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Kirie/Keiko 1C Improvement Discussion

Toshiro

Well-Known Member

^ Work in Progress

The old Kirie and Keiko articles has a lot of bloat regarding the nuances of their software to the point of making the article daunting to read. I'm trying to make a revised Kirie and Keiko that diverts from that and would like input on how to further improve/revise it. The article is based on the structure of the Mindy 4 article, and employs a number of more recent technologies. Expect redlinks since it's a wip. Only the Kirie article is up, but the Keiko will be quite similar.

Keiko is supposed to be a mass production model made of different materials (likely Yama-Dura) and, while it has more power than the Mindy, its power system is more robust/less advanced than the Kirie's (might change this part). It will also allow non-NH-series pilots to use it.

Kirie is a no-compromises limited production model made of better materials and is limited to NH-series pilots to better optimize the mind/machine connection for extra skilled pilots.
 
Why does power armor need its own FTL? You almost never see PA being used away from a ship, and it seems like that would drive up the time it takes to produce a unit. FTL on Power Armor seems like a holdover from old power creep days.
 
In a major engagement in YE 26, if memory serves, an inability to recover LAMIA on the part of the Army left many mini-Neko stranded and they slowly died needlessly. Had the LAMIA been able to go to FTL, they might have had a chance at surviving. The Mindy 4 also maintains a low FTL speed of 10c. This is not about getting from Point A to point B quickly, as much as being able to survive if the pilot can just get out of the Star System and enter FTL where they can't be as readily attacked -- and perhaps reach help eventually.

I tried to scale the speed with the machine's power and size benefits over the Mindy (The Kirie has much more available internal space for larger systems so this was a conservative estimate), as well as the addition of ICFS tech. I am not married to the 25c figure, though.
 
As someone who uses the Kirie in RP, I'm not really sure how you could improve the article. The fact that it's so extensive (or bloated) makes it easy to ctrl+f anything you need to find in it. An article to modernize it would be cool, but it's also super cool as it stands; it's very much an heirloom power armor that only gets finer with age like a good suit of samurai armor.
 
I think I am likely to utilize these in the 1XF. It makes sense to do so. As for improvement, it seems to deploy a lot of the latest and greatest, I suppose it depends on what is developed in the remainder of this year and into the next, no direct suggestions off the top of my head though.
 
@raz Well, the issue was that it went into so much detail about the technicalities of how the software worked and interconnected, that it seems to have been intimidating to new players to even try. I needed to convey that it makes the pilot operate it as if it were their own body without the bottlenecks of tactile response or organic joints inside its own, that practice allowed one to gradually break from the limitations of humanoid perception and movement around the battlefield, that it could provide feedback and simulations for the pilot's benefit, etc. Another downside is the comparative lack of armaments and hardpoints, which I need to resolve as well.

If you could help me figure out how to preserve what you like without making it so daunting, I'd be grateful.

I also intend it so existing ones are upgraded, not merely obsolesced. Also lets me reuse the existing art. Can't exactly afford more. >.>
 
RPG-D RPGfix
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