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RE: [HOE] re:...Crazy Junker



Apology accepted Steve.

I did mention that the gun could make it's own ammo, but as you have said
several times, it raises some very important questions concerning the
overall direction of the game if such a weapon is allowed.

Please, all on this list, don't get me wrong.   I'm not advocating this sort
of thing, I merely posted to show that Junkers are capable of some serious
death-dealing acts.

Further to someone else's post concerning the powers choses, you nearly had
it right, but the character didn't have Ammo, he had Reactor, Locomotion,
Sensor, VTOL & Spirit Weapon.   Now, while these are good for some truly
heinous weapon designs, that was actually a secondary concern.

VTOL, Locomotion & Sensor are because he has a Familiar, and needed those to
create the frame.   Spirit Weapon and Shield, while really god at making
lightsabers (with Weaponsmith), are far better for making shielded reactors
so you don't spontaneously mutate when you turn on the IGR reactor in your
bus.

The gunsmith power was largely for giving my character some in-game
'saleability' so I have something that I can trade in settlements, I wasn't
even going to start with the gun, just the potential for it.   Imagine the
concept of a township with massive 10d10 railguns hooked up to an IGR
reactor for defence (with high RoF, ammo processors, and awesome AP
capabilities).   Would that be a concept worth them 'buying'?

As a personal preference, shooting things is lower on my list than
outsmarting things.   Of course, if that fails...

Ashley.

> -----Original Message-----
> From:	Steve Crow [SMTP:crow_steve@hotmail.com]
> Sent:	Thursday, December 07, 2000 8:08 AM
> To:	hoe@gamerz.net
> Subject:	Re: [HOE] re:...Crazy Junker
> 
> 
> Did he mention ammo processing?  I didn't catch it, so apologies if it was
> 
> included in the original specs.
> 
>