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NinjVet
Crew

Dangerous Seeker

PostPosted: Sat Jan 28, 2006 10:50 am


Upgrade Suggestions and Questions


What this place is...
This thread is specifically for upgrade, weapon, and enhancement suggestions, as well as clarification on what existing weapons do.

What this place is not...
Do not use this thread to discuss potential upgrades. Just post with solid ideas. Create your own threads in this subforum to discuss and iron out details of weapons/enhancements you want, then post here with your proposals.

I reserve the right to...
Just because you suggest something doesn't mean it will get added. If Kai thinks it's too powerful or it's too close to something else already made, she may either tweak it or not add it at all. Or, she may simply add more requirements to get it. She or Kiki will also decide the price.

You will not...
If I accept and add a weapon that you create, that DOES NOT mean that you can automatically have it for being its creator. You must buy it and follow its requirements just like everyone else.

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Upgrade Proposal
Be sure to include as much information as possible for each upgrade.
If you don't know what the different fields mean, go look at the already-created weapons.


Proposal form

Weapon/Enhancement Name:
Damage:
EP Cost:
Description:
Requirements:


Questions
State exactly which upgrade you have a question about.

Simply post your questions here. Well, what'd you expect? I'm not mean enough to make you fill out a form for a simple question.
PostPosted: Wed Mar 15, 2006 11:26 am


Weapon/Enhancement Name: Spread Missle
Damage: ?
EP Cost: ?
Description: Showers a large area with a salvo of spine like projectiles, similar to those of the Pierce Sniper. Rounds do no explosive damage, but pierces armor easily.
Requirements: Back mounted only, 30 tons or more

Dark Phoenix of Chaos


NinjVet
Crew

Dangerous Seeker

PostPosted: Sat Mar 18, 2006 12:14 pm


Dark Chaos' idea tweaked, and added as:

Spread Spear
Price: $50,000 EP: 10
Description: A missile pod showers a wide-range with multiple spear-like projectile rods, targeting all enemy zoids at the same time. Although it has poor accuracy (A roll must be made for every zoid in a team battle with a 2-sided die rather than 6; 1 is a miss, 2 is a hit), if it hits, the opponent's zoid's armor is cut in half. (Not HP. Only armor, making all future strikes far more effective). First roll is made by you, second made by the next to strike for their ally, and onwards until the entire enemy team has been checked for damage.
Requirements: Back mounted only, 30 tons or more. Class D and above.
PostPosted: Tue Apr 18, 2006 8:15 pm


Weapon/Enhancement Name: Teflon Coat (Weapons)
Damage: n/a
EP Cost: n/a
Description: Anti-friction polymer weapon coating that increases the armor-piercing capabilities of close-quarters weapons.
Requirements: Must have claws/fangs/blades/etc.

Weapon/Enhancement Name: Teflon Coat (Armor)
Damage: n/a
EP Cost: n/a
Description: Anti-friction polymer armor coating that increases the underground speed of burrowing Zoids, and the land speed of serpent-type Zoids.
Requirements: None

Weapon/Enhancement Name: Finger of God
Damage: ???
EP Cost: ???
Description: A large, high-powered sniper rifle that utilizes a core-tracking system for near-perfect accuracy. Specific area targeting is impossible while core-tracking is engaged, but every shot fired will at least make contact.
Requirements: Stable Zoid capable of handling recoil. Must have a back mount.

Saoshyant


Dark Phoenix of Chaos

PostPosted: Thu May 04, 2006 9:10 pm


Weapon/Enhancement Name: Twin Buster Claws
Damage: ?/?/?
EP Cost: ?/?/?
Description: The buster claws consits of 3 alloy lances each. They are also both equppied with AZ 185mm Beam Cannons as well as shield generators. In order for the shield generators to be used, the claws must be opened fully. Once opened and the shield initiated, the beam cannons may not be used. The claws themselves maybe spun like a drill to add increase damge.
Requirements confused


This is a tricky weapon. If you remember the Berserk Furher was able to create an e-shield, use them as beam cannons, and as melee weapons. The Jet Falcon is also equipped with these lances, although slightly less powerful than the Berserk Furher's back mounted counterpart. Thinking depending on which use of the claws is used, requires a different ep as well as damage. such as an ep value for using the e-shield, another ep value for using the claws as a melee weapons, and another ep value for using the claws as the beam cannons.
PostPosted: Sun May 07, 2006 9:52 am


All of Sao's weapon concepts are accepted as follows. Finger of God still under judgement for specific requirements.

Weapon Teflon Coating
Price: $15,000
Description: Anti-friction polymer weapon coating that increases the armor-piercing capabilities of close-quarters weapons. Power increases by 20% until armor is demolished.

Requirements: Must have claws/fangs/blades/etc.

Armor Teflon Coating
Price: $15,000
Description: Anti-friction polymer armor coating that increases the underground speed of burrowing Zoids, and the land speed of serpent-type Zoids, by 15%.

Requirements: Burrowing or Serpent-like Zoid

Weapon/Enhancement Name: Finger of God
Damage: 100
EP Cost: 20 (?)
Description: A large, high-powered sniper rifle that utilizes a core-tracking system for near-perfect accuracy. Specific area targeting is impossible while core-tracking is engaged, but every shot fired will at least make contact. Auto-hits even in reduced visibility situations.

Requirements: Stable grounded Zoid capable of handling recoil. DF minimum 60. Flying zoids may equip this, but they cannot use while in the air. Class C and above.

NinjVet
Crew

Dangerous Seeker


NinjVet
Crew

Dangerous Seeker

PostPosted: Sun May 07, 2006 10:18 am


DPC's concept accepted as follows. Many tweaks made to make it clear.

BM Twin Buster Claws
Price: $50,000
Beam Cannon Damage: 200
Beam Cannon EP Cost: 30
Buster Claw Damage: 80
Buster Claw EP Cost: 15
Description: This attack takes three turns to fully use. First turn, the claws themselves must be opened, leaving the zoid open to any attack. Second turn, the installed AZ 185mm Beam Cannons may be fired, but do not have to be. If not fired this turn, they may not be used again. Third turn, the claws deploy a basic E-shield that blocks all damage for the next two rounds. Once deployed, any succeeding turn may use a melee attack using the three alloy lances which make up the claws of each forelimb.
Requirements: Class C and above. Must have some E-shield already installed, but the EPs do not combine. The main system is backmounted, thus forcing this zoid to be locked into the ground. Ground zoid required. DF minimum 90. Speed becomes 0. No dodging possible while in this position.


Flight Capable Twin Buster Claws
Price: $50,000
Beam Cannon Damage: 140
Beam Cannon EP Cost: 30
Buster Claw Damage: 50
Buster Claw EP Cost: 15
Description: This attack takes three turns to fully use. First turn, the claws themselves must be opened, leaving the zoid open to any attack. Second turn, the installed AZ 185mm Beam Cannons may be fired, but do not have to be. If not fired this turn, they may not be used again. Third turn, the claws deploy a basic E-shield that blocks all damage for the next two rounds. Once deployed, any succeeding turn may use a melee attack using the three alloy lances which make up the claws of each forelimb.
Dodging becomes much more difficult. If using dice, roll a 12-sided dice instead of 6. 1 is a dodge.

Requirements: Class C and above. Must have some E-shield already installed, but the EPs do not combine. The main system is backmounted, but does not require a solid foundation to fire, reducing damage capability.

Twin Buster Claw Drill Upgrade
Price: $10,000
Additional EP Cost: 5
Description: For both backmounted and flight-capable busterclaws, this allows the lances of the Buster claws to rotate, creating a drill motion that drives through armor more easily. Adds % damage to the Buster Claw's main attack.

Requirements: Must have Twin Buster Claws already installed.
PostPosted: Sun Jul 16, 2006 11:57 am


Question.

Do we have to buy the CP-11 Thruster Pack to be able to Equip the CP-12?

Or can you move straight to the twelve without the hassle of buying the 11?

Kenji Nishamura


Dark Phoenix of Chaos

PostPosted: Wed Jul 19, 2006 8:19 pm


Weapon/Enhancement Name: EP Generator
Damage: none
EP Cost: ?
Description: Regenerates a certain amount of EP each turn.
Requirements: ?
PostPosted: Sun Aug 13, 2006 8:14 pm


Zoids Reference Guide

- Optical Eye Patch: The "patch" that Irvine wore over his eye was in fact an advanced optical enhancement system with additional features. Capable of recording a video feed as well as taking still images, the data can then be transmitted to a computer terminal or even played back directly through a rudimentary low-resolution 3D holographic projector. A rotating triple lens arrays allow for telescopic magnification at various ranges, switching with a simple press of a button. There is also a very small concealed compartment that can be used to hide very small items, such as a microchip. Irvine was known to store explosive 'pills' in his at times.

- AZ 20mm Heavy Rifle: One of a variety of large bore "rifles" are manufactured for the national militaries of Zi. These weapons should more rightly be called cannons and are intended to be used in the engagement of lightly armored, small scale Zoids. The Sabot Light Armor Piercing Incendiary (SLAP-T) shells they commonly fire have been confirmed in downing up to a Sinker at the least, and with carefully directed fire, even larger Zoids are vulnerable.

- Electromagnetic Whip: This eight foot long whip is constructed of ultra-thin, tightly coiled metal alloy wire and uses an internal battery pack to generate a large burst charge of energy on impact. Typically they are used to subdue Organoids for capture because they are extremely susceptive to electrical discharges, it can also stun a human target rather handily. Caution should be exercised on the part of the attacker, as the whip can readily snap back and strike an inexperienced user and stun them instead of the intended target.

Dark Phoenix of Chaos


Tsunake

Territorial Friend

PostPosted: Thu Nov 30, 2006 4:40 am


Weapon/Enhancement Name: Infrared Sensors
Damage: None
EP Cost: ???
Description: An enchancement that can be installed into a zoid's system, allowing them to see the heat from other zoids even in the dead of night--and spot camoflauged zoids with ease.
Requirements: ?
PostPosted: Fri Dec 01, 2006 5:04 pm


Weapon/Enhancement Name: Armor Piercing Rifle Lite
Damage:20
Ep cost: 5
Description: Side-mounted rifle, negates DF of opponent zoid with armor piercing rounds.
Requirements: D class?

Weapon/Enhancement Name: Armor Piercing Rifle LiteX
Damage:50
Ep cost: 5
Description: Side-mounted rifle, negates DF of opponent zoid with armor piercing rounds. This is an upgrade, increasing the damage slightly.
Requirements: D class? and APR Lite, this is mainly an upgrade for the first one.

Izchi


NinjVet
Crew

Dangerous Seeker

PostPosted: Fri Dec 29, 2006 1:55 pm


Kenji Nishamura
Question.

Do we have to buy the CP-11 Thruster Pack to be able to Equip the CP-12?

Or can you move straight to the twelve without the hassle of buying the 11?


Yes. The CP-12 replaces/enhances the CP-11. While the zoid won't be equipped with both, it has to have the basic 'parts' associated with the CP-11 already in order to have the CP-12. The requirements say "previously equipped with the CP-11", or something along those lines.
PostPosted: Fri Dec 29, 2006 2:28 pm


Dark Phoenix of Chaos
Weapon/Enhancement Name: EP Generator
Damage: none
EP Cost: ?
Description: Regenerates a certain amount of EP each turn.
Requirements: ?


Accepted as:

EP Generator
Cost: $15,000
Damage: None
EP Cost: None
Description: Regenerates %6 of overall EP each turn. Energy to do so is taken from the power of weapon used. -%4 to Attack power of used weapon per use of generator. Generator can be manually turned off/on during battle with no penalty. If no attack is used that turn, EP may still regenerate for two turns with no assistance. Per rank, percentages go up by 1.
Requirements: None

(Enhancements for this may follow.. Please give advice if you feel these are fair amounts of exchange. And, yes, I know it's not equivalent. In this case, it's a good thing.)

NinjVet
Crew

Dangerous Seeker


NinjVet
Crew

Dangerous Seeker

PostPosted: Fri Dec 29, 2006 3:37 pm


Dark Phoenix of Chaos
Zoids Reference Guide

- Optical Eye Patch: The "patch" that Irvine wore over his eye was in fact an advanced optical enhancement system with additional features. Capable of recording a video feed as well as taking still images, the data can then be transmitted to a computer terminal or even played back directly through a rudimentary low-resolution 3D holographic projector. A rotating triple lens arrays allow for telescopic magnification at various ranges, switching with a simple press of a button. There is also a very small concealed compartment that can be used to hide very small items, such as a microchip. Irvine was known to store explosive 'pills' in his at times.

- AZ 20mm Heavy Rifle: One of a variety of large bore "rifles" are manufactured for the national militaries of Zi. These weapons should more rightly be called cannons and are intended to be used in the engagement of lightly armored, small scale Zoids. The Sabot Light Armor Piercing Incendiary (SLAP-T) shells they commonly fire have been confirmed in downing up to a Sinker at the least, and with carefully directed fire, even larger Zoids are vulnerable.

- Electromagnetic Whip: This eight foot long whip is constructed of ultra-thin, tightly coiled metal alloy wire and uses an internal battery pack to generate a large burst charge of energy on impact. Typically they are used to subdue Organoids for capture because they are extremely susceptive to electrical discharges, it can also stun a human target rather handily. Caution should be exercised on the part of the attacker, as the whip can readily snap back and strike an inexperienced user and stun them instead of the intended target.


Accepted as:

(Pilot weapon)
Optical Eye Patch: The "patch" that Irvine wore over his eye was in fact an advanced optical enhancement system with additional features. Capable of recording a video feed as well as taking still images, the data can then be transmitted to a computer terminal or even played back directly through a rudimentary low-resolution 3D holographic projector. A rotating triple lens arrays allow for telescopic magnification at various ranges, switching with a simple press of a button. There is also a very small concealed compartment that can be used to hide very small items, such as a microchip. Irvine was known to store explosive 'pills' in his at times.
Abilities: Long-distance and close-distance magnification. Small-item limited storage space. Limited time video recorder. Photographic capabilities with limited digital storage space.

(Zoid weapon)
Weapon: AZ 20mm Heavy Rifle
Cost: $12,000
Damage: ?
EP Cost: ?
Description: One of a variety of large bore "rifles" are manufactured for the national militaries of Zi. These weapons should more rightly be called cannons and are intended to be used in the engagement of lightly armored, small scale Zoids. The Sabot Light Armor Piercing Incendiary (SLAP-T) shells they commonly fire have been confirmed in downing up to a Sinker at the least, and with carefully directed fire, even larger Zoids are vulnerable.
If zoid or pilot has any aim or targetting enhancement, even for another weapon, equipped, damage increases by . EP usage increases 2%.
Requirements: Light-armor zoids only. (In E class, with a DF below 50. If you're above E class, you should know if this weapon suits your zoid. If you are unsure, ask.)

(Pilot weapon)
Electromagnetic Whip
Cost: $20,000
Effect: Renders an organoid or pilot temporarily immobile out of battle. If used pre-battle or right before organoid fuses to opponent's zoid, organoid is unable to fuse for four turns.
EP Cost: None
Description: This eight foot long whip is constructed of ultra-thin, tightly coiled metal alloy wire and uses an internal battery pack to generate a large burst charge of energy on impact. Typically they are used to subdue Organoids for capture because they are extremely susceptive to electrical discharges, it can also stun a human target rather handily. Caution should be exercised on the part of the attacker, as the whip can readily snap back and strike an inexperienced user and stun them instead of the intended target.
Each use increases its accuracy. This weapon is RP-based. Initial accuracy if never used before is less than . For each use, or attempted use, the accuracy rises by %5. Accuracy can never be perfect, and contact is never assured. Legitimate use, however, maintains that owner of organoid is obligated to take in consideration of the consequences. The newer the organoid's bond to its pilot, the less chance of evasion.
Requirements: Legitmate excuse to own one and make use of it such as a high-ranking military officer or other such member. Experience: 15 battles or more.
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