Bad wording, what I meant to say was researching kaiju flight systems to see what could be usable for our conventional forces, such as a smaller Allegorica for future production of aircraft or the photon thruster system or Oswin's magnetic levitation for hover tanks or what ever the hell the twin flying kaiju used, that kinda stuff. Thou I do want your thoughts on the Mega proposal.
What, the insertion thing? I think it's not too different from some of the ideas on the topic of transports I've considered and discussed in the past. As for the K-Sci proposal, I'd honestly probably prefer to just aim for one of those, rather than doing something we won't get any direct benefit from. "Ask how we might apply x tech" hasn't worked all that phenomenally in the past, and should generally be restricted to situations where we're really, majorly stumped.
Was thinking more speed and agility then the Murasame at the cost of situational adaptability, also a possible long range vessel that could escort what ever we end up sending to Japan (assuming where still gonna make the trip). Plus tbf, no ship we have can actually take more then two hits against a K scale threat so talking about its fragility is kinda mute, especially if it gets an actual dodge ability from melee attacks.
I mean, technically, the Seawolf can tank any number of hits, so long as they all deal less damage than its AV. But I take the point. As for the rest, I don't really see what makes this a long-ranged vessel. I would expect it to be a fairly short-ranged vessel. How long a ship can operate is contingent on how many supplies it can carry. While nuclear power would remove the need for refueling, it doesn't affect the need to carry enough food and parts to keep the ship going. I can't imagine that a ship around the Murasame's size that's specialized for speed and agility would carry a lot of supplies onboard.

More than that, the boat itself sounds like a maintenance hog, which could further reduce range. Even if the plan is to cruise in basic mode and restrict Strider mode to combat, I would imagine that just entering and being in Strider mode would strain the ship quite majorly. You're basically talking about a fancy catamaran here, with a bit of hydrofoil added onto that, and a dash of untested sc-fi technology for flavor. That sounds like a recipe for the water-going equivalent of the SR-71 to me. A few hours of speed, and then days of repairs.
That water-walking thingy... doesn't interest me in the least. I'm having trouble picturing it, and when I'm not struggling with that I'm just going "this is stupid, why would anyone do this when there're more effective applications for that technology that doesn't look like something that'd die to a flyswatter?" Like, if you're gonna make a hovercraft, go all the way and make it a hovercraft; if you're gonna make a walker, go all the way and make it a walker. NEVER try to combine walkers with hovercraft.
It's not really a walker, though. It's basically a catamaran (or maybe hydrofoil) that's also using electromagnetic shenanigans to stay afloat. Electromagnetic shenanigans I'm not really sure makes sense, mind you. Using water's weakly magnetic nature to keep a ship from sinking sounds even harder than trying to use it to propel the ship using magnetohydrodynamics. I'd imagine the same problem with running more power through the device (it induces electrolysis), so you'd need excellent magnets to get this working at all.
 
So I kinda mixed terms here, what I meant to say was diamagnetism which is when matter creates a magnet of opposite polarity and equal strength when exposed to a strong magnetic field. The base idea was to have a ship that ride a cushion of EM waves and make it not have to push through waves and currents and achieve much higher speeds, much like an ekranoplane, while still having the option of sailing conventionally if needed. However, I can now see that the original idea seems to be quite stupid (I blame my lack of sleep on that) but the base idea is still solid as it has been tested and theorized, the main issues being magnet strength and power supply, of which we should have both solved since we have giant plasma cannons and the EDF.

I'd honestly probably prefer to just aim for one of those, rather than doing something we won't get any direct benefit from.
If you are gonna do it, which at this point I highly doubt, the Allegorica miniaturization would be the easiest, but I see the photonic thruster as being the superior choice due to giving a greater possibility of making 6 DoF capable aircraft.

know I'm gonna go to bed and before I forget

[X] Nixeu
 
So I kinda mixed terms here, what I meant to say was diamagnetism which is when matter creates a magnet of opposite polarity and equal strength when exposed to a strong magnetic field. The base idea was to have a ship that ride a cushion of EM waves and make it not have to push through waves and currents and achieve much higher speeds, much like an ekranoplane, while still having the option of sailing conventionally if needed. However, I can now see that the original idea seems to be quite stupid (I blame my lack of sleep on that) but the base idea is still solid as it has been tested and theorized, the main issues being magnet strength and power supply, of which we should have both solved since we have giant plasma cannons and the EDF.
Okay. That's an interesting thought, but I think the endurance/maintenance complaints probably still hold, if it's structured anything like the Skadi. And, while water is technically diamagnetic, it's not exactly easy to get it to interact magnetically.
If you are gonna do it, which at this point I highly doubt, the Allegorica miniaturization would be the easiest, but I see the photonic thruster as being the superior choice due to giving a greater possibility of making 6 DoF capable aircraft.
I don't see K-Sci really being the people to go to for downsizing existing equipment. They're mostly good at chemistry and mimicking biological systems. Also, isn't the Allegorica nuclear-powered? Like, as an integral aspect of the engine, and not just used to produce the needed electricity?
 
Hi, everyone. It's been two months, and while I'm still uncertain whether this hiatus is actually gonna end or not, I'd like to check in on some stuff.

First off, am I correct in assuming that the following downtime plan is winning?
[x] Plan Crusade Build Up, Phase 5: Siege Time 2.0
-[x] Neo Seattle
--[x] Normal Actions
---[x] Hunt Tara
---[x] [Reserved for post-hunt]
---[x] [Reserved for post-hunt]
---[x] JR: Design improved Destroyer Talons, built with Blocking and Grappling in mind (better Block, new or improved Grapple Moves including super/finishing moves, make Holds and Chokes cheaper/easier to execute or better, etc) (Use Viceroy Token)
---[x] Refit/repair 5 damaged PT boats (-625 R)
---[x] Refit/repair 2 Missile Frigates (-3000 R)
---[x] Research Trade Center Comms Augment
---[x] Research an improved Anti-Armor Laser Cannon using UV lasers.
---[x] Salvage Naval Base Kitsap, Bangor section (Trident Submarine base), focusing on computers/data/blueprints, fissile materials, intact facilities/gear, repairable hulls, and scrap, in that order.
---[x] Salvage Naval Base Kitsap, Bremerton section (Nuclear Aircraft Carrier Shipyard and Inactive Ship Storage), focusing on anything useful for creating our own aircraft carriers (useable hulls, informative/useful hull fragments, blueprints, data, equipment, etc), fissile materials, repairable non-carrier hulls, misc gear, and scrap, in that order.
---[x] Build 85x Jagdarium Superalloy Composite Plating (-28750 R)
--[x] Free Actions
---[x] Transfer 7500 R, 5x 300mm Ultra Autocannon Reloads, 2x Type 100-D Tanks, and one Tristan-class Frigate to Everett.
---[x] Trade with KRAUN: 85x Jagdarium Superalloy Composite Plating (+52062 R) (Comms)
---[x] JR: Perfect the XMST, with more control over the destination and better range. (Use Grae Token) (Breach)
---[x] Research and adapt Terrornook's mixture of coagulants and painkillers for medical use. (K-Sci)
---[x] Research Impact/Electric-damage bombs/missile warheads, using Vortex's Arc Bombs and the Thunderspray Jaegrenades for reference as needed (Con Tech 1)
---[x] Improve the 150mm AAR-02 Corrosion Shell, focusing on stickier acid and greater armor corrosion once stuck. (Con Tech 2)
---[x] Research a way to increase the range of our UV laser weapons (focusing the Micro UV Laser Vulcans). (Con Tech 3)
---[x] Fix the misfiring issues with the 420mm Plasma Charge Magazines. (J-Tech 1)
---[x] Research to improve our Kinetic Guillotine's range, and add the capability to switch between Edged and Impact damage (J-Tech 2)
---[x] Build 5x 300mm Ultra Autocannon Reloads (Munitions)
---[x] Scan for Kaiju (Hunt Scanner)
---[x] Build 5x Type 100-D Tank Squadrons, (-180 R) (MPFs)
---[x] Build a Tristan-Class Missile Frigate (Dockworks)
---[x] Recycle nothing
---[x] Interrogate Prisoners: Call in experts to conduct subtle psych evaluations disguised as interrogations, looking for signs of mental and emotional manipulation, intense indoctrination, etc. (Free)
(Total cost: -40,055 R, Income from Trade: 52,062 R, Final Total: 54,713 R)
-[x] Everett
--[x] Actions
---[x] Improve Population to 8 (-8500 R)
---[x] JR: Perfect the XMST, with more control over the destination and better range.
---[x] Hunt Tara
---[x] [Reserved until after Hunt]
---[x] [Reserved until after Hunt]
--[x] Free Actions
---[x] Improve Phenom's HtH (20 rolls) (J-Tech 1) (400 R)
---[x] JR: Design improved Destroyer Talons, built with Blocking and Grappling in mind (better Block, new or improved Grapple Moves including super/finishing moves, make Holds and Chokes cheaper/easier to execute or better) (J-Tech 2)
---[x] Build 3x AG-60 Dragonfly (Type D) Squadrons (-108 R) (MPFs)
---[x] Interrogate Prisoners: What sort of government/command structure do the Blue Stars have?(Free)
(Total Cost: -9008 R, Final Total: 3,292 R)

Second off, a few questions relating to that;
- Is the Trade Center Comms Augment meant to provide a free Trade every downtime or something? Because while that's entirely legal, I will point out that you guys are struggling to figure out things to do with certain other free-action-augs' free actions, and the more free actions you have, the more bloated these plans tend to become. Again, it's a totally valid option to research, I'm just curious if you guys really *need* it.
- What improvements are you looking for from the "UV Anti-Armour Lasers"? Better range (max or brackets)? Higher rate of fire? Stronger output? A little of everything?
- What sort of computer stuff/blueprints/intact gear are you hoping to find from Kitsap? Just so I have an idea what to give you guys if you roll well enough.

And third... a few points/questions on other game things;
- If you guys want to build up more for the actual hunt, I'd be cool with outright having your next Weekly Mission be "go forth and besiege Tara's stronghold". After all, my current plan is to switch up what sort of Missions you get, and the fight with Tara would pretty much be in line with the sort of fight normally seen during a Weekly Mission (just due to the sheer amount of numbers). It'd also let you repair and recover more thoroughly afterwards, should you get beaten up.
- If you can't think up something to do with a free action, it's perfectly fine to just have that augment take a Downtime off and not do anything. You guys don't have to optimize the hell out of everything-- you're not really on an in-game timer (well, not on a short-term one, at least). Even the upcoming "Oblivion Bay 2, Electric Boogaloo" date is merely the earliest date by which KRAUN can support you, should you request it for the mission, rather than a "KRAUN's definitely going by this day, so you'd better be ready to move out by then". Again, I'm not trying to stop you, just letting you know that there's not a big rush.

I'm not gonna lock in the plan just yet, in case A) someone wants to suggest a new plan and/or B) Nixeu wants to update his plan, but hopefully you lot still have interest in this game.
 
- If you guys want to build up more for the actual hunt, I'd be cool with outright having your next Weekly Mission be "go forth and besiege Tara's stronghold". After all, my current plan is to switch up what sort of Missions you get, and the fight with Tara would pretty much be in line with the sort of fight normally seen during a Weekly Mission (just due to the sheer amount of numbers). It'd also let you repair and recover more thoroughly afterwards, should you get beaten up.
That sounds like a good idea, actually.
 
giant robots punching giant kaiju never goes out of style, this is true

besides, we still have yet to tear Anaklusmos a new one :V
 
Second off, a few questions relating to that;
- Is the Trade Center Comms Augment meant to provide a free Trade every downtime or something? Because while that's entirely legal, I will point out that you guys are struggling to figure out things to do with certain other free-action-augs' free actions, and the more free actions you have, the more bloated these plans tend to become. Again, it's a totally valid option to research, I'm just curious if you guys really *need* it.
- What improvements are you looking for from the "UV Anti-Armour Lasers"? Better range (max or brackets)? Higher rate of fire? Stronger output? A little of everything?
- What sort of computer stuff/blueprints/intact gear are you hoping to find from Kitsap? Just so I have an idea what to give you guys if you roll well enough.
1. Might not be necessary, but I suspect Trade is going to end up being a really, really frequent aspect of planning.
2. Pretty much the "little bit of everything", though if I had to choose, range would probably be high on that list, especially if max range became a multiple of five. Makes life a lot easier. I think I was probably only considering damage as a likely change at the time, or at least an effective mirroring of the previous upgrade to UV. But I will happily take more if it's on offer.
3. I think I outlined some of that in the priorities lists, but I'm fairly sure I was hoping for Missile subs and Aircraft Carriers on the high end for blueprints/hulls when I wrote it, though I guess I would be alright with other ship hulls, or even aircraft-related stuff. The reward could be a flat-out new unit for us to build, or just a research token. I'd probably be okay with either, even if the latter would add to our reserve of them just as I've been actively trimming said reserve down. Thinking really creatively, I suppose biueprints might also take the form of an upgrade for one of our pieces of gear that we don't have to research, like better missile range or higher accuracy or what have you.

Intact gear beyond hulls would be primarily be intact ship construction or maintenance gear, or facilities we can swipe for our own use. Bangor has historically been a major ammunition depot, though I'm not clear on whether this remains the case for anything other than nuclear weapons, or how useful that ammo would be for us. Bremerton, aside from being a massive fuel depot and a place to store mothballed ships, handles Aircraft Carriers, which don't tend to mount too many weapons. Aside from maybe some novel warhead or bomb designs, I really wouldn't expect to find much at either base. Maybe some AA turrets for the carriers, but they don't tend to have all that much in the way of firepower. Though I suppose they might have railguns, since those are being considered for cruise missile AA.

Beyond that, I guess any computer systems that might have useful classified information or that can aid in design would be nice. By the former, I mean secret government documents that might tell us about other facilities or proposed projects, military-grade encryption/decryption software for decrypting classified files or encrypting our own comms, that sort of thing.
And third... a few points/questions on other game things;
- If you guys want to build up more for the actual hunt, I'd be cool with outright having your next Weekly Mission be "go forth and besiege Tara's stronghold". After all, my current plan is to switch up what sort of Missions you get, and the fight with Tara would pretty much be in line with the sort of fight normally seen during a Weekly Mission (just due to the sheer amount of numbers). It'd also let you repair and recover more thoroughly afterwards, should you get beaten up.
- If you can't think up something to do with a free action, it's perfectly fine to just have that augment take a Downtime off and not do anything. You guys don't have to optimize the hell out of everything-- you're not really on an in-game timer (well, not on a short-term one, at least). Even the upcoming "Oblivion Bay 2, Electric Boogaloo" date is merely the earliest date by which KRAUN can support you, should you request it for the mission, rather than a "KRAUN's definitely going by this day, so you'd better be ready to move out by then". Again, I'm not trying to stop you, just letting you know that there's not a big rush.
Totally up for taking on Tara as this week's fight, unless someone has a good reason for us not to. Hunts make turns last for ages anyway, so I'm down with avoiding that. I'll have to put some thought into what might go in place of those Hunt actions, but I'm sure there's something I wanted to get done that I deferred in place of the urgent Hunt.

As for the optimization thing...that might at least partially be because I've been doing our Downtime plans for a while, and I'm an inveterate optimizer (at least when I vaguely enjoy it), to the point of mild insanity. You would not believe the bizarre ways I end up playing video games in the name of optimization, from poisoning myself every night in Rune Factory 4, to having more money and resources than I could ever conceivably spend in Skyrim, yet still obsessively clearing every dungeon of any useful resource, to trapping bow units in Three Houses and making non-story battles take 99 turns purely to level Class exp, I'm prone to doing weird sh*t for quite often only minimal gain, because I enjoy it. It has a tendency to majorly inflate my play time for any given progression marker, but I don't care, I'm having fun.

This particular game is, however, a multiplayer one. I tend make an effort to be less insane for those, so if it's a problem for you, I'm willing to tone it down. But it's not that much more inconvenient for me, and I kinda enjoy figuring out how I'm going to use each Augment. Honestly, it's rarely that much of a struggle, beyond maybe the Research ones. If anything, I have more of a problem with main Actions.

That said, I think you're right to say I, specifically, need to take a breath and slow down on the prep work, honestly. I was definitely treating the date when KRAUN would be ready as D-Day, rather than the beginning of the window for D-Day. I could definitely stand to lighten up when it comes to research and building stuff isn't either neutral or beneficial to that specific end. This is sort of why I'd like more input from the rest of you guys, honestly. I get carried away with self-assigned goals pretty regularly, so I really do sometimes need to have a wake-up call.
I'm not gonna lock in the plan just yet, in case A) someone wants to suggest a new plan and/or B) Nixeu wants to update his plan, but hopefully you lot still have interest in this game.
If no one has any objections to making Tara our mission this week, I'll be happy to replace those reserved Actions with some other project. I'll need a bit to get my brain back into gear, but that probably won't take too long. Still, probably not getting a full rework within the next 12 hours. But then, I'd probably wait that long for people's input on the subject regardless of whether or not I needed that time get back into the swing of things.

On a related note, if anyone else has any suggestions for those Actions, or even if someone else wants to try their hand at Downtime planning, I'm happy to help. I mostly seem to have become the planner because I keep notes about the game and what people have discussed, and enjoy the process of vote crafting. If someone else wants to help out or do the task, that's fine by me. I'd honestly prefer more input from you guys on my plans anyway, if only so I don't feel like i'm hijacking the game or something.
 
1. Might not be necessary, but I suspect Trade is going to end up being a really, really frequent aspect of planning.

Totally up for taking on Tara as this week's fight, unless someone has a good reason for us not to. Hunts make turns last for ages anyway, so I'm down with avoiding that. I'll have to put some thought into what might go in place of those Hunt actions, but I'm sure there's something I wanted to get done that I deferred in place of the urgent Hunt.

As for the optimization thing...that might at least partially be because I've been doing our Downtime plans for a while, and I'm an inveterate optimizer (at least when I vaguely enjoy it), to the point of mild insanity. You would not believe the bizarre ways I end up playing video games in the name of optimization, from poisoning myself every night in Rune Factory 4, to having more money and resources than I could ever conceivably spend in Skyrim, yet still obsessively clearing every dungeon of any useful resource, to trapping bow units in Three Houses and making non-story battles take 99 turns purely to level Class exp, I'm prone to doing weird sh*t for quite often only minimal gain, because I enjoy it. It has a tendency to majorly inflate my play time for any given progression marker, but I don't care, I'm having fun.
Okay, yeah, now that I'm remembering a bit of this quest's mechanics, I'm really expecting us to do a lot of Trade actions in the future. Prevents bloating the turn length (as Hunts tend to), gives significant profit, and potentially gives our allies an advantage in combat when we need their help. Only potential concern is market oversaturation, but we've got more than one product KRAUN wants so we can switch what we're selling if necessary. Might be worthwhile to try to get a couple more trade partners, too; wasn't there a place that doesn't want Jaegers since they want to avoid the attention of big Kaiju? Maybe we could sell them some of our Conventionals or something, assuming they're still there; they might like the mortars or the bombers.

I'm fine with making Tara the weekly battle, but I didn't wanna speak for anyone else.

And yeah, I tend to overdo things in games too. Grinding everyone to max level (max stats if I can manage it) in Fire Emblem, eating every mushroom I find to grind status resistances in Rune Factory, that sorta thing.
 
but hopefully you lot still have interest in this game.
I'll never not have interest in this game!

Edit: if we have extra actions and nothing particularly urgent that needs to be done, we could always improve the Skadi like we told KRAUN we were going to way back in the day. And if we ever run out of ideas, we can always research Magic/the Barrier Ractor/Weather Manipulation/Entropy Dilution.

...Actually if we ever want ideas for stuff to research we could just take a look at our inventory. We still have tons of samples and tokens.
 
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It's good to know that a lot of people still want more TRvTW. Thanks, guys.

The consideration of lightening up on complexity is also appreciated.

Two things while I wait for the newest plans;
1) I'm gonna lock in next Mission as the Tara fight, since everyone seems onboard with that idea.
2) KRAUN's trade list has been updated, though there's only a few changes.
 
2) KRAUN's trade list has been updated, though there's only a few changes.
Okay, looking through this now.

Can't remember what we could sell everything for, so there may be a few additions to that side of things; I couldn't pick them out though. Stuff we can buy, though... seems KRAUN's done a few research actions. They've got a new gauntlet (presumably an upgrade from the CMP-5), a new knife prototype with low durability and a special rule that probably means it needs to break twice before being considered destroyed (though performance might be reduced with the first breakage; bet they're gonna work on fixing the durability later), an Augment that reduces stat penalties from limb damage, and maybe a couple other things I'm not seeing since it's been too long since I looked at it.
 
Still looking over my notes and stuff, but I do want to discuss some things before I finish that up.

Okay, yeah, now that I'm remembering a bit of this quest's mechanics, I'm really expecting us to do a lot of Trade actions in the future. Prevents bloating the turn length (as Hunts tend to), gives significant profit, and potentially gives our allies an advantage in combat when we need their help. Only potential concern is market oversaturation, but we've got more than one product KRAUN wants so we can switch what we're selling if necessary. Might be worthwhile to try to get a couple more trade partners, too; wasn't there a place that doesn't want Jaegers since they want to avoid the attention of big Kaiju? Maybe we could sell them some of our Conventionals or something, assuming they're still there; they might like the mortars or the bombers.
Not a terrible idea. Been meaning to contact them, or those guys we encountered on the way down to Oblivion Bay. Not sure how much R they could afford to shell out, but it would be nice to have other trade partners. Might have to see if we can manage to squeeze it in.
And yeah, I tend to overdo things in games too. Grinding everyone to max level (max stats if I can manage it) in Fire Emblem, eating every mushroom I find to grind status resistances in Rune Factory, that sorta thing.
I mostly grind for abilities rather than levels in the most recent games (post-Awakening), but that does overlap. Max actual levels and stats aren't part of my odd compulsions. It's generally a tendency to be incredibly thorough, gaining every little bit of resource I can out of things. Especially things with limits. Probably has something to do with my tendency to hoard stuff. Partially for the sake of having a hoard (luckily, digital hoards don't take up much physical space, so I can often hoard infinitely, which appeals), but also because I get paranoid about future resource shortages.

As for the Rune Factory thing, I'd actually cap off each in-game day by downing a couple of the potions that result from failed crafting, which inflict every single possible status effect, then whack my bed repeatedly to grind weapon skills, until I was either on the verge of death from DoT, or it was the last possible moment to go to bed and refresh everything, including undoing the status effects. I'd get the potions by deliberately failing crafting using cheap, plentiful mats like rusty metal or rocks. I especially liked using the former, just for the added hilarity of drinking super-poisons made from rusted metal to get stronger and heathier.
I'll never not have interest in this game!

Edit: if we have extra actions and nothing particularly urgent that needs to be done, we could always improve the Skadi like we told KRAUN we were going to way back in the day. And if we ever run out of ideas, we can always research Magic/the Barrier Ractor/Weather Manipulation/Entropy Dilution.

...Actually if we ever want ideas for stuff to research we could just take a look at our inventory. We still have tons of samples and tokens.
Yeah...the problem was less "we don't have anything that needs doing or researching" and more a lack of flexibility on my end when it came to things not directly related to the Crusade. Also, some of the stuff I was calling "filler" was basically just stuff that didn't progress towards the Crusade at all. That doesn't necessarily make it "filler" in actuality. I just kinda...had some tunnel-vision issues when I made the assessment.

As I said, I'd really prefer more input if I can get it, if only because I can tend to end up with tunnel-vision at times. Also, without input from you guys as to what you want to do, I can kinda only go off our current long-term goals. That's at least partially because I have a serious aversion to feeling like I'm only doing stuff that interests or makes sense to me when vote building, hence my note-taking of suggestions made between Downtimes. It's a lot easier to club the feeling that I'm abusing your guys' trust over the head with an imaginary baby seal until it hides back in the hole of my own low-self esteem if I include stuff you guys suggest. And it's even easier if I get vote feedback. Otherwise, I feel like the vote will only reflect how I assess our situation.

So please, don't be afraid to challenge my priorities. I'm attempting to base them on what people want, and I can't really do that without knowing what we plan on doing as a group. If you guys would prefer to wait until after Phenom is at the stat cap before building the Polaris, so Tacit's old reactor can go to Phenom right away, tell me. If you want to do some bit of research, or build some upgrade for one of the Jaegers, bring it up so we can discuss it as a group and try to figure out if we need it now, or if we want other stuff more. I'm often basing my decisions and judgements based on discussions from months prior. If people have reconsidered things since, I want to know.
It's good to know that a lot of people still want more TRvTW. Thanks, guys.

The consideration of lightening up on complexity is also appreciated.

Two things while I wait for the newest plans;
1) I'm gonna lock in next Mission as the Tara fight, since everyone seems onboard with that idea.
2) KRAUN's trade list has been updated, though there's only a few changes.
*silent whistle* There might only be a few changes, but they're significant ones. They've got working gun sight equivalents for carried guns. That's probably worth buying and studying. Might even be worth buying 4 for a discounted price, as we have uses for at 2, maybe 3, and future use for two more. Same with those new hands, as they sound like they have good stats for Blocking or Parrying. There's also an Aug that reduces penalties from limb loss, which I'm not sure is all that interesting, plus a neat Vibro-knife, and a clavicle knife sheath, which would probably work for any knives we might create ourselves.

Oh, and we also appear to have glutted the speciality ammo market. So the armor market seems likely to plummet next turn, since that's what we're focusing on producing this turn. Figured as much, but it's good to get confirmation.
 
*silent whistle* There might only be a few changes, but they're significant ones. They've got working gun sight equivalents for carried guns. That's probably worth buying and studying. Might even be worth buying 4 for a discounted price, as we have uses for at 2, maybe 3, and future use for two more. Same with those new hands, as they sound like they have good stats for Blocking or Parrying. There's also an Aug that reduces penalties from limb loss, which I'm not sure is all that interesting, plus a neat Vibro-knife, and a clavicle knife sheath, which would probably work for any knives we might create ourselves.

Oh, and we also appear to have glutted the speciality ammo market. So the armor market seems likely to plummet next turn, since that's what we're focusing on producing this turn. Figured as much, but it's good to get confirmation.
The sights might've been there before the latest update; at the very least they seem familiar to me.

The compensation Aug isn't all that impressive at first glance, but consider how many times we've beaten enemies by stacking penalties. It's not as good as some of our ideas, but it's still useful.

The knife sheath I'm quite sure was already in there.

Not seeing the "glutted the specialty ammo market" thing you're talking about; pretty sure that bakelite was already Interested. Or are we seeing different things in the doc?
 
The sights might've been there before the latest update; at the very least they seem familiar to me.

The compensation Aug isn't all that impressive at first glance, but consider how many times we've beaten enemies by stacking penalties. It's not as good as some of our ideas, but it's still useful.

The knife sheath I'm quite sure was already in there.

Not seeing the "glutted the specialty ammo market" thing you're talking about; pretty sure that bakelite was already Interested. Or are we seeing different things in the doc?
I might just have a poor memory, TBH. It's been a while.

Right, looked back over my notes, and came up with some ideas.

As it currently stands, we'll be sitting fairly pretty at the end of the turn, with more than enough R to get all the gear we need to make Tacit fly next turn (assuming we engage in Trade first, anyway), barring some major catastrophe. According to my math, we could increase our expenses by up to 12k and still have enough to do so, though I do like having nice, big margins in my plans for emergencies. Still, I'd be quite willing to eat into those margins a little for certain things. And also we could "just" buy Tacit a Polaris next turn, rather than also getting him flight gear. It's not like we absolutely must buy them at the exact same time.

For example, I'm fairly tempted to create some Thunderspray grenades for the siege, probably with the MF discount (even if Revolver is really low on ammo). They're perfect for this situation, and I've been meaning to make some for ages now. They're also relatively cheap, especially with the MF discount. Admittedly, Phenom will have atrocious accuracy with grenades, but Tacit should be able to take serious advantage of them when it comes to dealing with Cat 0's. And putting another 400 R towards improving Phenom's HtH and swapping the current Joint J-Tech Research to a regular Action is a no-brainer.

Other than those two things, we could do a lot of stuff. One thing of note would be building and installing some Augments or other gear in our Jaegers. I'm actually half-tempted to build a Mirage Cloak, now that I think about it. Not for any solid reason beyond "it's awesome and I want to see it in combat", mind you. Might have to give up something in the current plan to also make the Mirror Coating to go with it, but I still rather want to make one. Not sure exactly which Jaeger we would give it to either, come to think of it. Pretty much any of them could make use of it. It'd be pricey, to be sure, but the edge it grants could definitely come in handy, especially when we're about to be up against a large number of foes at once, several of whom probably have Ranged attacks. But that's an expensive enough item that I'd like more input before actually going for it. I'm also considering buying Revolver GAPAS, though it has occurred to me that the Mirage Cloak might actually be more effective for him. Again, need input before I make any hard decisions.

Picking up some sights from KRAUN also seems like a fairly logical choice. They're fairly cheap, we'll probably want to replicate them, and they'll improve Jagdhund's accuracy. The "4 for 1000" deal is appealing, since Revolver might have use for them in the future, and it gives us spares to study and replace in-case of breakage. Speaking of which...@Fyrstorm, I'm guessing we can't give the Dolch Gewher a sight, due to it being both Built-in and Carried? Those new hands are also tempting, but I think they can probably wait a bit.

Beyond that, I'm thinking of using our Neo-Seattle MPFs on something better suited for anti-Cat 0 combat than our tanks. Probably mortars. Drakons would likely be too expensive. I've got a couple of ideas for what to use any spare Actions on, ranging from doing some active clean-up to try and improve Everett's Environment, to contacting other factions about opening up trade, as @Sir Plusse suggested.

I'm actually a lot happier with my "filler" stuff than I probably was previously, except possibly the Everett Interrogation question. So unless anyone's got objections or requests about what to research/do, I'm thinking it looks fairly solid. Looting Kitsap is something we've forgotten to do for ages, and it's fairly easy R and loot, and most of the upgrades to existing gear are all quite helpful/relevant. Might nix the PT boat repairs if I feel like I want that Action for something else (like making Shrike Coating), but that's about it.
 
The Targeting Arrays are new, as are the Hypersonic Dagger, the CMP-7 fists, and the Augment. Everything else was already there.

You guys already have a stash of 8 Shrike Coating (the minimum needed to use the Cloak to its full potential), since you ripped it off of Arkon's flesh.

The Dolch Gewehr is really more if a Built-in weapon that needs to be aimed and fired by hand, so it's not applicable for the Targeting Array. If you somehow made it totally hand carried (or just waited for KRAUN to throw one together), then it'd work fine.

I think that's everything.
 
I'd be fine with delaying Flying Tacit for a little; as Nix said, it doesn't have to be at the same time. There's plenty of stuff we could use the resources for instead, such as mass-producing the Shrike Coating, building a Mirage Cloak or two, general upgrades to Jaegers, Jaegrenades, maybe a few plasma guns... Hey, did we ever get around to building Sovereign stuff for Jagd?
 
The Targeting Arrays are new, as are the Hypersonic Dagger, the CMP-7 fists, and the Augment. Everything else was already there.

You guys already have a stash of 8 Shrike Coating (the minimum needed to use the Cloak to its full potential), since you ripped it off of Arkon's flesh.

The Dolch Gewehr is really more if a Built-in weapon that needs to be aimed and fired by hand, so it's not applicable for the Targeting Array. If you somehow made it totally hand carried (or just waited for KRAUN to throw one together), then it'd work fine.

I think that's everything.
I had forgotten about the store of Shrike Coating. That, plus the discount we get on the first Mirage Cloak, makes it look like a real bargain. Logical recipient would probably be Revolver, IMO, since Revolver's not only rolling with worse armor in most Hit Locs, but also has bugger all defensive Augments or pieces of kit right now. That's a big enough issue that I'd really like to work on fixing it. Shelling out the money needed to replace the armor would actually be pretty pricey, unfortunately. But I could pretty easily add a couple of plates to the current batch were selling KRAUN and armor up the really important Hit Locs.
I'd be fine with delaying Flying Tacit for a little; as Nix said, it doesn't have to be at the same time. There's plenty of stuff we could use the resources for instead, such as mass-producing the Shrike Coating, building a Mirage Cloak or two, general upgrades to Jaegers, Jaegrenades, maybe a few plasma guns... Hey, did we ever get around to building Sovereign stuff for Jagd?
Sovereign stuff is high up on the to-do list, but is waiting until we can roll it into a batch we're making to sell to KRAUN. That said...I could actually feasibly produce and install the Sovereign stuff this turn. I'd need to muck about a bit with the income math and probably nix the PT boats, but that's a minor concern. And they'd be damn useful for a fight like this one, honestly.

I will note that I was planning on shelling out ~70k next turn. And we'd still have had ~22k in reserve, though it's currently ~12k because of Trade multiplier and "interest", for lack of a better term. There's a whole idea of "R spent on gear now can't purchase as much as R used on Trade" that could be argued for. But I honestly don't think about it much, because buying stuff is the whole point of the endeavor. I'm not thinking of dipping too deep into the reserves, though. We don't really have the Actions to do that much siege-prep. As it currently stands, it's maybe another 6-7k.

As for mass-producing Shrike Coating, it's only a marginal armor improvement without the Cloak, and a fairly expensive one, as far as armor goes. Not sure if we'll need oodles and oodles of it.
 
I had forgotten about the store of Shrike Coating. That, plus the discount we get on the first Mirage Cloak, makes it look like a real bargain. Logical recipient would probably be Revolver, IMO, since Revolver's not only rolling with worse armor in most Hit Locs, but also has bugger all defensive Augments or pieces of kit right now. That's a big enough issue that I'd really like to work on fixing it. Shelling out the money needed to replace the armor would actually be pretty pricey, unfortunately. But I could pretty easily add a couple of plates to the current batch were selling KRAUN and armor up the really important Hit Locs.

Sovereign stuff is high up on the to-do list, but is waiting until we can roll it into a batch we're making to sell to KRAUN. That said...I could actually feasibly produce and install the Sovereign stuff this turn. I'd need to muck about a bit with the income math and probably nix the PT boats, but that's a minor concern. And they'd be damn useful for a fight like this one, honestly.

I will note that I was planning on shelling out ~70k next turn. And we'd still have had ~22k in reserve, though it's currently ~12k because of Trade multiplier and "interest", for lack of a better term. There's a whole idea of "R spent on gear now can't purchase as much as R used on Trade" that could be argued for. But I honestly don't think about it much, because buying stuff is the whole point of the endeavor. I'm not thinking of dipping too deep into the reserves, though. We don't really have the Actions to do that much siege-prep. As it currently stands, it's maybe another 6-7k.

As for mass-producing Shrike Coating, it's only a marginal armor improvement without the Cloak, and a fairly expensive one, as far as armor goes. Not sure if we'll need oodles and oodles of it.
Only problem with putting the shrike coating we have on Revolver is that it's the wrong color :V
 
Come to think of it, would KRAUN be interested in the Shrike if we marketed it as support equipment for the Mirage Cloak ("you can only get about 50% of its potential on its own, you need to wear this stuff over your armor for the full effect; any defense it provides is just a nice side benefit") instead of armor?

But anyway, by "mass produce" I meant more "make enough for our Jaegers to equip it in all locations" than "make multiple spares for every location in addition to fully equipping everyone." I'd be willing to settle for one complete coat per Mirage Cloak, though.
 
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