Re: [OoC] Discussion thread
Thanks for trying Tom. I'll cover what you did so you can learn from it in the future. As you guessed, there were roughs spots but I think we can manage with that:
The mindy teleport unit usually just occupies the back slot. Mindy II power armors have right and left shoulder slots, a back slot and two lower leg slots to mount equipment.
The Mindy II Balanced Configuration actually includes the teleportation unit in the Back position and leaves a weapon rack free. Packing an aether saber-rifle with it is fine.
The Mindy II Shrike Configuration packs extra ammunition for the shoulder gauss cannons which I consider replaced by the teleportation module. Seeing there is no room on the shoulders for the aether saber-rifle, Westwood's holding it handheld.
The Mindy II Death Blossom configuration usually comes with a barrier shield which is in this case replaced by a teleportation module seeing both occupy the dorsal slot. They have no weapon rack, so they must hold their saber-rifles in their hands.
Notes:
~ Fire Team 1 only has 2 members? If this doesn't suit you guys, you better reorganize ealy on.
~ The Mindy II with the saber rifles can use them for a bit to attack while leaving their forearm capacitor power high to use the forearm shields to defend themselves. Usually a Mindy II pilot has to manage that short-lived power offensively or defensively - or make do with a mix of both. Alternatively, the saber-rifles could have been given to some Daisies so that they might have been temporarily onpar offensively with the Mindy II power armors: the Mindy II pack aether weaponry (charged beam, machinegun, beam sword) by default.
~ The amount of mini-missiles the Mindy II in Death Blossom configs pack puts a lot of firepowers in their hands - the tricky part is that they might be stuck using them indoor and damage the insides of the ship on any miss.
~ About the Black Spiral positron rifles: they are very hazardous to use where there is atmosphere. Since it fires positrons (anti-matter), contact with air (which is gaseous matter) will make the shot explode... inside your rifle's barrel, destroying the weapon and causing harm to the wielder in the process. They are best suited for use in vaccuum.
Those mostly behave like a Mindy aether-rifle in pulse mode, with the same battery consumption, 5km effective range and DR 8 damage with shield-piercing properties.
Roll with what Tom gave you guys. If you want to do more, well, nothing stops you inside the simulation from trading weapons, asking for new loadouts to the 'armorer' (then AI controlled through simulated neko sprites) or picking out stuff from the armory itself. You dispose of everything the ship has as long as you remain within the bounds of it being a power armor simulation.