessary for the portable radar set. The basic part of the box will contain the radar emitter set, the signal processing computers, and the reloadable batteries. It's likely any moving parts required will be behind a thin, hard, fibreglass barrier designed to look like the rest of the box, while being transparant to radar waves. This is to reduce people messing with sensitive parts that should not be messed with.
-The radar pickups will be a pair of telescoping metal rods, along with a telescoping framework that can hold the box and the recievers, in a stationary position apart from the person. The rods themselves could also be attached to a person or even just carried, although doing so will restrict the range.
-The UV and IR cameras, can be displayed on suits like the regular existing camera viewing abilities, in false color.
-The radar is somewhat more complicated, and I'll leave the desired type of display open to others to choose.
-The batteries will be wholly conventional, and sufficient to allow for a few hours of operation. This should be doable with a small number of laser rifle batteries.
-The range on the radar will be around five or so kilometers, albeit it will be directional, and restricted to a cone of around 90-120 degrees. It will also be capable of some penetration of thin walls.
Is this directed at me?Pretty sure it was?
Sure.
Really, the thing is fatal, reusable, able to bypass armor and has no stat requirements. It's really powerful. I just don't want it being too cheap.
1 | electronade
Ammo: 1 Token for 2.
Description: It's an electricity grenade that throws around electricity like a tesla arc, and has different intensity settings so you can choose how hard you wanna make somebody's life suck today. Higher intensities drain the blueshard battery faster (it has a timer so you can choose for how many seconds it works before shutting off), and the internal components burn out and become useless when the battery is spent. Percentages are per second used (so 3 seconds at 8% drains 24% total). Comes with a delay timer to choose how long it takes the grenade to go off. Brisant compatible.
2%: taser power, stuns unarmored people but doesn’t kill or harm them
8% kills unarmored people
20% kills lightly-to-medium armored people
40% full power, kills anything not very well insulated against electricity
10 | Sharkmist limb/organ construction vat
Ammo: organic materials as food
Description: A bieg vat of sharkmist that can grow any limb or organ out of sharkmist. Just add some milkshakes (or appropriate organic carbon source) and let it stew for a few hours. However, one vat can only grow 1 kind of thing about the mass of a big arm or leg, and it can only be ‘programmed’ once. Limbs can be made to be usable on both sides of a body however. Usable for both people and robobodies (same kind of limbs can be used for both). These limbs or organs, once taken out of their production vat, have limited self-repair capabilities, and can be attached in the field for when teammates carelessly misplace their original one. These limbs are not as strong or dexterious as the original ones though, so one still gets a normal replacement after the mission. The vat can be taken with you, needs exoskeleton to carry but battlesuit-level strength is recommended. Though the sharkmist is modified not to give a grey goo scenario, try not to spill it on the ground regardless. Bathing in the vat is ill-advised and voids the non-existent warranty.
RC wanted it a bit clearer.. so guess it's for him.QuoteIs this directed at me?Pretty sure it was.
@RC: Why not give it the standard Brisant grenade functions? Don't think it would cost anything extra.
So.. doing anything with that writeup, RC?
I was more interested about the fact that Brisant grenades can be programmed to be remotely triggered or only trigger at a certain distance, etc. and less about the ability of being able to be launched by the Brisant. Grenades with Brisant-compatible control systems can be easily turned into remote-controlled or claymore-like mines by someone with a bit of Aux programming instead of needing handiwork and tools. (Although being able to be launched by the Brisant would certainly help.) Just thought it would be nice to confirm that it has that capability, since it would help with re-usability to be able to trigger it remotely, as a sort of area denial when combined with a camera. Or any other interesting system an Aux user could come up with.
Sure I suppose.QuoteIs this directed at me?Pretty sure it was?QuoteSure.
Really, the thing is fatal, reusable, able to bypass armor and has no stat requirements. It's really powerful. I just don't want it being too cheap.
Oh sure, I definitely understand, I'm all for balance. so, how's this for a write-up:Quote1 | electronade
Ammo: 1 Token for 2.
Description: It's an electricity grenade that throws around electricity like a tesla arc, and has different intensity settings so you can choose how hard you wanna make somebody's life suck today. Higher intensities drain the blueshard battery faster (it has a timer so you can choose for how many seconds it works before shutting off), and the internal components burn out and become useless when the battery is spent. Percentages are per second used (so 3 seconds at 8% drains 24% total). Comes with a delay timer to choose how long it takes the grenade to go off. Brisant compatible.
2%: taser power, stuns unarmored people but doesn’t kill or harm them
8% kills unarmored people
20% kills lightly-to-medium armored people
40% full power, kills anything not very well insulated against electricity
EDIT: made the nades Brisant-compatible, if that's alright? And gave them Brisant-nade functions, aka remote controlled detonation and such. Can this be gotten for free or not? I'd understand if not, this project has already got a lot going for it.
And limbvat write-up:Quote10 | Sharkmist limb/organ construction vat
Ammo: organic materials as food
Description: A bieg vat of sharkmist that can grow any limb or organ out of sharkmist. Just add some milkshakes (or appropriate organic carbon source) and let it stew for a few hours. However, one vat can only grow 1 kind of thing about the mass of a big arm or leg, and it can only be ‘programmed’ once. Limbs can be made to be usable on both sides of a body however. Usable for both people and robobodies (same kind of limbs can be used for both). These limbs or organs, once taken out of their production vat, have limited self-repair capabilities, and can be attached in the field for when teammates carelessly misplace their original one. These limbs are not as strong or dexterious as the original ones though, so one still gets a normal replacement after the mission. The vat can be taken with you, needs exoskeleton to carry but battlesuit-level strength is recommended. Though the sharkmist is modified not to give a grey goo scenario, try not to spill it on the ground regardless. Bathing in the vat is ill-advised and voids the non-existent warranty.
All good?
@RC: Why not give it the standard Brisant grenade functions? Don't think it would cost anything extra.You still might not want to do that. You might see something you don't like. And that she won't be happy with you.
So does that mean it's OK to look at the AM with camEyes?
And any idea what I should be careful about when looking at the AM so I don't accidentally end up going through an airlock?[/fishing_for_info]
Or is this something I should investigate on ship?
Sure I suppose.
Spoiler (click to show/hide)
So here's what the bolded description would be.Spoiler (click to show/hide)
*Snip*((Well, if that gets approved, what about a more expensive version that also carries a Piezoelectric fabricator with it?))
*Snip*((Well, if that gets approved, what about a more expensive version that also carries a Piezoelectric fabricator with it?))
Well that trap kit seems fine to me. I actually have some diagrams from an old army manual about how to create landmine booby traps around here somewhere...I'll try to find them. It might give us ideas of what more to add to it. In any case, we could do the standard "Use it 5 times" med kit thing. Cost? Eh, 2 tokens should be fine. If only because small cameras and various other components from it can be used elsewhere as well.QuoteSure I suppose.
Then I'll go add it to the armory.
Next up: mine/demo kit.
Basically, a sturdy box with a collection of several items for taking various grenades or explosives and turning them into boobytraps or mines. Contains at least the following:
-main 'unit' where other bits are slotted into or attached to
-mechanical odds and ends to allow nades or explosives of various size to be attached to the main unit
-tripwires
-pressure sensitive plates/sensors
-infrared lasers
-small receiver/transmitter (for remote control)
-small simple cameras
-timer
-detonators
Idea would be the box works like the medkit does, in which its exact contents are a bit nebulous, and instead each box has a certain amount of uses. User can use contents of the box to create booby traps or mines with a variety of possible firing mechanisms, thought the actual 'explosive parts' (which might even be as crude as a drum of booze) aren't included in the package. Sort of like a 'do-it-yourself bomb kit (bomb sold separately)'.
Does this seem like a workable idea? Could you think of things to add or how to improve the concept? How many uses would one 'box' have, and what would its price be? Currently I'm hoping for 1 token and 5 uses. If that seems like a lot, remember that this thing on its own is rather useless, so you need to add the price of the explosives a person would need (aka another token at the very least). Though I guess you could also use the simple sensors for intelligence/recon purposes, but there are better options available for that.
Finally, could you please take a look at this and tell me what you think:Spoiler (click to show/hide)
So here's what the bolded description would be.Spoiler (click to show/hide)
It's a complex set of actuators, mechanical parts, metal pieces and sensors. It will transform into a tool that can be used to manipulate any basic mechanical device.Would it be possible to add this or something similar to the armoury, and how much would it cost? Maybe we have to study it on Heph first.
How about a basic handiwork tool box? Containing stuff like a welder, a few powered tools, a lot of non-powered tools and some supplies.This. Oh please this. NAV, you are my savior; I've wanted something like that for ages.
As per Dev's sensor package, it looks fine...I wonder how useful it will be in the end, but I don't see anything on there that is technically impossible. Not sure what he means "Can be displayed on suits" with the cameras though. Might have to reduce the radar range a bit.
Well that trap kit seems fine to me. I actually have some diagrams from an old army manual about how to create landmine booby traps around here somewhere...I'll try to find them. It might give us ideas of what more to add to it. In any case, we could do the standard "Use it 5 times" med kit thing. Cost? Eh, 2 tokens should be fine. If only because small cameras and various other components from it can be used elsewhere as well.
As per Dev's sensor package, it looks fine...I wonder how useful it will be in the end, but I don't see anything on there that is technically impossible. Not sure what he means "Can be displayed on suits" with the cameras though. Might have to reduce the radar range a bit.
While you're at it, could you also look at upgrading camEyes so that their X-ray mode can be used to see through walls and clothes?So, is this possible?
While you're at it, could you also look at upgrading camEyes so that their X-ray mode can be used to see through walls and clothes?
I was thinking more along the lines of scanning containers so that you can see the Arbiters in them, using methods same as those used in Cargo Scanning (https://en.wikipedia.org/wiki/Cargo_scanning). Or detecting hidden enemy agents, hiding amongst civilians.While you're at it, could you also look at upgrading camEyes so that their X-ray mode can be used to see through walls and clothes?
What, you wanna peep on the AM more efficiently?
While you're at it, could you also look at upgrading camEyes so that their X-ray mode can be used to see through walls and clothes?At the magnitude of X-Ray emission necessary to reliably look through walls, I think you'd be murdering people just by looking at them.
Which is sufficiently ARM way of discerning those people didn't have weapons concealed on them.While you're at it, could you also look at upgrading camEyes so that their X-ray mode can be used to see through walls and clothes?At the magnitude of X-Ray emission necessary to reliably look through walls, I think you'd be murdering people just by looking at them.
Are you sure? Because I've passed through Backscatter X-ray (https://en.wikipedia.org/wiki/Backscatter_X-ray) scanners when going through airports and I'm still alive.While you're at it, could you also look at upgrading camEyes so that their X-ray mode can be used to see through walls and clothes?At the magnitude of X-Ray emission necessary to reliably look through walls, I think you'd be murdering people just by looking at them.
You still need an x-ray emitter to do that.CamEyes? They already have an X-ray mode? Unless you are suggesting that in the ERverse, all metal is constantly emitting X-rays.
I was thinking more along the lines of scanning containers so that you can see the Arbiters in them, using methods same as those used in Cargo Scanning (https://en.wikipedia.org/wiki/Cargo_scanning). Or detecting hidden enemy agents, hiding amongst civilians.While you're at it, could you also look at upgrading camEyes so that their X-ray mode can be used to see through walls and clothes?
What, you wanna peep on the AM more efficiently?
But hey, if you want suicidal high-tech voyeurism... whatever floats your synthflesh limbs.
Hmm... there's an odd question. Does the thing synthflesh comes from have reproductive organs?
@RC: Why not give it the standard Brisant grenade functions? Don't think it would cost anything extra.
So does that mean it's OK to look at the AM with camEyes?
And any idea what I should be careful about when looking at the AM so I don't accidentally end up going through an airlock?[/fishing_for_info]
Or is this something I should investigate on ship?
You still need an x-ray emitter to do that.CamEyes? They already have an X-ray mode? Unless you are suggesting that in the ERverse, all metal is constantly emitting X-rays.
There is also the issue with an x-ray gun into an eyeball.Yeah, because nobody would do something as crazy and unsafe as putting a laser in their eyeballs. I mean, one accidental look away due to loss of concentration and you've just sliced someone in half... Oh, wait (http://einsteinianroulette.wikia.com/wiki/Armory#Laser_Eyes).
There is also the issue with an x-ray gun into an eyeball.
Yes, assuming you want some sort of x-ray laser, you'd probably want something big. If you just want an x-ray scanner however, there are much smaller sources (http://www.healthimaging.com/topics/diagnostic-imaging/mu-researchers-develop-super-compact-x-ray-source) currently in development. Which will presumably only get better in the future.There is also the issue with an x-ray gun into an eyeball.It would have to be a pretty big eyeball. Normal x-ray generators are pretty big, and a free electron laser to produce a coherent beam would be larger still.
Out of curiosity, why is it important that cameyes have x-ray capabilities, anyway?It's not important for them to have x-ray capabilities.
The multitool Simus got for christmas a couple years ago. It was described like this:QuoteIt's a complex set of actuators, mechanical parts, metal pieces and sensors. It will transform into a tool that can be used to manipulate any basic mechanical device.Would it be possible to add this or something similar to the armoury, and how much would it cost? Maybe we have to study it on Heph first.
How about a basic handiwork tool box? Containing stuff like a welder, a few powered tools, a lot of non-powered tools and some supplies.
QuoteWell that trap kit seems fine to me. I actually have some diagrams from an old army manual about how to create landmine booby traps around here somewhere...I'll try to find them. It might give us ideas of what more to add to it. In any case, we could do the standard "Use it 5 times" med kit thing. Cost? Eh, 2 tokens should be fine. If only because small cameras and various other components from it can be used elsewhere as well.
Yeah, if you wanna try and look that up, that might be interesting. If not, we luckily can abstract the exact contents a bit (like with a medkit) so if we forget something obvious, it ain't a big deal. Also, if you want one can download the US army field manual on booby traps: https://play.google.com/store/apps/details?id=com.vistaconceptsllc.boobytraps.AOUFHCMCYQYEOBJVX&hl or https://archive.org/details/FM_5_31_Booby_Traps_
Would 1 token for a kit of 3 uses also be all right?QuoteAs per Dev's sensor package, it looks fine...I wonder how useful it will be in the end, but I don't see anything on there that is technically impossible. Not sure what he means "Can be displayed on suits" with the cameras though. Might have to reduce the radar range a bit.
Well, for starters: you know that movie thing where people use sound echolocation to map out their environment and detect things? This could do that, but better, and uses electromagnetic waves in different parts of the spectrum. So some waves are sent out and bounce back to the detectors, mapping the walls and such, while others can penetrate walls a bit and thus map beyond them as well (though obviously there's a limit). So, if in an unknown tunnel complex, you could use this to map ahead of you and see where different branches go to, in a way that's better than echolocation.
Next to that, it could detect incoming things (shuttles, LESHO rounds, ...) even when they aren't in visible range or are stealthed (for example, on the Heabi mission they'd allow us to detect those organic missiles much sooner), since most things, even if invisible to cameyes, might not be to other parts of the spectrum.
Basically it gives some sensors and functions that cameyes don't in order to complement those. Of course, if you think alternative sensors or other adjustments might make more sense, do tell.While you're at it, could you also look at upgrading camEyes so that their X-ray mode can be used to see through walls and clothes?So, is this possible?
@Nav: tool box was on the list of simple tinker projects I'm going through. Beat me to the punch! (which isn't a problem, there's too much stuff on there anyway, help is welcome).
originally? Because right now it comes from a chemical tank.I was thinking more along the lines of scanning containers so that you can see the Arbiters in them, using methods same as those used in Cargo Scanning (https://en.wikipedia.org/wiki/Cargo_scanning). Or detecting hidden enemy agents, hiding amongst civilians.While you're at it, could you also look at upgrading camEyes so that their X-ray mode can be used to see through walls and clothes?
What, you wanna peep on the AM more efficiently?
But hey, if you want suicidal high-tech voyeurism... whatever floats your synthflesh limbs.
Hmm... there's an odd question. Does the thing synthflesh comes from have reproductive organs?
In any case we'll abstract the contents and yeah 1 for 3 uses sounds fine.Write-up. Whadda ya think?
1 | boobytrap kit
Ammo: 3 uses per kit
Description: Do you like explosions? Do you like inflicting said explosions on unsuspecting passerby's? Then this is just the thing for you! A kit containing various bits and bobs for creating a mine or booby trap out of any explosive or grenade you happen to have handy. Has several possible sensors to fine-tune your flavor of sneaky murder (see kit's own page for more info). One kit grants you three uses. Note that it's contents could also be used in other ways, such as using the cameras as spycams.
Hmm. I dunno if detecting lesho rounds coming will help you much but ok. I still dunno how much actual ingame use it will get because of the way things work out, but fine to make it. Not sure on the price though.
Xray can already see through clothing and walls. Though it sees more of a skeleton then a naked person and it only works on not very dense walls.There you go paris.
Remember how I was looking into "wierdsense" before? basically wanting the ability to know space magic is happening?
How did the AoP's automanips detect the attack aimed at it in order to trigger? How do defensive anti-manips in general detect space magic in time to counter it? How did the Hebi detect amp/manip use? can any of the above be adapted into a space-magic detector?
Am not looking for the actual automanip, don't need the expensive automated space-magic box with limited charges. Just want the detection system it uses to know to activate in the first place.
It wasn't. The spherical area around the AoP was protected, as shown in the actual turn.
You move quickly off to the side as the thing seems to focus on lars, and attempt to tear it apart with a single, very powerful mental attack.(Emphasis mine.)
You feel the attack begin, feel the invisible force lash out of you and close in on the arbiter like a great bear trap of crushing, tearing teeth. But as the teeth bite down, they hit something. It feels like biting down as hard as you can on a rock with the teeth of your mind. You stagger and the air around the Arbiter glimmers momentarily.
Gen.Knowledge [5]
"Automanips!" you hiss over the radio, "It's got protective automanips!"
and those kinamps are an always-on effect.
Cool. How much would it cost?The multitool Simus got for christmas a couple years ago. It was described like this:We can do it, but keep in mind it's a mechanical thing; works great on something like an engine, but don't expect to solder anything with it or check voltages or something.QuoteIt's a complex set of actuators, mechanical parts, metal pieces and sensors. It will transform into a tool that can be used to manipulate any basic mechanical device.Would it be possible to add this or something similar to the armoury, and how much would it cost? Maybe we have to study it on Heph first.
I was hoping that it would work like a medkit or Miya's bomb kit, with vaguely defined contents. But if you need a list I can do that.QuoteHow about a basic handiwork tool box? Containing stuff like a welder, a few powered tools, a lot of non-powered tools and some supplies.[/b]If you can think up a good list of tools to put in it, sure.
Yeah, originally, why not? I didn't really expect a serious answer to be honest.Does the thing synthflesh comes from have reproductive organs?originally? Because right now it comes from a chemical tank.
Not really what I wanted. Guess I'll have to ask myself, now that I'm back on ship.QuoteXray can already see through clothing and walls. Though it sees more of a skeleton then a naked person and it only works on not very dense walls.There you go paris.
This is tinker thread. I intend to at least try to see if I can get a space-magic-detection system going.Yeah, sure, I'm not saying no. It's a useful thing to have. You should do it.
Not really what I wanted. Guess I'll have to ask myself, now that I'm back on ship.Hey, I just copy-pasted what you told me! Probably best to ask yourself in any case.
This is tinker thread. I intend to at least try to see if I can get a space-magic-detection system going.
As usual though, 'insufficient data for meaningful answer'.Also known as "It's Space Magick, I Ain't Gonna Explain Shit" :P (No, I actually find Lenglon's drive to find out the basis behind the automanip conundrum very commendable; I often feel the same interest in small details, and I believe it can produce very useful and... ah, I'd say 'expl...', but Council is always lurking nearby, right? So let's settle at 'very useful and interesting solutions'.)
Remember how I was looking into "wierdsense" before? basically wanting the ability to know space magic is happening?Well you'd still need an automanip. Because thats the thing, the automanips are the things detecting this. Like the Ghost Ship, the automanips have a sort of extrasensory sense that allows them to "feel" things not going right. Of course this "Not right" extends into anything outside the established perimeters regardless of cause.
How did the AoP's automanips detect the attack aimed at it in order to trigger? How do defensive anti-manips in general detect space magic in time to counter it? How did the Hebi detect amp/manip use? can any of the above be adapted into a space-magic detector?
Am not looking for the actual automanip, don't need the expensive automated space-magic box with limited charges. Just want the detection system it uses to know to activate in the first place.
QuoteIn any case we'll abstract the contents and yeah 1 for 3 uses sounds fine.Write-up. Whadda ya think?Quote1 | boobytrap kit
Ammo: 3 uses per kit
Description: Do you like explosions? Do you like inflicting said explosions on unsuspecting passerby's? Then this is just the thing for you! A kit containing various bits and bobs for creating a mine or booby trap out of any explosive or grenade you happen to have handy. Has several possible sensors to fine-tune your flavor of sneaky murder (see kit's own page for more info). One kit grants you three uses. Note that it's contents could also be used in other ways, such as using the cameras as spycams.
((Nik, anything Maurice would object to/comment on?))QuoteHmm. I dunno if detecting lesho rounds coming will help you much but ok. I still dunno how much actual ingame use it will get because of the way things work out, but fine to make it. Not sure on the price though.
Well, that and things like it. It prevents a lot of surprises basically. What do you mean with 'dunno how much actual ingame use it will get because of the way things work out' exactly? Due to often having more cramped environments as opposed to open ones?
Can you maybe think of other uses of this kinda thing that would make sense to have according to you? Any other sensors we could add to the package? It's basically just a sensor package to complement cameyes and the sensors built into suits.QuoteXray can already see through clothing and walls. Though it sees more of a skeleton then a naked person and it only works on not very dense walls.There you go paris.Remember how I was looking into "wierdsense" before? basically wanting the ability to know space magic is happening?
How did the AoP's automanips detect the attack aimed at it in order to trigger? How do defensive anti-manips in general detect space magic in time to counter it? How did the Hebi detect amp/manip use? can any of the above be adapted into a space-magic detector?
Am not looking for the actual automanip, don't need the expensive automated space-magic box with limited charges. Just want the detection system it uses to know to activate in the first place.
Didn't the automanips detect the attempted change and counteract that (eg temp change inside active range), instead of the direct spess magic?
Cool. How much would it cost?The multitool Simus got for christmas a couple years ago. It was described like this:We can do it, but keep in mind it's a mechanical thing; works great on something like an engine, but don't expect to solder anything with it or check voltages or something.QuoteIt's a complex set of actuators, mechanical parts, metal pieces and sensors. It will transform into a tool that can be used to manipulate any basic mechanical device.Would it be possible to add this or something similar to the armoury, and how much would it cost? Maybe we have to study it on Heph first.
How big/heavy would it be?QuoteI was hoping that it would work like a medkit or Miya's bomb kit, with vaguely defined contents. But if you need a list I can do that.QuoteHow about a basic handiwork tool box? Containing stuff like a welder, a few powered tools, a lot of non-powered tools and some supplies.[/b]If you can think up a good list of tools to put in it, sure.
How much would a kit like this cost?
Could I make/buy a revolver-like magazine for gauss weapons?
I'm thinking that, since one of the biggest selling point of gauss weapons is multiple ammo types, a revolver magazine could allow you to load multiple types of ammo in a single magazine and then switch to the ammo type you want to use.
I assume that the braincase mobility legs can be used to climb on walls and such?
Could I make a different version of the brain-case mobility system that trades the legs (and the laser if necessary) for thrusters? In case you really need to fly away really fast, in situations where just running just isn't fast enough. With the possible drawback that A) you have limited fuel and B) you have fuel stored right next to your brain. Granted, it's armoured, but it's still fuel.Yeah, originally, why not? I didn't really expect a serious answer to be honest.Does the thing synthflesh comes from have reproductive organs?originally? Because right now it comes from a chemical tank.Not really what I wanted. Guess I'll have to ask myself, now that I'm back on ship.QuoteXray can already see through clothing and walls. Though it sees more of a skeleton then a naked person and it only works on not very dense walls.There you go paris.
Can X-ray mode see through unshielded containers and things like that?
How programmable are camEyes?
Could I potentially write/buy some sort of "focus" program for them? For example, something that uses the input from both eyes to determine distance and allows you to focus on something at a certain distance, so that everything between it and you will disappear and you can get a clearer (and possibly lower quality) image of said object.
Or change the colour coding so that things with different density appear in different colours?
Or make it so that motion tracking only shows motion that fits certain parameters?This is tinker thread. I intend to at least try to see if I can get a space-magic-detection system going.Yeah, sure, I'm not saying no. It's a useful thing to have. You should do it.
Lenglon, isn't that called the 'intuition' skill?No, it's not. and your rant that follows the above quote is entirely off-base because you haven't actually read what intuition does, in addition to completely overestimating what I'm asking for when I am linking it to a human mind instead of to an auto-5-rolling-automanip.
Do you want to give me the ability to turn space magic against you in a realistic manner?Yes.
Could I just get that from the armory like a normal magazine? Or is it something I have to build or get Hephaestus to mass produce?Quote from: ParisCould I make/buy a revolver-like magazine for gauss weapons?Sure.
I'm thinking that, since one of the biggest selling point of gauss weapons is multiple ammo types, a revolver magazine could allow you to load multiple types of ammo in a single magazine and then switch to the ammo type you want to use.
I was thinking of a sort of GTFO button, to be used in case of overloads, bombs and stuff like that, perhaps similar to the battlesuit's emergency escape pod function. It's incapable of making fine movements or turn very well (so it won't be able to maneuver through a vent but it might be able to turn through a large mining tunnel with a really good aux roll and a big loss of fuel), but it's thrusters are really powerful, making it a valid choice for quickly escaping large scale destruction. Maybe also add the drawback that if you go too quickly, you are rendered unconscious or suffer brain damage.Quote from: ParisCould I make a different version of the brain-case mobility system that trades the legs (and the laser if necessary) for thrusters? In case you really need to fly away really fast, in situations where just running just isn't fast enough. With the possible drawback that A) you have limited fuel and B) you have fuel stored right next to your brain. Granted, it's armoured, but it's still fuel.Yes, but those would have to be small thrusters and would have very limited range.
Well, most, if not all living things reproduce in some way. So it is logical to assume that anything living would have part of its body dedicated to reproduction. One could argue that for most forms of life, their entire body is there to facilitate reproduction, so it is just an extended reproduction organ. So let's go with a narrower definition:Quote from: ParisThats a good question. I guess it depends on your definition of "Reproductive organs."Quote from: piecewiseYeah, originally, why not? I didn't really expect a serious answer to be honest.Quote from: ParisDoes the thing synthflesh comes from have reproductive organs?originally? Because right now it comes from a chemical tank.
I THINK YOU GUYS MIGHT BE IGNORING SOMETHING.
AS IN WHAT DO THE NON AMP AND MANIP USERS GET OUT OF THIS DEAL.
I THINK YOU GUYS MIGHT BE IGNORING SOMETHING.
AS IN WHAT DO THE NON AMP AND MANIP USERS GET OUT OF THIS DEAL.
Realism! And if their SM-using teammates are duking it out with enemy SM-users using magicsense, neither side is probably paying too much attention to ordinary bullets or lasers, are they? Could even make that a drawback, magicsense reducing non-SM awareness when active.
I THINK YOU GUYS MIGHT BE IGNORING SOMETHING.I dunno, I'm not an amp or manipulator user.
AS IN WHAT DO THE NON AMP AND MANIP USERS GET OUT OF THIS DEAL.
Basically what I was saying is that due to the nature of how things are often described, I don't know if it would help a whole lot. I mean, I won't have time to draw out the map that it would project for you in game, and there's a limited amount of description I can give you without that visual; and often people don't understand my descriptions anyways. I feel like the thing might be limited by the medium. If you just want to use it like a "Alien" style motion detector though, one that detects movement through walls and stuff, that might work.
Let's have a standardized DOOMARMS treatment please?
Let's have a standardized DOOMARMS treatment please?We already have that, but it needs willpower to release instead of willpower to contain. Which is a way more reasonable way of doing things, if a bit less powerful.
And I'm gonna have to find ways to let non-exo/uncons have fun too.
(I don't want) invisible undetectable unstoppable instantkills.
Reposting this so it doesnt get forgotten, and editing it a bit.Spoiler: Mechanical multitool: Awaiting council and Heph approval (click to show/hide)
Would the multitool be able to function as something like a saw or drill or other power tools? How good would it be in this roll? It would probably need stuff like separate saw blades, drill bits, grinding wheels, etc. added.
How about a welder/soldering iron/generator combo for 1 token?
And how about lowering the price of the cutting torch (http://einsteinianroulette.wikia.com/wiki/Cutting_Torch) to 1 token, or even combining it with the welder combo above? I think we can all agree its current 3 token price is way too much.
@TheBiggerFishSomeone wikify that?
People have already done the "kinamp on shells" thing. They work really well but are kind of expensive. Same with on boots I think
Look at the gauss rifle. It's in the special ammo section*indicates the Kinetic Amplifier page, which does not reflect this.*
From my experiences reading threads and talking to piecewise in PM's the gauss rifle is just a very basic coilgun and its basic ammo is comprised of tungsten pills the size of your thumb.Look at the gauss rifle. It's in the special ammo section*indicates the Kinetic Amplifier page, which does not reflect this.*
Also, I don't think anyone has stuck said on a tungsten whatnot magnetic etc. launcher. Is it a launcher?
Bug one of the wiki gnomes about that. It's a gauss rifle. From what I know, it uses magnetic fields to propel ferro-magnetic rounds at ludicrously high speeds.Look at the gauss rifle. It's in the special ammo section*indicates the Kinetic Amplifier page, which does not reflect this.*
Also, I don't think anyone has stuck said on a tungsten whatnot magnetic etc. launcher. Is it a launcher?
Yes, but it would need the bits, wheels, etc. It would be about as good as a standard power tool.Reposting this so it doesnt get forgotten, and editing it a bit.Spoiler: Mechanical multitool: Awaiting council and Heph approval (click to show/hide)
Would the multitool be able to function as something like a saw or drill or other power tools? How good would it be in this roll? It would probably need stuff like separate saw blades, drill bits, grinding wheels, etc. added.
How about a welder/soldering iron/generator combo for 1 token?
And how about lowering the price of the cutting torch (http://einsteinianroulette.wikia.com/wiki/Cutting_Torch) to 1 token, or even combining it with the welder combo above? I think we can all agree its current 3 token price is way too much.
TransplantipostingWell you'd have to cut off the sharp part and create a flat end to stick it on. But you'd get a very powerful punch. Perhaps too powerful for most people.
What happens when you stick a Kinetic Amplifier on a StakePuncher ThrowerWhatsit. Also, storing energy from same in a Kinetic Shunt/Manip. Preferably, should there be any, with confidence intervals about "not backfiring horribly."
Further investigate the cost/benefit ratio of embedding Kinetic Amplifiers into projectiles and AoW systems. I'm thinking "Kicking boot of doom" and "Railgun Shell of ^2 to Destruction."
It would be possible to make a mono-force blade have serrations, right?Possible but really damn complicated.
The stake driver or the Gauss rifle? The stake driver is a melee weapon. It's a weaponized pile bunker.Look at the gauss rifle. It's in the special ammo section*indicates the Kinetic Amplifier page, which does not reflect this.*
Also, I don't think anyone has stuck said on a tungsten whatnot magnetic etc. launcher. Is it a launcher?
How expensive would it be to make the Jump Pack capable of flight instead of simple jumps? We discussed part of this via IRC, about the potential of using replaceable blueradite cells or one of those miniature fusion reactors to supply the very large amounts of energy necessary for it.Really, it depends on how far and how fast you want to fly.
Why would a kinamp on a stake driver be too powerful for most people? Kinamps don't increase recoil.Blastwave (http://romanticallyapocalyptic.com/26).
EDIT: Oh, are those stun guns the R&D people used for sale? If yes, any idea how they work?Reposting.Quote from: piecewiseCould I just get that from the armory like a normal magazine? Or is it something I have to build or get Hephaestus to mass produce?Quote from: ParisCould I make/buy a revolver-like magazine for gauss weapons?Sure.
I'm thinking that, since one of the biggest selling point of gauss weapons is multiple ammo types, a revolver magazine could allow you to load multiple types of ammo in a single magazine and then switch to the ammo type you want to use.Quote from: piecewiseI was thinking of a sort of GTFO button, to be used in case of overloads, bombs and stuff like that, perhaps similar to the battlesuit's emergency escape pod function. It's incapable of making fine movements or turn very well (so it won't be able to maneuver through a vent but it might be able to turn through a large mining tunnel with a really good aux roll and a big loss of fuel), but it's thrusters are really powerful, making it a valid choice for quickly escaping large scale destruction. Maybe also add the drawback that if you go too quickly, you are rendered unconscious or suffer brain damage.Quote from: ParisCould I make a different version of the brain-case mobility system that trades the legs (and the laser if necessary) for thrusters? In case you really need to fly away really fast, in situations where just running just isn't fast enough. With the possible drawback that A) you have limited fuel and B) you have fuel stored right next to your brain. Granted, it's armoured, but it's still fuel.Yes, but those would have to be small thrusters and would have very limited range.
Is something like that possible? If yes, would it be for the same cost?Quote from: piecewiseWell, most, if not all living things reproduce in some way. So it is logical to assume that anything living would have part of its body dedicated to reproduction. One could argue that for most forms of life, their entire body is there to facilitate reproduction, so it is just an extended reproduction organ. So let's go with a narrower definition:Quote from: ParisThats a good question. I guess it depends on your definition of "Reproductive organs."Quote from: piecewiseYeah, originally, why not? I didn't really expect a serious answer to be honest.Quote from: ParisDoes the thing synthflesh comes from have reproductive organs?originally? Because right now it comes from a chemical tank.
Does the thing synthflesh come from have a thing it sticks into other things (possibly of the same species) in order to create a new member of the species? Or a thing that accepts other things (possibly of the same species) which in turn trigger the creation of a new member of the species?
Let's see how far I can push this...
Kinamps are automanips the size of a postage stamp and has infinite uses. How does it manage this?They actually have a max useage of 20.
Is it from some alien technology or something?
[Also I hereby give you permission to handwave this . :P ]
No, after the Sudden Reality Change (the change to the new system) they have infinite uses. Don't know if they have anything else to balance that, like slowly getting destroyed or overheating.Kinamps are automanips the size of a postage stamp and has infinite uses. How does it manage this?They actually have a max useage of 20.
Is it from some alien technology or something?
[Also I hereby give you permission to handwave this . :P ]
How expensive would it be to make the Jump Pack capable of flight instead of simple jumps? We discussed part of this via IRC, about the potential of using replaceable blueradite cells or one of those miniature fusion reactors to supply the very large amounts of energy necessary for it.Really, it depends on how far and how fast you want to fly.
And as far as I understand, kin amps are not automanips, but something different.^^^
QuoteBasically what I was saying is that due to the nature of how things are often described, I don't know if it would help a whole lot. I mean, I won't have time to draw out the map that it would project for you in game, and there's a limited amount of description I can give you without that visual; and often people don't understand my descriptions anyways. I feel like the thing might be limited by the medium. If you just want to use it like a "Alien" style motion detector though, one that detects movement through walls and stuff, that might work.
I think I understand what you mean. Yeah, something that does this would be fine then, if possible with the added functions of mapping stuff (because even if you can't describe it, it allows for a character to reasonably get an idea of eg where the exit leading outside is in a large building) to some extend and getting that radar/early warning system. Yes, the last might not be needed all that often, but having an extra turn to spot incoming ordnance or reinforcements might be pretty convenient all in all.
So, you think the sensor package works like this? If yes, cost and size of the package? Any other comments or restrictions?
You can eat and smoke things in any MK suits. You can't if you're wearing the newer MCP suits or underwear. This is a serious flaw that should be fixed.Are you sure? I thought they had the same helmet. Unless it's a feature of the entire suit, the MK being more bulky allowing it to have something like a mini-airlock.
How can we fix this issue?
Actually, that's the only way you can eat in Mk suits; the regular suit-feed supplies? Yeah, food paste.You can eat and smoke things in any MK suits. You can't if you're wearing the newer MCP suits or underwear. This is a serious flaw that should be fixed.Are you sure? I thought they had the same helmet. Unless it's a feature of the entire suit, the MK being more bulky allowing it to have something like a mini-airlock.
How can we fix this issue?
If there's no better solution, combine a blender and a pump and hook it up in the suit's water supply or medication intake port.
I'm certain people have smoked cigarettes and eaten sandwiches inside their suits before. Maybe they shouldn't have been able to but they did. I think it was something about the mk1/2's roominess.
I'm imagining a sandwich sized airlock on the front of the helmet and a set of mini roboarms that feed you. Blender and feeding tube is probably the most practical option though.
For smoking we could probably include some sort of bong or e-cig in the helmet, and a good filter. As long as it doesn't involve fire. ARM helmet bongs. This needs to be a thing.
For the welder combo we're talking about as powerful and compact as it can be for one token. Probably fairly standard. See if its possible to include a cutting torch in there too.Huh, one of the council members sent me this.Spoiler: Council (click to show/hide)
Kinamps are automanips the size of a postage stamp and has infinite uses. How does it manage this?Actually they have batteries.
Is it from some alien technology or something?
[Also I hereby give you permission to handwave this . :P ]
I forget what you're talking aboutEDIT: Oh, are those stun guns the R&D people used for sale? If yes, any idea how they work?Reposting.Quote from: piecewiseCould I just get that from the armory like a normal magazine? Or is it something I have to build or get Hephaestus to mass produce?Quote from: ParisCould I make/buy a revolver-like magazine for gauss weapons?Sure.
I'm thinking that, since one of the biggest selling point of gauss weapons is multiple ammo types, a revolver magazine could allow you to load multiple types of ammo in a single magazine and then switch to the ammo type you want to use.Quote from: piecewiseI was thinking of a sort of GTFO button, to be used in case of overloads, bombs and stuff like that, perhaps similar to the battlesuit's emergency escape pod function. It's incapable of making fine movements or turn very well (so it won't be able to maneuver through a vent but it might be able to turn through a large mining tunnel with a really good aux roll and a big loss of fuel), but it's thrusters are really powerful, making it a valid choice for quickly escaping large scale destruction. Maybe also add the drawback that if you go too quickly, you are rendered unconscious or suffer brain damage.Quote from: ParisCould I make a different version of the brain-case mobility system that trades the legs (and the laser if necessary) for thrusters? In case you really need to fly away really fast, in situations where just running just isn't fast enough. With the possible drawback that A) you have limited fuel and B) you have fuel stored right next to your brain. Granted, it's armoured, but it's still fuel.Yes, but those would have to be small thrusters and would have very limited range.
Is something like that possible? If yes, would it be for the same cost?Quote from: piecewiseWell, most, if not all living things reproduce in some way. So it is logical to assume that anything living would have part of its body dedicated to reproduction. One could argue that for most forms of life, their entire body is there to facilitate reproduction, so it is just an extended reproduction organ. So let's go with a narrower definition:Quote from: ParisThats a good question. I guess it depends on your definition of "Reproductive organs."Quote from: piecewiseYeah, originally, why not? I didn't really expect a serious answer to be honest.Quote from: ParisDoes the thing synthflesh comes from have reproductive organs?originally? Because right now it comes from a chemical tank.
Does the thing synthflesh come from have a thing it sticks into other things (possibly of the same species) in order to create a new member of the species? Or a thing that accepts other things (possibly of the same species) which in turn trigger the creation of a new member of the species?
Let's see how far I can push this...
The lack of uses was mostly because they had 20 uses and no one ever used them up before dying/losing them/upgrading to something else.No, after the Sudden Reality Change (the change to the new system) they have infinite uses. Don't know if they have anything else to balance that, like slowly getting destroyed or overheating.Kinamps are automanips the size of a postage stamp and has infinite uses. How does it manage this?They actually have a max useage of 20.
Is it from some alien technology or something?
[Also I hereby give you permission to handwave this . :P ]
Does it need to be able to maintain continous flight to the same degree or would a few minutes at a time work?How expensive would it be to make the Jump Pack capable of flight instead of simple jumps? We discussed part of this via IRC, about the potential of using replaceable blueradite cells or one of those miniature fusion reactors to supply the very large amounts of energy necessary for it.Really, it depends on how far and how fast you want to fly.
About the same flight capabilities as a MkIII.
...Stick a Kinetic Amplifier on the end of a hammer and other suitable blunt instruments (quarterstaff, mace, etc.). Force multipliers! Git'chore force multipliers here!I think someone has actually done that before. With the hammer at least.
You're gonna have a material failure at some point in there.And as far as I understand, kin amps are not automanips, but something different.^^^
The Kinetic Shunt is the amp for kinetic energy.
Weird, isn't it.
That something stupid I mentioned with kinetic amplifiers?
Two kinetic amplifiers in what amounts to a perpetual motion machine spinning a generator.
The contact surfaces will be tied to their opposite side by an elastic material so that they are assured of reciprocal activation.
Hopefully, there will be a limiting factor on how fast I can keep them from going?
If not, what is going wrong when it gets too forceful?
((Dangit, weeks between tinker updates, and then he skips my action.))QuoteBasically what I was saying is that due to the nature of how things are often described, I don't know if it would help a whole lot. I mean, I won't have time to draw out the map that it would project for you in game, and there's a limited amount of description I can give you without that visual; and often people don't understand my descriptions anyways. I feel like the thing might be limited by the medium. If you just want to use it like a "Alien" style motion detector though, one that detects movement through walls and stuff, that might work.
I think I understand what you mean. Yeah, something that does this would be fine then, if possible with the added functions of mapping stuff (because even if you can't describe it, it allows for a character to reasonably get an idea of eg where the exit leading outside is in a large building) to some extend and getting that radar/early warning system. Yes, the last might not be needed all that often, but having an extra turn to spot incoming ordnance or reinforcements might be pretty convenient all in all.
So, you think the sensor package works like this? If yes, cost and size of the package? Any other comments or restrictions?
So yeah, this.
Also, for a possible upgrade option for the blaster pistol: The blaster pistol is small, and melts when overcharged, right? Well, I’d like to make an ‘item’ that’s essentially a modification to allow the pistol to use the overcharge without melting. Basically, it would place the pistol in a large ‘shell’ that would form the new gun body, and is capable of absorbing or radiating away the heat from the thing to prevent damage when using the full discharge. It would have a cold plate-like element in it (or maybe one of the new cold-eating spikes, that works better) that takes up and stores the heat after firing overcharge, after which this heat is transferred to from the cold plate to (certain parts of) the gun body to allow it to radiate/conduct away the heat.
So how about 3 tokens for the multitool and 2 for the welder then?For the welder combo we're talking about as powerful and compact as it can be for one token. Probably fairly standard. See if its possible to include a cutting torch in there too.Huh, one of the council members sent me this.Spoiler: Council (click to show/hide)
https://www.youtube.com/watch?v=DdCI15QojoA
Hmm. Wonder what thats about~
Yeah, it seems fine.Coolio. So, how big would the thing be then, and how much would it cost?
Hmm. I'm not sure how the pistol works exactly, but you think a "Cartridge" might work better? Sort of like a bullet except it's a single use heat sink? Get a few for a token.How many per token are we speaking then?
I may have misinterpreted them.So how about 3 tokens for the multitool and 2 for the welder then?For the welder combo we're talking about as powerful and compact as it can be for one token. Probably fairly standard. See if its possible to include a cutting torch in there too.Huh, one of the council members sent me this.Spoiler: Council (click to show/hide)
https://www.youtube.com/watch?v=DdCI15QojoA
Hmm. Wonder what thats about~
So the multitool is good then?Yeah, but I assume you wanted the cheapest model. Future or not, you can't weld, in the traditional sense of the word, without some basic materials, which take up space.
Micro-welders are already a thing in ER. Simus had one during the Heph missions. And come on, it's thousands of years in the future a small welder shouldn't be that hard.
needs an anvil in case you need another tool that's not in the caseMake the case an anvil.
A self destruct button. To keep things !!FUN!!Nah, we might be insane, but we're not !!MAD!! Scientists here. Now, a way to rig it to blow on command is entirely different.
It doesn't have to be that tiny as long as it's portable. About the size of a briefcase would be fine. Welder+cutting torch+soldering iron+generator. Still at one token?
Hey tinkerers do you think anything else absolutely needs to be crammed into this welder combo thing?
Well, the thing of it is that flying around drains a lot of power. We'd have to have capacitors in there to allow it to store up power first. For continuous flight, you'd need a lot more capacitors and an even more powerful power source. For flights of specific times, we can make due with smaller power sources and more limited capacitors, so long as you're ok with a refractory period between flights. This means the pack will be smaller and cheaper. How much smaller and cheaper depends on the amount of time.Spoiler: Context spoiler in case you forget (click to show/hide)
How many minutes for the version that flies "a few minutes at a time"? Something like five or fifteen?
And what would be the price difference between that and continuous flight? I'd like to make the power input flexible for the case people want to add more batteries, generators or alien power sources.
Okay, so if I built the Kinetic Feedback Engine, how long would it run before breaking due to overstress, assuming 0-cost materials other than the KinAmps? How much power output would be lost to ensuring it doesn't explode? How much power output would it be able to sustain with that loss? How noisy is it? Is bigger better?Less then a second probably, due to residual energy multiplication. You'd honestly be better off with just using a single amp to increase power output rather then trying to create an infinite cycle.
Pre-emptive tinker project for M24, because im bored of waiting to get to heph to gain IC knowledge of coldspikes.Well, not too much. Though, doesn't the MCP not use the fins anymore? And anything MKII or above doesn't either. For the price of sticking this on there, they could get a MKII for just a bit more and have medical systems built in.
make an angled metal hubcap that anchors onto the MK suits radiator fins or heat distribution coil.
cover the exterior in MK suit fabric.
have it contain a coldspike inside it so that when the hubcap is attached the spike eats all the heat the suit is giving off.
get price.
Eh, probably the size of a large briefcase? Like this: http://www.alibaba.com/product-detail/Large-Rolling-Case-Camera-Gun-Carrying_60233530937.htmlQuoteYeah, it seems fine.Coolio. So, how big would the thing be then, and how much would it cost?QuoteHmm. I'm not sure how the pistol works exactly, but you think a "Cartridge" might work better? Sort of like a bullet except it's a single use heat sink? Get a few for a token.How many per token are we speaking then?
Because, while that's a good idea, the problem I might see with that is that a blaster pistol gun is basically 'free', you pay for the ammo (1 token blueshard+pistol and 1 token blueshard mag). So, when firing overcharge, you 'loose' the pistol, but since you could get a 'free pistol' with every blueshard mag bought, you don't really loose anything substantial. The only thing you really gain when buying anything that solves the melting is that you don't run the risk of some molten metal encasing your hand, which isn't all that big of a deal anyways.
It doesn't have to be that tiny as long as it's portable. About the size of a briefcase would be fine. Welder+cutting torch+soldering iron+generator. Still at one token?
Hey tinkerers do you think anything else absolutely needs to be crammed into this welder combo thing?
So wait.. how do MkII's and MKIII's radiate heat if they dont have radiator fins or exhaust ports?Pre-emptive tinker project for M24, because im bored of waiting to get to heph to gain IC knowledge of coldspikes.Well, not too much. Though, doesn't the MCP not use the fins anymore? And anything MKII or above doesn't either. For the price of sticking this on there, they could get a MKII for just a bit more and have medical systems built in.
make an angled metal hubcap that anchors onto the MK suits radiator fins or heat distribution coil.
cover the exterior in MK suit fabric.
have it contain a coldspike inside it so that when the hubcap is attached the spike eats all the heat the suit is giving off.
get price.
So wait.. how do MkII's and MKIII's radiate heat if they dont have radiator fins or exhaust ports?
I was thinking about 4. Which would let you use the overcharge 4 times instead of 1 for the same price.
Hmm.You'd have to have something that reduced the energy on the return stroke. But you also forget that while the player one may have unlimited uses, in the world lore, they run on a battery, so this thing wouldn't run infinitely.
If I did the Kinetic Feedback Engine with only one Kinetic Amplifier, but the rest being the same, would it suffer catastrophic failure? Can some sort of compensatory mechanism be installed to prevent it from breaking?
Also:
Porting a subset of common materials and ways of hitting, dissolving, moving, or removing them to a wristpad app. Also, a tester kit thing integrated with said for decent on-the-spot materials input. Also, a searchable compressed database of less common things that would still be likely. In fact, generally this should be compressed into as small a package as possible.
I have a feeling I might have proposed this idea before, but is there any way to use a kinamp configuration similar to the kinamp-club to make a conventional weapon that shoots shockwaves when in atmosphere? Essentially something like a kinamp stuck on a piston that can charge up to different levels of force and then hit a surface, releasing a directed shockwave in the process. Maybe with something to redirect the force, if needed.Ie a kinamp shockwave rifle? Sure, that would just be a kinamp and some sort of mechanism to strike it. And then a casing to focus the shockwave. The problems with it are multi-fold though.
If the above works, try to make an add-on that makes the weapon wrist or hand mounted, like a hand laser, so it can also be used to make pneumatically enhanced kinamp punches.
And an add-on that removes the barrier the kinamp hits, thus allowing it to launch the kinamp as a crossbow bolt, for a shot that wastes whatever ammo is left in the kinamp but deals a lot of damage. Edit: Although I guess that if the bolt survives it could be retrieved and reused.
A cold spike would be more dangerous than it's worth. Your suit would be constantly icing over, you'd be freezing everything around you if you hung around too long, it's not really viable.So wait.. how do MkII's and MKIII's radiate heat if they dont have radiator fins or exhaust ports?Pre-emptive tinker project for M24, because im bored of waiting to get to heph to gain IC knowledge of coldspikes.Well, not too much. Though, doesn't the MCP not use the fins anymore? And anything MKII or above doesn't either. For the price of sticking this on there, they could get a MKII for just a bit more and have medical systems built in.
make an angled metal hubcap that anchors onto the MK suits radiator fins or heat distribution coil.
cover the exterior in MK suit fabric.
have it contain a coldspike inside it so that when the hubcap is attached the spike eats all the heat the suit is giving off.
get price.
the point of this is to completely eliminate heat emissions an all versions of the mk and mcp suits, and toallow for a perfectly contained environment.
mainly so that we dont feed the thermophage, but also because it has stealth benefits and prevents ice related explosions originating form the cooling systems.
how much would it cost to replace the existing cooling systems with a coldspike? and how much would it cost to simply add the coldspike to the existing cooling systems and cover it up with mk suit fabric?
also what is the standalone price for an individual coldspike?
So what's the TPU on the welder's generator? I'm guessing around the same as a MK1 suit.I have no goddamn idea.
Welder combo also includes a voltmeter now, I assume that's no big deal.
Those two things are ready for Heph approval. I'll have a writeup in the Heph thread soon.
How many tokens for the version that flies continuously (50), one that flies for (25) and another that flies for (10)?Blue radite or generator? Because blue rad is cheaper for buying but you'd need to buy replacement batteries when you use the first one up.
Can the 10 minute pack be made as a sort of basic mother module and the more expensive versions made as addons/expansions to be purchased later as necessary to upgrade the flight capabilities?
Is there a model of the Sword? What about a model of a player room? If there is, pull it up and exam the walls of the room, taking note of any electrical lines/pipes/whatever.In what, tinker? No. No one has added those yet. The sword for security reasons, the player rooms because they were created recently.
QuoteI was thinking about 4. Which would let you use the overcharge 4 times instead of 1 for the same price.
Wait, I'm not following entirely. Since the overcharge always depletes the whole battery, and the gun body itself is essentially free, what does one win here in terms of tokens? The way I see it, one would be paying 1 token and in exchange be able to use an overcharge 4 times (using 4 different batteries) without running risk of the molten metal encasing the hand. Because, again, the gun body itself is practically free, so you don't 'save tokens' by saving the gun body, you just buy yourself the convenience of not running the risk of having that molten slag get on your hands. So, with that in mind, would it be possible to get the number of heat sinks up to 5 or 6 per token?
Would a mod that makes the gun from something like this:(aka rather small and unobtrusive)Spoiler (click to show/hide)
into something like this (very rough comparisons here):Be good? Just to get a mental picture. Alternatively, maybe a pistol design with the heatsink cartridges in place of bullets?Spoiler (click to show/hide)
Oh, and at what numbers does one start getting discounts when buying pistol ammo?
Ah, I forgot it depleted the battery. In that case you'd need more like an expanded heatsink or cooling system rather then just a casing or something, if you want it to be reusable. So either like some sort of fluid cooling system or a big metal chunk off of it to absorb the heat.
@PW:The battery holds something other than electricity. Likely human neural tissue.
...It's a generator.
It can totally charge itself.
Also, if it exists, why do I have this gut feeling that no-one really uses it?
No?@PW:The battery holds something other than electricity. Likely human neural tissue.
...It's a generator.
It can totally charge itself.
Also, if it exists, why do I have this gut feeling that no-one really uses it?
They are a type of automanipulator. They are 100% space magic. If that's not on the wiki it should be.It is in the wiki:
Every time the front of the kinetic amp is hit by something, the kinetic amp registers that input and then activates its "automanipulator" to multiply that force and project it in the opposite direction right in front of the kinetic amp. Note that this is not an automanipulator in the traditional sense, since it works differently from those offered to inmates.
I was reasonably sure that meant it wasn't an amp or manip, but okay, if you say so.It's not an amp or manipulator. And it's not an automanipulator in the same sense as those offered to us because automanipulators can only do one thing with only one output that is always the same and no input, while the kinamp can change its outputs based on its input.
It is.Yes it is.
That paragraph is written in a confusing way.
So I will soon be returning from mission 21 [hopefully] and would like the opinion of the tinkers here as to what I should do with the tokens I shall receive assuming no bonuses a total of 12 to play with. I was tossing up between mythrilised armour for 10 or selling the PAWN and using a mighty 15 tokens to develop a Particle-beam weapon any comments on these ideas or some other ideas would be welcome.
Does the teleporter rifle Aresteve made give objects it teleports the same relative velocity as the rifle? Because if yes, that principle could be used to create a replacement for our Void Ships' current automanipulator-based reactionless drive.
We should make a plasma grenade for the Brisent, as a sort of replacement for the Plasma Projector.
Your question is confusing, so let's look at things more simply. Let's assume that we're going at speeds where relativity is not a concern. So if I teleport something with the rifle and that object has the same relative velocity as the rifle, then from the point of view of the rifle, that teleported object's velocity is zero. Or, in other words, the rifle and the object will have the same speed regardless of the point of reference chosen.Does the teleporter rifle Aresteve made give objects it teleports the same relative velocity as the rifle? Because if yes, that principle could be used to create a replacement for our Void Ships' current automanipulator-based reactionless drive.
Velocity relative to what, though? What would moving the rifle relative to the ship, while concurrently teleporting the ship, do?
@Paris: Is the velocity of the ship relative to spacetime (and telerifle) conserved, I think is part of the question.The rifle can't teleport entire ships. Too big. So the question is irrelevant. Even if it was relevant, since all motion is relative, I don't see why what the ship is doing would matter, since from the rifle's point of view, the rifle would be stationary.
Also if the rifle is moving but the ship is not what happens is the other question.
And then what happens if both.
Like I said, range is relatively short and it can only teleport relatively small objects. Anything more requires ridiculous amounts of energy. However, in the unlikely event that rotating the rifle makes the teleported object move relative to the rifle, then that could also be used to make a reactionless drive, since you could use that to slam objects on the ship and thus "create" kinetic energy.That...Makes sense.
I was thinking more about using the teleporter to create a steady point the ship could "grab" in front of it. There are many ways that could work. Magnets being the easier and moist likely.
ALRIGHTThe world's a funny place when I regret things that haven't happened yet.
We need more Exo and Uncon weapons ASAP so I'm giving Tinkerers a lot more free reign. Submit ideas, suggestions, finished submitting, anything. Straight up token payments to accepted ideas and royalties from purchases.
Well, technically I'm dead, so I can't tinker."No Pancaek. You are the police."
BUT I DON'T SEE THE POLICE, SO I WILL ANYWAY.
Truly a black day.Well, technically I'm dead, so I can't tinker."No Pancaek. You are the police."
BUT I DON'T SEE THE POLICE, SO I WILL ANYWAY.
And then Pancaek was a tinkerer.
Hey, can I annoy someone kind and obliging? I'm kinda finickety about my new replies box, and tbh Tinker would take up a lot of my time trying to understand the science, and I'd be tempted to look, and I'm trying to get on with schoolwork and all, so:
Would somebody mind crossposting, probably just this once, some random idea I had into the Tinker Thread? Pretty please? Just a quote?Spoiler: possible tinkering (click to show/hide)
Just as a submission to the new exo weapon thing. And yes, I know this is anal and pointless of me.
ALRIGHT
We need more Exo and Uncon weapons ASAP so I'm giving Tinkerers a lot more free reign. Submit ideas, suggestions, finished submitting, anything. Straight up token payments to accepted ideas and royalties from purchases.
The world's a funny place when I regret things that haven't happened yet.It's like a phantom pain but with the wrong causality.
QuoteALRIGHT
We need more Exo and Uncon weapons ASAP so I'm giving Tinkerers a lot more free reign. Submit ideas, suggestions, finished submitting, anything. Straight up token payments to accepted ideas and royalties from purchases.
Ahaha oh my this is gonna go so bad. I love it already.
4) An armor upgrade made from magic-eating pollen.
[spoiler=possible tinkering]PODIAL GALVANISER
A nutrient-filled tank connected to a computer, electrifiable wires or conductive microfilaments entering the tank.
The limbs and organs of nonhuman life forms of a relatively normal variety can be placed in the tank, damp end first, and allowed to extend out of it.
The wires can connect to the synapses and nerves of the limb and organs, firing them at varying rates. Various neurochemical dumps can also be placed in the tank.
These electrical impulses or chemical messages can be used to control the movement of the living matter, using it for whatever rending, grappling, slicing, spraying or climbing function it was originally intended for.
It comes with a selection of organs or limbs from the ARM stockpiles, but more interesting ones can be bought or collected in the field.
Tyrant's fist((Could use it to instead transport small spheres of metal into other objects on purpose. That way you can cause !!FUN!! on purpose! Yay!))
A metal gauntlet that uses telerifle-based tech to allow the user to teleport small distances. Uses bluerad power cells which save on weight by ditching any radiation shielding, instead dropping the cell just before teleportation. This has the downside of irradiating the area the user leaves from. Teleporting into an occupied space may have serious side effects.
Cost ~15 Token. Requires Exo +2.
2. Renen's blade.FYC: Renen's blade was unique (read: Doctor's homebrew tech, probably extremely expensive, like every other upgrade he gave his prototype robot overlords) and default Forcefield Monosword was anyway made to the exact specs of Renen's blade (because, I presumed, Doctor's design would already be optimal in many ways).
Generator for standard, but capable of accepting blue radite cells: generator for doing the usual, blue rad if people want to buy it for extra flight time during emergencies or speed boosts.
Pimpcane slings. Basically turret-like masses of pimpcane metal attached to the user which can be loaded with small pieces of debris (or explosives) that they hurl at foes.
How about weaponising those R&D poles? Carry one of those around, maybe modified to spread the field a bit wider, and you'd have a space magic canceller, effectively.Go ahead, bold that shit, you get monetary benefits if it passes and you don't loose anything if it doesn't.
I'm pretty sure those poles give you the meta-cancer. Slowly erasing you from reality, or something like that.S'not as bad as what can also happen to you.
1: Think there's any way we can harness the destructive energies of this alien god?
Open a localized tear in reality, let it slap stuff about a bit, use overwhelming force to close the tear.
Maybe use a nuke put inside a kinetic shunt for that energy, just for the cool-factor of it.
2: A fresh newborn (or maybe older, idk. Tiny kids are portable but a grown man would have more flesh) given the IVAN treatment and implanted with a bunch of brain-interface tech. Or just a bunch of vat-grown normal flesh with the IVAN treatment, if that's easily-controllable. IVANing a full body seems convenient because there's already a control system ready to hijack. It might be our replacement for synthflesh, no better way to test it than on a critical mission!
Technically my char is on a mission, but...[Council]
Multi-Role weapon Mk.III
What we do, is we take a Mk.II of this line and replace laser rifle fire module with blaster rifle fire module and regular durable blade with Force Monosword. That's gonna be bulky, but you'll have a much better idea of where you monosword blade is because of the rifle part. And more firepower. And more cutting potential. Hence Mk.III designation.
Requirements: Exoskeleton strength, Uncon +1, Dex+1
Price: 6-8 tokens with Blaster Rifle clips?
Well, technically I'm dead, so I can't tinker.1. We could do that, but then you'd basically have to roll everytime you want to move your arm.
BUT I DON'T SEE THE POLICE, SO I WILL ANYWAY. This is mostly going to be stuff that already exists in a different form, because I lack imagination. Also focused on exo stuff, because that's been kind of my thing these last three years.
1. something pretty simple, an entire hand/arm made from the same stuff as the pimpcane. Pretty straightforward. means you got the interface thingy build in as well, so you can't lose it.
2. If you'll all allow me a moment of sillyness, maybe even an entire body made of the stuff. No idea how we'd make sight and hearing and shit work, but being able to repurpose your entire body would be neat.
3. A force infuser that uses the entire body to charge up the battery? To allow for multiple charges or one big charge?
4. Maybe we could put some of the weirder doctor things from the days of yore in the armoury? Like Renen's body and his bullettime? Those could come in handy, and I'm sure there are more that I've forgotten.
5. I don't suppose our tech boys could reverse engineer thedeathcubeHEP pyramid? I know they engineer the HEP from it, but maybe we could get a sort of knock-off deathcube?
Those are the first things that spring to mind, I might come up with more stuff later. Don't hold your breath.
1. We can do that but the [Council] would have to ok the use of a technically limitless, self replicating weapon with the very real possibility of gray goo.Well, technically I'm dead, so I can't tinker."No Pancaek. You are the police."
BUT I DON'T SEE THE POLICE, SO I WILL ANYWAY.
And then Pancaek was a tinkerer.
Anyway, let's join the festival, shall we?
1. Anomaly sand, unchained (as discussed earlier). Tuned to work with a "tuning fork" made of that super-vibrating metal we have recently discovered among Hephaestus anomalies.
2. Those crystals from the Crystalline Projector. Does anyone else remember that they were hinted at being "mildly psychic"? Time to use that up to eleven. (That has been my intention for a long time, and that's why it was even scheduled for research on Hephaestus... let's say that research succeeded or something.)
3. Those same crystals, only now as a body modification. Finally time to finish the Doctor's experiment of infusing flesh with crystals, only now in a controlled fashion with the user being End-boosted during the infusion.
4. The Pyramid we created HEP from. Originally, it had a very different "firing" mechanism, shooting more "lightning" or "force" (see: Milno's mangled limb) than "fire", and shooting upon Exo (or was it Will? I don't remember). Let's replicate that.
5. Living metal of Pimpcane, body enhancement. INJECT IT INTO YOURSEEEELF-style, with patching up wounds from inside, growing "bones", or maybe even flying. Prone to danger of cutting you up.
That's it for now, I guess. More coming soon!
1. A sledgehammer that resonates a lot and causes earthquakes, destroys buildings, shatters armour. The higher your skill the better the control of course. Could be based on that super resonating metal from the gratesplosion.1. Get out of here, tesla. Resonant frequencies don't work like that.
2. A floating telekinesis hand that can grab and manipulate things from a distance.
3. Something based on Skylar's god computer. Reprogram reality.
1. What about burnout manip variants, like the amps from M14? If you can only use manipulators a couple of times, they ought to become more powerful. Alternatively, the ability to connect several brains together ghostship style (if those still work) for the same purpose.The problem isn't that you can only use it a few times. The problem is the angry god on the other end that notices you poking it in the ass. That doesn't make the amps stronger nor does it make combining brains able to use them more.
2. Lethal, more heavily AOP-inspired variants of the crowd-wire gloves might be cool.
3. Summoning box: a small auto-manipulator designed for quick bursts of space magic to attract the attention of... something else. Throw it at a UWM-entrenched position and run away, fast.
1: Think there's any way we can harness the destructive energies of this alien god?There sure are a lot of people around here who wanna stick their dick in the alien god. Getting the attention of the thing that is RIGHT NOW eating a solar system is probably a poor idea.
Open a localized tear in reality, let it slap stuff about a bit, use overwhelming force to close the tear.
Maybe use a nuke put inside a kinetic shunt for that energy, just for the cool-factor of it.
2: A fresh newborn (or maybe older, idk. Tiny kids are portable but a grown man would have more flesh) given the IVAN treatment and implanted with a bunch of brain-interface tech. Or just a bunch of vat-grown normal flesh with the IVAN treatment, if that's easily-controllable. IVANing a full body seems convenient because there's already a control system ready to hijack. It might be our replacement for synthflesh, no better way to test it than on a critical mission!
PW, crossposting NJW2000's submission for the new exo/uncon tinkeringHmm, as much as I like the idea of someone lugging tank with a car battery and a giant alien battle penis sticking out of it onto the front lines of battle, I have severe doubts in how useful it will be.Hey, can I annoy someone kind and obliging? I'm kinda finickety about my new replies box, and tbh Tinker would take up a lot of my time trying to understand the science, and I'd be tempted to look, and I'm trying to get on with schoolwork and all, so:
Would somebody mind crossposting, probably just this once, some random idea I had into the Tinker Thread? Pretty please? Just a quote?Spoiler: possible tinkering (click to show/hide)
Just as a submission to the new exo weapon thing. And yes, I know this is anal and pointless of me.
Blueraditite EMP/ECM grenades.Bluerad emp/ecm eh? Hmmm
Sharkmist self replenishing medkits.
Sharkmist melee weapons that produce acids/venoms.
1. Yeah thats fineQuoteALRIGHT
We need more Exo and Uncon weapons ASAP so I'm giving Tinkerers a lot more free reign. Submit ideas, suggestions, finished submitting, anything. Straight up token payments to accepted ideas and royalties from purchases.
Ahaha oh my this is gonna go so bad. I love it already.QuoteThe world's a funny place when I regret things that haven't happened yet.It's like a phantom pain but with the wrong causality.
HEY NIK, I assume we can officially suspend the 'need Hep approval' for tinker things now, right?
Ok, so let's do this bit by bit:
1) First, that blaster pistol upgrade, is that ok? I'll do non-deathtube exo/uncon things after this (and try to scrap ideas from the list that seem to have been mentioned before).Spoiler (click to show/hide)
2) sharkmist. Could it be used to do any of the following?
-A treatment that fuses them with the body, like what happened to Milno
-An actual body made out of the stuff
-a big box with sharkmist that can take various shapes and forms or functionalities to do things
3) A riot shield made out of forcefield? Or a battlesuit sized one? Or straight up armor suit (maybe made from a lot of small pieces of field?)
4) An armor upgrade made from magic-eating pollen.
5) Those adaptable organic computers. Mix that with god-computer knowledge for fun and horrible effects (aka you say what you want to see done, then the organic computer reprograms itself while using the knowledge of the skylar god computer to make it happen).
6) The termite/glowworm gun. Something based off of that, perhaps allowing us to control the aliens for a change?
7) Remember what the doc did to old Xan, the shapeshifting? That, as a genemod.
8) Heabi sample. Could tie into number 7.
9) cerebrovore: genemod that lets one absorb the knowledge/skills of something by eating it/its brain. Scope of entities that can be affected up to you (can it absorb only human knowledge, anything with a similar brain structure, anything carbon based and intelligent, anything intelligent at all?)
10) that mustard gas that melted things. Would probably go into a gun or grenade of some sort though. Maybe as a chem thrower ammo type?
11) A whip that has one, or several, of the following:
-kinamp on the end
-ability to electrify the cord (with variable intensity)
-make it hollow so a bit of crystalline projector material is in it, after which a little is forced out of the tip when the whip cracks to deposit it and allow for a crystal to grow out
-make it so a little bit of high energy fuel or whatever is pushed out the end upon whipcrack, which then detonates (aka explosive whip)
12) a pope hat that interfaces with the brain of the user and allows wearer to sense all kinds of stuff (sensors are in the hat and feed dierectly to the brain so more and subtle fluctuations can be sensed). Could use sensors from earlier sensor package.
13) retractable forcefield claws
14) you know the 3D maneuvring gear from attack on Titan? That, but better (and allows user to pull things or people toward him, and maybe also can be used offensively like arbiter wires). And maybe the option to run electricity through it, why not.
((Can we only propose stuff that have some sort of in-game reason to exist, aka based on recovered artifacts, or should we just yell whatever we think of and let handwaving explain how we get it?))
Tyrant's fistInteresting idea for a system but why put it in a fist?
A metal gauntlet that uses telerifle-based tech to allow the user to teleport small distances. Uses bluerad power cells which save on weight by ditching any radiation shielding, instead dropping the cell just before teleportation. This has the downside of irradiating the area the user leaves from. Teleporting into an occupied space may have serious side effects.
Cost ~15 Token. Requires Exo +2.
Grenades that do the same stuff the Grav Shells do.Thats possible. [council]
1. In mission 7 there was a robot wielding "a 5 foot long cudgel or blade, it's exact shape lost in the boiling white heat pouring off it." We could replicate that, we have all the files.Superheated club? We can do that. [council]
2. Renen's blade.
Could forge a blade from coldspike provided it can hold an edgeWe could do that, though it would need a special scabbard. Useful against warm flesh but not against much else.
Reposting, just in case.Lets put off the flight pack for the moment. But for the record, you could probably get reasonable flight periods of a few minutes with a small generator.Generator for standard, but capable of accepting blue radite cells: generator for doing the usual, blue rad if people want to buy it for extra flight time during emergencies or speed boosts.
And how about sharkmist systems that aren't implanted? Like a whip or any other similar tool/weapon made of sharkmist and maybe controlled with a mind impulse interface.
Also, could I get a Will stim as "research incentive" to see what I can glean from the alien power source?
((Given "downtime" on hiveworld I, I can TOTALLY SCRIBBLE PAPERS THAT COUNT AS TINKER))
Throwing ideas to the wall here. Exotic means physics breaking/organic/bodycontrolled/mindfuck right?
I like the idea of unchained sand. I want to be Gaara.
How about hivemind poison? Something like a contact/injected poison that places the victim under one's control much like a queen ant/bee. Maybe something like opposing mind rolls, and roll CHA for complex commands to see what gets through.
I suppose the pimpcane covers this, but what about psionic "bonded" spacemagic arrows like from Guardians of the Galaxy? Or would that also rely on Origin tech?
What about for UnCon, something FTL/scanhit? Or you could give us a Lesser Arbiter's Cudgel.
What about the Elemental infusers? Are those Origin enough to be a problem? Otherwise we could use those in interesting fashions. Like, instead of "infusing" something with fire, we turn a building (or any solid matter in a blast radius) into actual fire. Or ice. Or uranium, or flourine. No reason it has to be a "classical" element, right?
An "alchemist's stone" type of Exo weapon that allows you to rearrange atoms into other atoms, but requires mass to be conserved?That's literally IVAN.
Instability genemenod?
What about Parasyte-style weapon implants? It's essentially organic crowdwire, mind-controlled.
Exo is hard.
1. Get out of here, tesla. Resonant frequencies don't work like that.Tacoma Narrows Bridge.
A forcefield railgun.Right, I'll stop talking before you get out the black die.
Specifically, induce spherical forcefields around magnetic materials, then launch them out of a railgun.
Or whatever.
Alternatively, a forcefield spike, in a similar manner as this.
Alternatively, either of those plus something that destabilizes the forcefield for explosions. Like a remote detonator sort of thing.
Yup, throwing rocks at our enemies. Magnetic rocks.
((Please be less wrong, especially when you cite a real event. If you'd made something up I'd be more willing to forgive you, but you citing a real one and still not having a damn clue how it works is unacceptable. All resonating hammers will do is break themselves, it will not and can not spread to other objects / areas. don't be dumb.))Quote1. Get out of here, tesla. Resonant frequencies don't work like that.Tacoma Narrows Bridge.
I think thats enough for today. I'll look over the rest later. Try to hold your comments till I'm done with the current batch our we'll be here forever.
So I've been thinking, te artifact bougt by the Common soldier's union contains little gems in it. What if we were to carve them into lenses and replace the lenses in our laser rifles with them?Do it far away from me. But it's a good question.
ok...probably what I'm going to do right before hopping into the drop pods IF I get chosen.So I've been thinking, te artifact bougt by the Common soldier's union contains little gems in it. What if we were to carve them into lenses and replace the lenses in our laser rifles with them?Do it far away from me. But it's a good question.
Hmm I thought Sullen Moon is on M24?is it, hmmm ok guess I'll have to do afterwards...I wonder what sullen moon tastes like on donuts
"I'm Dr. Arty. That way? Thank you."
Arty heads to the VR and runs "Tinker".
((Should I take it to the Hephestus OOC thread, or am I mistaken?))
ooooh...I'll have to actually do tinker again?
ALRIGHT, FINE.
Tinker thread is reopened. Post or repost whatever you want me to look at.
Could also add arbiter-like crowd wires.+1
Hey, council people, you took over weapon statistics and pricing, right? I figured I could post the information on the Doctrine (shard weapon between testament and PSL), since it's not doing anything PW hasn't approved. It's just miniaturizing the PSL less.
If this is okay, then please vet it. If not, that's fine.Spoiler: Armory entry (click to show/hide)Spoiler: Mechanical explanation (click to show/hide)Spoiler: My intentions with this (click to show/hide)
NO. BAD NAV.Aww, but everyone else is doing it :'(
NO TINKERING ON MISSION.
...and nobody as much as bothered to comment on my basically free helmet modification for a great functionality improvement...
Snif... :'(
Why do we need a vital stats monitor? Steve is point-blank not gonna put irrelevant stuff into the free mass-produced "I don't trust you yet" space-nappy.
Monitoring system we can get you, but I think it just gets data from the monitoring systems in MKII or better suits.
"I'm Dr. Arty. That way? Thank you."
Arty heads to the VR and runs "Tinker".
((Should I take it to the Hephestus OOC thread, or am I mistaken?))
ooooh...I'll have to actually do tinker again?
ALRIGHT, FINE.
Tinker thread is reopened. Post or repost whatever you want me to look at.
I noticed that the MkII and MPC-II and above have medical delivery systems, multiple irises and a biotelemetry sensor suite, but there's nothing in the MPC-I, long coats and sharksuits, probably other stuff too. I'm not talking about EEG or biochemistry either, they don't have even the most basic vital sign sensors...
A quick search on eBay got me a blood pressure, respiratory and heart rate (among other things) wristwatch for US$20, and a pulse oxymeter for about US$7.50. I didn't even bothered to link the thermometers, since they're so cheap.Spoiler (click to show/hide)
My point is that including basic vital signs monitors in every helmet would be completely trivial, and could vastly improve themedics' opportunity to roleplaysurvival rates of those who can't or don't want to use a more advanced MkII, MPC-II or better suit.
((I am so sorry PW))"Controllable armor thickness"
The "Shredder" suit
Short version, take a MkIII (or assault suit), add a fuck ton of knives and swords and shit, then add a little bit of armoring (or take away for assault suit) and rockets to not die instantly.
Long version, again start with a MkIII (or assault suit). Then add monoswords, force swords, white hotcudgelsword, cold infused swords, ghost blade, basically anything and everything. Attachment point on the forearms, with a sheath system that allows you to retract them out of the way and only have out certain ones. Also, probably a little space magic will be involved, but, a way to launch them out at targets, and then also a way to recall them. Beef up the rockets for more maneuverability, some light armoring (or take away some for assault suit) and a beefed up exoskeleton to handle the weight. Use an MMI to control it, and say, oh, +2 Uncon, +1 Aux, and +2 Dex to use. Hit hard and fast, then run like hell the other way. Rinse, repeat, try to not die.
Edit: Could also have forcefield armor to further reduce weight. AoT style maneuvering pack for quick erratic change of direction. AoP crowd wire style gloves because why the hell not at this point. Claymores if using an assault suit to encourage people to let go/get off of the suit. Some of that invisibility spray that one guy got during the attack on Hephaestus. Not to be completely invisible, just to be harder to see with the naked eye. Thanks to everyone for the suggestions :)
MOAR EDITS: Solid light armor. Especially if it uses uncon, and this is mostly an Uncon suit. Yeah. Controllable armor thickness.
((Forcefields are pretty much too expensive to be useful for any form of armor. BS Plate is vastly cheaper, by token-to-protection ratio. Also, I think it would be extremely difficult to have a forcefield strong enough to protect you to any decent degree, while remaining weak enough that it has a controllable blast.))Well "as big as it can carry" is gonna be expensive, but the theory is fine and the actual thing could be made economical. Not cheap but not outrageous. I don't remember the cost of the original but it would probably be something a bit more expensive.
WE CAN TINKER AGAIN?! CAN I?! PLEASE?! 8D
1.Take the Heavy Robotic Body, and strip off the layer of hex composite (=cost of 2 battlesuit plate layers). Also, remove the kin. amps. Add the largest Solid Light Matter Generator it can carry, and a Solid Light Protection Field, too. Beef up the manuevering systems somewhat, so that it maintains excessive mobility. My intention is to make a more practical melee variant suit, specifically for Uncon people.
2.Rough cost estimate? I know the solid light stuff hasn't been priced yet, but is it tech that's nearly as expensive as the suit itself, or more economical than that?
Sibilus:
3.The below is meant to be answered entirely without you checking any of the wiki pages or anything. I specifically want your gut reaction, so that we can measure power creep. This is important--it's for an argument I was having a little while ago.
4.Remember the Sibilus? It's the hybrid rocket/gauss rifle that Pyro designed. Milno's gauntlet ate one, and he sometimes uses it. I want to VR-shoot a milnoplate armored person with one shot. What happens?
5....Then one overcharged shot. (3x gauss coils firing at once). What happens?
6....Then one super overcharged shot. (3x gauss coils overcharging at once). What happens?
7.Please don't hurt me. I'm just an addict.
@Radio
((Hey, can you and the council look at the Doctrine yet?))Hey, council people, you took over weapon statistics and pricing, right? I figured I could post the information on the Doctrine (shard weapon between testament and PSL), since it's not doing anything PW hasn't approved. It's just miniaturizing the PSL less.
If this is okay, then please vet it. If not, that's fine.Spoiler: Armory entry (click to show/hide)Spoiler: Mechanical explanation (click to show/hide)Spoiler: My intentions with this (click to show/hide)
I know im on mission and all but... general questions can slip through that crack right?Maybe today. I'm gonna post the prices for them ASAP and then the wiki peeps and load them up.
when are the new items coming in?
can we change the shape and size of the dimensional door connected to our pocket dimensions, and if so can we do it more than once?
Are we tinkering again now? Even on mission? Cool. If it's okay for mission people to tinker then tinker the following.General Questions are ok. Actually making shit ain't.
Project name: Heavy Exoskeleton
-It is just an exoskeleton, upgraded to the same strength as a synthflesh body. Simple.
-Aim for 7-8 tokens
We need something to fill this strength tier since synthflesh is unavailable.
Project name: Heavy Armoured Exoskeleton
-Take the heavy exoskeleton and add armour. That is all.
-For armour, a thinner version of assault suit armour.
-Aim for 10-12 tokens.
This is intended to fill a niche between assaultsuit and standard exoskeleton. Provide lots of protection but still lets the wearer move freely indoors, and doesn't require getting your head chopped off. Sort of like an updated and militarized version of Auron's mining exosuit.
A middle ground between the full-on brainwave Solid Light and the Containment Gun, with some basic shapes, a visualizer, and a UV rangefinder.As in there would be a set of presets that you could project?
The poor man's version of the big fancy thing, in other words. Won't do clockwork, will do stairs or ladders.
Aiming for some modularity/programmability.
No, no, no, no. The whole point is it's supposed to be dial, point, shoot.Do...gravity? As in are the projections affected by gravity? Yes they are.
Also, does solid light do gravity and other things like Portal solid light doesn't?
Could I use Empathetic Gland + Charisma to figure out why an alien is doing something? Or would that require another roll like Brain or Intuition or Gen. Knowledge? Assume it's about an alien that isn't too eldritchFirst one, probably maybe.
Could I use Empathetic Gland + Charisma to try to communicate with an alien? Or at least intimidate or otherwise persuade it to do something? Again, assume it's about an alien that isn't too alien to be compatible.
Is effect of Attractive Bauble transmitted via vision? Can its effect be nullified with Mad Hatter distortion?It is done by vision, but I dunno about mad matter. No one has tried it yet.
Does Black Halo technology absolutely require human contact, or could it be preprogrammed into a grenade or bullet? For example "Sensory deprivation" grenade. "Everybody is now Altered" grenade? Or grenade whose effect can be mentally programmed just before it is thrown?
Solid light objects cannot replicate chemical or electrical systems.It cannot be magnetic or electrically conductive.
does this mean the objects cannot be magnetic or electrically conductive?
What properties can we alter? is it limited to size and shape?
1. So what is the purpose of this? Just having some of that stuff in the handle to use?Spoiler (click to show/hide)
I don't think I ever got a reply on these. Could you look them over, PW?
Q-carbon anything. Yes, no, or confusion.Confusion.
1.What shape is the solid light matter generator? Is it a box, an implant, a wand, what?Boxy.
2.What size is it, if applicable?
3.Where does it project light from?
4.What surface needs to have light shone on it for the generator to function?
5.Can we use artificially generated light, and does that light need to be externally visible?
6.What are the limitations on how much light can be created? Could you spend years creating a massive stockpile, or is there a limit to how much solid light can exist at once?
7.Are there other limitations, such as light needing to be near the generator?
8.Can sods operate solid light matter generators? IIRC, they could operate uncon equipment.
1. So what is the purpose of this? Just having some of that stuff in the handle to use?Spoiler (click to show/hide)
I don't think I ever got a reply on these. Could you look them over, PW?
Does Black Halo technology absolutely require human contact, or could it be preprogrammed into a grenade or bullet? For example "Sensory deprivation" grenade. "Everybody is now Altered" grenade? Or grenade whose effect can be mentally programmed just before it is thrown?Dunno, maybe. But it would be a pretty expensive thing to just huck around.
How heavy are the objects created by the light gun?Follow up to that, would dropping hard light on something squish it?
If hardlight can do this I patent the anvil gun.How heavy are the objects created by the light gun?Follow up to that, would dropping hard light on something squish it?
>:(If hardlight can do this I patent the anvil gun.How heavy are the objects created by the light gun?Follow up to that, would dropping hard light on something squish it?
Bad Paris! No tinkering on mission, especially not walls of text like that.I'm not tinkering. I'm merely asking about piecewise's opinion on certain vague concepts. Piecewise doesn't need to think about how exactly it would work, because I'm not asking about concrete stuff and how they work or how they are combined. He merely has to give a yes/no/maybe/that sounds good/that sounds terrible/wat response on the concept itself, that is, if he feels that would be a thing that would be fun/doable in game. I did the same thing (http://www.bay12forums.com/smf/index.php?topic=136149.msg6338619#msg6338619) with Xan's limboskeleton design, that's why I assumed it was OK. Tinkering would involve me asking a hundred questions about how to build something and how many tokens it would cost and combining extra magnets and enlarging weapons and armour penetration and things like that. I assumed the fact that I started with
I'd like to inquire on the possibility of the following:would make that clear, but I guess I'll edit that to make it extra clear.
Yes, a set of preset shapes.Oh, about 2 or 3 more than the containment gun.
How much for that? Similar to the instant containment gun?
Huh, well ok.1. So what is the purpose of this? Just having some of that stuff in the handle to use?Spoiler (click to show/hide)
I don't think I ever got a reply on these. Could you look them over, PW?
I believe his point is enabling Jedi sword fighting techniques. Throw the razor and pull it back through necks because opponent thinks it's no danger anymore.Does Black Halo technology absolutely require human contact, or could it be preprogrammed into a grenade or bullet? For example "Sensory deprivation" grenade. "Everybody is now Altered" grenade? Or grenade whose effect can be mentally programmed just before it is thrown?Dunno, maybe. But it would be a pretty expensive thing to just huck around.
But with limited range and duration it could be reusable, right? Lob temporary hallucination grenade at enemies and shoot them while they are distracted and panicking and retrieve it once safe. Or use it perhaps as a stationary distraction: Break a door, set up a Black Halo grenade to make the door look and feel intact. Make your duplicate appear in bed, or duplicates of guards you killed standing in guard. Applications are limitless if you are brave enough.
I trust your judgment on the "Shredder" suit PW. I'm on mission and really don't want to incur anythings wrath by tinkering.It's not a bad idea in theory, but focusing on a melee suit and letting the users wield their own weapons might be better.
Can one use the pocket dimension like a portal gun?Hmm. Sorta? It can only be open in any one place at any one time, but you could open it at point a, put something in, then open it at point b and take it out.
Could you explain a bit how the 5sec reset works? Like, one activates it, then what exactly happens to any particular molecule inside the affected radius, frame by frame?
1.Does being in a white mask render you immune to drugs, or can you get high if you possess a body that's high?Hmm thats kind of a difficult question. Your mind won't get high, but your body will. Now, the mask allows the mind to "see" without eyes, so hallucinogens won't do anything, but intoxicants might. If you drink a bunch of booze, for instance, your mind won't be effected, but your body might have reduced reflexes and balance due to the effects. Likewise, stimulants would allow the body to act more effectively even though the mind feels no effect from them.
2.A white mask can possess anyone/thing which touches it, right? Even if they just pick it up?
3.Can a white mask be put inside a braincase, and possess it, essentially acting as a roboperson?
4.How tough is a white mask? Would it break from being dropped?
5.Could a white mask be protected by coating it in mythril/some other metal, leaving only a small contact patch for possession?
6.Can you use a 5-second reset to clone ammo for the 5-second reset?
7.Can you use a 5-second reset to clone armory equipment/nyartifacts, which you can then sell to other players?
8.Can a 5-second reset be set to automatically activate after severe trauma?
9.How long is "a short period" when using the 5-second reset often? Is it directly prortional to how much of a munchkin the user is?
How heavy are the objects created by the light gun?Depends on their size? Assume a weight about that of metallic aluminum.
Does the white mask itself have any sensory organs? EG can you still see when you're not stuck to a body?The best way I can explain it is to say it puts you in third person mode.
Again, depends on the size doesn't it? If I drop a steel coin on you, do you die? What about a steel beam? Slightly different effect perhaps?How heavy are the objects created by the light gun?Follow up to that, would dropping hard light on something squish it?
I'd like to ask for your opinion on the following two concepts. Do they sound doable and/or like something that would be fun in game?You're on mission, aren't you...
1. Imagine putting one of those self-growing organic computers we got from the Anomalous Planetoid in a battlesuit and connecting it both to the user's brain and the battlesuit itself and having it try to emulate them.
The goal is that if the pilot is incapacitated or killed, the AI in the battlesuit will take over and continue fighting, not as intelligently as the player but probably just as capable if not more. Kinda like some vehicles in Warhammer 40k that can be temporarily controlled by their machine spirit.
The AI is deactivated after some time so that it doesn't run rampant, but it could be retrieved and transported back to Hephaestus to be put in a fighting robot and get sent to the front lines to fight off-screen.
Essentially kinda like an Avatar-like upgrade for battlesuits and other exoskeletons that makes killing the pilot no longer be a foolproof strategy: "You kill me or render me unconscious, you now have a killing machine controlled by a semi-alien intelligence to deal with".
2. If I remember correctly, the problem with Stevebots is that they are so advanced and made they need an advanced AI to be controlled properly (plus the fact that creating the parts that make up a Stevebot requires very specialized machinery with very little margin for error). So get a Stevebot with no weapons (just the hyper advanced body) and put one of the above mentioned organic computers to control it. Maybe give it some speakers/multi-colour led lights/movable head parts to make it more expressive.
Once the guys on Hephaestus have gotten it to learn to use its body (walk, etc) and to understand what energy sources it needs to survive, it gets sent to the Sword and sent to accompany people on missions to gain experience and be taught things, sort of like training a dog or a baby. Someone should probably be assigned as being responsible for it, to make training easier. It should probably not have the ability to survive very long without "food", both so that it can be rewarded with it (or even be rewarded with better versions of "food") and so that if it escapes or otherwise turns against us it is harder for it to survive for long.
The end goal is that once it has completed say 10 missions, we will have a Stevebot intelligent/capable enough to be used as a template to create other Stevebots that don't actually have to be controlled by Steve or another powerful AI. They can then be taught different skills and be sent out to be warriors or assassins or bodyguards or whatever, kinda like lesser versions of the Arbiters of Peace. A bit more unstable though, since they are self-evolving AIs, but still powerful. And this universe is kinda fucked anyway, so I don't think potentially unleashing the Replicators is such a bad thing right now. They are also organic, so it's unlikely that a single individual can live forever.
Sorry, noob questions:Heph thread is a failure and we all feel bad. Tinker is here to continue to hurt me.
- What precisely is the difference between this and the Hephaestus threads?
- Is the gurney only being considered on the Hephaestus thread, or on both?
((Thank you for the replies. I'm reposting it then, this time bolded.))This will all work, though gunner bots are fairly expensive, even stripped down. Wetware computer and all.
St. Bernard gurney bot
Exploding a Gunner Bot (http://einsteinianroulette.wikia.com/wiki/Gunner_Bot), select the legs and actuators, the control unit, and one AV device from its sensors suite.
Break a scoop stretcher (https://en.wikipedia.org/wiki/Scoop_stretcher) in four parts, and reconnect them with electric telescopic fittings long enough to stretch around an armored human.
Fit spring self-winding safety belts for patient immobilization.
Fix the legs around the gurney, and the AV and control unit at its head.
Optional gear: a light-bending spray painted protective shell of Milno-plate around the head and sharkplate elsewhere.
Optional gear: articulated arm, one canister of each: medifoam, painkillers, coagulant boosters and anti-shock meds to remotely work on the patient.
And yes, although not designed for it, I imagine that there are other uses:
- by itself, it obviously can be used to cart stuff,
- the first optional configuration can also be used for stealth insertions or as a light APC,
- the second one, I don't know, maybe it could allow silent abductions or something, especially if used together with the first option.
What should we do with the kinamps in a battlesuit's knuckles? Cause origin tech. Either remove them, or assume anyone who can afford a battlesuit is competent enough to handle some kinamps.I'd say remove and replace with something else.
Similar deal with the multi-function gauntlet. Can we remove the kinamp and lower the price a token or two?
So a Five Second Reset could bring a character back from permadeath if it's activated soon enough?unless the reset is also destroyed, yes.
It's an addition to the shock implants that allows steve to send impulses through the spinal cord. The reason why no one remembers it is that he renders you unconscious so you don't create conflicting signals.Does Steve want to keep green storm a secret, or are people allowed to know?
What if you buy the containment gun and reprogram the thing yourself?Then it would cost as much as the gun, but the gun is only made to project one object at a time, and only where it is pointed.
So a Five Second Reset could bring a character back from permadeath if it's activated soon enough?Yes. Brain blown the hell up can still be brought back together if activated quickly enough.
Steve doesn't care.QuoteIt's an addition to the shock implants that allows steve to send impulses through the spinal cord. The reason why no one remembers it is that he renders you unconscious so you don't create conflicting signals.Does Steve want to keep green storm a secret, or are people allowed to know?
In case we tell people, how would you like to handle using it? Only when a mission commander orders it, only when a person him/herself activates/requests it, or both (aka either on personal request or override as an order)?
Is a person capable of resisting it's influence through conscious action (eg opposing will roll)?
So, one cannot open 2 portals between realspace and the pocket dimension at the same time, even with 2 separate controllers? But you can choose where in realspace the portals opens if you create one in the pockets dimension? Meaning you could use it as a portal gun, but with a delay?
What frame of reference does the 5 sec reset use? Galactic coordinates, itself, the nearest mass of gravity, or what?
How would the pimpcane knuckles work, and what skill would they use?It would just be a metal knuckle plate made of pimpcane metal so it could be turned into spikes or blades or whatever you want. It would use exo, same as normal. Unless we automated it to take on a dozen or so shapes when activated and cycled through, We could do that.
*is intrigued* How would one use them, exactly? And could they be purchased without the battlesuit?I'm not sure what you're talking about. Please quote whatever I'm talking about because I've got a big ass series of posts before this one and you could be referencing lots of things.
What do we know about what we can control with the pocket dimensions?
What kind of control interface does it have for manipulating its laws or contents?
So, what is the procedure now (argh, noobs... ;) )? The Heph OOC guys also showed some interest in it for BLOPS, so could you be more specific, please?This will all work, though gunner bots are fairly expensive, even stripped down. Wetware computer and all.
St. Bernard gurney bot
Can Pocket dimensions have more than one exit? I.E. on a longer mission can we use them as a way to resupply from the Sword by connecting it to the pocket dimension at one end and our current location at the other, and simply travel through the dimension?....
Hmm. In that case, I think Miya will be making green storm public after this mission (assuming we survive of course, hah). With the stipulation that, like the classic shock collar, people cannot have it removed just like that (though leaving open the option if a person has special permission, like with Maurice). Activation happens when a mission commander requests it, or if the individual requests it (and gets approval from commander if needed). And there is still a high chance of damage or death from using it to prevent overuse. That all ok?
Could you elaborate about the telefragging when using 2 pocket dimension controllers?
Finally, remember that gunship idea I designed some time back? I proposed we use a system where people buy the right to use certain strikes, like buying ammo for a gun, but people weren't enthusiastic about that. Popular sentiment was that they'd prefer if it was deployed on a mission for free when requested, together with strikes being for free. What I'm afraid for though, is that that might lead to people 'abusing' it and just shooting everything everywhere with this. A possible middle road is that deployment is free, and strikes are to be payed at the end of the mission, with the idea that if it was used correctly, the team fund can take (some of) the cost, but if it was abused or used to cause rampant collateral, they have to pay more out of their paycheck.
What do you think?
Would it be possible to have pimpknuckles switch between standard and preprogrammed modes, or is it locked to one or the other on creation?Locked
The preprogrammed pimpknuckles, can they turn into moving things like drills or sawblades or oscillating spikes or jaws of life, or would it be limited to static shapes? And preprogrammed would use uncon, right?
Pimpcane can be moved with your mind. Can pimpknuckles? Can pimpknuckles be preprogrammed to, for example increase the strength of your punches or help with lifting/pushing things?
Can pimpknuckles be added as a standalone armoury item, same price as kinamp?
Well, if you're ok with paying 12 tokens for it, then consider it done.So, what is the procedure now (argh, noobs... ;) )? The Heph OOC guys also showed some interest in it for BLOPS, so could you be more specific, please?This will all work, though gunner bots are fairly expensive, even stripped down. Wetware computer and all.
St. Bernard gurney bot
For the whole thing, with both bells and whistles? Definitively. As soon as I have 12 tokens, that is...Well, if you're ok with paying 12 tokens for it, then consider it done.So, what is the procedure now (argh, noobs... ;) )? The Heph OOC guys also showed some interest in it for BLOPS, so could you be more specific, please?This will all work, though gunner bots are fairly expensive, even stripped down. Wetware computer and all.
St. Bernard gurney bot
((Oh c'mon pw, using the pocket dimension to travel to the sword was exactly one of the things I warned for in that council pm. It's like you don't even read them (then again, there were a lot of possible exploits in there, so I can see why any particular one would get lost in the sea of hypothetical munchkinnery :P ).))(I think just straight up forgot. Sorry.)
So, you wanna veto the gunship shuttle in its entirety? Or only allow it on a select few missions? Or would it be ok if there was an exact cost involved again, like it was originally proposed like? Something else perhaps, some totally other way of doing this?
Say I was standing on a bridge on a normal earth like world above a deep abyss. I shoot with the gauss rifle down into the pit, and hit the 5sec reset after 4 seconds. What happens? The bullet returns to my gun, right? Or do I teleport to where the bullet is?
If now someone pushes me off the bridge and I fall, and I press the reset again after 4 seconds. What happens? Do I get moved back onto the bridge, or does the piece of bridge I was standing on get ripped off and moved so it's under my still rapidly falling feet?
((I'll warn in advance, I think things might get difficult as the 5sec reset is explored. If at any point you wanna say "it doesn't make sense/I don't bloody know, it just works like I need it to in that situation, shut up" then feel free to. I'm not trying to maneuver you inti a corner, even if it might look like it.))
Is there any way we could weaponize our Newton enraging magic?We could wrap wire around his corpse and turn him into an electromagnet to power our weapons.
Say that the pocket dimension doesn't work on the Sword because you have a jammer active that prevents its activation close to the ship to prevent people from accidentally damaging the ship. Or say that creating pocket dimension generators is hard/dangerous/expensive/impossible so you only have one on the sword and portals can't be created too close to the generator. Or that it doesn't work because of all the other space magic things we have there.Jammer seems reasonable.
Also, for power creep, you could offer players the option to retire their old characters and start a sort-of new game+, with some extra levels and tokens. That's how I do it on my RTD.
You could make the old characters NPCs. Take them out of the game and have them do things in the background with the possibility of appearing in a future mission or some epic final battle. Kinda like the guy from the Ice-9 mission who was actually an HMRC member on a mission.
Oh, speaking of things happening in the background: Remember how you talked about one of the other HMRC ships infiltrating an asteroid-sized UWM ship? What's going on with the other HMRC teams like that one? Or should I ask these questions when I'm back on ship or in the ER talk page?
Yep, that tends to be the general opinion.For the whole thing, with both bells and whistles? Definitively. As soon as I have 12 tokens, that is...Well, if you're ok with paying 12 tokens for it, then consider it done.So, what is the procedure now (argh, noobs... ;) )? The Heph OOC guys also showed some interest in it for BLOPS, so could you be more specific, please?This will all work, though gunner bots are fairly expensive, even stripped down. Wetware computer and all.
St. Bernard gurney bot
Lessons learned: tinkering is worth it, but expensive...
The bullet returns to the gun, you stay where you are. The location that matters is where the reset is at that time.
Likewise, you end up back on the bridge, because thats where the reset thing was 5 seconds ago.
Whenever someone asks how with clearly alien and exotic artifacts, I instantly want to yell "Magic!" in the most hilarious tone of voice I can. Maybe break out into song.I't not really about 'how' it works, and more what one can expect to happen in-game when you push that button.
Sounds like the reset is the frame of reference. So if you and the bullet were to move opposite each other for five seconds, you you both be returned.
... I mean, at least how I hear PW talk about it. Ot's not so much where the reset is, it's more about the world around the reset.
how does the device differentiate between 'I am moving away from x' and 'x is moving toward me'?You have to use external reference points. Lacking those, the problem is meaningless; the very concept of immobility is a fallacy of the ground-bound mind.
how does the device differentiate between 'I am moving away from x' and 'x is moving toward me'?You have to use external reference points. Lacking those, the problem is meaningless; the very concept of immobility is a fallacy of the ground-bound mind.
The 5-second-reset actually has a tiny skeleton inside that decides how thongs should be reset.Deus ex lingerie?
Yes it is, pw has said so, but then how does the device differentiate between 'I am moving away from x' and 'x is moving toward me'?Kinda like missiles I guess, kinda like this? (https://www.youtube.com/watch?v=F4Dvc1NrZJI)
Yes it is, pw has said so, but then how does the device differentiate between 'I am moving away from x' and 'x is moving toward me'?Kinda like missiles I guess, kinda like this? (https://www.youtube.com/watch?v=F4Dvc1NrZJI)
Or on a moving planet? I mean...There kind of is this thing where planets move...Yes it is, pw has said so, but then how does the device differentiate between 'I am moving away from x' and 'x is moving toward me'?Kinda like missiles I guess, kinda like this? (https://www.youtube.com/watch?v=F4Dvc1NrZJI)
Hah, that was unreasonably hilarious.
For the record, the very first two results already give some interesting potential results, in case people are wondering why I'm bothering with all this. For example, we know that if we fall down the pit, and hit reset, we go back up. Now imagine that instead of falling, you were standing inside a shuttle that flew down the pit so that your body has about the same trajectory as it had during the falling of the first scenario. It follows that, if you hit reset inside the shuttle, you will be teleported outside the shuttle up to that bridge (assuming the shuttle isn't so small it is teleported along with you, which is probably since the reset area isn't that large). Ergo, using the reset in a moving shuttle will teleport you outside the shuttle (and presumably to you splatting against the ground some time later). Thus, you can't safely use the reset while inside any moving vehicle.
Figure out a way to recruit its remnants?+1 Let the new empire rise from ashes of old one, which is essentially same guys, just with different name.
Ah, I see. So can we keep the gunship option as a 'maybe' then, should the situation ever come up?YeahQuoteThe bullet returns to the gun, you stay where you are. The location that matters is where the reset is at that time.
Likewise, you end up back on the bridge, because thats where the reset thing was 5 seconds ago.
But before you said the 5sec reset uses itself as frame of reference. But from that frame, a bullet speeding away or a piece of bridge suddenly falling sideways and upward (as seen from the reset's point of view) is equivalent, no? How does it know to bring back the bullet in the first case, but the person (and not the piece of metal in the bridge) in the second?
A different example: say you are floating in zero gravity. How does the resett see the difference between 'a bullet moving away' and 'you moving backward while a bullet comes out of the gun and stays stationary'? After all, both 'bullet moves, you stay still' and 'you move, bullet stays still' are equivalent frames of reference on their own. So if the 5sec reset uses itself as reference frame, how does it differentiate between 'bullet moves' and 'person moves' if it doesn't use some sort of outside frame of reference?
To put it in another way: the earth spins around the sun at about 30 kilometers per second. So if the reset takes you back to 'where you were', shouldn't it teleport you 5*30=150 kilometers away, to the exact location your body was in terms of some 'galactic coordinates'?
Looks good, but get an exact list of the things the preprogrammed knuckles can make.Spoiler: pimpknuckles (click to show/hide)Spoiler: Preprogrammed Pimpknuckles (click to show/hide)
yesOr on a moving planet? I mean...There kind of is this thing where planets move...Yes it is, pw has said so, but then how does the device differentiate between 'I am moving away from x' and 'x is moving toward me'?Kinda like missiles I guess, kinda like this? (https://www.youtube.com/watch?v=F4Dvc1NrZJI)
Hah, that was unreasonably hilarious.
For the record, the very first two results already give some interesting potential results, in case people are wondering why I'm bothering with all this. For example, we know that if we fall down the pit, and hit reset, we go back up. Now imagine that instead of falling, you were standing inside a shuttle that flew down the pit so that your body has about the same trajectory as it had during the falling of the first scenario. It follows that, if you hit reset inside the shuttle, you will be teleported outside the shuttle up to that bridge (assuming the shuttle isn't so small it is teleported along with you, which is probably since the reset area isn't that large). Ergo, using the reset in a moving shuttle will teleport you outside the shuttle (and presumably to you splatting against the ground some time later). Thus, you can't safely use the reset while inside any moving vehicle.
Anywho, do the wristpads and such already have things like games on?
People have programmed games for them before. Mk suit helmets had Tetris, took a Willpower roll to stop playing, back in the old system at least.Well, you could think of ways to do that.
((Since Heph is dead, I'll post here.)) Charles asks for what he's meant to be doing now that the UWM has effectively collapsed. Figure out a way to recruit its remnants? Consolidate loyalty?
For the record, the very first two results already give some interesting potential results, in case people are wondering why I'm bothering with all this. For example, we know that if we fall down the pit, and hit reset, we go back up. Now imagine that instead of falling, you were standing inside a shuttle that flew down the pit so that your body has about the same trajectory as it had during the falling of the first scenario. It follows that, if you hit reset inside the shuttle, you will be teleported outside the shuttle up to that bridge (assuming the shuttle isn't so small it is teleported along with you, which is probably since the reset area isn't that large). Ergo, using the reset in a moving shuttle will teleport you outside the shuttle (and presumably to you splatting against the ground some time later). Thus, you can't safely use the reset while inside any moving vehicle.is this correct, that using it in a moving shuttle will teleport you outside of it?
Does anyone have any other ideas to include?Spoiler: Exact List (click to show/hide)
5-second reset:It won't return you to empty space because the planet moved if thats your question.
Okay, but how does it determine the reference frame for 'where it was'? Because if that's absolute coordinates the thing's pretty useless. You would only really be able to use it in a motionless or near-motionless frame of reference, which is not most planets. Or ships.
If it knows that, then it is explicitly not using itself as a frame of reference, it has to use an outside one. How does it know that it was the person holding the reset that did the moving, instead of the environment (or a particular object in it) doing the moving? It can only know that if it uses some sort of outside viewpoint to determine the difference between 'reset moves towards object x, which is standing still' and 'x moves towards the reset, which is standing still.*sigh*
To re-ask the last question: why doesn't it teleport you into space or into the ground if you use the reset while on a planet (which is moving around the local star at a significant speed)?
And in this case:QuoteFor the record, the very first two results already give some interesting potential results, in case people are wondering why I'm bothering with all this. For example, we know that if we fall down the pit, and hit reset, we go back up. Now imagine that instead of falling, you were standing inside a shuttle that flew down the pit so that your body has about the same trajectory as it had during the falling of the first scenario. It follows that, if you hit reset inside the shuttle, you will be teleported outside the shuttle up to that bridge (assuming the shuttle isn't so small it is teleported along with you, which is probably since the reset area isn't that large). Ergo, using the reset in a moving shuttle will teleport you outside the shuttle (and presumably to you splatting against the ground some time later). Thus, you can't safely use the reset while inside any moving vehicle.is this correct, that using it in a moving shuttle will teleport you outside of it?
And as I mentioned, if you wanna say 'it just works as I need it to, it doesn't follow any strict rules' then that's fine, but just say so. Cause now you're claiming it works like x, but every other example here is evidence it simply cannot work like that. And not even in an "this couldn't work in the real world" but in a more basic "it isn't internally consistent, so a player cannot know what should happen upon using it". As said, this isn't meant to trap you or prove the system sucks, but to figure out where we stand in regards to using the thing. If the outcome is 'just ask pw whenever you wanna use it but aren't sure what ought to happen', that's fine by me. Hell, even if not knowing for sure what will happen when you press the button and not being allowed to ask for clarification is what you wanna go for, that's fine. Could be an interesting gameplay mechanic even, where pressing the button can save your life or make things infinitely worse when the wrong things happen.
Or, of course, it does work, but then I'm just not getting it.
@Egan:I suppose there's no reason they can't.
Good suggestion. Thanks.
@Dutrius:
There is already a near infinite shapeshifting multitool in the armoury for two tokens, so I don't want to clutter the pimpknuckle with too much stuff since it requires listing every single form.
Good name though, and some good ideas.Spoiler: Changes (click to show/hide)
Piecewise, can players download or program new forms into their pimpknuckles after the buy it?
No, that's perfectly alright. Again, this isn't to annoy you, but to get clarity (well, and to dubblecheck if isn't me just being too dumb to get it). I don't need an ic explanation, just an idea how it works mechanically. And if that's just 'depends on the situation, there is no fixed frame of reference' that's perfectly fine, and now we know.Basically, it will intelligently determine how to reconstruct you as best it can. I mean, if you're standing on a bridge and the bridge blows up and you reset as you fall, you'll probably end up back where the bridge used to be, and falling again, not down where the piece of it that you were on came to rest. It's hard to say without knowing the specific situation.
I mean, imagine you think up a rifle and tell us it shoots bullets, but then when we test it every time a laser beam comes out. It's not that laser rifles are wrong, or that I want a whole technical schematic of the thing, just clarity of whether it's a or b, because it can't be both at the same time. Not having cake and eating it to, you know.
Anyway, I'll play nice and drop the reference frame questions. If I may however, is there a chance with telefragging when the place you get send beck to is occupied with something else? Say somebody placed a solid brass Isaac Newton statue at the spot on that bridge where you fell off.
How do you think mission 22 (the one with the Arbiter) should be described on the 'War Effort' page?
Minor failure.
1
Major failure.
3
Minor success.
2
Major success.
1
Minor failure/minor success (neutral).
3
I don't know, we should ask PW/Steve what he thinks, and use that.
6
The poll was created at 13:32 on December 6, 2015, and so far 16 people voted.
How much control do we have over solid light objects after creation?Well...Ok. You could fire light swords out at people if you fired them as they were created. If you created them, let them fall to the ground and then wanted to shoot them later? No. If you wanted to keep them in orbit around you? No. At least not without also creating some weird contraption around you that did it for you.
can we levitate them around and manipulate them at will?
basically can I shoot laser swords at people and create self winding pocket watches?
also whats the range limitation that the objects need to stay within?
How about some kind of Weevil explosive? Nothing special, just a pack of glow-worm degenerators designed to be planted and activated to chew through important supports, perhaps with some sort of director function to chew through a few dozen metres of steel in a door shape instead of a massive sphere of 'Ieatyou'ness.
So, you know how we sometimes have a poll on the wiki? This was the latest one:I think we can classify it as no longer important.QuoteHow do you think mission 22 (the one with the Arbiter) should be described on the 'War Effort' page?
Minor failure.
1
Major failure.
3
Minor success.
2
Major success.
1
Minor failure/minor success (neutral).
3
I don't know, we should ask PW/Steve what he thinks, and use that.
6
The poll was created at 13:32 on December 6, 2015, and so far 16 people voted.
So pw, what do you think we should classify that missions as? It seems that the general opinion slightly leans toward it being a rather major failure.
I have an idea for a 'device' of sorts to help with our quest for a new home. Or rather, to help with the colonisation/building part. Would you mind if I go into that a bit more, or is that too close to tinker (as opposed to small questions)? It isn't an armory item.
Yeah, if pw doesn't care, then I'm just gonna go and label it as a failure, as the poll indicates.I believe your logic is flawed. The poll clearly says to ask piecewise what the mission should be labelled and use that. And piecewise clearly labelled it unimportant. I don't see how you can go from "unimportant" to "failure".
Err... isn't the next highest scoring option a tie between "Minor failure/minor success (neutral)" and "Major failure"? ...I feel like I'm missing something. Sorry, I'm not a clever man...Hey now, don't sell yourself short, that's a very valid remark. Thing is that I looked at the general votes for 'failure vs victory vs neutral' first since otherwise the votes for victory and failure get 'split apart' so to speak. And then you could have eg. 5 votes for minor failure, 5 for major failure and 6 for neutral, and get the end result of neutral, even though the majority of people thought it was a failure to some degree.
(As I said, those force mono-blades are sharp but they don't have the slicing, eroding power of a monoatomic razor, they still only cut as deep as a sharp blade can cut.)Just to confirm: 1)While they don't have the eroding power and depend on the usual "cutting" mechanics, the cutting edge is still monoatomically thin, right? (So "as deep as an absolutely sharp blade"?)
2)Technically, the two blades used in this fight were identical save for the material/technology, right?
(Because the force mono-blades were directly based off that same Doctor-brand monosword, only with forcefields instead of spacemagically arranged atoms.)
Yeah, if pw doesn't care, then I'm just gonna go and label it as a failure, as the poll indicates.
Pw, any new poll you would like to see on the wiki? Anything you're curious about or would like to ask the players about (and that isn't important znough to warrant a strawpoll)? Can be something silly.
Ok, but if you had to judge the mission based on its own merits, and not in light of the lurker happening, which of those poll options would you choose? 'Not important anymore' isn't really a valid answer for this wiki page. If you really don't know/don't have an opinion, say so and we'll have another poll on the wiki, because just using the next best score is apparently unfair.
Ok then. The very basic idea is to create a sort of 'autonomous colony building unit' combining our various (non origin) xenotech. It'd basically be a non-military application of various technologies we worked so hard to aquire over the years to create something that can build and expand infrastructure in a variety of new environments/universes without needing constant oversight.
Should I expand on the idea? I can already say it might turn out to be more of a background sort of thing, but I think it could be interesting nonetheless.
What's the flicker-fusion rate for hard-light objects??
Like how TVs work.
Hmm, well, all the Weevil gun says in the armoury is that it can chew through several feet of material, since I don't really have a rule of thumb distance for a foot, let's say... About twice that?Sphere of... lets say 10 feet sound alright?
(I'm not tinkering, this just seemed like a good place to repost this from OOC thread where it was apparently missed by Piecewise, just as syv foretold it. Thanks for the useful advice, anyway!)They are, though the big difference here is that one is a man cutting through very tough metals and metamaterials while the other is a combat robot cutting though flesh.(As I said, those force mono-blades are sharp but they don't have the slicing, eroding power of a monoatomic razor, they still only cut as deep as a sharp blade can cut.)Just to confirm: 1)While they don't have the eroding power and depend on the usual "cutting" mechanics, the cutting edge is still monoatomically thin, right? (So "as deep as an absolutely sharp blade"?)
2)Technically, the two blades used in this fight were identical save for the material/technology, right?
(Because the force mono-blades were directly based off that same Doctor-brand monosword, only with forcefields instead of spacemagically arranged atoms.)
QuoteOk then. The very basic idea is to create a sort of 'autonomous colony building unit' combining our various (non origin) xenotech. It'd basically be a non-military application of various technologies we worked so hard to aquire over the years to create something that can build and expand infrastructure in a variety of new environments/universes without needing constant oversight.Hmm well give me a run down of the basics. how is it gonna be building things, providing the necessary amenities of life, power and the like.
Should I expand on the idea? I can already say it might turn out to be more of a background sort of thing, but I think it could be interesting nonetheless.
How fast would one need to drop and reform a solid-light object to have floating objects?Pretty damn fast.
10 Feet? Yeah, that sounds alright, it'll pro'lly look like a simple rectangle, 'bout the size of both fists put together, has a timer and remote detonator, would it be possible to direct the weevils, though? Or are they just going to chew in any direction they feel like?Directionality is...difficult. I mean we could release them all in one direction but they're gonna move however they feel like so while you'll probably have the majority of them heading off in the right direction, some might double back.
Great, then we can mark that one down as a victory and be done with it. I'll go change it.
Fakedit: and it seems paris already did my work for me. Coolio, thanks paris.
Pw, any new poll you would like to see on the wiki? Anything you're curious about or would like to ask the players about (and that isn't important enough to warrant a strawpoll)? Can be something silly.QuoteQuoteOk then. The very basic idea is to create a sort of 'autonomous colony building unit' combining our various (non origin) xenotech. It'd basically be a non-military application of various technologies we worked so hard to aquire over the years to create something that can build and expand infrastructure in a variety of new environments/universes without needing constant oversight.Hmm well give me a run down of the basics. how is it gonna be building things, providing the necessary amenities of life, power and the like.
Should I expand on the idea? I can already say it might turn out to be more of a background sort of thing, but I think it could be interesting nonetheless.
Well, the idea is to use our various technologies we acquired over the years and bring them together into a coherent unit. Some of the main components would be:
-the organic computers, which we train/program beforehand to make sure they are good at coordinating construction and adapting to different environments and situations. These are the main controlling unit.
-Heabi biomass and a controlling brain, which given its high adaptability and wild variety of possible forms should be convenient for all sorts of tasks, from breaking down available nutrients to creating specific lifeforms for certain tasks (eg a digging worn to carve out tunnels, or a root system that spreads out unto the soil to search for water or minerals). The Heabi brain woud interface with the organic computers to ensure efforts are well coordinated.
-sharkmist: like Heabi, is very versatile, depending on the type of job this or the former would be used more or less. A big use would be in fabricating things to expand the colony with (eg use the nutrient sludge and minerals the Heabi root bring up and convert them to wall plates and hab units).
-Stevebots: we'd send a couple along to help with initial building (and maybe a few hunters for protection) as well as the database so that new robots tailored to the current needs can be built.
-a couple generators (can be in parts for stevebots to assemble or whole) to keep the initial operation running and a bunch of bluerad cells. This until a suitable local energy source is found, or more generators can be built.
-mapping drones and the like.
-optionally, a whole bunch of frozen embryo's. While initially we will send fes or no actual humans along with the colony unit, having a bunch of frozen embryos aboard to restart a breeding stock with will help ensure that, even if something gors catastrophicslly wrong and we all die, that humanity will have a chance to continue on, somewhere out there. Of course, these are only thawed and used if both the needed infrastructure is built, and no communications have been had for a long time (indicating shit went wrong).
-optionally, a machine for dimension hopping. A small one for sending small packages of info back (aka to stay in touch) or a bigger one that allows the colony unit to jump around.
-all this inside a ship if possible, so that the unit can redeploy to a better position once teleported. Maybe even make it so the ship folds open to establish the intial colony (depending on how much stuff can be teleported at once).
So, when one of these colony units is deployed somewhere, it will start putting up industry and building a colony livable to humans without needing constant oversight. How it goes about this depends on local circumstances and needs, which is why getting the control unit right will be very important (and to ensure eg the sharkmist bots don't start breaking down the Heabi lifeforms and vice versa in a wastefull cycle). And if a universe doesn't seem to work out well in the end for permanent habitation, then we could instruct the colony unit to instead start strip mining it for interesting materials we can then ship back to our new universe.
Gameplay wise, it would give interesting opportunities for small missions, such as a colony requesting assistance from a team to deal with some local wildlife problems, and would allow you to be really creative in colony design (after all, strange environments might warrant unorthodox methods). Such as a universe that's mostly densely gaseous, and where the main colony is a floating 'cloud city' where big Heabi barges with enormous membranous sails fly around to scope up materials and ferry them to the sharkmist fabbers inside their belly.
Thoughts?
((Sorry for wallness of post.))
Most of that is possible, though getting all those things to play nice together might be a little tricky; Though, the dimension hopping thing is a no go. Extrauniverstal engines are...well it took the doctor several hundred years to figure out how to make it and they're very large. Not easy to mass produce.Yeah, scrap the universe hopping then. Figured those wouldn't be easy to get anyway.
Now that I'm off mission it's time for tinker ;D
Heavy Exoskeleton
-An upgraded exoskeleton that is the exact same strength as a synthflesh body.
-Bulkier than a standard exoskeleton, but should still let the wearer move freely indoors.
Because we need something to fill the gap left by synthflesh (at least strength tier wise). I'm mostly designing this as a base for the armoured version.
Heavy Armoured Exoskeleton
-Add armour to the Heavy Exoskeleton, hex-composite is probably the best option.
Something to fill the niche of a mini assaultsuit, that provides lots of strength and protection but still lets the wearer move around freely indoors, and doesn't require getting your body chopped off. Fills basically the same niche as the old mining and industrial exosuits except modernized and militarized.
Damn. Thanks for the heads up.You can always just have flying use Exo instead of Aux, by having the user directly control it. Of course, it will probably be slower than a MK suit and probably more unstable too, but probably more responsive, with better acceleration.
I'm putting you in charge of tinker on a provisional basis. The council will still be around to provide advice if you need it and I'm here if you have questions. Try to strike a good balance of not making completely overpowered stuff but also still letting people have fun.
We have a new tinkermaster! Does that mean we can test armor thickness?
Try to syv syv, and you will regret it.Sigged.
Council people! I'm assuming you'll continue deciding balance and price? I'd be willing to do it, but something tells me that's not what PW intended.Nope. Please, nope. At least, not completely. I mean, that's half of the point of Tinker to give the initial price. Without the price, we might as well have experienced tinkerers run "tinker" through explaining stuff to other people (the way you helped Pancaek, for example).
To tinkerers: I'm probably gonna be more of a jerk about Tinker than PW. If you try and ask tiny little questions just to get quotes you can use to trap me later, then I'll rule 0 those quotes into shivs whivh I can stab you in the back with. And then I'll see if I can convince PW to actually deal that damage to your chars. Try to syv syv, and you will regret it.Hey, quick litmus test! (As you know me well, and we have tinkered together, so you know my approaches.) Should I fear your rule of the Tinker?
Aside from that, have fun! A new age of Tinker has come! :D
Okay, but could it be done?
QuoteMost of that is possible, though getting all those things to play nice together might be a little tricky; Though, the dimension hopping thing is a no go. Extrauniverstal engines are...well it took the doctor several hundred years to figure out how to make it and they're very large. Not easy to mass produce.Yeah, scrap the universe hopping then. Figured those wouldn't be easy to get anyway.
And yes, I acknowledge getting these various technologies, what with their very different origins and characteristics, go mesh together is not a trivial task. Which is why I thought the adaptive organic computers might work well for this, since we could presumably keep evolving them till it works (though if something like a wetware ai would work better that's also fine of course).
How large a ship could we teleport, by the way, with the current machine? And could we build a bigger one?
Any more info you need? More details, plans on how to do the 'training' of the contol unit? What do you/Steve think of the plan itself, think it could work/provide game opportunities? Or shouldn't we bother working on it more?
Sorry to add to your workload Piecewise, but I’ve been wanting to ask this question ever since I read the first mission.
Would it be possible to resurrect a crystal person using the crystalline projector and a unwilling test subject? You don't have to tell me if it is and please don't tell me how to do it. I'm fine with experimenting in or out of Tinker once I get done with my mission, but I thought that it might save both of us some work if I knew if what I was attempting was even possible in the game.
P.S. Please don't kill
Now that I'm off mission it's time for tinker ;D
Heavy Exoskeleton
-An upgraded exoskeleton that is the exact same strength as a synthflesh body.
-Bulkier than a standard exoskeleton, but should still let the wearer move freely indoors.
Because we need something to fill the gap left by synthflesh (at least strength tier wise). I'm mostly designing this as a base for the armoured version.
Heavy Armoured Exoskeleton
-Add armour to the Heavy Exoskeleton, a couple layers of battlesuit plate would probably be best.
Something to fill the niche of a mini assaultsuit, that provides lots of strength and protection but still lets the wearer move around freely indoors, and doesn't require getting your body chopped off. Fills basically the same niche as the old mining and industrial exosuits except modernized and militarized.
ARM longcoat
-Take Civic defenders longcoat. Add a layer of hexsand coating. Add a hood that fits over helmets.
-Maybe weave in some battlesuit plate fibers, for added laser defense and durability. I'm not sure if that would work.
Sharkplate is very nice. There is still a niche for ultralight cloth armour, either for black ops to disguise as civilian clothes, or to layer over sharkplate, or to protect the limbs of someone wearing flight milnoplate.
Gungnir Electrolaser kit MK2
-Replace the tesla sabre with a spark gap, same power but much cheaper because it doesn't need any automanips or lightning emitters. Make it so it can be added to any suitable laser instead of just a laser rifle. Remove the token to required to attach it to the gun.
Because the Gungnir is a good idea done wrong. This should fix that making it a cheap upgrade instead of a ridiculously expensive one.
Eh, the chance of them doubling back doesn't really bother me, it isn't really supposed to be something you stay next to while it goes off.
Would there be any other problems with it or is that about it?
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i wonder...I like this idea! It should make battlesuit plate even more resistant to lasers, and actually give it a good defense against plasma. I could see it being slightly more expensive, since hexsand is a ceramic, which might make the manufacturing process more difficult, but I'd call it a free upgrade.
Can we replace the energy dissipating fibers inside battleplate with the energy devouring hexplate filaments to make some kind of super battleplate?
I need a cost and effectiveness for the followingYou dealt with this in IRC, right? I probably shouldn't deal with this post if not, since I was involved in the design, but I'll do it anyway.
-A mithril plate costs about 30 tokens, per armoury description. Can I get that fashioned into an armouring for the white mask, which only leaves a patch in the back of the mask exposed so as to be able to make contact to the body.
-Also, Add in some padding so that "the bullet hits the mythril, the armour is unharmed but the mask within is shattered" doesn't happen? If mythril even lets energy through, that is.
-Would it be possible to put some amoint of pimpcane metal on the back of the mask between the mask and the armour. So that it touches the mask but cannot just leak out? Enough material so that when possesed the mask can float at a reasonable speed.
Would this work?
I know that if syvarris was in that universe he'd say that they're doing it wrong because they can embed the pimpenium in the ship instead of having it free inside it or put all rowers in braincases and brainwash them or something like that, but screw efficiency, sometimes you want to make something look cool.
...You asked for potential problems. I named the potential problems that came to mind. Hmm. Maybe I should roll people's int scores when they ask open ended questions like that...
Well, I doubt many structures would have buffered layers like that, which is what the Weevil explosive would be designed to get through, and you don't really need explosive power, only enough to propel the weevils into the wall, perhaps you could have soemthing like a strecthy tarp with adhesive layers around the sides, with little pouches of weevils set in a simple pattern backed with some directed explosives, that would allow you to easily adjust the size of the hole, right?
Suggestion: Treat Arranger as replacement for Gauss-type weapons. Balance their bullets that way.They're essentially gauss rifles that trade slower fire rate (each bullet needs to be loaded instead of being semi-auto) for the ability to use more powerful and varied ammo types. They even have the same price.
So what you need is to create a larger, gauss cannon equivalent that can shoot the equivalent of nuclear rounds and a LESHO equivalent that can shoot the equivalent of computer guided nuclear AT sniper rounds. Then you can balance bullet types based on the bullet types we have on gauss rifles right now.
So, for example, for the normal, 1 token clip equivalent, you could get multiple weak bullets. Perhaps some sort of kinetic impact rounds that hit whatever the gun is pointing at with the equivalent force of a bullet, if we want to be unimaginative.
What do you think, Syv?
I briefly thought about suggesting things like repair or heal bullets, but then I realized that's the sort of thing Aux users would do, only this time I'd be replacing other skills with Con and I don't want to screw with balance.
The heavy exoskeleton's good for more than just wielding a LESHO. There are several guns that require an exoskeleton and +1 or +2 strength. It would let people without +1 or +2 strength wield those.I hadn't considered the heavy exo's use for getting around strength stat requirements. Good point. My price recommendation doesn't change, though now I'm leaning more towards 8 rather than 7 tokens.
For the ARM longcoat (Maybe I should rename this Dragoncoat because of the scales?) I decided against the fibers. Being more expensive than sharkplate is just wrong, and the fibers don't add enough to justify the extra token.
Council please!Spoiler: Heavy exoskeleton (click to show/hide)Spoiler: ARM Longcoat (click to show/hide)
Heavy Armoured Exoskeleton:
How about 1 layer of hex-composite on the torso and helmet, + 1 layer of battlesuit plate on the entire body? That way the vitals have significant resistance to heavy weapons, and the entire body is basically immune to small arms.
12 tokens seems ideal, since you're still getting much less than an assaultsuit. Maybe 13. 14 is crazy.
Gungnir Electrolaser Kit MK2:
Why would it need a handi roll to attach? It should just bolt on to a rail like any attachment.
All the parts it needs to consist of are two metal prongs, some wires, a trigger, insulation, a rail mounting, and a transformer. All pretty cheap stuff, 1 token max. Then add a small generator. 1-2 tokens? Total: 2-3 tokens? The only thing that should cost significant money is the generator.
The main reason I want it generator powered is so we don't have to keep track of and pay for two types of ammo for one weapon.
Effect:
In atmosphere: Your laser now shoots lightning. It fries any uninsulated electronics you shoot, and it fries any uninsulated people you shoot. Really good against people in vehicles or other ungrounded metal boxes, or in water. Might have a chance to arc to multiple people or electrocute them with a near miss.
In vaccuum: You have a taser bayonet.
In water: You die.
Does that seem fair? Remember this is an upgrade not a weapon, you still have to buy the laser to put it on.
Can I get my super battleplate put up for armory inclusion?
maybe call it warplate?
PW said that the below designs "could work" a while back, but we didn't discuss pricing. Could I get a token estimate on both variants?Spoiler: Monosaw proposals (click to show/hide)
Those seem more like something someone crazy with too many tokens would order custom, or something someone would assemble after finding a large stash of monorazors and power tools. Not something to put in the armoury.
(I'm estimating 6 tokens for the radial saw and 10 for the chainsaw.)
It would make sense to have an electrolaser blaster rifle variant.
About the same price as blaster, shoots electricity rather than laser, doesn't work in vacuum, has a non-lethal mode.
Electroblaster?
What about a really high-power taser, for that matter?
Ooh I wanna get in on the monoblade market.
I've got two designs.
Number 1 is a halberd.
or more specifically a profesional high flex golf club with a heavy iron club head that contains the field projector.
It uses the immense G-forces generated by the flex of the shaft as the heavy iron weight snaps forward when swung, and the weight of the club head itself, to force the blade to cleave through whatever its swung at.
The second is a curved sword.
Basically this one is gonna be similar to a kilij.
Its got a blade that continues straight for two thirds of its length, the curves back at a 35° angle for the rest.
now behind this is gonna be a curved metal rod with a heavy metal bulb on the end reminiscent of one of those plastic tennis ball throwers.
it operates on the same principle as the weapon above.
While I'm at it, I should also mention one of my first tinker ideas, the single-shot electroblaster bazooka. :P
1a. What do planets currently do with their sewage, trash and industrial waste?
2a. So have the R&D guys figured out anything more about the God Modem?
2b. I mean beyond just making sexual harassment lions and mind control arms?
2c. What prototypes or basic widgets have they derived from it?
3a. Are throwing knives made out of pure Piezoelectric crystal UNCON? Because PW said they might be.
4a. From the aftermath of the Lurker's entrance, are there any electrical anomalies from things such as manip overloads?
5a. Can the 5 Second Reset have is time increased/decreased, changing how much battery each use requires?
5b. What happens to a human brain being carried by the user if it gets destroyed and is then reset?
5c. If you press it against someone and remotely activated it repeatedly, what happens?
5d. What if a mindless automaton uses it?
6a. Can a Pocket Dimension be given two Entrance/Exits?
6b. Can a Pocket Dimension have a dedicated Entrance in one location and a dedicated Exit in another?
7a. Is it possible to make a Matter Saver Woodchipper that quickly saves the matter it touches and ejects it in pieces?
7b. Can a Matter Saver be modified to that one end saves and the other end loads?
7c. Can a Pocket Dimension feed directly into a Matter Saver cartridge?
Well, since everyone is happily doing things, I guess I'll jump on this train as well. Been months since I tinkered...
For PIECEWISE:
- Could you please check your memory, consult your notes, and describe 1) Walking (Magister's?) Bastion, 2) High-Guard Armor, 3) Arbiter Cloak (not to be confused with Avatar Cloak) "cloth" armors?
Edit: Found the Shadow Walker cloak item description, removed from question.Spoiler: Source, for reference: (click to show/hide)
- Secondly, could you explain the tech behind the Avatar Cloak a bit? I.e., just enough handwavium so we could handwave along, not in-depth technical specs, of course.
FOR SYVARRIS:
(And yeah, no selective capitalization because the name looks better when uniform. Got that!)
- Sharksuit 1.5
Add a small layer of hexsand to the sharksuit as the innermost coating. It should be cheap enough (possibly remove the equal measure of sharkmist armor for economic and uniformity purposes) not to increase the cost while marginally increasing the survivability and protecting the user from "being fed upon by his own suit", should that ever happen.- Emergency wireline
The concept is simple: I want, with our modern ER tech applied (only as relevant), a big, long reel of wire (cable?) that could be used for communications. Because anomaly missions happen (I've had this concept in mind since M6, but M21 just notched it up further), as well as because sometimes there is also enemy interference to be considered (which also might be alien/anomalous in nature, so not as easily dealt with).
I want this wire strong, I want it capable of supporting all our communications (i.e. probably a bit more than just a few threads of copper wire), I want it lightweight (for transportation and for longer length of unsupported cable) - in that order of importance. Oh, and of course, first and foremost, I want it cheap - because this isn't just yesterday tech, this isn't even last millenium tech.
(This Tinker-project is for the wire/cable itself, but for the purposes of Tinkering, let's add a 1-token reel of it to this action - unless you think it could as well be completely free.)- MCP 1.1 (suit chassis)
Add:That's a long list, but all those things are dirt cheap or extremely cheap, so the intention is that it wouldn't change the price of our MCP-suits.
- magnetic clamps (MCP-II already has the non-magnetic ones, but MCP-I doesn't, and let's add the secondary system as well) - on feet and additional smaller on hands and on elbows
- small comms box for using the wire/cable described above with a small reel of said wire
- simple, cheap, basic thrusters (maybe ion, feeding off the suit generator, maybe gas ones, maybe regular advanced-fuel ones with just a tiny bit of fuel) - not enough for a jump on a surface of a planet, but just enough delta-v to offer some manoeuvring capability in open space
- rope harness with a reel of rope for space and ground operations (rope strengthened (a lot) & lightened (maybe) with tech, but, again, extremely cheap), complete with a number of swiveling hooks and other related equipment (notably, a pack of special clips for affixing the wire to the rope)
- proper utility belt for all the things and connectors and stuff (implied earlier, but now we need it explicitly) - the belt should be detachable (apart from the reels/connectors, of course)
(I feel that at this point I should just stop, but - bear with me, the next one is going to be extremely short and simple. And also, four is such a nice number!)- Milnoplate brain-casing
Take Milnoplate, adapt as an armoring add-on for robo-bodies - encase the braincase with it for drastically improved survivability. As simple as a Milnoplate helmet adapted for robo-bodies. Probably shouldn't even interfere with any armoring add-ons either.
Why not me too?
Let's finalize Chem Thrower extra chems.
1. Doomsday, 10 uses canister.
2. Haebi acid, 10 uses canister. Perhaps separate one time purchase of 1 token forcefield tubing to prevent it melting the weapon?
Hmm. We have Haebi flesh and brain, so there's no reason for this to be expensive. 1t, plus an extra 2t initially for the forcefield cladding, because forcefields are expensive. Note that this makes the barrel explosive, and the gun will explode if dropped in its acid.Remember that tokens are not only a measure of resources needed to build something. They're also a measure of trust. Do you really want to give someone the ability to melt an Avatar of War for 3 tokens? And to make holes in almost anything for one token? Without suffering the results of a nuclear explosion?
Similar to the Gungnir, yes, but as a complete weapon, so that it doesn't need a Handi roll to assemble.It would make sense to have an electrolaser blaster rifle variant.
About the same price as blaster, shoots electricity rather than laser, doesn't work in vacuum, has a non-lethal mode.
Electroblaster?
That's pretty much what NAV's doing with his Gungnir update--it can be mounted to blasters. Unless you mean literally shooting just lightning, like the Tesla Arc. I'm not sure how you could do that without essentially making a lightning bomb. Not necessarily a bad idea if you're insulated...While I'm at it, I should also mention one of my first tinker ideas, the single-shot electroblaster bazooka. :P
Yeah, this would be so powerful you basically can't insulate yourself enough to survive. It's a bomb, really.
No, wait, is that a pun? Maybe it's something else? Like when that CSI guy puts on his glasses and says "YEAAAAAH!"? I don't remember. Too tired.QuoteWhat do planets currently do with their sewage, trash and industrial waste?Currently? I imagine they're just dumping it wherever there's room, alongside the bodies. Most worlds probably recycled with matter conversion automanips, and after the Lurker... well, everything got a lot shittier.
Basically, can I arrange a Pocket Dimension Exit and Matter Saver Cartridge so that stuff that exits is immediately saved?7c. Can a Pocket Dimension feed directly into a Matter Saver cartridge?7c.Uh. I'm not sure what you mean, but it sounds extremely dangerous. I invite you to try it yourself, though. You're in M26; you can afford it.
Ooh I wanna get in on the monoblade market.
I've got two designs.
Number 1 is a halberd.
or more specifically a profesional high flex golf club with a heavy iron club head that contains the field projector.
It uses the immense G-forces generated by the flex of the shaft as the heavy iron weight snaps forward when swung, and the weight of the club head itself, to force the blade to cleave through whatever its swung at.
The second is a curved sword.
Basically this one is gonna be similar to a kilij.
Its got a blade that continues straight for two thirds of its length, the curves back at a 35° angle for the rest.
now behind this is gonna be a curved metal rod with a heavy metal bulb on the end reminiscent of one of those plastic tennis ball throwers.
it operates on the same principle as the weapon above.
I'd prefer you consolidate your posts. And by that I mean I might ignore all posts aside from the first, if multiposting gets common.
Halberd is 3t, +0 dex, +1/2(?) unc. Much easier to use than the sword since you have a very visible weight to hit the target with. Much easier to break, too, and can't do as much damage since it's harder to force the massive metal weight through the target.
I remember watching some videos of a guy just hacking a pig to pieces with a kilij. I dunno if he was just really strong or if the design helped out, but it was impressive all the same. 4t in any case, and has the same flaws/benefits as the halberd. Price increase is because you have to have multiple projectors to get that angle in the blade.
Why not me too?
Let's finalize Chem Thrower extra chems.
1. Doomsday, 10 uses canister.
2. Haebi acid, 10 uses canister. Perhaps separate one time purchase of 1 token forcefield tubing to prevent it melting the weapon?
1.I don't remember exactly how effective Doomsday is, and I don't feel like searching. I think it was like a megavirus or something?
2.Hmm. We have Haebi flesh and brain, so there's no reason for this to be expensive. 1t, plus an extra 2t initially for the forcefield cladding, because forcefields are expensive. Note that this makes the barrel explosive, and the gun will explode if dropped in its acid.
Noticing business set up by Eddie Ulrich establishes competing business line: Meditation. Less you move, less our precious and limited resources you are burning. More you train your mind, better you can resist immaterial alien reproductive organs being forcefully inserted into your brain.You would basically spray it in a sort of fluid or mist but would turn to gas fairly quickly. Depends on the volume of the canister
While I meditate I think about expanding ammo variety for Universal Chem Thrower.
- Doomsday (http://einsteinianroulette.wikia.com/wiki/Armory#Doomsday). Is this gaseous or liquid substance? If fitted for standard thrower canister would it still be 1 token per canister?
- The Ram (http://einsteinianroulette.wikia.com/wiki/Armory#.22The_Ram.22). Likewise price check. Does this thing need special strength canisters?
- Gauss Rifle seems to have "melter" rounds. "Filled with nasty chemichals, this will ruin the day of everyone not wearing chem-off." Is this viable for chem thrower?
- Likewise "Vit-O-Phage", Armory Master's mystery coctail of horrible death. What type of chemical is used there?
- Haebi acid, should we be able to produce it by now or in near future.
It would need a special coating, but thats it. Again, volume of the canister.
Eh, it would basically be the same thing as ram.
I forget.
Yes. Please speak to the nearest man with a haebi arm for an unlimited supply.
If he asks you to jerk his arm off, he may be unreliable.
Yeah, because if that's the weapon our scientific advancement have thrust into our hands, I would rather have it be used as much as possible. Remember, item prices don't affect just the player characters, they are also vaguely relevant to how much it costs to arm an NPC trooper. As such, I do want the very best weapons for our footsoldiers.QuoteHmm. We have Haebi flesh and brain, so there's no reason for this to be expensive. 1t, plus an extra 2t initially for the forcefield cladding, because forcefields are expensive. Note that this makes the barrel explosive, and the gun will explode if dropped in its acid.Remember that tokens are not only a measure of resources needed to build something. They're also a measure of trust. Do you really want to give someone the ability to melt an Avatar of War for 3 tokens? And to make holes in almost anything for one token? Without suffering the results of a nuclear explosion?
Why dont you use a forcefield to contain your antimatter?I, uh, list that as one of the options, I believe?.. In the dedicated antimatter tinkering section.
forcefields are not made of matter.
They also have this brilliant side effect of being highly explosive in their own right.
perhaps I should tinker up some pure forcefield rounds of differing price and volatility?
Take Hand Cannon ammo types. Take Arranger ammo types. Take gauss rifle special ammo types (G-shells mostly - whatever are left in the stocks, but also Organgrinders and other appropriate stuff). Take all the assorted grenades in the armory that aren't Brisant-compatible.While I agree with the rest of this idea (having some sort of unified ammo type list that only changes its size) I'm pretty sure you can't do that with the arranger. The arranger doesn't fire bullets. It's more like a magic wand. It rearranges the matter in the cartridge so that it projects an effect. To make t the casing Brittany compatible, you'd have to modify the Brisant and every other weapon to be able to rearrange the matter in them and contain whatever effect they unleash. Or make the arranger bullets self-contained, which would make the arranger useless and the casings more expensive (although they would make for some fun grenades. At least, that's how I understand it.
Make them Brisant-compatible.
Spoiler: Heavy exoskeleton (click to show/hide)Spoiler: Dragoncoat (click to show/hide)
Brain Box.Now we have no idea how big is "rather large", and we have no idea how much it costs.
Description: A rather large machine designed to hold a severed head and keep it preserved and ready for reanimation. Requires head to be hooked up to feed of chemicals and submerged in biogel. Machine is very heavy and large, technically portable but also fairly fragile.
Maybe a defensive thing that amplifies the user's sex appeal to the point where people have to roll willpower against your charisma to attack you?I definitely want that for Charles!
Yeah, you could say it was based off of the distracting ball thing.Its called sticking the bauble in the pill machine.
...
I'm gonna make it formal so I get money if anyone buys it.
Sex Appeal Enhancer
Based off of the distraction ball thing, this piece of equipment (which may or may not be a bunch of really small baubles superglued to the user's genitals) raises the user's sex appeal to the point where it forces an attacker to roll willpower vs the user's charisma to actually attack him. This only applies to those who actually notice the device, of course.
Anyone wanna help me make this feasible?
And then see what happens when a person with -2 cha wears it?
Perfect for PvP.Yeah, you could say it was based off of the distracting ball thing.Its called sticking the bauble in the pill machine.
...
I'm gonna make it formal so I get money if anyone buys it.
Sex Appeal Enhancer
Based off of the distraction ball thing, this piece of equipment (which may or may not be a bunch of really small baubles superglued to the user's genitals) raises the user's sex appeal to the point where it forces an attacker to roll willpower vs the user's charisma to actually attack him. This only applies to those who actually notice the device, of course.
Anyone wanna help me make this feasible?
And then see what happens when a person with -2 cha wears it?
if they fail the roll they want to own you, not kill you.
you know I was gonna make a joke about an alternative method to make this...Perfect for PvP.Yeah, you could say it was based off of the distracting ball thing.Its called sticking the bauble in the pill machine.
...
I'm gonna make it formal so I get money if anyone buys it.
Sex Appeal Enhancer
Based off of the distraction ball thing, this piece of equipment (which may or may not be a bunch of really small baubles superglued to the user's genitals) raises the user's sex appeal to the point where it forces an attacker to roll willpower vs the user's charisma to actually attack him. This only applies to those who actually notice the device, of course.
Anyone wanna help me make this feasible?
And then see what happens when a person with -2 cha wears it?
if they fail the roll they want to own you, not kill you.
+1 to testicle baubles.http://einsteinianroulette.wikia.com/wiki/Materials#Forcefield
...
I'm not really sure how force fields work in ER, to be honest, and there's not much that I can find on the wiki about them. How much would forcefield variants of the Monosaws cost, and technologically, what would that entail?
Yeah, you could say it was based off of the distracting ball thing.Ah, so I guess we'll change the ARMy men uniform into something that includes kilts?
...
I'm gonna make it formal so I get money if anyone buys it.
Sex Appeal Enhancer
Based off of the distraction ball thing, this piece of equipment (which may or may not be a bunch of really small baubles superglued to the user's genitals) raises the user's sex appeal to the point where it forces an attacker to roll willpower vs the user's charisma to actually attack him. This only applies to those who actually notice the device, of course.
Anyone wanna help me make this feasible?
And then see what happens when a person with -2 cha wears it?
Batchip.Also, Mad Hatter, of course. It's whole point is to have visuals of things without actually "seeing" them in the magic-related way.
cant be affected if you arent actually seeing it.
Spoiler (click to show/hide)Spoiler (click to show/hide)
Could you run this?
I think it can work but I'm just saying that if something goes wrong it's gonna go very wrong. Nuclear reactor style: You can make it as safe as you possibly can, but at the end of the day you're still working with inherently dangerous materials.
That depends. the machine transports a certain volume of matter, so density matters. 10,000 sponge cakes vs 100 bars of lead.
Worry about that latter, or more than likely, hash it out with sy and come to me with specific problems neither of you know how to fix.
So what do I do now? Contract the council about creating Gauss Canon equivalents for arranger? Contact the council about balancing arranger bullets like Gauss rifle bullets? Make up things and say how much I think they would cost? I need to know, quick! I need more guns to continue my transformation to mech warrior.QuoteHmm. We have Haebi flesh and brain, so there's no reason for this to be expensive. 1t, plus an extra 2t initially for the forcefield cladding, because forcefields are expensive. Note that this makes the barrel explosive, and the gun will explode if dropped in its acid.Remember that tokens are not only a measure of resources needed to build something. They're also a measure of trust. Do you really want to give someone the ability to melt an Avatar of War for 3 tokens? And to make holes in almost anything for one token? Without suffering the results of a nuclear explosion?
If you feel like you need to justify the cost, say it's because the ammo canister is also armoured.
Irrelevant: I really liked your pun.
Similar to the Gungnir, yes, but as a complete weapon, so that it doesn't need a Handi roll to assemble.It would make sense to have an electrolaser blaster rifle variant.
About the same price as blaster, shoots electricity rather than laser, doesn't work in vacuum, has a non-lethal mode.
Electroblaster?
That's pretty much what NAV's doing with his Gungnir update--it can be mounted to blasters. Unless you mean literally shooting just lightning, like the Tesla Arc. I'm not sure how you could do that without essentially making a lightning bomb. Not necessarily a bad idea if you're insulated...While I'm at it, I should also mention one of my first tinker ideas, the single-shot electroblaster bazooka. :P
Yeah, this would be so powerful you basically can't insulate yourself enough to survive. It's a bomb, really.
And for both of these weapons, they have a very weak laser component, like the hand laser/red hand, not to deal damage, but to guide the electricity to it's target. Consequently, these are weapons for use in-atmosphere only.
Hey, I appreciate you pointing out potential problems, and I realise it's a problem for the Weevil degenerators, but I don't really know how to fix that problem.
Anyway, with a design like that, could you ballpark the price for me?
Basically, can I arrange a Pocket Dimension Exit and Matter Saver Cartridge so that stuff that exits is immediately saved?7c. Can a Pocket Dimension feed directly into a Matter Saver cartridge?7c.Uh. I'm not sure what you mean, but it sounds extremely dangerous. I invite you to try it yourself, though. You're in M26; you can afford it.
Ooh I wanna get in on the monoblade market.
I've got two designs.
Number 1 is a halberd.
or more specifically a profesional high flex golf club with a heavy iron club head that contains the field projector.
It uses the immense G-forces generated by the flex of the shaft as the heavy iron weight snaps forward when swung, and the weight of the club head itself, to force the blade to cleave through whatever its swung at.
The second is a curved sword.
Basically this one is gonna be similar to a kilij.
Its got a blade that continues straight for two thirds of its length, the curves back at a 35° angle for the rest.
now behind this is gonna be a curved metal rod with a heavy metal bulb on the end reminiscent of one of those plastic tennis ball throwers.
it operates on the same principle as the weapon above.
I'd prefer you consolidate your posts. And by that I mean I might ignore all posts aside from the first, if multiposting gets common.
Halberd is 3t, +0 dex, +1/2(?) unc. Much easier to use than the sword since you have a very visible weight to hit the target with. Much easier to break, too, and can't do as much damage since it's harder to force the massive metal weight through the target.
I remember watching some videos of a guy just hacking a pig to pieces with a kilij. I dunno if he was just really strong or if the design helped out, but it was impressive all the same. 4t in any case, and has the same flaws/benefits as the halberd. Price increase is because you have to have multiple projectors to get that angle in the blade.
yeah sorry about the segregation, ill try to reign that in.
Hmm... that doesnt seem right. The point of these weapons is to increase the damage dealt since they rely on user strength.
Halberd and Kilij modification
What if we projected the forceblade out of the front of the club heads, but have the two thirds or three quarters of the blades extending outward past them.
That way you just need to swing the club directly in front of your opponent and the weight doesnt get in the way of the cleaving action, but if they do get hit by it they still take some damage.
also is the second field emitter on the kilij really necessary? i thought the shape mimicked that of the anchor material.
okay dokey, at Nik's behest its time for more armor tinkering.
possibly for warplate inclusion, possibly standalone.
Idea #1, Heavy ablative armor.
okay the idea here is we take one of the heavy duty battle plate layers and replace it with hexbug lattice, not a hexbug plate.
Now this here anti-kinetic lattice should still be reasonably thick, not an aerogel nano-lattice, and we are gonna fill it with hexplate or hexsand or whatever we decided to call it.
this should allow for it to easily shrug off attacks from any single weapon type and remove the instant vulnerabilty to certain weapons we suffer when the arnors surface layer is breached.
idea #2, probably gonna need piecewise help on this one.
We have heat eating meta-crystals and stock battleplate layers that are specifically desinged to disperse heat over a wide area.
How effective would it be to line one of the lower layers of this material with a number of small cryotic crystals?
Alternatively, we have nigh unbreakable hexbug armor that melts faster than an australian icecream,
how effective would it be to stud it with cryotic crystals and place a metal sheet over the top of it that has high thermal resistance?
alternatively do we have any heatproof impact gel?
Why not me too?
Let's finalize Chem Thrower extra chems.
1. Doomsday, 10 uses canister.
2. Haebi acid, 10 uses canister. Perhaps separate one time purchase of 1 token forcefield tubing to prevent it melting the weapon?
1.I don't remember exactly how effective Doomsday is, and I don't feel like searching. I think it was like a megavirus or something?
2.Hmm. We have Haebi flesh and brain, so there's no reason for this to be expensive. 1t, plus an extra 2t initially for the forcefield cladding, because forcefields are expensive. Note that this makes the barrel explosive, and the gun will explode if dropped in its acid.
Doomsday is liquid that liquefies organic matter on contact. It is listed on armory, you lazy bastard, but it was never used. Anyway, quote from Limbo:Noticing business set up by Eddie Ulrich establishes competing business line: Meditation. Less you move, less our precious and limited resources you are burning. More you train your mind, better you can resist immaterial alien reproductive organs being forcefully inserted into your brain.You would basically spray it in a sort of fluid or mist but would turn to gas fairly quickly. Depends on the volume of the canister
While I meditate I think about expanding ammo variety for Universal Chem Thrower.
- Doomsday (http://einsteinianroulette.wikia.com/wiki/Armory#Doomsday). Is this gaseous or liquid substance? If fitted for standard thrower canister would it still be 1 token per canister?
- The Ram (http://einsteinianroulette.wikia.com/wiki/Armory#.22The_Ram.22). Likewise price check. Does this thing need special strength canisters?
- Gauss Rifle seems to have "melter" rounds. "Filled with nasty chemichals, this will ruin the day of everyone not wearing chem-off." Is this viable for chem thrower?
- Likewise "Vit-O-Phage", Armory Master's mystery coctail of horrible death. What type of chemical is used there?
- Haebi acid, should we be able to produce it by now or in near future.
It would need a special coating, but thats it. Again, volume of the canister.
Eh, it would basically be the same thing as ram.
I forget.
Yes. Please speak to the nearest man with a haebi arm for an unlimited supply.
If he asks you to jerk his arm off, he may be unreliable.
How about using chem-off to protect against acid instead of forcefields?
@syvarris Yeah, I think going for the "costs" price is the best approach here. The Council is out there for balancing anyway, and Piecewise's main function in pricing was to provide the base cost price (which could be further tweaked a little, but not too much). "God help us, it's a cheap and distressingly effective weapon" was said for a reason, after all. ;)
I assume that my questions were also included in the pm, so I will wait for its results as well. Mostly because it'd give both you and me the OOC GenKnow basis for working with the designs to come.
Anyway, then I'll assume Sharksuit 1.5 and Milno-plate brain-casing (right, interference with braincase modifications, as usual) are finalised, and ask the Council on the matter of Emergency Wireline price (free or not free) and MCP 1.1 chassis upgrade price (whether or not those other things qualify as free).
In loving memory of Simulacrus Ferratum-Inanis. Sleep peacefully, my dear Queen of VR addicts.
- Brisant-compatibility
Take Hand Cannon ammo types.Take Arranger ammo types.Take gauss rifle special ammo types (G-shells mostly - whatever are left in the stocks, but also Organgrinders and other appropriate stuff). Take all the assorted grenades in the armory that aren't Brisant-compatible.
Make them Brisant-compatible.
(For reference, Brisant's calibre is40mm50mm, just checked.)- Brisant 1.5 & variants
First, let's revamp the Brisant slightly with the modern tech advances. I am aiming at bringing the price down to 2 tokens or, if impossible, slightly upgrading the capabilities without increasing the cost. So: advanced generators (yeah, we do have them) for cheaper energy supply; hexplate (hexsand?) barrel coating for decreased barrel/coil wear from heat and friction (and possibly better precision); cheaper wiring/capacitors; anything else you, Tinker assistance or my character can think of but I cannot (by all means, roll Intelligence, if you wish).
Second, firing approaches: Let's settle this question once and for all. Make two Brisant variants available: One with a bipod and slightly longer barrel (for greater precision; I believe this is how the original Brisant was meant to be), one more "cut down"/"carbine" variant that has a bit less precision, but can be more easily fired on the move/from the hip/etc. Both are intended to have identical price of 2-tokens (if the first paragraph succeeded).
(Per discussion.)
Oh, and let's throw in the timer/explosion delay function into the gun/grenade controls. The grenades already have enough the electronics, the matter is about adding a few more buttons and several lines of code.- Antimatter dawn
What's with trapping antimatter? I assume ER tech knows how to do that, and can do so cheaply (well, far more cheaply than us)?
(Consider utilizing the super-conductive materials we have discovered, for example, or stuff like that. Or wait, just forcefields should work too, though not sure how cheap that would be, compared to other approaches.)
IF it can be used (and I don't see reasons why it cannot, given the advanced ER state), let's consider its use for:
Propulsion (by tiny microblasts)
Large-scale explosives (cheaper, bigger and badder "nukes")
Small-scale explosives (extra-powerful grenades and explosive ammo)- Grenade fun
Let's tinker some new Brisant grenades, shall we?..
(Note that, by tradition, grenades are sold in 3-packs, so if relevant, please consider the split-token effective price this convention enables - i.e. 1/3, 2/3, 4/3 etc.)(Aoshima, great thanks for all the chemicals links!)
- Crystalline Frag grenade, designed to detonate and spray everything with crystal-seeds in the radius. Note that apparently it can already push out the crystal-seeds somehow, or "explode" into fragments on occasion, so this might be as easy as slightly modifying the magazine of the weapon.
(Aiming for default 1-token 3-pack.)- EMP grenade 2.0 - Upgraded with the modern tech advances, including the blueshard power supply (which should cut the cost drastically).
(Aiming for somewhere between 1-token grenade and default 1-token 3-pack)- PSL AP Frag grenade, since you mentioned it yourself.
(No idea about the price.)- Antimatter grenades - (if the tech is available, per above point) in two variants: "Hey, Not Too Rough" 0,1 mcg payload; "Ultra-violence" 11 mcg payload. Probably contained in other ways than magnetic chamber, because of the gauss propulsion of Brisant - unless it can be circumvented somehow (I don't know, would Faraday Cage even work here? Maybe a specialised variant?..).
(No idea about the price, but please do refer to its production cost, not its "balanced price". We have the Council for that. First and foremost I want to know if it is even economically viable.)- Spray bomb B-type - take Doomsday/Organgrinder/Vit-O-Phage, put under (some) pressure, rig the container with a little explosives for better spread. Bonus points if using the force fields is economical here.
(Aiming for default 1-token 3-pack or 2-token 3-pack)- Spray bomb N-type - same as above, but put the Ram inside instead. N for Necrochemistry, of course.
- Spray bomb P-type - same as above, but put the Haebi acid inside instead. Will likely require forcefields, so greater price, but also greater destruction.
- Gas bombs - same general design as above, but adapt for gaseous substances instead. For a test variant, let's go with paralysis gas (http://einsteinianroulette.wikia.com/wiki/Paralysis_Gas_Canisters).
As for forcefield explosives - the problem with them is that regular explosives are simply more efficient/economical (the idea was brought early on). It's when the "containment" part gets added to the equation that they begin to rival mere conventional explosives.
Hey, Syv, assuming you get the answer you're waiting for from piecewise, could you give me an estimate about what you think a good price for battlesuit sized arranger, battlesuit sized light shield and battlesuit sized light sphere projector? I'm especially interested in those last two. I think they could have very interesting uses that fit with my playstyle.
@Aoshi: You can try lining the barrel with Chem-Off. It won't explode, and might be cheaper.
We should give all our deathtubes a standardized rail system as part of the armory cleanup.
More stuff ready for Council!Spoiler: Heavy Armoured Exoskeleton (click to show/hide)Spoiler: Gungnir Electrolaser Kit MK2 (click to show/hide)
Other finished designs, just keeping them in one post.Spoiler: Heavy exoskeleton (click to show/hide)Spoiler: Dragoncoat (click to show/hide)
EDIT:
Brain Preservation Suit Upgrade
I was looking through the armory and found this, designed by the Armory Master:QuoteBrain Box.Now we have no idea how big is "rather large", and we have no idea how much it costs.
Description: A rather large machine designed to hold a severed head and keep it preserved and ready for reanimation. Requires head to be hooked up to feed of chemicals and submerged in biogel. Machine is very heavy and large, technically portable but also fairly fragile.
I want to try miniaturizing it using our modern ARM technology, and building it into a suit. Not as a full suit, but as a replacement helmet/backpack thing to add to MK/MCP suits.
Effect: You don't lose stat points on tempdeath, at least not from regular tempdeath. Things like brain melting soundwaves will still cause stat loss.
Your brain won't go bad and become permadead after a few hours.
Would it be possible to make something like the CASIE implant from Deus Ex:HR? It uses pheromones or some other handwavey thing to help influence people. Say, two versions, one for squishy people, that uses their body to slowly replenish its "charges" and another for robutts that can only be refilled on ship. Something to help us that may or may not of dumped CHA to -2 be gooder with talkings at people. Say it has 2 or 3 charges before it must be refilled
Yeah, you could say it was based off of the distracting ball thing.
...
I'm gonna make it formal so I get money if anyone buys it.
Sex Appeal Enhancer
Based off of the distraction ball thing, this piece of equipment (which may or may not be a bunch of really small baubles superglued to the user's genitals) raises the user's sex appeal to the point where it forces an attacker to roll willpower vs the user's charisma to actually attack him. This only applies to those who actually notice the device, of course.
Anyone wanna help me make this feasible?
And then see what happens when a person with -2 cha wears it?
+1 to testicle baubles.
...
I'm not really sure how force fields work in ER, to be honest, and there's not much that I can find on the wiki about them. How much would forcefield variants of the Monosaws cost, and technologically, what would that entail?
Reposting this since it's been quite a while since I've been trying to make this happen. I want a price and an answer about the modular design. Edit: And I also want to know whether the new, improved version of exoskeletons is being installed in MkIIIs.Spoiler: Electrically-Powered Flight Pack (click to show/hide)
Spoiler (click to show/hide)Spoiler (click to show/hide)
Could you run this?
I think it can work but I'm just saying that if something goes wrong it's gonna go very wrong. Nuclear reactor style: You can make it as safe as you possibly can, but at the end of the day you're still working with inherently dangerous materials.
That depends. the machine transports a certain volume of matter, so density matters. 10,000 sponge cakes vs 100 bars of lead.
Worry about that latter, or more than likely, hash it out with sy and come to me with specific problems neither of you know how to fix.
So then, you up for it, syvvy-kun?
Okey Dokey, not sure how to bullet point effeciently but ill give it a shot.Spoiler (click to show/hide)Spoiler (click to show/hide)Spoiler (click to show/hide)
Let me clarify--these weapons would do more damage than the regular forceblade, when wielded by normal humans, or wielded against very tough enemies. Remember that guy who attacked Renen? He would have done more damage if he had a force halberd, because the heavy weight would have added more energy to the blow. However, if Renen had a force halberd, he would have had more difficulty doing what he did, because the halberd's projector wouldn't slide neatly through Iveson's head. Renen doesn't need the heft, so it's only a disadvantage to him.
True monoblades have a higher cap to their damage, because they don't need to make much room for themselves. Your weapons have a lower cap, but are easier to do damage with when operating within that cap. Understand?
Moving the weight towards the hilt would help with that issue, though it would also mean the weight doesn't help as much with the cleaving action. I'm pretty sure it would also make the kilij into a regular scimitar, since the entire point is to have weight at the tip.
((Please bullet your questions. It makes it easier for me to answer them.)
As the kilij's emitter, I misunderstood what you wanted to do. It could work if the forcefield projector follows behind the entire length of the blade, but you're not reducing total mass spent in projectors, which is the issue.
But eh. I'll let you have the kilij for 3t, because I'm supposed to let people have fun, and because I haven't exactly made it easy for other people to learn how FFs work.
Heavy ablative armor:
I think this might be something PW is supposed to answer? It's material science, at least. Eh.
Making hexbug into a lattice will significantly reduce its kinetic resistance. It'll be heavier for the same degree of resistance, even before accounting for the hexsand. The hexsand will help with energy weapons, but will lose a significant degree of energy resistance because it is spread out.
I think the final result would be very resistant to kinetic small arms, with lasers and such relatively easily melting around the hexsand strands. So, better than warplate against kinetics, but worse against energy weapons (but much thinner, if not lighter). This is because hexbug is very easily melted, whereas the metal in BS plate--aside from the reflective fibers--is more resistant to heat.
That being said, we're very much getting into how I think things work, which is not necessarily how things really work. Maybe hexbug is actually more heat resistant by cost than base BS plate metal, and the fiber/lattice system is more effective than I give it credit for. *shrug*.
CryoticCrystalCarbon Rod armor
Excessively effective, but very very expensive. IIRC, those rods were expensive, and had a relatively short range, so you'd need to line the armor with them all over the place. Furthermore, the rods would make things necessarily very bulky, which would prevent you from using this strategy near the joints and hands.
Still, your main body would basically have true immunity to any sort of heat based weapon, which is half of them. You'd also be able to tank a nuke pretty well, better than even FFs.
Get a price on one of those rods, and I'll give you a price for a full layer of armor.
Spoiler: Heavy Armoured Exoskeleton (click to show/hide)Spoiler: Gungnir Electrolaser Kit MK2 (click to show/hide)Spoiler: Heavy exoskeleton (click to show/hide)Spoiler: Dragoncoat (click to show/hide)
I... think so? I'm having a remarkable degree of difficulty figuring out exactly what you're asking.
Do you want me to go over every tech that you're including in the autocolony thing, and say which bits work and which bits don't? This is really a place where I'd love bullets and question marks.
Also, this monster put my post over the length limit. So it gets to sit here all alone, because it's too fat to fit in with everyone else. Just like a certain general we know.
Okey Dokey, not sure how to bullet point effeciently but ill give it a shot.
Monoblades
1.) My monoblades are meant to improve damage for everyone, even Renen.
I get your point about the projector getting in the way lessening the damage, thats why i moved the blades so that only a small portion is in front of it.
basically my halberd is now closer to a bardiche, both designs now have a "low" damage redundancy section in front of the projector and a high damage cleaving section above it.
That way the projector only gets in the way of the cut with low uncon/dex rolls such as 2's and 3's and on a 4+ the projector stays in front of the enemy while the blade passes through them.Spoiler: basically im talking about the blade on the far right (click to show/hide)
2.) yay full sized Kilij, thanks.
Armors
unfortunately piecewise has stated he doesnt wanna do armor anymore, so youre the lucky guy i get to pester about it. :P
3.) Im not sure i got my idea across properly about the lattice, the reduction in strength probably would not be all that significant. sure, you are striking a point with a smaller surface area than a standard plate, but it still has the strength of all the material behind it and all the material that is behind the material that is supporting that material and so forth.
Basically your shooting something that actively spreads out the kinetic force over a large portion of the plate, instead of something that tries to tank it all in one spot.
Lattices are hard to explain... Basically im expecting to be be more weight efficient for the same protection, but less efficient by size or volume.
4.) As for the hexsand, i know weve had a miscommunication here. It is not meant to be spread out at all.
It is meant to fill the voids in the hexbug lattice and flow around all the lattice struts forming a single contiguous plate, albiet one with lots of small wireframe hexbug pyramids in it.
5.)Yeah the Cryotic rods had a range of a few inches, so youd probably need one every 8 inches or so.
ill go pester piecewise about the price of the cryotic carbon rods, kinda expecting this one to be a bit expensive.
update:
THe expensiveness level of using mass produced cryotic rods is... "Not very..."
Neat idea I forgot about, Headcrab mobility system.
5.) Cant believe I forgot about this thing.
Basic idea here is to give the braincase mobility system a really sharp blade, possibly hydraulically driven, and a single universal limb port.
Now when your robo/synth body gets broken beyond repair you simply eject yourself and jump on the nearest schmuck you see, use the blade to sever their spinal cord through their neck, and the universal limb port slaves their central nervous system to your braincase giving you complete control over their body.
Let's go short version this time. I know, a shocker, right?
@syvarris
Sure. Just wanted to point out since you specifically called out "heat resistance". This adds to the point where I am slightly hazy on how exactly the lasers "cut", so yeah.
Brisant 1.5
To be honest, I don't really know what you implied by cut down variant in the discussion, but since I was undertaking it anyway, I hypothesised you meant the firing methods (which, I admit, are really hazy - is the current Brisant fired from the ground/braced or just held in arms? or even put on the shoulder for firing? those variants have all been implied in the past). I would still rather keep to "different variants, same price" philosophy, as it seems to be prominent and relevant in these days. So perhaps the "carbine" variant could be optimised for shorter range and aimed directly (and in that mostly equivalent to the current Hand Cannon from user's point of view), whereas the "mortar" variant would be optimised more for longer range, require bracing and be fired high-arc? (Does that last part even make any sense for a personal weapon? And, of course, exoskeleton users with their strength & stability would probably ignore bracing requirement. Dirty cheaters. :P )
As for concrete tech, yep, I do have it. Here, under "Technology", third line. (http://einsteinianroulette.wikia.com/wiki/Hephaestus#CURRENT_STOCKPILES) They were developed quite some time ago, but Brisant predates even that. (And judging by neighouring entries, this is a significant upgrade.) Thanks for the work, RC!
Plus, as I said, hex-something-inner coating for barrels. I know that it was one of the limits for gauss weapons in the past that barrels/coils could be damaged through regular use (especially if the shot was overcharged, for example), so I'd like to use that as a reason why using hex-barrels might be economically feasible and actually make them cheaper.
Also, uhhh, Maurice's name? Why?..
Brain Preservation Suit Upgrade
It senses when the wearer dies, then it pumps their head full of chemicals and submerges it in biogel. Exactly like the "brain box" except fully automated, and only works on the person wearing it.
The medic backpack version is a decent idea though, I'm asking the council about it.
Council! The designs keep piling up!Spoiler: Brain Preservation Backpack (click to show/hide)
Other finished designs waiting for council, still in one post.Spoiler: Heavy Armoured Exoskeleton (click to show/hide)Spoiler: Gungnir Electrolaser Kit MK2 (click to show/hide)Spoiler: Heavy exoskeleton (click to show/hide)Spoiler: Dragoncoat (click to show/hide)
Edit:
syyvarris, I want to argue with you about the electrolaser kit needing a handiwork roll. It is in a spoiler and not bolded though so you don't have to read it or respond if you don't want.Spoiler (click to show/hide)
Alright. Anything else we need to do or should I submit this to the council for summary nerfing?Spoiler: buncha quotes (click to show/hide)
Design: Portable Emergency Room.
A design which implants a device into the user which, when biosensors detect massive & fatal trauma, activates a 1-shot pocket-dimension transfer to a predefined medical treatment area.
For an extra token, it can be activated manually
The idea being the natural evolution of all these brain case escape systems, combined with an equivalent for all the squishes out there who don't want their expensive genemods to go to waste.
Price is presumably high, but hopefully significantly less than the full PD generator.
QuoteI... think so? I'm having a remarkable degree of difficulty figuring out exactly what you're asking.
Do you want me to go over every tech that you're including in the autocolony thing, and say which bits work and which bits don't? This is really a place where I'd love bullets and question marks.
Also, this monster put my post over the length limit. So it gets to sit here all alone, because it's too fat to fit in with everyone else. Just like a certain general we know.
I dunno either man, pw send me here. Didn't think this was anything that you would do, since it's not exactly a regular tinker thing or an armory entry, but here we are. I guess we can just go over every item one at a time, though I suspect there'll be a very large amount of 'ask pw'. :-\
Hey, you take that back! Milno isn't that fat! He's just been slacking off of his diet, is all. And really, you wanted the context.
Universal Chem Thrower extra chemicals:
Doomsday, 10 uses canister, 1 token. Excellent against unarmored civilians.
Haebi Acid, 10 uses canister, 1 token. Makes avatar armor melt.
Also requires one time purchase of 2 token forcefield shielding. Handle with care.
So how does this armory inclusion go?
5 token avatar kill? Ewwwwwwww
((Read the following with the voice of a wrestling announcer.))
Prrressenting... the newest squad automatic weapon, the DEFINITIVE solution to all our waste problems and a memorial to the fallen - the General Waste Gun, or GWG for short! You take all of a planet's waste and you pump it straight into a Pocket Dimension, you then feed it straight into a Matter Saver Cartridge, and then straight out, at ABSOLUTELY ludicrous velocities! It has functionally infinite ammo, no recoil and comes with a fire selector! Who knows what it will fire? It could be raw sewage, electrical appliance shrapnel, even spent fuel rods, all determined by the user's Fate stat! It may not be able to pierce battleplate, but against groups of likely armored foes, it is UNPARALLELED! Suppress enemies until they drown in filth! Cut down whole swarms of combat drones! All in a compact little package! Sure, its raw components cost 19 tokens in total, but we're sure we can get the planets that benefit from it to chip in and MASSIVELY subsidize the cost! Approve one today!
Okay, so the design is as follows: You place a Pocket Dimension entrance on a planet and let them dump all of their assorted waste into it, the planet's government agrees to subsidize the cost in exchange for having a quick and easy way to get rid of their waste. The Pocket Dimension exit will, upon being opened, eject some of that waste in front of a Matter Saver that then, as quickly as possible, saves and loads the matter at high velocities, propelling it forwards. This should be fast enough to provide a high rate of fire, which combined with its effectively limitless ammunition, makes it superb for suppressive fire. It would count as a conventional weapon, but when firing, it would use a Fate roll to determine what exactly it is that comes out of the exit.
Idea for a new Shockwave bat.
Put an Force infuser in a bat. The button would be in one of the sides.
To charge, the user should just move around.
For the cost, should be the price of 1 force infuser + 1 token for the changes, so 3 tokens
Monoblades:Monoblades seem finished so we'll skip those and get nik to review them or something.
1)I get what you mean. It'll have advantages and disadvatages compared to both the traditional monosword and your previous design. This design will probably have the best damage when used correctly, but still has the disadvantage of the projector being closer to your foe (and therefore easier to damage) compared to the original monosword, and it will be harder to use than your previous design. None of this means it is inferior, just different. Of course, PW's interpretation may end up being different in-game, but that applies to everything.
Armor:
3)...Okay, so by lattice you mean something like this (http://thumb7.shutterstock.com/display_pic_with_logo/3191447/324134411/stock-photo-seamless-wooden-wicker-lattice-isolated-on-white-background-texture-basket-a-high-resolution-324134411.jpg), right? The strength reduction would be significant. It's easier to shear a bar than it is to shear an entire plate. No getting around that.
4)Yeah, I thought you had meant the hexsand would be like the reflective fibers in BS plate. Basically, I thought you were trying to replace the metal in warplate with hexbug. What you're trying to do would work better, though it wouldn't be able to eat plasma, unless you're making it so thick the hexbug reinforcement doesn't matter. I'm thinking having some connection between different masses of hexsand does not combine their energy eating properties, else we could just have a massive ball of hexsand inside the suit, and have tendrils leading to paint-thick exterior armor layers.
5)Okay. Ask him how hexbug performs at temperatures of a few K. I feel like hexbug would do well because it doesn't seem to be ductile at all at normal temps, but I honestly just don't know. Also, explain to me how you'll insulate the cockpit.
As for price, I'll say that a single solid layer of hexbug with implanted cryo cylinders is equal in cost to a mobility AS' armor, and is as bulky as a normal AS' armor. Council'll probably change that.
Headcrab:
6)Uh. Okay. I have no idea if a limb collector can work on an entire body, so ask PW about that. While you're at it, ask what the required physical dimensions of a limb collector are, because I'm not sure one can comfortably fit on a braincase. Lastly, what type of blade do you wanna put on this? FF, monowire, normal knife?
Note:It is best if you remove excess quotes from your posts if they aren't needed for context, because I generally won't. I write these up in a text file and then add in the quotes afterward. This post wasn't a problem, but I could easily see this typeof thing creating some bad quote pyramids if left unchecked.
Brain Preservation Suit UpgradeYou missed this.
It senses when the wearer dies, then it pumps their head full of chemicals and submerges it in biogel. Exactly like the "brain box" except fully automated, and only works on the person wearing it.
Yay, I did something usefull for once.Brain Preservation Suit UpgradeYou missed this.
It senses when the wearer dies, then it pumps their head full of chemicals and submerges it in biogel. Exactly like the "brain box" except fully automated, and only works on the person wearing it.
Here's a deathtube. It's heavily based on Spazyak's design, so he gets any credit and tokens this makes.
Kinetic charge carbine
-Build a force infuser into a small rifle body. Uses Con. 2 tokens.
-A gauss piston repeatedly slams into the force infuser, charging kinetic battery. 1 token.
-Dial on the side lets you select the amount of kinetic energy to use for a shot.
-Fires any gauss rifle ammo.
-Total 3 token cost.
Do you see any problems with this?
It would take at most a couple seconds charging for a gauss rifle power shot. How long do you think it would take to crack milnoplate? Battlesuit? Assaultsuit? Avatar of war?
Monoblades:Monoblades seem finished so we'll skip those and get nik to review them or something.
1)I get what you mean. It'll have advantages and disadvatages compared to both the traditional monosword and your previous design. This design will probably have the best damage when used correctly, but still has the disadvantage of the projector being closer to your foe (and therefore easier to damage) compared to the original monosword, and it will be harder to use than your previous design. None of this means it is inferior, just different. Of course, PW's interpretation may end up being different in-game, but that applies to everything.
Armor:
3)...Okay, so by lattice you mean something like this (http://thumb7.shutterstock.com/display_pic_with_logo/3191447/324134411/stock-photo-seamless-wooden-wicker-lattice-isolated-on-white-background-texture-basket-a-high-resolution-324134411.jpg), right? The strength reduction would be significant. It's easier to shear a bar than it is to shear an entire plate. No getting around that.
4)Yeah, I thought you had meant the hexsand would be like the reflective fibers in BS plate. Basically, I thought you were trying to replace the metal in warplate with hexbug. What you're trying to do would work better, though it wouldn't be able to eat plasma, unless you're making it so thick the hexbug reinforcement doesn't matter. I'm thinking having some connection between different masses of hexsand does not combine their energy eating properties, else we could just have a massive ball of hexsand inside the suit, and have tendrils leading to paint-thick exterior armor layers.
5)Okay. Ask him how hexbug performs at temperatures of a few K. I feel like hexbug would do well because it doesn't seem to be ductile at all at normal temps, but I honestly just don't know. Also, explain to me how you'll insulate the cockpit.
As for price, I'll say that a single solid layer of hexbug with implanted cryo cylinders is equal in cost to a mobility AS' armor, and is as bulky as a normal AS' armor. Council'll probably change that.
Headcrab:
6)Uh. Okay. I have no idea if a limb collector can work on an entire body, so ask PW about that. While you're at it, ask what the required physical dimensions of a limb collector are, because I'm not sure one can comfortably fit on a braincase. Lastly, what type of blade do you wanna put on this? FF, monowire, normal knife?
Note:It is best if you remove excess quotes from your posts if they aren't needed for context, because I generally won't. I write these up in a text file and then add in the quotes afterward. This post wasn't a problem, but I could easily see this typeof thing creating some bad quote pyramids if left unchecked.
Ablative Armor
3.)That picture... not nearly what i was thinking of. :P
what i meant was something like this, but extending into a full plate shaped object, where the struts are thicker and made of hexbug and the empty spaces are filled with hexsand.Spoiler (click to show/hide)
4.) yeah this is a seperate armor layer, if i get it working right i might stick it behind my warplate to form something seriously beefy, but im not gonna mess with that when i know it already works.
The hexsand in this new armor as you can hopefully now see isnt a series of interconnected segments, its a big block of energy eating goodness that has some structural reinfocements to keep it from shattering at the first sign of trouble.
probably gonna aim for a 60/40 ratio of bug to sand as the kinetics have more impact so to speak.
Cryotic Armor
5.)Not quite sure about the insulation yet, i was simply checking to see if the armor itself was feasible.
Im thinking something along the lines of venting waste heat through or along the cockpits exterior plating, that way it keeps the cockpit warm and the cryotic rods cant force the armor itself all the way down to near zero kelvin.
Headcrab
6.) yeah word of piecewise would probably help
i dont really see any issues regarding the size of the port, its an adaptive material that can flow out and resize itself so you could probably get it to squish itself into a little ball or something when its not connected to anything.
Normal steel blade, that and the stock laser should get you the access you need.((i feel like i need to explain my things better.))Spoiler: Armory entry just for my reference (click to show/hide)
Ah, screw it. Tinkering to the very end! ((And Maurice doesn't have a shock implant. :P ))
@syvarris
Well, I did not use the bullet points, because those was never meant as separate things. More of a lump arguments. Also, I'd really like to finish Brisant here before Maurice is executed by Ulrich, since no one would ever care to deal with it later.
I am fine with the current/carbine versions for new Brisant (no mortar one, it was silly, I guess).
My arguments (not to be taken separately, but bulleted for your convenience):
- Better generators. Yeah, we have them. Just like 2x stronger exoskeletons and better fuels that came from the same research. I believe the official reason for that was that we had been still using the Altered Wars-era designs and tech almost everywhere, and no one cared to upgrade them since then. So yes, now we have them, they are significantly better (don't know how much - TPU we have were given far earlier; but, as you said, Piecewise doesn't deal with "slight improvements"), and I think it's appropriate as an argument to lower the cost. (I mean, Piecewise himself approved this tech when he gave it to us.)
- Hex-something (pure hex? hexsand? whichever works better) for barrel coating - to deal away with friction and extra damage to the barrel itself from the firing. More economical in the longer view, if anything (to reduce the support "repair" costs).
- Hexsand for insulation and as heatsink for the charging circuit - to reduce the wear, again.
- Cold-rods (fragments - I recall that they work if they are "under the specific size" and fragmenting preserves their qualities), if economically viable, as an alternative heatsinks tech (vs. the option above).
With the above arguments in mind, I would like to bring Brisant price down to 2 tokens. Do you think it is reasonable, or not?
Brain Preservation Suit Upgrade:Brain Preservation Suit UpgradeYou missed this.
It senses when the wearer dies, then it pumps their head full of chemicals and submerges it in biogel. Exactly like the "brain box" except fully automated, and only works on the person wearing it.
Here's a deathtube. It's heavily based on Spazyak's design, so he gets any credit and tokens this makes.
Kinetic charge carbine
-Build a force infuser into a small rifle body. Uses Con. 2 tokens.
-A gauss piston repeatedly slams into the force infuser, charging kinetic battery. 1 token.
-Dial on the side lets you select the amount of kinetic energy to use for a shot.
-Fires any gauss rifle ammo.
-Total 3 token cost.
Do you see any problems with this?
It would take at most a couple seconds charging for a gauss rifle power shot. How long do you think it would take to crack milnoplate? Battlesuit? Assaultsuit? Avatar of war?
Spoiler (click to show/hide)
We could also look into making the ship into 'modules' that can reattach once shipped, but that seems like an engineering nightmareI dunno about that. Isn't that how we built stuff like the ISS? Isn't it how they plan to build large vessels if humanity doesn't get a space elevator or off-world mining and construction any time soon? Even if you've got future tech available, I don't see why you wouldn't want a modular design for non-military vessels.
How much would an assaultsuit with absolutely none of the armour or bonus features cost?So basically just the exoskeleton?
Why can't a force infuser be machine operated, you would have to create a sort of artificial brain that would tell it to use a certain amount of force which can be decided based on a dial
also one only needs to have a part of the force infuser in contact with them. So one could take the part that would normal contact the user's skin and put it in the grip of the gun allowing for it to still be used and controlled like a normal force infuser.
I accept this failure. Then, for 3-token upgraded Brisant, what are the options that you would allow? Two variants, as discussed; what of meta-material upgrades, etc.?
Also, for the record, the fuels also never did anything because we never specified to use them. No, really, we never explicitly stated that. I intended to rectify that with MCP-III, but I probably won't be able to - so please just don't dismiss this in the future just because it never seemed to have an effect. I can even check how significant the benefit was with Piecewise in the Poke thread, if you wouldn't take that as a syvving attempt.
QuoteSpoiler (click to show/hide)
I know buddy, I know. We can glare at pw's general direction together as we struggle through this. Turn spoilered for length.Spoiler (click to show/hide)
I will be posting council results in hep OOC to prevent clutter here. It would also be very helpful if people who have stuff ready for council checking post their full write-up in there and indicate that it's ready for council review.
Kinetic Charge Carbine:
I mostly chose carbine because it sounds wonderfully alliterative :PSo it's most likely a con/exo weapon. I'm waiting for a reply from PW on how exactly the con/exo works and if it can be made pure con.Spoiler: Questions and Answers! (click to show/hide)
How about a barrel made of that frictionless material, that should allow higher power shots without damaging the barrel I think.
How well would it work and much would it cost?
Dual brain saver backpack:
How about a version that can hold 2 heads instead of 1? I don't think it has to be twice as large, nor twice as expensive since presumably some of the components can be shared between both heads.
Slip'n'slide boots:
Make the bottom of a pair of boots out of our frictionless material. A grippy sole normally covers the bottom, but can slide out of the way revealing the frictionless ones beneath.
I'm not sure exactly what military uses these would have but they would be fun.
Return of the sub-exoskeleton
The MCP-Aero "fat sparrow" suit increases the user's strength to robobody levels, but not to full exoskeleton strength. Make just an exoskeleton version of that.
Honestly this is an afterthought, but it should be extremely cheap, and help with certain strength requirements and endurance tasks.
Stupid question:
How much would an assaultsuit with absolutely none of the armour or bonus features cost?
Guess we should call it the Kinetic Charge Musket, then. :PWe could sell it in a complete kit or a diy kit. Perhals some jack that one coukd hook uo their own generator to the battery may be in order to allow for costumizability and general usefullness
The liquid crystal appears to be something akin to stemcells, able to take on many different configurations depending on stimulus. However, we cannot, as of yet, manage to reproduce it via chemical or mechanical means.So it's probably not possible to do that, unless piecewise says we found a way to get more. And now we can't even duplicate it using automanipulators. Maybe we could use the cube...
That sounds a lot like a bag of Instant Sandbag at 1/8th the price.Well, you can't use it to eat lasers or tear things to shreds or grow more of itself or do any of the other fun things you can with a sandbag, but you can use it in vacuum.
Is it possible to get a long-barelled version of the Brisant with enough gauss coils to have it fire like a normal hypersonic rifle, instead of the usual ballistic arc?
(I seem to recall that the Brisant had most of its coils stripped so that the grenades were slow enough that the inventor could bounce grenades around corners and stuff)
Price? Price to convert a normal one?
I'd like a Gauss rifle that fires grenades like normal ones fire slugs, not a ten-foot-long nuclear artillery system.Wouldn't it be more convenient to add the grenades you want as special Gauss rifle ammo instead of converting a grenade launcher to a cannon?
Could we have a hard-light shooty thingy? Like, it makes bullets and flings them in the direction you're pointing?
Sticky goop is nice for restraining things, trapping things and closing holes and it has the added benefit that it can easily be dissolved. However, it is not very strong or very versatile. So I propose the use of another material:
Remember the liquid we found at the Anomalous Planetoid? The one that solidified into very hard crystal whenever it came into contact with other forms of matter? I'd like to put that in as a chem thrower ammo as something that can be used to make more sturdy barricades and trap things even better than sticky goop. A sort of instant cement, if you like. I assume 1 token per can is fine?
It also has the added advantage that someone with handiwork skill could use it to create objects or create moulds for objects.
EDIT: Ah, wait, just found this:The liquid crystal appears to be something akin to stemcells, able to take on many different configurations depending on stimulus. However, we cannot, as of yet, manage to reproduce it via chemical or mechanical means.So it's probably not possible to do that, unless piecewise says we found a way to get more. And now we can't even duplicate it using automanipulators. Maybe we could use the cube...
That sounds a lot like a bag of Instant Sandbag at 1/8th the price.
Is it possible to get a long-barelled version of the Brisant with enough gauss coils to have it fire like a normal hypersonic rifle, instead of the usual ballistic arc?
(I seem to recall that the Brisant had most of its coils stripped so that the grenades were slow enough that the inventor could bounce grenades around corners and stuff)
Price? Price to convert a normal one?
Like, the hard-light bullets just materialize with velocity.
Or actually you point, click, and then there's a spike of hard-light ramming the thing you just pointed at, like 'instant mass driver' except probably not as strong as a mass driver? Actually, the math of that might need to be worked out, but it's known that you can impart velocity at construct generation, up to some maximum presumably limited by the hardware, and that I think you can generate things without direct connections to the SLMG? But if so, a rangefinder and a rapidly moving spike construct ought to hurt lots of things. Assuming they're in the proper wavelength. Add a mangler bursty thing I don't know the name of that's in big game rounds for extra killing.
Also, would changing the color the SLMG and etc. use be cosmetic or a new item/researchy thing?
And did we ever get the Containment Gun? Because it's pretty much like that only it makes a weapon instead.
How much would it cost to get my Number Gun covered in Milnoplate? I'm assuming 1 token, since it's pistol sized and a helmet costs 1 token.
Its a good gun I don't want it destroyed.
Force Infuser gun.Spoiler: Quotes from Piecewise (click to show/hide)
Try changing ammo type to a longer, thinner, denser spike. That should give it better ballistics at such high velocities and let pierce an entire battlesuit, not just most of a battlesuit. Check price.
Can it have a full auto setting? As long as the infuser has enough charge I don't see why not.
So we have:
-Small gauss piston used to charge the force infuser.
-Automated force infuser, set to fire using 160 seconds of charge. Nothing more, nothing less.
-Can build charge indefinitely and hold an unlimited amount of charge.
-Safety will not let the gun fire if it has less than 160 seconds of charge built up.
-Frictionless smoothbore barrel that can handle 160 seconds of charge.
-Fires dense armour piercing spikes. May or may not be able to pierce all the way through a battlesuit's armour.
If you are smart you will charge it during timeskips, such as while we are stasised before a mission, then you will likely never have to charge again.
Possible customizations?:
-Change caliber to 20mm, lets you fire gauss rifle ammo
-Replace automated force infuser with standard. Lets you control the amount of force used, but uses both Exo and Con.
-More powerful charging piston, charges twice as fast.
-Disable safety: The gun will go unstable and probably kill you. You idiot.
I'll say one token for gun armor, though you can't get real milnoplate. A full thickness plate of milnoplate is a little under four inches thick.What's wrong with putting 4 inch thick armour on my gun?
A fairly normal machete, mostly made from mundane handwavy future space steel, except for the edge, which is made from hexbug sharpened to a monomolecular edge. Not as damaging as a monoatomic razor, but very sturdy and prone to not exploding in your face.
Price for above?
A Bomb![Schwarzenegger voice]Everybody chill![/Schwarzenegger voice]
Set an automated FA to really really powerful, way more so than the gun. Then activate it without charging at all.
It "either goes unstable or can violently draw potential and kinetic energy out of the area. Mostly by tearing potential, chemical and thermal energy out of the environment."
Sorry I had to. Please don't shock me.
You know what I was thinking, use a precharged auto force infuser set in the middle of a gauss round set to activate a little bit after impact just to help with the penatrating ability if the guass round and the damage it can do.
It would be something like this
= gauss
F force infuser.
) Activation button
==F=)
So when it impacts the button is pressed releasing the energy in the force infuser
Spoilered for length.Spoiler (click to show/hide)
A Bomb!
Set an automated FA to really really powerful, way more so than the gun. Then activate it without charging at all.
It "either goes unstable or can violently draw potential and kinetic energy out of the area. Mostly by tearing potential, chemical and thermal energy out of the environment."
Sorry I had to. Please don't shock me.
More noob support stuff:
How about carbon-fiber underlayers for those sharksuits. This will increase its ablative capabilities without munching the operator. A simple carbon-fabric under the armor would suffice.
https://en.wikipedia.org/wiki/Rayon
Can't we just configure all our Solid Light Protection Fields by default to turn off for a split second whenever the user fires a weapon?Something like Star Trek, where they have a shield frequency they use to make their weapons shoot through it?
*SNIP*
Can't we just configure all our Solid Light Protection Fields by default to turn off for a split second whenever the user fires a weapon?
Force infuser gun
I want to get this thing so it can one shot a battlesuit pilot. Then I will finally be satisfied.
-Change the bullet material from iron to something much more resistant to ablation. Probably hexbug. Should also help it not shatter on impact.
-Try different bullet shapes. Musket ball, ordinary bullet, spike, egg, teardrop, etc. Something has to be the best shape at these speeds.
-Just crank up the power until it can pierce a battlesuit's cockpit. Hopefully get there before hexbug starts to ablate. Even if hexbug starts to ablate hopefully get there soon.
Also, how about an underbarrel brisant variant?
PW just okayed something in the Poke thread, and you know what that means.
New Deathtube time!
This one is mostly just a refit of my electroblaster which, instead of simply nerfing as normal, they decided to simply not approve because of something something redundant.Spoiler: Less-than-lethal electrolaser sniper rifle (click to show/hide)
Giving syv a list nine items long. :P
A list nine points long isn't too bad--Go look at Radio's post. He isn't even giving me real questions to answer. However, posting twice without consolidating posts is annoying...I shall henceforth be known as His Wallness, the Sultan of Prose.
Fair enough. You can leave this entirely in the computer's hands then, if you want. But it's gonna at LEAST need a prime directive. Some overriding goal for its construction and management. Just in case it runs into things it has no background for.Spoiler (click to show/hide)
Well, thing is, in some situations it really might be better to keep the people closed in if there's lethal radiation storms outside, whereas in other said storms might be weak enough to warrant letting people outside. I'll quote something from the tinker thread to try and give you a better idea of what I mean:So, it would basically try to give the colonists as much freedom and quality of life as it can afford without endangering the long-term survival of the colony.Spoiler (click to show/hide)
That's why I have difficulty setting up a standard requirements list, because different universes might ask for radically unconventional base designs. From the Wikipedia page on 'Colonization of Mars':So, a list like this would be the minimal requirements for any colony, but how each item is achieved is difficult to predict.Spoiler (click to show/hide)
For example, on a planet with good, livable conditions outside, the colony might decide not to build a real rec room and instead just let colonists entertain themselves outside, saving resources for other projects. But then in another universe, where due to circumstances usable space is really limited, it might decide to provide all leisure through VR machines because there just isn't any room for a real life rec room. And in a third it might decide that a regular rec room is an acceptable use of resources. But that all depends on the circumstances, which vary so wildly (at least, from what I've seen from the universes explored already) I dunno if any 'standard requirements list' would be worth anything.
If you are afraid that you won't be able to come up with a good base design for a particular universe, you could always just ask us for inspiration. Or, ask yourself the question 'what are the main difficulties and limitations for this universe? How do they relate to filling need X? How could that need still be fulfilled then?
Remember that you won't have to describe (or even work out) every colony in every universe we send these to, just when necessary.
We do have a flame thrower, a really good one at that. Universal chem thrower with namite loaded. Burns just about anything short of a literal alien god (though we haven't tried to torch the lurker yet, so even that might still be on the table).Oh okay,, maybe this could workas a cheaper option for the poor people. Fill the liquid container with namite.
So how expensive and how long do you think each hexbug dart would have to be to pierce a battlesuit?
Gonna leave this ideal here, space super soaker flamethrower.
Spoiler: Less-than-lethal electrolaser sniper rifle (click to show/hide)
1: Yup, that's pretty much the plan.
2: Not sure how powerful the laser has to be to create the plasma channel, but if it could be lower power than that, that would be good.
3: Sniper. Like it says in the name of the weapon. :P
4: Not too worried about insulation, this is for use on defenceless civilians. (As we already have a method for electrocuting rowdy spessmen.)
5: Dunno. I was asking PW in the poke thread if this was possible and he said yes after me and Nav pointed out that quote. 5t seems like a lot for a visual-spectrum camera and a computer, but fine.
6: Fine.
7: I agree.
8: Kay.
9: Kay.
QuoteA list nine points long isn't too bad--Go look at Radio's post. He isn't even giving me real questions to answer. However, posting twice without consolidating posts is annoying...I shall henceforth be known as His Wallness, the Sultan of Prose.Spoiler: speaking of walls (click to show/hide)
Finally, there's this little thing from the poke thread:Fair enough. You can leave this entirely in the computer's hands then, if you want. But it's gonna at LEAST need a prime directive. Some overriding goal for its construction and management. Just in case it runs into things it has no background for.Spoiler (click to show/hide)
Well, thing is, in some situations it really might be better to keep the people closed in if there's lethal radiation storms outside, whereas in other said storms might be weak enough to warrant letting people outside. I'll quote something from the tinker thread to try and give you a better idea of what I mean:So, it would basically try to give the colonists as much freedom and quality of life as it can afford without endangering the long-term survival of the colony.Spoiler (click to show/hide)
That's why I have difficulty setting up a standard requirements list, because different universes might ask for radically unconventional base designs. From the Wikipedia page on 'Colonization of Mars':So, a list like this would be the minimal requirements for any colony, but how each item is achieved is difficult to predict.Spoiler (click to show/hide)
For example, on a planet with good, livable conditions outside, the colony might decide not to build a real rec room and instead just let colonists entertain themselves outside, saving resources for other projects. But then in another universe, where due to circumstances usable space is really limited, it might decide to provide all leisure through VR machines because there just isn't any room for a real life rec room. And in a third it might decide that a regular rec room is an acceptable use of resources. But that all depends on the circumstances, which vary so wildly (at least, from what I've seen from the universes explored already) I dunno if any 'standard requirements list' would be worth anything.
If you are afraid that you won't be able to come up with a good base design for a particular universe, you could always just ask us for inspiration. Or, ask yourself the question 'what are the main difficulties and limitations for this universe? How do they relate to filling need X? How could that need still be fulfilled then?
Remember that you won't have to describe (or even work out) every colony in every universe we send these to, just when necessary.
So, I propose we work out what that 'overriding goal for its construction and management' would be in here so we can save pw's precious sanity a little, unless you really prefer I keep it directly with pw.
((I really wish we could nest spoilers like quotes, would be soooo convenient).
I was thinking of making a grenade based off the crystalline projector. It has the shape of a pineapple grenadeWith crystalline projector seed crystals set in each section of the pineapple grenade.There is aster ex in the center and when it explodes it sends the seed crystals everywhere like your standard frag grenade.Spoiler (click to show/hide)
@Syv,NAV: I just wanted to add that one-shot-ing a battlesuit with the new armor Syv has developed should be almost impossible, since hexsand can stop almost any bullet. The problem is that it can only do so once before it shatters. So you might need some sort of bullet that breaks apart or a burst of bullets for multiple simultaneous devastating offensive deep strikes that can break apart the armour before penetrating it. That, of course, doesn't take into account that piecewise might have forgotten the exact properties of hexsand.
You can also choose to give the flechettes stablizing fins, which will increase accuracy at range. That would increase cost.Yes.
Oh, and NAV? If you want your gun to be able to one-shot an assaultsuit, you only need use a higher power shot. AS armor is only nine inches thick, and its average density is only a little higher than BS armor; your obstacle is only energy, not penetration depth.Yes!
Also, you can choose to run the design past the council, which will let people actually use the weapon in game, but will also significantly increase cost. It might be better as NPC equipment.Correction: It doesn't work in any of the 4 alternate universes we've tested so far. There are almost certainly infinite alternate universes where it does work.
LAST THING: This gun doesn't work in alternate universes. It only works in the universe we're abandoning.
You can also choose to give the flechettes stablizing fins, which will increase accuracy at range. That would increase cost.Yes.QuoteOh, and NAV? If you want your gun to be able to one-shot an assaultsuit, you only need use a higher power shot. AS armor is only nine inches thick, and its average density is only a little higher than BS armor; your obstacle is only energy, not penetration depth.Yes!
What do you think it could do to an AoW? Killing the pilot is obviously a bad idea because the you have to deal with an unchained avatar, but crippling a limb?QuoteAlso, you can choose to run the design past the council, which will let people actually use the weapon in game, but will also significantly increase cost. It might be better as NPC equipment.Correction: It doesn't work in any of the 4 alternate universes we've tested so far. There are almost certainly infinite alternate universes where it does work.
LAST THING: This gun doesn't work in alternate universes. It only works in the universe we're abandoning.
Still, I don't like the chances of this thing ever seeing use and it's probably not worth asking the council about right now. At least it was fun to design.
"Spider Pod"
Like a tripod, but probably has more legs. Attaches to bottom of your gun. Automatically adjusts to terrain, can change height, walks when you push it.
Maybe have separate light and heavy versions for rifles and cannons respectively. Depends mostly on size and costs.
I agree pretty much completely with the above post. Having more than two alignments allows for more of a collection game, but just holy vs. occult would probably be more fun. I was really just spitballing, anyway.
I do think holy shouldn't be intrinsically better than occult--rather, it should be safer, but have less power to compensate. Or perhaps holy items could only be used by pure characters--who would generally be newbies--while occult items are equal, but can be used by anyone AND advance their user's corruption. That would work well with our balancing system, no?
And do not let players tinker anything that they aren't going to use by themselves. Otherwise we end up in our latest state of tinker where Armory is full of player made items that nobody has ever used or purchased. The "get royalties" idea gave tinkerers entirely wrong kind of incentive. Make them pay for parts.
I've always hated one-use temporary buff items. Whenever they appear, I always end up hoarding them and never, ever using them. Alternatively, I just end up selling them. Others might like them though, I guess.
I don't think you should be able to upgrade stuff after it's been made, unless upgading is really rare or difficult. I like the concept of having to search for parts to make a new, better weapon, or having to rely on luck to find something awesome. Plus, if it's easy for anyone to upgrade their equipment, it devalues the excitement when someone finds a really awesome +4 vorpal revolver of lightning.