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Aggressor Updates

Oh yeah, found it after looking back.

How are these things utilized? Like armoured vehicles (i.e speed and maneuverability in the open while shooting at the enemy) or like infantry (i.e going to cover using terrain, base of fire suppression, sub-unit flanking, grenade)? Infantry tactics is the easiest to explain, only 2 basic ways, shoot them into cover, then blast them out again with the 40mm or pin them down while someone sneaks to the side. Armour tries to use speed, armour and agility (and a scary big gun) to hit the enemy head to head and hopes that the enemy does not have as hard a head as your people.
 
Thanks to its properties, it can be used in both roles. Like an armored vehicle, it can use its propulsion systems to fire on the move and act as direct fire support in and out of urban environments. Like infantry, it can use cover and concealment to its advantage in ways that vehicles simply can't in addition to providing a base of fire for the rest of the squad. There's drawbacks to designs like this that fall into the light mechs/frame category though. Against an appropriately advanced and designed armored vehicle, it will be lacking in armor and quite possibly firepower in addition to having a higher unit-price due to its comparative complexity.
 
Alright, the first wave of Aggressor Updates has been put up for approval in the NTSE. It's got the AOP, AMP, the Plasma Chainguns, an update to Nepleslian Mini-Missiles, as well as one for the Extended Rack. Go on by and take a look; I could really use the feedback if there's something unsatisfactory.
 
Hm.
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..........

This is going to take a lot of work, but it'll be worth it I think. There's just a lot to do.

First off, another thing I wish to do is update the monoeye sensor article for the Aggressor and properly link it in; right now it is very vague on what it can do, but the gist is that it detects things and does a good job at it. I'll likely list it out as the following, since it'd cover the important things. I hope I'm not missing anything.

* Visible Electromagnetic Spectrum
* Night Vision/Low Light Optics
* Thermal Signatures/Infrared
* Electromagnetic Radiation (Radio, Gamma, Neutron, etc.)
* Subspace Particle (Aether, Spatial Distortions, Warp, etc.)

After that, there's also the camouflage to address. I'll likely flesh out the amount of detail that the Snakeskin is capable of, and also add in some thermal capabilities to it to help suits blend in better. Additionally, since it's nanomachine based, I'll likely have it controllable by the suit's own OS rather than relying on an activation signal as the current article suggests.
 
The Monoeyes were created during some really rough techobabble times and was left intentionally vague as so it can't be hard countered by any single line in the N+1 stealth articles out there, for ease of reading, and to focus on its 'gameplay' advantage, in that scans and tracks single targets (or two, check the monoeye uncertainties mentioned earlier in this topic), reflecting on the (then) Nepleslian PA philosophy of making sure our machines can at least 1 on 1 any other given (Yamataian mainly) PA.
 
Alright, I'm taking Fian's direction and sticking to the subspace system to give GMs flexibility. I'm still working on it, but for the time being, I've also added descriptors mentioning that the shoulder mounted Monoeyes are capable of movement on their rails to change their field of views and so forth.

However, there's another issue; I know we discussed it in the IRC before, but my fault for not writing it down somewhere. What direction should I go with the shielding system? The old system is a bit archaic in that it seems to use distortion shields similar to the Mindy's. We could simplify it to a Magnetic and Graviton based shields in addition to that kinetic damper I was planning and still cover all our bases.

EDIT:

Green light on the shield idea then. But a V-Shield would have been better.
 
I've gone ahead and updated some of the medical and emergency systems; it even mentions the JAM Jar now. Besides that, I've also done some work on the interior; we now get into it by climbing on top as the chest opens forward, bending at the waist a bit before sliding down into it. The inside is roomy enough that we can just stand in there and eat an MRE if we wanted for an example, and our arms and legs only go partway into the Aggressor's. It also notes that the Hostile is only slightly over half its height to give perspective.
 
The first series of Aggressor updates are complete, and can be viewed in the tech forum's approved page. The second set is up pending approval too. In that, I think the biggest difference would be changes to the Snakeskin; it covers the thermal range now too, but because it's insular, can overheat the suits if they have crummy cooling systems (they don't).

On a side note, I'm thinking of raising the Aggressor's SP to 20 and give it Threshold 4 shields - thoughts?
 
As long as there aren't any issues with the generators not providing enough output for the shields, I think it would be a good update
 
No, not at all. It's more to have the DR more accurately reflect how tough the Aggressor is, or is supposed to be, IC. Right now, it's only 3 points ahead of the Hostile after all.

On another topic, I'm readying to make a quick new version of the EARTH's Repulsor Rod Warhammer, but don't know if I should stick to that name, or come up with a new one. Alternatively, if I should improve the weapon, or have it be as close as possible to how it originally was.
 
Well, this is it everyone, the final stretch. I've updated the portable drones and the Noisemaker as well. Not sure if I mentioned that before. However, since the Aggressor itself is ready to go, I'm submitting it. Go take a look guys.

The weapons and so forth will instead follow after it as a continuing project instead.
 
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