Thread: New Weapons
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Old April 14th, 2003, 03:17 PM

Loser Loser is offline
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Default Re: New Weapons

Thank you, Junkie, I was not aware that feature was non-fighter.

After further thought, it seems that Monkey-Wrenchers should not be strictly fighter-type weapons. With their terribly limited speed, but long, long range, they would be pretty reasonable ship-launched missiles as well.

If you wanted a good chance of a hit, you'd have to get your ship right up alongside the enemy craft, so your gremlins could hit them in their first round of movement, maybe.

Picture escorts full of the little jerks, kind of like freaks on the city bus, with mismatched space suits, talking to their tools, rocking back and forth to music only they hear, raging against the machine, itching to jump out the hatch and go take something apart. No sane man is going to step out of a perfectly good spaceship to go take another space ship apart, not while that other ship is likely to shoot at him. These guys are naturally wonked, drugged-up, or have been otherwise cleverly manipulated into thinking this is a good time.

Also, it would be reasonable to have multiple kinds of gremlins: Duct-Jerk (anti-engine), Gun-Jammers (anti-weapon), Sappers (anti-shield), Hackers (anti-Master Control Computer), Demolitions Specialists (skips armor and shields). Each component is just a specialized missile launcher, once-per-combat, slow moving, near-infinite range.

And I have bit more on the Transporter for you role-playing types. It would be perfectly reasonable to have Transporter component on any ship that just does nothing. After all, the Deflector Dish and Plasma Injectors are used to tactical gains as frequently (or more frequently, I think) as the Transporters are. So make the component, throw it on, and make up your own stories for what it's good for. Like we need to board ships from more than one square away, anyway.
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