I guess, tho being impulsive and emotional aren't necessarily "human" traits
Maki climbed out of the cockpit and waited to be picked up
Err....
<Snipped quote>
You were out of the machine when they loaded you in, so yes, I used that explicit exit from it.
The winching out of the water was working on the assumption you didn't extract Trapp's machine completely out of the lake, but left it at a safe 'depth' so that he was above water. They removed the mechs from the lake completely.
The hellcat power down I noted, but didn't mention. Distress beacons on stealth mode are all fine by me, and I wasn't using that in my post. I did use the following two assumptions, logical from the perspective of an enemy pilot:
There is no such thing as an untraceable signal. I may not know what it is, but I can pick up a scrambled, jutted or fractured signal by catching everything in the area. Given that I can filter the traffic from the Coalition team, I will still have some odd nonsensical traffic left (your stealthed radio signal). I can't read it, but I know it's there. Hence, the logical thing would to be to shut it down to prevent any communication, no?
An enemy pilot will do whatever they can to make escape or rescue easier, right? So it's trivial to assume that they may have something that will enable them to turn their mech into a beacon, broadcast an SOS, send out scrambling signals and so on. Wouldn't a smart opponent take measures to prevent such a thing?
I'd have EMPd your machines regardless of any outgoing traffic, simply to prevent you from using it against me at any point. The fact that it most likely shuts down any help broadcasts is a plus.
The EMP doesn't kill your mech, especially since it is shut down. Plot armour dictates that your machine is simply out of commission for a while before the circuits return to normal and bleed the excess charge. It has no permanent effect on the mech and should wear off in a few hours. An EMP of that size wouldn't be able to completely kill anything big anyway.
Was I not explicit enough, or am I playing too smart/stupid?
Err....
<Snipped quote>
You were out of the machine when they loaded you in, so yes, I used that explicit exit from it.
The winching out of the water was working on the assumption you didn't extract Trapp's machine completely out of the lake, but left it at a safe 'depth' so that he was above water. They removed the mechs from the lake completely.
The hellcat power down I noted, but didn't mention. Distress beacons on stealth mode are all fine by me, and I wasn't using that in my post. I did use the following two assumptions, logical from the perspective of an enemy pilot:
There is no such thing as an untraceable signal. I may not know what it is, but I can pick up a scrambled, jutted or fractured signal by catching everything in the area. Given that I can filter the traffic from the Coalition team, I will still have some odd nonsensical traffic left (your stealthed radio signal). I can't read it, but I know it's there. Hence, the logical thing would to be to shut it down to prevent any communication, no?
An enemy pilot will do whatever they can to make escape or rescue easier, right? So it's trivial to assume that they may have something that will enable them to turn their mech into a beacon, broadcast an SOS, send out scrambling signals and so on. Wouldn't a smart opponent take measures to prevent such a thing?
I'd have EMPd your machines regardless of any outgoing traffic, simply to prevent you from using it against me at any point. The fact that it most likely shuts down any help broadcasts is a plus.
The EMP doesn't kill your mech, especially since it is shut down. Plot armour dictates that your machine is simply out of commission for a while before the circuits return to normal and bleed the excess charge. It has no permanent effect on the mech and should wear off in a few hours. An EMP of that size wouldn't be able to completely kill anything big anyway.
Was I not explicit enough, or am I playing too smart/stupid?
<Snipped quote by DMZ>
Well, somewhere in your earlier paragraphs I saw Ackerman mention something about Maki disappearing back inside her cockpit... So...
Ah well.
As someone who's actually been in an AFV, I can tell you that we don't usually carry anything more than a jumpstart cables and simple everyday wrenches and the like. So overloading circuits with an EMP usually means nothing can be repaired. Especially since I wasn't sure if we're going by the usual video game/pop culture EMP. To my knowledge, overloading circuits like that usually damages complex equipment for good.
<Snipped quote by DMZ>
Well, somewhere in your earlier paragraphs I saw Ackerman mention something about Maki disappearing back inside her cockpit... So...
Ah well.
As someone who's actually been in an AFV, I can tell you that we don't usually carry anything more than a jumpstart cables and simple everyday wrenches and the like. So overloading circuits with an EMP usually means nothing can be repaired. Especially since I wasn't sure if we're going by the usual video game/pop culture EMP. To my knowledge, overloading circuits like that usually damages complex equipment for good.
Ackerman grabbed the safety rail in the ceiling of his cockpit and leaned out to meet Ghost's knowing stare. Of course she noticed it. He gave a curt nod to the woman and watched her vanish into her machine.
<Snipped quote by Reaper>
I presume you mean this tidbit:
<Snipped quote>
Which refers to Ghost.
And yes, real world EMP can indeed permanently damage equipment until you replace the electronics, but given that we are in the future, you have plot armour, and technology has advanced, it's not unfeasible to have it merely shut down stuff for a while. Heck, you can shield from EMP in modern times, either with a massive capacitor or a set of shielded electronics.