@Ammokkx I'll wait to hear what Ariamis has to say. Any engineer who graduated college, or even got past his first year would likely be intelligent enough to see the easy fix.
But like I said several times before, if you guys want it toned down. I will tone it down, just say the word.
@Jasonhero Its true, heavy hitters are already intended to f sh up. But a melee combatant that cannot reach the target is nothing but a decoy, adding ranged weapons gives them options. Also, melee frames tend to be lighter, so the added weight would be less a detractor compared to a heavy unit getting heavier. It is like going from Medium to Heavy, instead of Heavy to Extra Heavy. I understand your argument, and it appears to be a bit of a moot point as Mox doesn't want one anyways.
I am still willing to give mine up if we think using my stealth is a better option over going heavy assault if someone else wants it.
Also, as this is all extra, modular equipment, I assume that it could be dropped in the event of needing the extra speed for some reason. I.E. Shield generator is toast, out of propellant, out of ammunition, so lets just drop those pieces of unusable stuff and get the speed advantage back.
@Jasonhero Its true, heavy hitters are already intended to f sh up. But a melee combatant that cannot reach the target is nothing but a decoy, adding ranged weapons gives them options. Also, melee frames tend to be lighter, so the added weight would be less a detractor compared to a heavy unit getting heavier. It is like going from Medium to Heavy, instead of Heavy to Extra Heavy. I understand your argument, and it appears to be a bit of a moot point as Mox doesn't want one anyways.
I am still willing to give mine up if we think using my stealth is a better option over going heavy assault if someone else wants it.
Also, as this is all extra, modular equipment, I assume that it could be dropped in the event of needing the extra speed for some reason. I.E. Shield generator is toast, out of propellant, out of ammunition, so lets just drop those pieces of unusable stuff and get the speed advantage back.
You make a good point there, I will concede. However, I think the heavies with extra firepower should (Willing to bet the alien asshats have something up their sleeves >.>) draw most of the attention. Giving the melee guys a chance to get in close. Not to mention, we could also resort to just clearing you a path. But I think both arguements have strong merit here. I'm a little curious to who's plan the others think we should roll with (Heavies or Non-Heavies take the packs).
My personal opinion is that stealthing might be our best idea for you. If we can draw attention and get their asses focused on us, perhaps you/some others could stealth on in and snag the target while Cruxi are focusing on the rest of us? Dunno, just a thought from me.
As for shedding what is useless, I can get behind that. But I'm unsure how these packs are made, as they might not allow for that.
So... uh... GM peoples, would we be able to shed useless stuff like he suggested?
Well, obviously Jason and I want them, but if someone else wants one, then I am open to debating who gets it based on strategy. Otherwise it becomes first come first serve, which isn't very fair in a gaming environment of this nature.
I decided on the scale of speed lost per weapon to be the following: Four weapons in a pack (plus thrusters to support their use) reduce speed by half a weight class, for example Normal to Normal-Heavy. Anything more reduces speed by a weight class per weapon. Less weapons don't have a meaningful impact. In short, six weapons change a weight class of Normal to the same weight class as Paladin (that is, very slow). Packs can be dropped at any time, which means losing the additional weapons permanently but returning original weight class values.
quoting Mr Rage: -Can these assault units have a system pack on them as well to assist in targeting or what have you? Or is it reliant on the machines existing systems? Because the sample picture looks like there is some sort of maneuverability vernier rockets on the back.
Target assisting system will count as a separate weapons system.
-If black star gets one: -
Give a quick short burst of speed for approach or evasion. Provides extra X movement.
If equipped, provides 3 extra movement points.
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Automated Targeting System, used for choosing the right weapon for the right target, acquires targets automatically and assists with aiming. Passive System.
If equipped, provides ability to use two weapons in a single turn, or a single weapon after dashing. These weapons can be used on the same target or separate targets.
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Swarm style missiles for attacking short range targets. Will explode on proximity to the target. Two uses.
If equipped, will work exactly like Ribasu's secondary weapon system with three uses.
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Rapid fire Gatling Guns. Mounted on the shoulders. Left Shoulder, Hidari, uses plasma. Right Shoulder, Migi, uses Bullets. Medium Range.
If equipped, provide medium range gatling guns on shoulders with EITHER kinetic or energy ammunition.
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Long Range rifle with interchangeable clips, can fire as a rail gun or use plasma projectiles. Each clip holds 30 rounds, one clip each.
If equipped, grant a hand-held weapon with a range of 5 for single shot rail gun, or range 2 for plasma projectiles. A turn must be spent to change between modes.
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Energy Shield that projects a large field in front of the werk. Provides enough coverage for two addition werks. Attacks from the friendly side are unhindered. Once the shield is exhausted it takes X turns to recharge.
If equipped, grant a hand-held device that activates an energy shield with a considerable resistance to damage that is lesser than Paladin's shield. Allows protection of self + two other Framewerks. Hand-held weapons may not be used while activated.
-Also, space combat, huh? Are we going to have an x,z, and z-axis map this time? And as we are in space, does this mean our movement speeds will be faster?
We won't have a z-axis, and assume the combat happens on a similar level to the space station in that dimension, with a couple kilometers of leeway. The numbers stay the same.
Quoting Jasonhero:
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Provide additional maneuverability even with the heavier load, via small thrusters lining the back using a mono-propellent that does not ignite. Effective and harder to detect than heat based propellent.
If equipped, provides 2 extra movement points with heat cloaking.
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Used for choosing the right weapon for the right target, acquires targets automatically and assists with aiming. (Truly a good idea. With gravity being able to provide helpful assists).
If equipped, provides ability to use two weapons in a single turn, or a single weapon after dashing. These weapons can be used on the same target or separate targets.
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Shield generators designed to take the brunt of both energy and projectile attacks. Heavy protection for the unit, but only protects the unit which they are attached to.
If equipped, provides shield generators on the back which create a personal protective barrier. Unable to dash when activated.
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A single, massive, EMP unit mounted on the frame's left shoulder. When fired, it sends a directed EMP pulse towards a target with the aim of shutting down the target's systems without killing it. Useful against frames, but can be charged for larger targets.
If equipped, grants a shoulder weapon with a range of 5 that causes an electromagnetic pulse in a 3x3 area. Cannot move and fire.
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A large gatling gun with two firing modes; Close Quarters and Long Range. The weapon fires ballistic rounds at Close Quarters, and Plasma rounds at long range. Close Quarters, fires with less accuracy but at a much higher RoF. Meant to shred enemies who happen to get close to frame. Long-Range has a much more accurate firing mode, with a lighter RoF. The cannon is built for combat between frames, and packs a nice punch.
If equipped, grants gatling guns as shoulder weapons with medium range and EITHER kinetic or energy ammunition.
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Grappling Hooks attached along the unit's exterior. Meant for maneuvering assists among debris/asteroids. Could possibly be used to "throw" debris in space.
If equipped, provides grappling hooks as described.
@Ariamis Think I might roll energy ammo on the Gatling. As for the speed things, does each system I listed count as weapons? Sorry, trying to figure out where I stand on that speed scale xD
So, it just dawned on me for the space part of the mission I'm pretty much screwed if it involves a lot of combat. Make me wonder if picking non-flying drones was a good idea.
So, it just dawned on me for the space part of the mission I'm pretty much screwed if it involves a lot of combat. Make me wonder if picking non-flying drones was a good idea.
Ask for them to be outfitted with space propulsion systems?
@Evil Snowman I recommend launching the drones before you begin the assault and attach them to your Frame or other Frames, or outfit them with propulsion systems.
@Jasonhero@Mr Rage These are accepted. Now you have a week of time to post IC to still be eligible for them.
@Ariamis having slept on it. I was actually was going to ask if it was okay outfit my drones then with sort of temporary thruster system. Given I could see Katya doing that.
So just to clarify a few questions. If I am medium and move 2 spaces normally, 4 spaces on a sprint, does this change moving to medium-heavy? The thrusters on my pack move me 3, this is in place of regular movement, I assume, is that usable only once per turn, or can I sprint with it too for a total of 6 spaces?
The shield barrier, is there a recharge period if it breakdown, or is when it's done it's done?
@Ariamis having slept on it. I was actually was going to ask if it was okay outfit my drones then with sort of temporary thruster system. Given I could see Katya doing that.
@Evil Snowman I recommend launching the drones before you begin the assault and attach them to your Frame or other Frames, or outfit them with propulsion systems.
@Mr Rage Weight class doesn't affect movement points. The thrusters add to your total movement points, so a 6-space dash is possible. Once the shield shuts down from incurring damage over it's threshold it requires 3 turns to recharge.