Welcome to Gaia! ::

The Brotherhood of Steel

Back to Guilds

 

Tags: Military, Brotherhood, Tactics, Fallout, Brotherhood of Steel 

Reply Historical Threads
Ender's Office Goto Page: [] [<] 1 2 3 ... 4 5 6 7 8 ... 50 51 52 53 [>] [>>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

ender_169
Vice Captain

PostPosted: Tue Nov 15, 2005 12:59 pm


Linak Dekhyper
Ok I got you boss, but i really wish it was still listed, would make it easier for me.

Yeah, it would make it easier having all of the job occupations listed, but it'd be much easier each Paladin updating the Rank and Division Listing since they have mostly a complete list of everyone's job occupations in each of their barracks on the first page of their barracks where it lists their members. Much simpler them updating it than one person piecing together 30+ people's job occupations through massively PMing the members and whatnot. xp
PostPosted: Tue Nov 15, 2005 1:59 pm


Note before my departure for the night: MunkiHunter, it's a join request from a person named Blitheral who has been contacting me today about details on the guild and he sounds like he'll make a good member so far. So whenever you have some free time, it'd be appreciated, no rush though, he just really likes the sound of The Brotherhood Of Steel and wants in. 3nodding

ender_169
Vice Captain


ChibiS4r4f4n

PostPosted: Tue Nov 15, 2005 2:31 pm


ender_169
ChibiSarafan, as for your shell payload on your modified weapon, the following shells will be allowed: Electrical, Knockout Gas, Smoke.

Reasons for shell that were rejected:
Chemical: I don't really think we need to start in biological warfare weaponry. The main benefits would only be the stimpack and other healing agents. But such as the FEV virus, it's no particular need to try to change someone and mutate them along with the use of other chemical agents such as mustard gas and such to make them die slow or eat through their lungs, etc. Normal shells can do the job just the same, if your accurate enough to hit the person with a shell of the chemical agent payload, it'd do more harm using actual rounds, such as the Incendiary rounds that explode on impact. I don't really find a use for these type of shells.

The Electrical one was iffy, considering it'd really only be effective against unarmored enemies. But if it's the type of charge strong enough to actually electrocute through metal, then I'd reject this type of round considering it'd be able to shock even though Power Armor and the main point of armor is to protect against projectiles, this type of shell would give you a advantage against pretty much anyone with or without armor. So I'd say it has to be toned down to the electrical charge it produces to like you said, a stun gun level, so pretty much only effective against unarmored enemies.

So why arent the stimpacks and other healing agents allowed? Also, the idea behind the electrical would be for if we needed to capture the target alive, So, if the armor conducted electricity, like power armor, then the electrical charge would still work. (only realistically, if the armor was power armor, i dont think the shell would pierce it in the first place. I would have to use it on an unarmored or weakly armored part of their body. ) The electrical charge wouldn't be lethal unless the person wet or covered in some other conductive material. Otherwise it would stun them, like a stun gun, to unconciousness.
PostPosted: Tue Nov 15, 2005 3:22 pm


The healing agents such as stim packs aren't allowed due to it's no real need to shoot an ally in the middle of battle with a stim pack, if their in a dangerous situation, they'll be injured or dead anyways. It's just more realistic to think of healing someone by taking a stim pack out and jabbing it into them instead of shooting a shell into them delivering the payload of healing agents.

The electrical payload would have to be minimum, otherwise you'd be able to knock out practically anyone with or without armor if it was a strong electric current. Power Armor as I mention, it is essentially metal, so the electric would conduct and make the owner of the electric payload pretty much unstoppable, giving a stacked edge against an opponent where you could knock out pretty much anyone. With it being around a stun gun current, it'd be able to stun lightly armored and unarmored enemies, making it more fair basically. Pretty much, we don't want a weapon with a electric shock that can take down any type of metal armor.

ender_169
Vice Captain


ChibiS4r4f4n

PostPosted: Tue Nov 15, 2005 4:05 pm


ender_169
The healing agents such as stim packs aren't allowed due to it's no real need to shoot an ally in the middle of battle with a stim pack, if their in a dangerous situation, they'll be injured or dead anyways. It's just more realistic to think of healing someone by taking a stim pack out and jabbing it into them instead of shooting a shell into them delivering the payload of healing agents.

The electrical payload would have to be minimum, otherwise you'd be able to knock out practically anyone with or without armor if it was a strong electric current. Power Armor as I mention, it is essentially metal, so the electric would conduct and make the owner of the electric payload pretty much unstoppable, giving a stacked edge against an opponent where you could knock out pretty much anyone. With it being around a stun gun current, it'd be able to stun lightly armored and unarmored enemies, making it more fair basically. Pretty much, we don't want a weapon with a electric shock that can take down any type of metal armor.
Alright, how about empty shells that can loaded for the situation. Like if we suddenly need to give somone an antidote from a distance or if we ever do need to heal someone who's unreachable. I guess the electrical will be a weak current then. Also im assuming I can use any grenade my rank can use as a payload right? Because then, if i needed to take down someone in power armor, i could just use EMP to disable the power armors moters and making them immobile.
PostPosted: Tue Nov 15, 2005 4:12 pm


Also, I can understand if because of my rank, you dont want me taking out power armor, but I'd just like to point out that both power armor and advanced power armor have 0% electrical resistance

ChibiS4r4f4n


ender_169
Vice Captain

PostPosted: Tue Nov 15, 2005 6:21 pm


Yes, your able to use all of the grenades permitted only by your rank. I just checked the weapons and armor listing, your rank isn't permitted Pulse Grenades, it's all grenades except pulse grenades, which are basically like EMP grenades if you want to phrase it like that. But a pure EMP charge type of round doesn't exist, the closest thing would be the Pulse Grenade which is also commonly known as the plasma grenade, sending out a basic EMP shock damaging electrical units, etc. So we don't have to worry about that yet, but once your rank goes higher and your able to use plasma grenades, yeah, go for the plasma/EMP type of round. As for the electrical resistance on the power armors, things such as plasma grenades was able to cause high damage in the game, but the suits was made to take poundings since they was the most advanced type of armor at the time and a small charge wouldn't render them immobile or completely knock someone out, basically it'd have to be a high electrical charge such as the pulse/plasma grenade to do real damage on the electrical front. But other than the pulse grenades, it wasn't really any weapons that used electrical shock technology in the game, that's why I'm so hesistant on the whole electrical round and it being a small charge enough to render a lightly armored enemy and below unconcious. In a fight and it being a larger electrical charge, all you'd have to do to stop anyone, even a whole group of enemies in power armor was just shoot electrical charges at them, a round per enemy basically, may seem unfair to most. As for the empty shells that has the capability to carry a stimpack and other healing agent payloads, I suppose it'd be all right, even though I still see no need since if the person your delivering it to far away and if they was in the middle of battle, I don't think they'll be worrying about poison or getting a stimpack healing shot when their getting hammered with say a .50 caliber or torn apart by a Deathclaw because that's pretty much what would be happening if your not close enough to give the stimpack shot yourself and them being in the midst of battle. But meh, I guess it can't hurt anything by letting you have that possibility to deliver healing agents. But with your shells being the size of a shotgun shell, it being electric or explosive won't cause severe damage, so the payload on that small of a round for electricity has to be small anyways. The explosive rounds would definitely have alot more potential for harm than a normal round, that's why I think their the best selection of shells out of them all, even though carrying large quantities of ammunition would be difficult considering the weight of the shells, even small, but with alot of rounds stored away in a backpack or something would defintely build up, so your at a disadvantage also with being able to carry less shells for your modified pipe rifle, which is also slow on reloading since it's single shot without even a bolt action, just a hinge action that you have to break in half, load the shell, click the hinge back, pull back the firing pin manually and then fire. So all in all, I guess it pans out on fairness in the end, considering reload and carrying compacity rates compared to automatic weapons, etc.
PostPosted: Tue Nov 15, 2005 7:23 pm


ender_169
Yes, your able to use all of the grenades permitted only by your rank. I just checked the weapons and armor listing, your rank isn't permitted Pulse Grenades, it's all grenades except pulse grenades, which are basically like EMP grenades if you want to phrase it like that. But a pure EMP charge type of round doesn't exist, the closest thing would be the Pulse Grenade which is also commonly known as the plasma grenade, sending out a basic EMP shock damaging electrical units, etc. So we don't have to worry about that yet, but once your rank goes higher and your able to use plasma grenades, yeah, go for the plasma/EMP type of round. As for the electrical resistance on the power armors, things such as plasma grenades was able to cause high damage in the game, but the suits was made to take poundings since they was the most advanced type of armor at the time and a small charge wouldn't render them immobile or completely knock someone out, basically it'd have to be a high electrical charge such as the pulse/plasma grenade to do real damage on the electrical front. But other than the pulse grenades, it wasn't really any weapons that used electrical shock technology in the game, that's why I'm so hesistant on the whole electrical round and it being a small charge enough to render a lightly armored enemy and below unconcious. In a fight and it being a larger electrical charge, all you'd have to do to stop anyone, even a whole group of enemies in power armor was just shoot electrical charges at them, a round per enemy basically, may seem unfair to most. As for the empty shells that has the capability to carry a stimpack and other healing agent payloads, I suppose it'd be all right, even though I still see no need since if the person your delivering it to far away and if they was in the middle of battle, I don't think they'll be worrying about poison or getting a stimpack healing shot when their getting hammered with say a .50 caliber or torn apart by a Deathclaw because that's pretty much what would be happening if your not close enough to give the stimpack shot yourself and them being in the midst of battle. But meh, I guess it can't hurt anything by letting you have that possibility to deliver healing agents. But with your shells being the size of a shotgun shell, it being electric or explosive won't cause severe damage, so the payload on that small of a round for electricity has to be small anyways. The explosive rounds would definitely have alot more potential for harm than a normal round, that's why I think their the best selection of shells out of them all, even though carrying large quantities of ammunition would be difficult considering the weight of the shells, even small, but with alot of rounds stored away in a backpack or something would defintely build up, so your at a disadvantage also with being able to carry less shells for your modified pipe rifle, which is also slow on reloading since it's single shot without even a bolt action, just a hinge action that you have to break in half, load the shell, click the hinge back, pull back the firing pin manually and then fire. So all in all, I guess it pans out on fairness in the end, considering reload and carrying compacity rates compared to automatic weapons, etc.

Ok, starting at the beginning...
There we actually EMP grenades in fallout (there were also plasma grenades, but those were diffrent) and they were very usefull against things like turrets, sentinals, and eyebots. I got the electrical ressistance thing from your post in the auxilium barracks when you were explaining the power armors to shani. Im willing to settle (not like I have a choice, but i suppose it is fair) that the electrical shots can stun (cause unconciousness) on lightly armored enemys and animals. I guess ill have to wait for you to reply about the EMP issue before i make a shell out of it, because you might make it unuseable by squires. As for the healing agents, I could see some useful situations. When i say antidote, im using it as a general term, not just for poison. Again, i use the psyco example. If someone where to OD on psyco and berserk, it would be usefull to be able to cure them from a distance. (if im oversteping my rank by debating with the general, please let me know and ill shut up sweatdrop )

ChibiS4r4f4n


ChibiS4r4f4n

PostPosted: Tue Nov 15, 2005 7:25 pm


http://www.duckandcover.cx/fallout/weapons/thrown.php
after doing some googling, it seems where both wrong. There is no EMP grenade, but there is a pulse grenade (that does EMP damage) and a plasma grenade (that obviously does plasma damage)
PostPosted: Tue Nov 15, 2005 7:34 pm


ender_169
So all in all, I guess it pans out on fairness in the end, considering reload and carrying compacity rates compared to automatic weapons, etc.
Yes, the reload rate is a major drawback, but usually, i only need one explosive shot to get the job done, and if i miss... Well, thats what I have 2 desert eagles for. I usually dont have to carry many shells, and i more in my footlocker in the barracks so i dont always have to carry them all. The hardest part, is getting the ammo. Having costume ammo means that it has to be custom made, and the only place to get somone to do that is at the Hub.

ChibiS4r4f4n


ender_169
Vice Captain

PostPosted: Tue Nov 15, 2005 9:45 pm


All right, I included the Plasma Grenade in the Weapon Listing and the Ranks that can use it, basically Knights and under can't use Plasma Grenades and Pulse Grenades are for Knight Commander and up as it was normally. So you'll have to wait quite awhile before the use of the Pulse Grenade Shell or the Plasma Grenade Shell since it's not available to your rank and the Pulse was already out of your rank range from the beginning, nothing changed on the Pulse Grenade ranking, only the Plasma added and available to Senior Knights and up. Since those specific grenades can deal out tons of damage to anything, that's why it was made long ago that their only available to the ranking that it's placed at now and thought it fair to put the Plasma Grenade available to Senior Knights, a notch below when Pulse Grenades can be used since their a little bit less powerful than the Pulse Grenades, since one Pulse Grenade probably could take out a vehicle, rendering it useless since it has alot of electrical systems and whatnot. But the empty shells for healing agents and other type of things are fine as long as it's not Chemical payloads, basically healing agents and things such as Psycho, etc.

As for thinking your overstepping your bounds by arguing, it's not, I'm always welcome for suggestions, but new weaponry is always touchy and has to be weighed on cause and effect compared to other weapons and if it belongs in the Fallout Universe and what fairness properties it'll present. Anyways, thanks for finding out about the Plasma Grenades, I didn't originally make the list and of course some things were forgotten on it, only a few things, the person who originally made it tried to get complete listings from Fallout Tactics mainly and I know missed a few weapons. Anyways, now that the topic that you requested seems wrapped up, I think I'll depart for the night.
PostPosted: Wed Nov 16, 2005 1:26 pm


ender_169
All right, I included the Plasma Grenade in the Weapon Listing and the Ranks that can use it, basically Knights and under can't use Plasma Grenades and Pulse Grenades are for Knight Commander and up as it was normally. So you'll have to wait quite awhile before the use of the Pulse Grenade Shell or the Plasma Grenade Shell since it's not available to your rank and the Pulse was already out of your rank range from the beginning, nothing changed on the Pulse Grenade ranking, only the Plasma added and available to Senior Knights and up. Since those specific grenades can deal out tons of damage to anything, that's why it was made long ago that their only available to the ranking that it's placed at now and thought it fair to put the Plasma Grenade available to Senior Knights, a notch below when Pulse Grenades can be used since their a little bit less powerful than the Pulse Grenades, since one Pulse Grenade probably could take out a vehicle, rendering it useless since it has alot of electrical systems and whatnot. But the empty shells for healing agents and other type of things are fine as long as it's not Chemical payloads, basically healing agents and things such as Psycho, etc.

As for thinking your overstepping your bounds by arguing, it's not, I'm always welcome for suggestions, but new weaponry is always touchy and has to be weighed on cause and effect compared to other weapons and if it belongs in the Fallout Universe and what fairness properties it'll present. Anyways, thanks for finding out about the Plasma Grenades, I didn't originally make the list and of course some things were forgotten on it, only a few things, the person who originally made it tried to get complete listings from Fallout Tactics mainly and I know missed a few weapons. Anyways, now that the topic that you requested seems wrapped up, I think I'll depart for the night.
OK, thank you for your help

ChibiS4r4f4n


ender_169
Vice Captain

PostPosted: Wed Nov 16, 2005 6:23 pm


Your Welcome and it was no problem, I love talking about weaponry sometimes. ninja
PostPosted: Wed Nov 16, 2005 8:04 pm


HEY

boss, where'd the R&D thread go? i thought i just moved onto the second page but when i went there to check it i see no threads.

I had a lot of work in there I'll be pissed if it's just gone

Linak Dekhyper


Fengrading

PostPosted: Wed Nov 16, 2005 8:08 pm


Got me on that one; I was looking for it the other day. Still can't find it.
Reply
Historical Threads

Goto Page: [] [<] 1 2 3 ... 4 5 6 7 8 ... 50 51 52 53 [>] [>>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum