Since we'll hit the 24 threshold and start voting soon, while I'm asleep, I thought now would be a good time to talk about possible plans.
If I've understood things correctly we have three (3) Tech Points to spend and Digital Blueprints only costs one (1) Tech Point to buy since Tim just received one (1) Inspiration to it in the latest update and that front page hasn't been updated to reflect that.
Given that it's the basics of reverse engineering Tinkertech and that we're starting to work more closely with Dragon,
the expert in reverse engineering Tinkertech, Digital Blueprints seems like an obvious choice. That leaves two (2) Tech Points to spend.
There are five additional Spells/Techs that can be purchased for Tim with two (2) Tech Points:
- Mass Weapons
- Carbon Fiber Plating
- Guardian Beast
- Recursion Field
- Ring Bind
Mass Weapons:
As it currently stands the Privateers are fighting with standard military grade weapons. As has been demonstrated to us, multiple times, this isn't enough to stand up against skilled parahuman opposition. Unfortunately Mass Weapons doesn't really help out there. Higher power weapons aren't useful since most parahumans are vulnerable to rifle rounds already and high rates of fire simply increases the chances of collateral damage. Transforming weapons would be useful for infiltration, sneak attacks, and the like but it doesn't really cover any weaknesses.
Carbon Fiber Plating:
This is a must have before we start producing power armor on anything approaching a large scale. Cadejo's teeth are impossibly sharp but that just means they are sharp for
teeth not Siberian-tier doom blades. So power armor with carbon fiber plating should be enough to take handle his bites. The only problem is that we can't produce both power armor and a surgical suite this turn. Well that and the fact that even if we could Shipwright just can't build power armor fast enough to outfit the Privateers in time for any possible retaliatory strikes.
Guardian Beast:
Having a GB is a great investment, just look at Samantha. The
only reason I'm not jumping on this is that as a craftsman Shipwright would likely benefit more from having two GBs acting as assistants then one so we're better off waiting.
Recursion Field:
This is a game changer for the Privateers. Most capes in Philly will be pulled into the barrier but the Privateers are all mundane humans except for Captain who is explicitly stated to be one of those masters not effected:
Trend 3 is the passive effect. That word choice is deliberate. These are people who not only can't turn their powers off, but they can't control what their powers do. August Prince, Imp if you want to pull from the Stranger side of things, Danny in this quest. They can repress their power with effort, but if they don't pay attention it's going to come back on, and it always does the same thing. That makes it an effect, which is always active, rather than an ability they can call on, and these powers do not go into dimensional barriers.
So before hitting a facility Tim can pop a Recursion Field, removing most or even all the enemy capes from the field, and let the Privateers move in. Now sure that does leave Tim alone against any hostile capes; however Recursion Fields have a four mile radius:
Recursion Field has a radius of 4 miles. It's meant to cover a city.
which means Tim can activate it a safe distance away from the target. What's more he can fly which means a lot of enemy capes can't even reach him should it come down to it.
Best of all we
know Cadejo is both vulnerable to Recursion Field and incapable of reaching a flying target. So if he attacks the Privateers all Tim needs to do is throw down a Recursion Field and fly up.
Ring Bind:
While this is a very useful spell in Nanoha style combat it just isn't that useful in Worm style combat. There is a reason Calamity Witch hasn't picked it up despite it being unlocked forever.
So in total I'm thinking that for Tech Points we should got:
[] Spend Tech Points
-[] Digital Blueprints (1 point)
-[] Recursion Field (2 points)
That just leaves what Shipwright should build. A surgical suite allows us to get Vista her new arm, hopefully in time for the upcoming Endbringer attack, and provides the Privateers and Taylor a place to receive medical treatment without the risk of blowing our secret identities. The only thing that really compares with that is power armor and right now I'm not sure I see the benefit in a single suit of armor vs. an entire surgical suite.
Given Shipwright has three crafting slots and the surgical suite only takes up two there is still the question of what to do with the final slot.
@edale had a great idea for what we could put in that final slot; a medical scanner. The ability to instantly and flawlessly diagnose what is wrong with a patient can be a lifesaver. Even in relatively peaceful situations a doctor can easily make a mistake, a family friend almost lost her daughter because the doctor missed her internal injuries, and in a chaotic situation like the aftermath of an Endbringer fight or just a large cape battle the likelihood gets higher.
Assuming
@Silently Watches approves of the Meedical Scanner I'm thinking something like:
[] Build Plan
-[] Surgical Suite (2 slots)
-[] Medical Scanner (1 slot)