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Messages - Nikitian

Pages: 1 ... 200 201 [202] 203 204 ... 218
3016
Sure. Be my guest, Nick. Then Nikitian switches back to mission channel.
Blasted xenos mongrels!
If that satyr hasn't gone down, fire a pulse at it. Look out once more and send two gauss rounds at the next closest Altered (if it looks like having chitin carapace or something like that, let one of the rounds be AP). See if there are retreating soldires nearby.

(( I take it, the atmosphere is there, and is breathable? And thus the ordinary soldiers here aren't wearing any kind of suits? Also, do we have any means of communicating with people without suits - or just 'take off the helmet and shout'?))

3017
(( I assume we don't spawn directly in front of the enemy creatures, less than three meters away - if that is so, let the men just start shooting. I also assume the team is grouped together, no one is too far away.))
Take cover! Chimeras to B! Fire at will!

As for myself, do the same - take cover, switch the chimera gun into fire mode B (1 circuit to power the pulse part, 3 circuits to parallel charge the gauss part - one of the pre-built) and shoot the closest Altered scum twice (with a single gauss round (normal ammo) and then with a pulse). Assess the situation.

3018
Check the price for the sensitivity switch (and what else is needed). If it is negligible, add it to all of my exoskeleton desings.
Save and file away the Chimera gun Mk II (backpack version) design. Add the previous variant to the research results document.
Gulp down the rest of the tea.
Enter the 'Battle of Hexbarax'-'In the Fray' as a leading officer of a 4-man team of bots (all stats set to 5, all weapon skills set to 9(+1), no professions/other bonuses), exactly all of us wearing a Mk II suit with the 'Faith' (sub-exoskeleton Model B) installed and bearing a fully-loaded (two 3x drum magazines; one filled with standart ammo,  other filled with AP rounds) Chimera Gun Mk I.


I'll be off for a bit of time, Nick - testing my weapons in the battle simulation.
((I'll update the document post in a couple of minutes. EDIT:Done!))

3019
Thank you, Nick. Sorry to hear about the shield. As for me, looks like I am nearing the finish of my research on weaponry.

Make a new version of a chimera gun: add the HEP (stripped of the generator) to it as well as those large & cheap capacitors of up to 600 TPU of capacity. Allow re-routing some or all of generators to charging that big capacitor bank. Also see if it's possible to use that single big capacitor bank to power the gauss and pulse rifles' parts (instead of a scattering of small capacitor banks).

See if it's possible to install a switch of some kind to turn the exaggerated movements mode of the exoskeleton on and off.

Sip more tea.

3020
See if having a (significantly) greater amount of dexterity would improve the reaction time enough to benefit from the (lower settings) increased negative feedback without that drawback. Also see if those exaggerated movements still prove useful in accomplishing simple, straight maneuvers (such as charging or dashing out of danger's way).

Use the largest and cheapest capacitors available. Check their prices and weight.

Test if the upgraded Tesla Arc can fire continiously for indefinite amount of time, as planned, or something prevents it.

3021
(( If I understand it correctly, those things are not the capacity. To calculate the total capacity the battery life in seconds (or number of uses, as actually the seconds are just second-long discrete uses, as we cannot fire such weapons for less than a second) is to be multiplied by those power units.
Well, that or there's something else which I'm missing :) ))

3022
Test the aforementioned improved exoskeleton configuration; start with small increase of the negative feedback and slowly raise it.

See how much the energy capacitors totalling 600 TPU (double that of the HEP (high energy projector) shot)  would cost in tokens.

Try replacing the Tesla Arc Battery with 5 gauss rifle power generators.

3023
(( Let's see, 5 TPU x 1 minute recharge= ... 300 TPU to fire HEP. Oh. Now that explains that much. ))

Check if replacing Tesla Arc's Battery with 5 Gauss Rifle generators would allow to fire it continiously.
Test if the superior strength of the user (more like, of his/her exoskeleton) could negate the problem of the burst-fire recoil.
As for increasing negative feedback of an exoskeleton, try to make it move faster than if you were naked - by not just following, but pushing your body where it was heading (something like this:

Code: [Select]
| = exoskeleton part,
>+ = pressure applied
| *limb* | then, if | *limb*>+| => |>+>+>+*limb*>+| then, to stop moving, |>+>+>+*limb* | => | *limb* |
so that reading where the body moves apply and actually pushing it  would be two in different places, thus each process hopefully not affecting the other).

3024
(( That's why I'm going to stick with damage dealing skills. One can't have a too big hole in the alien, right? :)
On the second thought, though, it is sort of opposed (opposed as of inflicting damage, I suppose, but straigth as of scoring a hit). Still, as it stands, when it comes to destruction, the higher is the better (well, Jim totally succeeded with making a hole in the elevator's floor, right? ;) ).
As for other purposes, I guess it might be justified to provide a bit of flexibility to using one's skills - such as, for example, allowing to self-impose a handicap (up to the stat/skill modifier) before rolling (i.e., doing something not to the full extent of one's ability when the task is judged to be not too difficult) or something like that. Will have to hear what piecewise has to say on that, though - the whole idea might be rightfully judged as being against the RtD essence. ))

3025
(( Sure, I'll wait. I was actually about suggesting the same, only I wasn't sure you'd like to bother with even more numbers.
Also, shouldn't the total 4 charging circuits be three tokens due to one being already included in the basic gauss rifle package?))

Set up an improvised shooting range with targets appearing at random intervals of time. Try 2- and 3-round gauss shot bursts with the chimera gun, and test if using those improves the accuracy.
Try increasing the reaction time and overall agility with the use of the exoskeletons or similar external augmenting devices (by searching for existing solutions, increasing the negative feedback or thinking of some other way to accomplish that, in that order).

3026
Attach and fuse in a high energy projector to the underside of the chimera gun; estimate the weight of the previous and the current variants of the chimera gun, and see if it is less unwieldy (less lopsided) now.
Move the gauss part to the underside of the pulse part, and reposition the magazine slots on both sides of the chimera gun. Check the price and weight of the weapon.

Measure and compare the power output and recharge rates of the high energy projector, gauss rifle, gauss cannon and that 5-token-backpack power generators, as well as the power output of the cutting laser and plasma projector batteries.

3027
((Just got access again, kinda lost track a bit of what's going on, anyone care to fill me in?))
((@PyroDesu Looks like nothing interesting has happened here - oh, wait. Empyrean and May were swallowed whole by a giant sandwarm (and Victor joined them there a bit later, if I remember correctly), then they spawned a 1/8th kiloton charge and detonated it inside the worm. Guess what? Yeah, straight to the menu screen. ;)
Thomas was messing with alternative history simulations, Lukas - playing the fps/Jedi simulator he'd been toying before with, Mason - waiting for the alien sim to load at last, Cog, Faith and me - tinkering. Oh, and Milno, as always, watching some of us fail.  :P  :)
(I really hope I haven't forgotten anyone) That's the short summary of the ship's thread of the last few days.
EDIT: Seems I've forgotten Renen: he's been watching that sandworm battle along with Milno. ))

3028
(( Uh, bad on my part. ))
Scrap this design of the chimaera gun. Once again, fuse a gauss rifle with 4 charging circuits and a pulse rifle together, shotgun-like. Wire up the charging circuits to be used to power the pulse part (working parallel), the gauss part (either parallel or simultaneous) or be split in between those.
Add another  (ordinary) load slot to the gauss part; make sure two high-capacity magazines would both fit on the gun.
Try fitting the plasma projector battery to the high energy projector.

3029
(( Yes, like a double-barreled shotgun. Yes, mostly mutually exclusive - but can't the power output be split, like, e.g. 3 charging circuits for the gauss part, one power generator and whatever the capacitor bank of the charging circuit amounts to for the pulse part? And, judging from what you said before (got revised?), it can be re-configured or just switched to another pre-configured split.
As for reducing the power - is it really needed? I mean, in the pulse rifle generators work parallel and the power output is just enough, isn't it? The question here, however, is how big the 'charging circuit' capacitor banks are if compared to the ones I used on the pulse rifle. Probably smaller, due to the fact charging circuit capacitor bank with the power generator amount to the same 1 token as the pulse rifle capacitor bank stands alone for. ))
Try adding another magazine slot to the gauss part of the chimaera gun, with the possible option of not attaching the magazine and feeding the gun manually by single shots through it. Also add a fire selector to choose which magazine to feed the gun from.
Strip the high energy projector of its power generator and estimate this variant's weight and price. Try using the cutting laser battery to power it.
Sip more tea.

Splendid!

3030
((Sure, take your time. Also, do I understand it right that, game wise, protective clothing is generally less durable but provides greater mobility than the more conventional armoring, token for token? ))
See if it is possible to replace the coils in the field.
Get a four-circuit gauss rifle and fuse it  with a generator/capacitor-stripped pulse rifle (horizontally, if not too inefficient, so that would be some place left under the fused barrels; gauss barrel on the left, pulse 'barrel' on the right); make the new weapon use the charging circuits to power the pulse rifle as well. See to what power and rate of fire for the pulse shot that would amount. Move the magazine slot of the gauss part to the side if it were on the underside.
Also, make a new magazine for the gauss rifle (one that could be used with the unmodified version of it), of at least 3x capacity (actually, as much as up to 3 tokens worth) - use the drum or the helical design, whichever proves more efficient here.

((Yes, that one would most certainly be a big and heavy one; actually, I assumed the ordinary magazine is of the box variant - but is it, really?))

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