Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Nikitian

Pages: 1 ... 16 17 [18] 19 20 ... 218
256
Einsteinian Roulette / Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« on: January 24, 2016, 07:45:07 pm »
Worry not. Nothing a good dose of team-killing, civilian-murdering, manip-overloading wouldn't cure. Just let them get a good feel of HMRC business and they will be different people.


257
Einsteinian Roulette / Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« on: January 24, 2016, 07:19:06 pm »
Name meanings for characters anyone?
As for me...

Maurice because I was seeking a name starting with "M" (I still hold it is a special letter in ER - Swordsmith, take a note! For a new character or a new nickname for Hasala. ) and I thought of a certain wizard's cat from my childhood memories' cartoon. He had a funny-sounding name.  ::)  :)

Sanctor as modified "Sangre" (nope, no particular book reference *whistles*) crossed with "Santor" (well, yes, a book reference, an obscure one).

258
Einsteinian Roulette / Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« on: January 24, 2016, 05:45:09 pm »
Worry not. Nothing a good dose of team-killing, civilian-murdering, manip-overloading wouldn't cure. Just let them get a good feel of HMRC business and they will be different people.

259
Einsteinian Roulette / Re: TINKER: Miya's Hubris
« on: January 24, 2016, 10:18:44 am »
@Paris Ah, for some reason I was under impression that Arranger-ammo were basically space-magic grenades of a big caliber. Yeah, you are right - I will edit that bit out now.


And I don't have anything against increasing the cost a token or two (in theory) - that's exactly the role of the Council, after all, if I understand it correctly. I am just against giving it an unrealistically high price just because it is that good (and then sticking to that price as the real "production cost" price, which is how the system currently works).

If there was an alternative system, where the production cost was decoupled from the market item price, and actually known and referenced (and the item price might be reviewed afterwards, with real the production cost in mind and in light of other new Armory additions) - such opposition would be unnecessary. But, as currently the link between the "production cost" and "item price" is inviolable and regularly quoted upon (when, say, similar items are designed), concerns about preserving the price close to the production cost need to be voiced to ensure the system works properly.

(If you wish to continue this discussion, I am open to it, but I'd suggest we move it to the Hephaestus OOC thread.)

260
Einsteinian Roulette / Re: TINKER: Miya's Hubris
« on: January 24, 2016, 08:23:41 am »
Quote
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?
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.
(But, for the record, I support the notion of armoring the canister. Just in case. And because we know who is going to use it. :P
And, honestly, Haebi-acid is not that all-destroying. I mean, if we clad our Avatars in forcefield armor, they would be invulnerable to it - as probably are quite a few alien entities out there. No need to complicate things beyond what they are.)

Why dont you use a forcefield to contain your antimatter?

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?
I, uh, list that as one of the options, I believe?.. In the dedicated antimatter tinkering section.

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.

261
Einsteinian Roulette / Re: TINKER: Miya's Hubris
« on: January 24, 2016, 07:47:01 am »
@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 is 40mm 50mm, 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.)
    • 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.
    (Aoshima, great thanks for all the chemicals links!)

262
Einsteinian Roulette / Re: Mission 21 On Trial: No Smart Subtitle
« on: January 23, 2016, 07:23:15 pm »
I have nothing to ask, and I am ready to give my statement - but I suppose it is the time for your questions first.

However, in addition to my words, I would request Steve to show us the footage of the cameras on my helmet and Ulrich's suit's back, pertaining to the beginning of the anomalous event, which neither him nor I have witnessed.


He pulled at his pipe.

Steve, show us some video!

263
Einsteinian Roulette / Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« on: January 23, 2016, 06:26:49 pm »
Good thing we kept her off Hephaestus while the Project Wunderkinder was underway...  :P


Since this appears to be "in the trend" to speak vaguely, with riddles and heavy implications, I'll try my hand at it too.

Consider holding on to your tokens for now, at least until the trial is over! There might be new, interesting ways of spending them afterwards... if Maurice lives.

 ;)

264
((An apparition of Maurice silently glared at Lars from the depths of his subconsciousness, as if trying to remind him of something. Something he forgot to add...

Just a friendly poke. :P))

265
Einsteinian Roulette / Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« on: January 23, 2016, 11:42:52 am »
Did he just... oh, Piecewise. Administrating that rabble is going to be Fun for Hephaestians.
(Whether or not Maurice survives till that day, of course.)

Also, yay, new missions are announced! Now the trial needs to finish even more asap, doesn't it?..
(I sent a pm to Doomblade187, but I'm not sure when/if he'll be able to speak. Last post on 19th, last seen online ~30 hours ago.)
Shall we move on to Ulrich?

Well. Waterworld, eh :P
My reaction exactly. ;)

(Well, at least then it should have some interesting scavenged tech here and there!)

266
Einsteinian Roulette / Re: TINKER: Miya's Hubris
« on: January 23, 2016, 06:42:11 am »
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?
Spoiler: Source, for reference: (click to show/hide)
Edit: Found the Shadow Walker cloak item description, removed from question.

  • 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:
    • 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)
    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.
    (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.

267
Einsteinian Roulette / Re: Misson 26: Alien Bukkake Line
« on: January 23, 2016, 05:13:32 am »
((Ah, sorry then. Oh well.*grumble grumble* Piecewise... Have fun, and don't get eaten! ))

268
Einsteinian Roulette / Re: Mission 21 On Trial: No Smart Subtitle
« on: January 22, 2016, 04:56:42 pm »
No, no questions so far. Please, continue. Maurice shook his head as he stared into empty space, reminiscing of the events of the last mission.

269
Einsteinian Roulette / Re: Misson 26: Alien Bukkake Line
« on: January 22, 2016, 04:48:30 pm »
((And I'll reiterate this here, since it might have been missed in the OOC thread. Xan, please use the Hephaestus thread for the Doctor interaction RPing (whatever parts of it would be open to public) and don't clutter this tread with it unless you are joining M26. In that case, never mind, I guess.

Just to point out: This is the Apocalypse Lab, situated on the outermost planet of Hephaestus system. The Doctor is on Hephaestus the planet which is half a solar system from this place. Wrong bus stop. ;D ))

270
Einsteinian Roulette / Re: TINKER: Miya's Hubris
« on: January 22, 2016, 04:14:53 pm »
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).

So - no. This change absolutely does not equal giving the whole pricing power to the Council; that simply must not be. In fact, it might rather be the opposite, or something in the middle. So - I highly request that you assign prices (with Piecewise's approval, of course) and maybe then they go to the Council for "balancing".
(Do not let them intimidate you. They are your peers right now, more or less. You were assigned by authority of Piecewise, not the Council.)

Edit: I do not imply that the Council shouldn't balance things if Piecewise (or you, even) call for it. I imply that you should not default to handing all equipment over to them for pricing. Because, just a few posts back, we can see that Piecewise still gave out prices on the majority of equipment (if still sometimes called for the Council's assistance in more difficult cases).

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.

Aside from that, have fun!  A new age of Tinker has come! :D
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?
(This is not a question about your integrity and fairness - I presume them inviolable, of course. This is a question of whether not-syvs should fear the reign of syv-Tinker.)

Pages: 1 ... 16 17 [18] 19 20 ... 218