A defined concept for the power armor? Melee-focus isn't quite it... Eh... instead of explaining it, why don't I just quote PM conversation I recently had with Doshii. It doesn't feel very 'secret'.
Doshii said:
I realized it in the shower. Where all great thoughts occur.
All of our major opponents have been melee masters and subsequently beat the crap out of us with melee weapons (Mani and Meni's spikes, Eve's kama, NH-18's blades).
This almost seems like a necessity ... because real combat is hard to write out. Think of modern combat: People find cover and shoot at each other until they can flank or call in added support. Or something along those lines. Hell, most shoot'em up movies end with some sort of melee fight at the end. Something messy that leaves us gasping at the end.
Doing that with one opponent likely is hard to write out and be epic.
However, it does put all of the armors at risk, while making Kotori something of a stand-out, since she's probably the best melee fighter, with Nimura a close second.
It makes me think about my plot and how I'm going to handle combat.
Fred said:
Not just that.
Other factors could include that Meni and Mani were indeed capable of taking kills out in a 'sneak attack!' fashion. Stealth, creep in silently, stab to the person's vital and -boom-, the fight's over before it begins.
Another asset Meni and Mani had was that they had built-in melee weapons that they could use in up very close with high lethality when their opponents (you guys) did not share the same advantage. Up close, all the Daisy has is physical pummeling and shield-clubbing... so, of course you'd all look outmatched.
Point being: Meni and Mani looked good while doing it because they could do it well, yes, but also because you people couldn't do it at all in the first place. Reverse that and the result might not be equal, but it might also not be all that sucky.
Also, there's also an issue concerning the Mishhuvurthyar. So far, if I have one wrap their tentacles around your Daisy, odds are that if that Mishhu is any smart (and mine usually are), it's a deathflag for the grappled pilot. Include elbow-blades and wrist-daggers into the mix (sharp but not necessarily augmented ones), and cutting out becomes somewhat more feasible.
We're not just talking anti-armor weaponry here. There's a good deal of anti-personnel here too. Also factor in that power armor strength is still a pretty big deal. Nimura could tear the heads off Nekomachina with her shieldclubbing, so imagine what a wrist-dagger or an elbow-blade can achieve with power armored strength. without zesuaium in the mix, this can end up being lethal.
Giving extra melee capabilities doesn't mean it's always a good idea to use them as your primary means of harm... but if you get into the kind of pinch that makes them more appropriate than a ranged weapon used point-blank, they could end up being very useful.
Agreed on all fronts. Though I still prefer handheld melee weapons to ones sticking out of elbows and knees (too ninja for me).
Concept? Streamlining the power armor for players to use it and find it better rounded, more useful to build on the successful legacy the Daisy left. Maybe toe in on the Mindy II in an effort to have both line of power armor recombine, thus not forcing ship captain to pack two different power armors. Make sure the power armor can be worn by anyone. Try to make the power armor more rugged and combine some Yamataian aesthetics to the tougher look of the NAM power armor.
Visually, I'd like to make the jump from something that's Bubblegum Crisis hardsuit inspired and wander more in the direction of Samus Aran's power suit in term of bulk or design lines (Aran's power suit is elegant, but also looks unisex too).
I guess that's about it for the moment?
So...
Close-range nodal weapons:
I was not under the impression nodal weaponry was being eliminated so much as an effort was being made to not make it overpowered. In this case, I understand that having a fold out/retractable blade would be a concept that also works... but here, we have the technology to sort of explain why we can pack more stuff in a highly miniaturized contraption... and the ability to nodally generate said weapon (even if such is tightly programmed, to allow only select weaponry instead of full shapeshifting freedom) looks like a sound idea to me.
Graviton Projectors:
Seems controversial. Mm.
The inspiration mostly came from Jedi telekinetic powers and Samus Aran's grapple beam and the way it ends up being used in game's like Other M.
Blas, though, pushes the bar on the amount of control that could be exerted with it. I didn't mean anything more than push/pulls with it. I mean, it's probably way too small for anything more intricate than that.
Plasma torch:
This one seems fairly well received, and yeah, I figure it might go the way of the dragoon plasma weapon. Might settle for it being modular and interchangeable between missions, but not detachable in itself.
The reason I went for under-the-wrist positioning was especially because I wanted to have the hand flip up as a control mechanism for using it in the Spiderman webslinger position. I see the advantages of putting it on the side of the arm, but I don't find it as dynamically or visually evocative.
I'm not fond of the idea of putting it in the palm. I know the PHALANX and Ironman does it... but frankly, I don't see what room there is in the front of the hand to have somesort of plasma projector.
Independent inner suit:
I'm surprised by how fond you guys all are of the idea.
The idea for this one would be to last longer against anti-personnel weaponry (like bodyarmor with the insert alone) and be able to wield power armor-tier weaponry in addition to power armor strength. With an helmet, gain extra-vehicular operation/mobility, yet, be slim enough to do work in the tighter spots of a ship.
I figure the actual inner-lining of the insert could be up to the wearer since the 'power suit' might actually be part of a character's wardrobe just like an uniform with the power armor exoskeletons remaining in armor bays. This surely reinforces their identify as combat uniforms, though, which makes the visual design of them very important.
Personally, despite the thematic value of going for flesh insert, I find it more practical to go for synthetic inner lining as less players will go 'eww' to it, therefore making it more player-friendly.
Armor composition:
I'm pointing out the yama-dura alloy as base protection, Kiki, because it seems to be the better rounded one. Durandium is light and Yama-dura retains that. Yamataium is heavy, tough and the self-restorative properties of the material usually do not lend it well to smaller finer components because it'll 'naturally' round the edges and make the dimensions of any fine components less precise - but the alloy itself combines the strengths and eliminates most weaknesses.
SQUIRE robotic harness:
The title says mostly all: it's a robotic harness that can sort of double as turret or a crude mechanical limb. The name 'squire' has, of course, tie ins to the assisting nature of the apparatus to the 'knight' that is the power armor operator.
Forearm Shields:
I find Patlabor shields to be too small. They're reinforced forearms that don't even deserve the 'buckler' appellation. I'm aiming for larger shields, at least the size of Shion's MWS in Xenosaga 3, minimum.
Drawing a weapon from under the shield sounds nice - I remember Macross F had their Messiah Valkyries draw close-combat mecha-sized daggers out from under those and it looked neat enough. If the shield is already used for clubbing, then there's some nice synergy with shaped-charge knucklebomber-style weapon, yes. A cannon in the shield could be decent too, though the presence of the underarm plasma torch could make that redundant.
Then again, stuffing too much ammo around there could be a disservice to the user. The shield is still primarily to block so any sizeable damage to it could compromise the ammo as well... though this bring up the following thought: barrier generator inside the shield, for the shield?
as for making the shield extendable... well, considering the hollowness of the present shield, I suppose some extension mecchanic could be implemented to eliminate the bulk in non-combat... but every hinge or seam in the shield sort of ruins the advantages zesuaium gives it - to be physically impregnable.
Mini-Missiles:
I can relate with the possible utility of the mini-missiles, but they still feel more like a fightercraft thing... and like doshii said, they're so tiny.
Mission operation/lack of drones:
Comm loss with mission ops is an operational hazard. Losing support and satellite uplinks, etc, are things that can happen in missions and create dynamic events.
As for looking around walls... well, nothing to offer here beyond the drones, really. Usually, people just take a peek or use skin vision... and yes, there's a risk.
Armor Combat Engineer setup:
I'm not warm to this, mainly because I simply don't understand the concept as presented.
I figure that it'd be possible, with some modularity, to help with a couple of more specialized variants. That's to be determined later.