OOC Thread

Do any of the beacons move, or are they all stationary?
 
The group of three are moving a little.  If the others are also moving, its not enough to pick up on the armbands.
 
The description sounded a bit like the clusters might be other groups of pilots - this makes that even more likely, at least for the group of three.
 
You somehow make that sound as if it would not be the case - maybe I'm just paranoid after someone threw me at some random, tree-covered planet surface, though...
 
@Sherwood these are.. normal cougars right? 


....


Serena just launched a fucking rocket at a god damn cougar didn't she? 
 
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I... guess not then... 


....


Still a funny thought. 
 
Invid Inorganics called Cougars.


cougar.gif


They have a total of 75 MDC, and are capable of shredding your armor with their teeth and claws.
 
I have no clue how long we might need - we're talking about a nuclear warhead after all...
 
@Sherwood I'm thinking of grabbing artificial AI and Jeet Kune do. 


Would your recommend something else? not fully certain what grabbing artificial Ai would do for me but honestly it sounds abit fun to toy with. 
 
The Jeet Kune Do is a great technique.  Its one of my favorites. 


The AI skill can be quite useful.  Are you wanting to make an AI for yourself?


EDIT:  Also, do you want me to adjust your stats for you to get the right bonuses for the JKD?
 
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The Jeet Kune Do is a great technique.  Its one of my favorites. 


The AI skill can be quite useful.  Are you wanting to make an AI for yourself?


EDIT:  Also, do you want me to adjust your stats for you to get the right bonuses for the JKD?

sure, I've already pushed up the percentages for the levels so do as yea need 


As for making Ai myself, it sounds like fun, might even be able to dig into the inorganics to see hwo they do what they do.
 
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Don't forget, with JKD, your Iq goes up, which will add to your percentages by 2.


I'll take a look at your stats and make the tweaks to your bonuses.
 
Don't forget, with JKD, your Iq goes up, which will add to your percentages by 2.


I'll take a look at your stats and make the tweaks to your bonuses.

aye, thats why i had the thought to grab it. 


Also i get +5% on all computer related skills with Ai 
 
Yup.  The AI will be helpful in the future, and yes, I can let you make your own AI.
 
Any recommendations on skills to pick up? On a first look, Athletics and Arsenal-Creating caught my interest, the latter lets me pick Demolitions-Creation down the line.
 
I shall be honest, big post came up, did not get a notif. 


but 9 or so hours after? 


"Oh yea, new post up on this thread." 


And here I was thinking this shit was fixed.
 
@Sherwood gona need a run down on load out. here. 


Isee both small and mini missile selections, whats the dealo and what can and cannot be taken?
 
Each wing has two hard points to mount missiles, giving you the option for a variety of loads.  Each hard point can be equipped with one Long range, or three Medium, or five Short, or finally, fifteen Mini missiles.  The original list is in the Mecha and Ships list, but here is a reprint:

Missile Chart


Missile Stats


Short-Range Missiles


· High Explosive (light): 2d4x10 M.D. at a 5 mile range and 10 foot radius. 5 M.D.C. for the missile itself.


· High Explosive (medium): 2d6x10 M.D. at a 5 mile range and 15 foot radius. 5 M.D.C.


· Fragmentation (light): 2d4x10 M.D. at a 3 mile range and 20 foot radius. 5 M.D.C.


· High-Explosive Armor Piercing/HEAP (medium)**: 2d6x10 at a 5 mile range and 5 foot radius. 5 M.D.C.


· Plasma/Napalm (medium)**: 2d6x10 M.D., 3 mile range, 15 foot radius, 5 M.D.C.


· Tear Gas: No damage, ½ mile, 10 foot radius, 5 M.D.C.


· Knock-Out Gas: No damage, ½ mile, 10 foot radius, 5 M.D.C.


· Smoke (colors available): No damage, 1 mile, 20 foot radius, 5 M.D.C.


Medium-Range Missiles


· High-Explosive (light): 2d4x10 M.D., 50 miles, 20 foot radius, 10 M.D.C.


· High-Explosive (medium): 2d6x10 M.D., 40 miles, 20 foot radius, 10 M.D.C.


· High-Explosive (heavy): 3d6x10 M.D., 40 miles, 30 foot radius, 10 M.D.C.


· HEAP (medium)**: 3d6x10 M.D., 40 miles, 20 foot radius, 10 M.D.C.


· Fragmentation (light): 2d6x10 M.D., 40 miles, 40 foot radius, 10 M.D.C.


· Plasma/Napalm (medium)**: 4d6x10 M.D., 40 miles, 40 foot radius, 10 M.D.C.


· Multi-Warhead**: 5d6x10 M.D., 80 miles, 20 foot radius, 10 M.D.C.


· Smoke (colors available): No damage, 40 miles, 40 foot radius, 10 M.D.C.


Long Range Missiles


· High-Explosive (medium): 3d6x10 M.D., 500 miles, 30 foot radius, 20 M.D.C.


· High-Explosive (heavy): 4d6x10 M.D., 500 miles, 40 foot radius, 20 M.D.C.


· HEAP (medium): 3d6x10 M.D., 800 miles, 30 foot radius, 20 M.D.C.


· Fragmentation (light): 2d6x10 M.D., 400 miles, 80 foot radius, 20 M.D.C.


· Plasma/Heat (medium): 4d6x10 M.D., 500 miles, 40 foot radius, 20 M.D.C.


· Plasma/Heat (heavy)**: 5d6x10 M.D., 500 miles, 50 foot radius, 20 M.D.C.


· Proton Torpedo (heavy)**: 6d6x10 M.D., 1200 miles, 50 foot radius, 20 M.D.C.


· Reflex (medium)**: 1d4x100 M.D., 1000 miles, 40 foot radius, 20 M.D.C. Rare


· Reflex (heavy)**: 1d6x100 M.D., 1000 miles, 60 foot radius, 20 M.D.C. Rare


· Reflex Multi-Warhead**: 2d4x100+60 M.D., 1800 miles, 100 foot radius, 20 M.D.C. Rare


Mini-Missiles


· High-Explosive: 5d6 M.D., 1 mile, 5 foot radius, 1 M.D.C.


· HEAP: 1d4x10 M.D., 1 mile, 3 foot radius, 2 M.D.C.


· Fragmentation: 5d6 M.D., ½ mile, 20 foot radius, 1 M.D.C.


· Plasma/Napalm (medium): 1d6x10 M.D., 1 mile, 15 foot radius, 1 M.D.C.


· Smoke: No damage, ½ mile, 20 foot radius, 1 M.D.C.


**Available as smart bombs, + 5 to strike. Normal missiles are +3 to strike


Armor Piercing warheads (HEAP) do triple damage with a critical strike.



For this particular mission, you are not being issued any Long or Medium range missiles, since the fighting is expected to take place in close range.  You could have 20 shorts, 60 minis, or a mix of the two, such as 10 shorts and 30 minis.  Up to you how you want to set it up.
 

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