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Unread 01-31-2012, 01:11 AM   #41
DanteFalcon
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With enough focus you'll be able to override more than one at a time but that's a ways in the future. Currently turrets are of one complexity simply because if you want to specialize in turrets alone you'd need to have absurdly diverse stats to cover them entirely.

I suppose I can accept partial apps if you want to get the mechanics out of the way. It isn't a full app till I give you more story, hopefully tomorrow afternoon between classes. And Engineering would be higher but maybe 2 points in economy given the description you gave me.
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Unread 01-31-2012, 03:21 AM   #42
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Quick question. Regarding speed and armor movement bonus/penalty, is the 10% a solid addition or multiplictive?

Suppose for example, that default movement rate is "50%". If I add a point in Speed, does that become 60% (Addition 50+10) or 55% (Multiplication 50*1.1)

My general character concept at the moment is a obscenely wealthy attention whore, blind to the realities of war, who pilots a mecha that is basically a heavy armor shield/mace knight so as to showcase his regality despite any actual practical applications. And of course, his personality is crap. Which might work out for everyone since he might demand that he be allowed to "grace the battlefield with his presence" even if everyone else is aware of how suicidal it is. =P

Yes, a mace weapon. A giant sword is absurdly illogical! It would go blunt in no time and take FOREVER to resharpen. A mace just needs a firm shaft and a massive weight at the end.
Hehe, also entertaining the future idea of flamethrower weaponry, good to overheating mechs, detonating explosives and that sort of thing, with minimal collatoral damage (unless one happens to be in/near a forest).

I'm thinking of basically Escaflowne and Mechwarrior combined in a way. :3

Anyhow, is that all the Combat Specialities there is? I only really see weapon specialization and scanners. Not much else like movement or attacking feats.

Last edited by Menarker; 01-31-2012 at 03:30 AM.
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Unread 01-31-2012, 04:00 AM   #43
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Quote:
Primary difference in rifles and assault rifles is yes the number of bullets they shoot at once. The higher payload is to compensate for the additional bullets. When I say non sniper rifle I'm usually referring to things in the vein of Lever Action Rifles. Those models are obviously a bit outdated but typically when I say rifle I mean mid-high caliber weapons that are probably a bit behind tech wise.
Okay, while I get your point, lever-action rifles are a bit silly. Like, what you're talking about here (full-power rounds, lower effective rate of fire) sounds more like a Marskman's rifle. Those have been mostly phased out IRL, IIRC, but sure, let's have some. They make sense for mechs, as far as anything does.

Generally, they won't be any lighter than assault rifles, though, even when taking ammunition load into consideration. Rifles, whether assault rifles or battle rifles, are generally fired semi-automatically in any case. Bursts are fired from assault rifles for targets at longer range or when covering positions, which does bump up the ammo useage a little. But AR ammo is generally quite a bit lighter than battle rifle ammo, so that balances out a bit.

So I'd probably make it an encumberance of 5 for both of them. And bump the sniper rifle up to 5 or 6. 5 Is probably better if you're taking ammunition into consideration.

So that's my suggestion. Seperate things into Assault rifles and Battle rifles, but leave lever-action rifles out of it. Lever action rifles are just silly. Those are outdated. You might as well bring a mace to a batt-

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Yes, a mace weapon.
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Unread 01-31-2012, 05:50 AM   #44
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Default I believe I had a Dire Wolf that was 50% gun

While I think of it, how do mech armaments work?

If there's one thing I remember from my MechWarrior days, it's that you should bolt on as many guns as humanly possible.
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Last edited by Arhra; 01-31-2012 at 06:04 AM.
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Unread 01-31-2012, 08:54 AM   #45
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Calling comms/radar specialist. Will develop either tonight or when another time period opens up.

Hmm, a mech wielding engineering equipment, would he be able to cause disabilities in other mechs using repair knowledge?
Considering the speed of combat the ability to create permanent disabilities would be limited to things like weapons or ammunition which typically have a rather sensitive point, jury rigged attachments which are already rather precarious in their integration, or any notably external equipment not protected by armor and actually sensitive likely included in the back up systems. Other disabilities would be mostly temporary, like reducing speed with spot welds on joints.

I imagine that radar is for the most part an enemy tracking system so that you can have a proper battlefield snapshot while local combat would be judged via audio and visual sensors which are practically unjammable(but possibly overwhelmable). Comms systems would encompass more than just speaking to each other, but pinging signals to easily identify friend or foe and sharing battlefield information that you might have gleaned from radar. To shut down or fuck up these systems would isolate and confuse enemy coordination I imagine, am I wrong in these assumptions?
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Last edited by Overcast; 01-31-2012 at 11:30 AM.
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Unread 01-31-2012, 10:29 AM   #46
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I'm thinking of making a medic. Or, well, engineer in this case. A healer, anyway. Lots of points in engineering and Economy, repair as a specialty, probably some turrets as well, high speed. I was gonna pick up turret manipulation or communications as well, depending on what Ovi's getting. Maybe armed with a SMG? Sound good?

And I like the character, Mern. Though, as a side note, generally, flamethrowers are not known as a weapon with low collateral damage. Also, kinda gruesome. A cockpit might be well-armored, but it'll probably still get pretty hot if you douse it in napalm. Land a good hit, and you're gonna cook the poor pilot alive.
Didn't think you had it in you. : D
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Unread 01-31-2012, 11:18 AM   #47
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Wow, as it turns out both Over and Gem had ideas along the lines of mine. Although I wasn't quite going to go full eco or full communications. My plan was actually radar/repair, but honestly I don't think overlap in these areas is a problem or avoidable since there are basically 3 roles to fill and each person is capable of filling 1-2 of them. And we will all be at least partially battle-compentent.


From what I gathered a quick list assumption so far would be
Arhra: Combat-DAKKA
Menarker: Combat-Firebat
Geminex: Turret-Medic
Overcast: Communications-Radar
Relm: Radar-Medic

Not as hard and fast rules or complete plates, but as general directions guessing where everyone seems to be going in. The way it seems we're slightly low on combat people, but that is covered when we consider that all the support people will likely be able to do some kind of combat effectively. I'm likely not going to be very fast, but stable, armored, and aware of the field. And probably wielding a huge gattling gun or somesuch. Might even change my concept to fit it a little better just so I can spit out Starcraft Battlecruiser quotes.

"Battlecruiser, Operational."
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Unread 01-31-2012, 11:38 AM   #48
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As my additional edit above shows I am mostly working on an electronic warfare rig, so no real turret specialization. My worry now is that in order to get the level of electromagnetic control that I desire I am going to be frighteningly combat weak.
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Unread 01-31-2012, 12:05 PM   #49
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FYI, if you're looking for cool weapons you might want to consider hookshots.

Which is to say a hook you throw to grab onto something, or better yet, one that pierces into or through a mech's armor and then opens up and pulls.

*Steps back out*
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Unread 01-31-2012, 12:10 PM   #50
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1) Dracorion is stupid
2) Really stupid
3) Like wow
4) Yeah, support mechs aren't gonna be that combat-capable
so
5) Relm, if you'd prefer, I can let you go full-on medic, and I'll make a gunbunny with a heavy machine gun.
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