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War! merc game - Currently full

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Loki

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« Reply #135 on: <02-16-11/1828:27> »
Ya the flare comp is not an input but still good to have and as they're cameras not optics for the armor's wearer I didn't think they needed a smartlink. The radar cyberware and the ultra wide band radar sensor act as motion sensors. The list of sensor package sizes and capacity is in SR4A, with a comprehensive list of sensor options in the Arsenal compiled tables list. Bax has a hand held with olfactory 6, Geiger counter, and non-linear junction detector 6 as well as near every sensor he could get thru cyber.

It was more touch and to a lesser degree taste that I question. The tactical data from taste is largely covered by smell and doesn't require us to go around licking things. :D As for touch, I'm not sure what tactically useful data you would get from it that's not covered by something else.

Damnyankee

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« Reply #136 on: <02-16-11/2002:42> »
Ya the flare comp is not an input but still good to have and as they're cameras not optics for the armor's wearer I didn't think they needed a smartlink. The radar cyberware and the ultra wide band radar sensor act as motion sensors. The list of sensor package sizes and capacity is in SR4A, with a comprehensive list of sensor options in the Arsenal compiled tables list. Bax has a hand held with olfactory 6, Geiger counter, and non-linear junction detector 6 as well as near every sensor he could get thru cyber.
I am implementing the rule of 'duh.' Which says even though its not in the book, common sense still applies.  Only sensor channels that can actually provide tactical relevant information count.
It was more touch and to a lesser degree taste that I question. The tactical data from taste is largely covered by smell and doesn't require us to go around licking things. :D As for touch, I'm not sure what tactically useful data you would get from it that's not covered by something else.
Yeah.. Taste is right out.  Smell.. there have been good arguments as to why smell should count.
Touch... Its situational... if you loose visual but have touch sensors you might be able to replace the lost video channel with a touch channel.   OR if you where say clearing mines, touch would be very relevant.
Damnyankee

Damnyankee

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« Reply #137 on: <02-16-11/2020:42> »
Light military armor
From arsenal
"Light Military Armor: These suits of armor offer about the same protection as full body security armor but do not tire their wearer down as quickly, since they are made to be worn for longer periods of time—for example, by military scouts operating behind enemy lines. They also accept slightly more upgrades than security armor, a fact that can mean the difference between life and death"
This is light scout armor to start with. Add the following:
Mobility upgrade 1 - Body 3 and reflexes 3 and up take no penalties.
Chemical Protection level 4 - chemical weapons = bad.  heck some air = bad
Quick release Getting out when you get covered by napalm / white phosphorus = good.
Thermal damping 3 Not showing up on IR like a 65" Trid screen = good
Fire resistance 3 = Burning = bad

The armor is at capacity, but I see the argument for the RIG (its also cheap and available) Discussion on what to ditch?

Loki

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« Reply #138 on: <02-16-11/2028:56> »
Do we have to, like I said the helmets have 5 slots of their own, put a camera and such in there.

Sichr

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« Reply #139 on: <02-17-11/0333:43> »
For this is one piece suit of armor, we do nort need mobility upgrade I suppose (just dont know if I remember it correctly)
Scouts should use ruthenium, maybe instead of chemical or fire protection (napalm and chemical warfare are usualy not used agains a single targets...)
This are just my add to discussion, as we have some time to kill :)

RIG - deffinitly yes. Cameras are not enought, RIG as it is described also provides medical logs, ful scale reports etc.
Level of stress, for instance, is very important tactical info, as the system would consider how firm that point of formation is and gives a commander a signal that:
"Boys and girls on the left flank would need some morale boost, or the deffense is going to be torn appart..."
It also covers emergency medic calls and those medics should read on their display, whether it is worth of a risk or it would be a cold case...
As I read it, it would be part of the standard equipement across military units, not a matter of choice.

Damnyankee

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« Reply #140 on: <02-17-11/1003:02> »
For this is one piece suit of armor, we do nort need mobility upgrade I suppose (just dont know if I remember it correctly)
Scouts should use ruthenium, maybe instead of chemical or fire protection (napalm and chemical warfare are usualy not used agains a single targets...)
This are just my add to discussion, as we have some time to kill :)
Mobility upgrade: Yes it reduces the penalty for the armor.  Its a suit so you can wear body X3 but that still means you need body agility 4 to wear it.  With the mobility upgrade it reduces it to 3 - human normal.
Ruthenium is way to expensive/rare.  The SF guys get it.  Not you.
The Fire and chemical protection is so you can operate inside areas that have been exposed to chemical weapons.    What your role is means no difference.
The fire protection could be lost though.
RIG - deffinitly yes. Cameras are not enought, RIG as it is described also provides medical logs, ful scale reports etc.
[snip]
As I read it, it would be part of the standard equipement across military units, not a matter of choice.
Yes, you misunderstand me.  I'm not asking for a case-by-case basis, but across the board change.  I figured as I didn't really feel strongly about some of it, i would ask for suggestions.

Damnyankee

Sichr

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« Reply #141 on: <02-17-11/1039:53> »
huh...
Now...sorry, it would be my "english" skill, but I definitely do not understand the meaning of your last 2 sentences  ;D

Damnyankee

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« Reply #142 on: <02-17-11/1714:57> »
huh...
Now...sorry, it would be my "english" skill, but I definitely do not understand the meaning of your last 2 sentences  ;D
I was asking what the group thought we should change for everyone, not what each person would change.

Damnyankee

Loki

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« Reply #143 on: <02-17-11/1848:58> »
I'd definitely suggest the fire prot or thermal dampening. The dampening is nice as part of a stealth package but like the ruthenium polymers, would a non-special forces unit rate the expense?


Sentinemodo

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« Reply #144 on: <02-18-11/0124:34> »
I might have not noticed (browsing from mobile) but do we have personal medkits and non-lethal weaponry (stun batons or paralyzers)?
Also from my pow a high rating medkit as in apc (single one for a unit) a set of stimulants, antitoxins under main medic scrutiny. 
Sorry for a small delay ;)

Denver Missions
concluded 01 02 03 04 05 10 09 11
running 13
runners: Caretaker Jerry

Damnyankee

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« Reply #145 on: <02-20-11/1231:31> »
This is what the character list looks like Currently:

Player             Character          Roles
Sichr           Omar Gibo              Driver / Comunications / Vehicle gunner
Bewielderbeast   David Harman      Face / Social guy
Sentinemodo     "Butcher"          Magic/Medic
Boer Commando                      poss. Scout / man-with-the-knife-and- tomahawk
Uncle Vabka   Grim                    poss. Demo guy
TCArknight                              poss. Sniper
Loki              Baxter                  poss. Pointman / sentry


ive had PM's for a more players.  I have Character sheets for 5. 

Blue

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« Reply #146 on: <02-21-11/0159:47> »
*** deleted ***

character was inappropriate, and has been superseded by a later, rather different submission.
« Last Edit: <02-23-11/2156:22> by Blue »
No trees were harmed during the creation of this message. However, several billion electrons were severely inconvenienced.

Bewilderbeast

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« Reply #147 on: <02-21-11/1007:45> »
Just an update; I'm still keeping an eye on the thread. My computer went in for repairs on Saturday. Hopefully I'll be getting it some time during the week, and I'll be able to start posting regularly again.
"Dialogue"
<<Matrix/Comm>>
"Astral"
Thoughts

Damnyankee

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« Reply #148 on: <02-21-11/1014:33> »
There was mention of need for a second gunner, and I've added armorer skill and mechanics as well. Someone's gotta maintain all our gear. ;-)
Actually, you are stepping on some one else's toes.  This role is pretty well covered.
Name: Erik Stone, Male Elf (30 BP)

Stats (200 BP + 20 BP)
Body:      4         Charisma:   3               EDGE:   3
Agility:   8         Intuition:   4               INITIATIVE:   10
Reaction:   6         Logic:   2                  PASSES:   3
Strength:   6         Willpower:   4                  

Essence:   0.6

Qualities (+35 / -35)
Veteran Mercenary   10
Ambidextrous      5
Gearhead         10
Tough as Nails (1)  10
Prejudiced (elves uber alles)   -5
Explain this?  Prejudice,as described in SR4 is a vegetative feeling, one that causes you to spout off and gets you in trouble.
Thrill Seeker                -5
Allergy (Combat Stimulant)      -5
In Debt (20,000 NY)             -20

Active Skills (126 BP)
Close Combat (Group)   2
Athletics (Group)      1
Navigation            2
Etiquette            2
Firearms (Automatics)   3
Armorer               3
Gunnery               4
Mechanic (Auto)         1
Dodge               2

Knowledge and Language skills (1 BP)
Firearms Design      3
Engineering         1
Patrol Procedures   1
Military Procedure   1
Gunnery            2
Electronics         2
Mechanics         3
English            Native
Sperethiel         3
Sioux            3

Contacts (12 BP)
SSgt Kimball Kineson (quartermaster corps.)      3/4
Major Art Thompson (former CO)               3/2
There are not that many Majors in CC's.  Company commanders are Captains.
Bio and CyberWare          (50,800 NY)
Eye Recording Unit      
Muscle Replacement    2
Wired Reflexes II      
CyberEye II          
   Flare Compensation      
   Microscopic Vision        
   Thermographic Vision      
   Vision Enhancment    2

Gear                   (13,400 NY)
CommLink:
   Erika Elite (3/4)
   Novatech Navi (5/5)
   Agent 3
   Analyze   3
   Browse   3
   Edit   3
   Encrypt   3
   Scan   4
   Armor   3
   Stealth   3

Resources    45,000 NY + 20,000(debt) NY = 65,000
Spent      13,400 NY - 50,800 NY
Remaining   8000 NY   
   
Build Points:
   Stats   200         
   Infection   30         
   Edge   20         
   Mundane   0         
   Active Skills   126         
   Know./Lang. Points   19   /-18      
   Positive Qualities   35         
   Negative Qualities   -35         
   Resources   9         
   Contacts   12
I'm certain I said to submit a concept before the actual character.    The inability to follow simple instructions does not make a good first impression.  Try Again.

Damnyankee

Damnyankee

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« Reply #149 on: <02-21-11/1015:10> »
Just an update; I'm still keeping an eye on the thread. My computer went in for repairs on Saturday. Hopefully I'll be getting it some time during the week, and I'll be able to start posting regularly again.
Good news! we look forward to your return.

Damnyankee

 

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